From cb8664a88fa44eda4ba3b7a16bcb16c751a93a95 Mon Sep 17 00:00:00 2001
From: JawherKl <kalleljawher4@gmail.com>
Date: Tue, 25 Mar 2025 18:16:33 +0100
Subject: [PATCH] update the title of resource section

---
 .../content/io_uring@YH7u1FKh85wz78J0stuzS.md                  | 3 ++-
 .../content/iocp@7pgdOZomhGilBTwfJLMbm.md                      | 3 ++-
 .../content/select@5-5toy2CblZPCV9d5QPEo.md                    | 3 ++-
 .../content/semaphore@DYvzGc_r0SlOArPPc1gNI.md                 | 2 +-
 .../content/wsa-poll@D9Yeyn8phDhB1ohMWccgr.md                  | 3 ++-
 5 files changed, 9 insertions(+), 5 deletions(-)

diff --git a/src/data/roadmaps/server-side-game-developer/content/io_uring@YH7u1FKh85wz78J0stuzS.md b/src/data/roadmaps/server-side-game-developer/content/io_uring@YH7u1FKh85wz78J0stuzS.md
index 5858b0c76..14587512c 100644
--- a/src/data/roadmaps/server-side-game-developer/content/io_uring@YH7u1FKh85wz78J0stuzS.md
+++ b/src/data/roadmaps/server-side-game-developer/content/io_uring@YH7u1FKh85wz78J0stuzS.md
@@ -8,6 +8,7 @@ system calls by using a shared memory ring buffer between the kernel and user sp
 context switching overhead. This results in improved scalability and responsiveness, allowing 
 game servers to handle thousands of concurrent connections with minimal CPU usage.  
 
-Resources:  
+Visit the following resources to learn more:
+
 - [@documentation@Linux io_uring_enter](https://man7.org/linux/man-pages/man2/io_uring_enter.2.html)
 - [@article@Efficient Networking with io_uring](https://lwn.net/Articles/776703/)
\ No newline at end of file
diff --git a/src/data/roadmaps/server-side-game-developer/content/iocp@7pgdOZomhGilBTwfJLMbm.md b/src/data/roadmaps/server-side-game-developer/content/iocp@7pgdOZomhGilBTwfJLMbm.md
index e0f34750e..9aaf53eb0 100644
--- a/src/data/roadmaps/server-side-game-developer/content/iocp@7pgdOZomhGilBTwfJLMbm.md
+++ b/src/data/roadmaps/server-side-game-developer/content/iocp@7pgdOZomhGilBTwfJLMbm.md
@@ -9,5 +9,6 @@ minimizing CPU overhead and improving scalability. By leveraging IOCP, game serv
 efficiently handle thousands of connections with minimal latency, making it the preferred 
 choice for high-performance Windows-based game networking.  
 
-Resources:  
+Visit the following resources to learn more:
+
 - [@documentation@Microsoft IOCP Documentation](https://learn.microsoft.com/en-us/windows/win32/fileio/i-o-completion-ports)  
\ No newline at end of file
diff --git a/src/data/roadmaps/server-side-game-developer/content/select@5-5toy2CblZPCV9d5QPEo.md b/src/data/roadmaps/server-side-game-developer/content/select@5-5toy2CblZPCV9d5QPEo.md
index eaa2d32a0..9d788c0c6 100644
--- a/src/data/roadmaps/server-side-game-developer/content/select@5-5toy2CblZPCV9d5QPEo.md
+++ b/src/data/roadmaps/server-side-game-developer/content/select@5-5toy2CblZPCV9d5QPEo.md
@@ -8,6 +8,7 @@ a large number of concurrent connections. Despite its drawbacks, it remains usef
 simpler applications or legacy systems. Modern alternatives like `epoll` or `kqueue` offer 
 better performance and scalability.  
 
-Resources:  
+Visit the following resources to learn more:
+
 - [@documentation@Linux select API](https://man7.org/linux/man-pages/man2/select.2.html)
 - [@article@select vs epoll vs poll](https://devarea.com/linux-io-multiplexing-select-vs-poll-vs-epoll/)
\ No newline at end of file
diff --git a/src/data/roadmaps/server-side-game-developer/content/semaphore@DYvzGc_r0SlOArPPc1gNI.md b/src/data/roadmaps/server-side-game-developer/content/semaphore@DYvzGc_r0SlOArPPc1gNI.md
index 4038efc8d..2ebca321b 100644
--- a/src/data/roadmaps/server-side-game-developer/content/semaphore@DYvzGc_r0SlOArPPc1gNI.md
+++ b/src/data/roadmaps/server-side-game-developer/content/semaphore@DYvzGc_r0SlOArPPc1gNI.md
@@ -8,5 +8,5 @@ handling to avoid deadlocks and ensure efficient thread scheduling. Commonly use
 semaphores help maintain stability in high-performance multiplayer environments.
 
 Visit the following resources to learn more:
-  
+
 - [@article@Semaphores in Process Synchronization](https://www.geeksforgeeks.org/semaphores-in-process-synchronization/)
diff --git a/src/data/roadmaps/server-side-game-developer/content/wsa-poll@D9Yeyn8phDhB1ohMWccgr.md b/src/data/roadmaps/server-side-game-developer/content/wsa-poll@D9Yeyn8phDhB1ohMWccgr.md
index 574651a89..0d2da0573 100644
--- a/src/data/roadmaps/server-side-game-developer/content/wsa-poll@D9Yeyn8phDhB1ohMWccgr.md
+++ b/src/data/roadmaps/server-side-game-developer/content/wsa-poll@D9Yeyn8phDhB1ohMWccgr.md
@@ -8,5 +8,6 @@ connections. However, it is generally less efficient than `epoll` on Linux due t
 scanning mechanism. For high-performance game servers on Windows, IOCP (I/O Completion Ports) 
 is often preferred over `WSA-Poll`.  
 
-Resources:  
+Visit the following resources to learn more:
+
 - [@documentation@Microsoft WSA-Poll Documentation](https://learn.microsoft.com/en-us/windows/win32/api/winsock2/nf-winsock2-wsapoll)
\ No newline at end of file