I agree with Austin's (excellent!) answer: you can't prevent out-of-game communications, and having in-game tokens to represent in-game communication is a solid option.
But, there's another angle: incentives.
Are there any solutions on safeguarding against meta communication between players in a massive multiplayer game?
Yes: make it more expensive to use a side-channel than an in-game method.
Austin's answer talks about using time as the expense: that having an in-game token that represents in-game communication makes things faster. That's a great option in a lot of circumstances, but there are other options that are worth considering; they include:
Explore: fast-travel mechanics allow more specific targeting (ie., shorter travel times) if you have a good map, and sensors work 5% faster if they've pre-loaded some base data. A false map lands you in the wrong place (possibly a very wrong place), and adds time to the initial sensor scan as the computers try to reconcile the scan data with the pre-loaded data.
Expand: resources flow 5% faster if you have a pre-arranged contract with the other player. A false contract slows the flow of resources as ships show up to empty docks (or are refused docking, etc.); ships might even return empty.
Exploit: every minute of mining yields 5% more ore if you have a map of the vein, or the vendor gives a 5% discount to people who wear a certain pin or know the secret handshake. A false map reduces the yield (possibly to 0%), points to a different resource, etc.; a false handshake increases the price as the vendor thinks you're trying to get something over on them.
Exterminate: your weapons and/or shields are 5% better if you have detailed scans of the target class/type of enemy. False scans decrease the effectiveness of your gear by 5% as your weapons target the hard points instead of the soft ones and your shield harmonics are all wrong.
Pyramid Scheme: if I give you a map of sector 001, then I get a 0.5% commission on your activity in that sector; if I teach you the secret handshake, I get a 0.5% commission on those trades; etc.. I'm honestly not sure what false information would do in a Pyramid Scheme scenario, but I've only been thinking about it for about half an hour over lunch. But, maybe just wasting the other person's time is sufficient?
Note: the percentages are pulled out of thin air and may be horribly wrong for your particular game.
If I'm trying to get my friend to play the game, it behooves me to give them good maps and scans in-game; doing so gives them a leg up and speeds up their path to being able to help me with in-game stuff. Sure, I can tell them to go to the Iron Ore System's 3rd planet for ore over email, but an in-game map helps them bootstrap just that much faster and might get me a few coins for my trouble.
If I'm a streamer trying to run a community event, I'm definitely interested in the Pyramid Scheme option so I can afford the new shiny just that much faster. The other options are still going to be worth giving out for the event so the event has a better chance of being successful and fun for all involved.
And, the values should be small enough that the in-game hassle of sending maps and scans around the world isn't worth the amount of real-world currency one might be willing to pay to get that slight edge - especially if the buyer can spend some time (and probes?) to get the data themselves.
Social Problems and Technical Solutions
It is almost always impossible to implement a technical solution to a social problem. Technical solutions can help, to be sure, but they can very, very rarely actually solve the problem. And, OP's got a social problem on their hands. Social problems require social solutions. Here, that solution is "don't try to block out-of-band communication, just make it worthwhile to use in-band communication channels".