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AI Headless And Performance
WFBE_C_AI_DELEGATION controls delegation:
-
0: disabled -
1: client-side AI creation/delegation -
2: headless client
Source anchors: Rsc/Parameters.hpp:50-53 exposes the mission parameter; Common/Init/Init_CommonConstants.sqf:93-100 defines the default delegation mode and client-FPS thresholds. initJIPCompatible.sqf:155 forces HC mode for the fork, while initJIPCompatible.sqf:164-170 downgrades HC mode to disabled when the detected OA build lacks HC support.
Server functions Server_DelegateAITownHeadless.sqf, Server_DelegateAIStaticDefenceHeadless.sqf and Server_FNC_Delegation.sqf are the core delegation hooks. Client handlers Client_DelegateAI.sqf, Client_DelegateTownAI.sqf and Client_DelegateAIStaticDefence.sqf receive delegated work through Client/PVFunctions/HandleSpecial.sqf:13-15.
Page ownership: this atlas owns AI/performance runtime orientation and source routing. The implementation patch shape, work-record model, disconnect policy and DR-21/DR-42 decisions live in Headless delegation and failover.
Confirmed finding cross-links: Deep-review findings DR-21 covers HC disconnect/no failover, while DR-42 covers static-defense HC one-way delegation / missing update-back. Treat those as the canonical finding records and use the playbook for patch shape. For AI commander/autonomous logistics revival decisions, use AI commander autonomy audit.
Boyle's second-pass autonomy review clarified the split between real AI plumbing and missing autonomy:
| Area | Source status | Notes |
|---|---|---|
| AI commander constants/state | Live. Constants are in Common/Init/Init_CommonConstants.sqf:91-102; side state/funds are initialized in Server/Init/Init_Server.sqf:364-365. |
This is real state, not just comments. |
| AI commander upgrade worker | Live function. WFBE_SE_FNC_AI_Com_Upgrade is compiled at Server/Init/Init_Server.sqf:48; Server_AI_Com_Upgrade.sqf:12-50 selects an upgrade, checks AI commander funds/supply and debits. |
The worker exists, but no obvious live scheduler was found that calls it end-to-end. |
| AI buy worker | Latent. AIBuyUnit is compiled from Server_BuyUnit.sqf, but no static caller was found outside that file family. |
Do not document AI unit production as fully operational until a dynamic caller is proven. |
| AI commander run flag | Partial. wfbe_aicom_running is initialized and cleared by commander reassignment/vote code, but no visible owner loop was found that starts autonomous commander behavior. |
Scaffolding plus workers, not a complete self-driving commander brain. |
Canonical revival/readiness detail lives in AI commander autonomy audit, including the mission-parameter/fallback-default distinction and the broken UpdateSupplyTruck / missing supplytruck.fsm path.
Town AI is centralized through Server/FSM/server_town_ai.sqf. The server starts it once globally when defenders or occupation are enabled at Server/Init/Init_Server.sqf:513-514. Server_GetTownGroups, Server_GetTownGroupsDefender, Server_SpawnTownDefense, and Server_ManageTownDefenses are compiled at Server/Init/Init_Server.sqf:49-60.
Source anchors: server_town_ai.sqf:11-19 loads range, inactivity and delegation settings; server_town_ai.sqf:35-51 owns the global loop and performance timing; server_town_ai.sqf:157-179 switches between client delegation, HC delegation and server fallback; server_town_ai.sqf:205-219 deletes inactive town groups/vehicles.
Client_WatchdogPlayerAI.sqf and Client_RecoverPlayerAI.sqf are client-side resilience systems for AI units in player groups. They check locality, alive state, vehicle validity, movement destination quality and recovery cooldowns.
The mission writes structured [Performance Audit] RPT lines through PerformanceAudit_Record / PerformanceAudit_Run. The analyzer in Tools/PerformanceAuditAnalyzer converts RPT lines into CSV, Markdown, HTML and Word-friendly reports.
Instrumented areas include:
- client marker loops:
updatetownmarkers,updateteamsmarkers,updatesalvage; - client RHUD;
- combat marker blinking;
- updateavailableactions;
- AFK update loop;
- player AI low gear manager;
- town AI delegation and fallback views in the analyzer;
- cleanup/restorer focused reporting.
- RHUD caches controls, text and colors to avoid rewriting unchanged UI every second.
- Team and town marker loops include local caches and audit counters.
- Volumetric clouds are force-disabled because of FPS/stutter cost with skipTime.
- Day/night sync uses small client-side skipTime steps, server date broadcasts and hard sync only for excessive drift.
- Anti-stack loops can be disabled by mission parameter for controlled audits.
- Server cleaners/restorers split cleanup work into dedicated loops.
Server/GUI/serverFpsGUI.sqf and Server/Module/serverFPS/monitorServerFPS.sqf publish server FPS data used by HUD/status surfaces. Earlier compile lines for WFBE_CO_FNC_monitorServerFPS are commented at Server/Init/Init_Server.sqf:65,90, but Init_Server.sqf later executes the GUI and module directly at Server/Init/Init_Server.sqf:578,595.
Source anchors: Server/GUI/serverFpsGUI.sqf:1-10 publishes SERVER_FPS_GUI every 8 seconds when dedicated; Server/Module/serverFPS/monitorServerFPS.sqf:1-6 publishes WFBE_VAR_SERVER_FPS with the same dedicated-only sleep placement. The hosted/listen-server busy-loop caveat is DR-19.
- Do not compare client and server audit rows as if they measured the same impact.
- Public-variable storms can cause more harm than local scheduled work.
- Treat long monitoring rows with sleeps/database waits differently from CPU-heavy loops.
Claude's review sharpened several assumptions about AI performance and HC behavior. Paths are relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/.
Town AI is not simulation-cached. enableSimulation false is used on invisible town logic entities in mission.sqm, not as the town AI cache. The active mechanism is Server/FSM/server_town_ai.sqf:
- Spawn: nearby
"Man","Car","Motorcycle","Tank"and"Ship"entities inside600 * detection_coefwake a town; aircraft are filtered out so flyovers do not activate towns. - Despawn: after
time - wfbe_inactivity > WFBE_C_TOWNS_UNITS_INACTIVEwith no enemies, units and groups are deleted. - Confirmed risk: the vehicle cleanup in
server_town_ai.sqf:191-223, especially:211-216, iterateswfbe_active_vehiclesand deletes each alive vehicle when!(isPlayer leader group _x). It does not checkcrew, cargo or turret occupants, so a player riding in a town-AI vehicle while not group leader can still be inside a vehicle that gets deleted. This is separate fromServer_HandleEmptyVehicle.sqf, which has its own empty-vehicle wait and is not the source of this bug. See Town AI vehicle safety for the source chain, patch shape and validation gates.
There is no setGroupOwner in the mission. HC mode uses remote creation: the server sends delegate-townai, delegate-ai or delegate-ai-static-defence, and the headless/client receiver creates the units locally. Keep detailed patch decisions in Headless delegation and failover; use this table to find the live source path.
| Topic | Source anchors | Canonical patch guide |
|---|---|---|
| HC bootstrap and registration |
initJIPCompatible.sqf:236-238; Headless/Init/Init_HC.sqf:4-15; Server_HandleSpecial.sqf:117-131; Server/Init/Init_Server.sqf:109-110
|
Headless delegation and failover |
| Town AI HC path |
Server_DelegateAITownHeadless.sqf:23-34; Client_DelegateTownAI.sqf:23-35; Server_HandleSpecial.sqf:86-96
|
Headless delegation and failover |
| Static-defense HC path |
Server_OperateTownDefensesUnits.sqf:38-56; Server_HandleDefense.sqf:19-24; Server_DelegateAIStaticDefenceHeadless.sqf:23-26; Client_DelegateAIStaticDefence.sqf:25-28
|
Headless delegation and failover |
| Disconnect and late-HC behavior |
Server_OnPlayerDisconnected.sqf:22-29; initJIPCompatible.sqf:155,164-170
|
Headless delegation and failover |
Runtime caveats: HC mode can be forced at initJIPCompatible.sqf:155, then downgraded once during init if the OA build lacks HC support (initJIPCompatible.sqf:164-170). The current mission has no visible failover/rebalancing pass on HC disconnect and no late-HC rebalance pass. DR-21 and DR-42 track those as implementation findings; this atlas only routes readers to the live code.
Common/Functions/Common_GetSleepFPS.sqf:5-9 returns shorter sleeps when FPS drops. In Server/FSM/updateresources.sqf:74-75, that means the economy loop tries to avoid income stalls during lag, at the cost of doing more scheduled work while the server is already stressed. Treat it as a design tradeoff, not an obvious bug.
Previous: Supply heli PR #1 | Next: HC delegation/failover
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