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AI Runtime HC Loop Map
This page is a focused runtime map for server loops, town AI, headless-client delegation and AI/autonomy edges. Use it with AI/headless/performance, Server runtime atlas, HC delegation/failover, AI commander autonomy audit and Performance opportunity sweep.
SRC below means Missions/[55-2hc]warfarev2_073v48co.chernarus.
| Loop / handler | Source refs | Role | Cadence / exit | Risk |
|---|---|---|---|---|
| Role split / init chain |
SRC/initJIPCompatible.sqf:55-57, :214-239
|
Common, server, client, HC | Once, with waits | HC is `!(hasInterface |
| HC support gate | SRC/initJIPCompatible.sqf:164-170 |
Common | Once | AI delegation mode 2 is disabled below OA 1.62 build gate. |
| HC boot / registration | SRC/Headless/Init/Init_HC.sqf:4-15 |
HC | Fixed sleep 20, fire-once PVF |
No retry or heartbeat. |
| Server init waits |
SRC/Server/Init/Init_Server.sqf:1, :126-127, :507, :583
|
Dedicated/hosted server | Waits for common/town/time gates | Stalls if common/town init never completes. |
| Client init waits/JIP fanout |
SRC/Client/Init/Init_Client.sqf:164-165, :594-596, :757-770, :960-962
|
Client/hosted player | Waits, then JIP queries | Heavy town-wide query fanout on join. |
| Town state loop |
SRC/Server/FSM/server_town.sqf:34, :57, :259-270
|
Server | Per-town sleep 0.05, outer sleep 5; exits on WFBE_GameOver
|
Core scan/capture/supply loop. |
| Town AI activation loop |
SRC/Server/FSM/server_town_ai.sqf:35, :84-121, :157-185, :191-251
|
Server | Per-town sleep 0.05, outer sleep 5; exits on WFBE_GameOver
|
Drives AI spawn/despawn and HC delegation. |
| Camp capture manager |
SRC/Server/FSM/server_town_camp.sqf:8-13, :25, :150-157
|
Server | About one-second global scan; exits on WFBE_GameOver
|
Continuous camp scan. |
| Town patrol workers |
SRC/Common/Functions/Common_CreateTownUnits.sqf:42-63; SRC/Server/FSM/server_town_patrol.sqf:18, :47-53
|
Server or delegated locality |
sleep 30; `!WFBE_GameOver |
|
| Ambient patrol workers |
SRC/Server/FSM/server_patrols.sqf:26, :68, :71-72
|
Server |
sleep 30; `!WFBE_GameOver |
|
| Static defense manage/operate |
SRC/Server/Functions/Server_ManageTownDefenses.sqf:15-32; Server_OperateTownDefensesUnits.sqf:24-85, :115-118
|
Server with optional HC creation | Event-like on town activation/capture | Resistance-only; HC static gunners are fire-and-forget. |
| Base defense remanning |
SRC/Server/Functions/Server_HandleDefense.sqf:7-42; SRC/Server/Construction/Construction_StationaryDefense.sqf:90-99
|
Server with optional HC creation | Missing gunner sleep 7, normal sleep 420; exits when defense dies |
No explicit game-over exit. |
| Resource/income loop |
SRC/Server/FSM/updateresources.sqf:20, :67, :74-75
|
Server | FPS-adjusted sleep; exits on gameOver
|
Uses inverse GetSleepFPS; low FPS shortens sleeps. |
| FPS sleep helper | SRC/Common/Functions/Common_GetSleepFPS.sqf:5-9 |
Common helper | Called by loops | Scaling may be inverted depending on intended semantics. |
| Performance audit loop |
SRC/Common/Functions/Common_PerformanceAudit.sqf:221-240; SRC/Server/Init/Init_Server.sqf:586-589
|
Server audit runner | Default flush sleep 60; exits on gameOver if set |
Good observability hook but only as complete as callers. |
| Server FPS publishers |
SRC/Server/GUI/serverFpsGUI.sqf:3-9; SRC/Server/Module/serverFPS/monitorServerFPS.sqf:1-8
|
Dedicated both; hosted/listen GUI publisher only in current source |
sleep 8; no match-end exit |
Dedicated duplicates FPS publishing surfaces. |
| Cleanup/restorer set |
SRC/Server/Init/Init_Server.sqf:535-560; cleaners such as droppeditems_cleaner.sqf:4, :19, :42
|
Server | Timer plus per-item sleeps; mostly WFBE_GameOver
|
Always-on cleanup pressure. |
| Global stats extension |
SRC/Server/CallExtensions/GlobalGameStats.sqf:5, :24
|
Server |
sleep 60; no explicit exit |
Always-on extension loop; player-count heuristics exclude HC. |
| AntiStack loops |
SRC/Server/Init/Init_Server.sqf:597-614; AntiStack/updateScoreInternal.sqf:13; mainLoop.sqf:15; flushLoop.sqf:17
|
Server if enabled | Mixed DB polling/sleeps | Optional but some loops can outlive a match. |
| AI supply truck loop |
SRC/Server/AI/AI_UpdateSupplyTruck.sqf:5-17; SRC/Server/Init/Init_Server.sqf:36, :381-383
|
Intended server |
sleep 60; exits on gameOver
|
Compile is commented, branch still calls UpdateSupplyTruck, FSM target is missing. |
| Flow | Evidence | Completeness |
|---|---|---|
| HC detection |
SRC/Headless/Functions/HC_IsHeadlessClient.sqf:5; SRC/initJIPCompatible.sqf:55-57
|
Complete for OA HC identity assumption. |
| HC registration |
SRC/Headless/Init/Init_HC.sqf:12-15; SRC/Server/Functions/Server_HandleSpecial.sqf:117-131; Server_OnPlayerDisconnected.sqf:23-27
|
Connect/disconnect handled; no heartbeat, retry or delegated-work failback. |
| Client delegation mode 1 |
SRC/Server/Functions/Server_OnPlayerConnected.sqf:68-70; Server_FNC_Delegation.sqf:15-73, :104-178; Client/FSM/updateavailableactions.fsm:49, :124
|
Most complete: client FPS/group counts, fallback to server and tracker cleanup. |
| Town AI to HC mode 2 |
SRC/Server/FSM/server_town_ai.sqf:157-172; Server_DelegateAITownHeadless.sqf:23-35; Client_DelegateTownAI.sqf:26-45
|
Partial: delegated vehicles report back, but there is no timeout/failback. |
| Static town defense to HC |
Server_OperateTownDefensesUnits.sqf:41-56; Server_DelegateAIStaticDefenceHeadless.sqf:22-27; Client_DelegateAIStaticDefence.sqf:25-38
|
Fire-and-forget; callback is commented. |
| Base defense remanning to HC | Server_HandleDefense.sqf:19-23 |
Fire-and-forget; no confirmation callback. |
Generic delegate-ai
|
Client/PVFunctions/HandleSpecial.sqf:13-15; Client_DelegateAI.sqf:20-32; Common_CreateUnitsForResBases.sqf:35
|
Stale/abandoned-looking; no clear live caller found. |
| Locality transfer helper | Server_SetLocalityOwner.sqf:13 |
Not used by town/static HC AI delegation; delegation creates on remote rather than transferring existing locality. |
| Severity | Finding | Evidence | Safe next action |
|---|---|---|---|
| High | AI supply trucks are broken if enabled. |
Init_Server.sqf:36, :381-383; AI_UpdateSupplyTruck.sqf:5-17; missing Server/FSM/supplytruck.fsm. |
Guard/remove the branch or restore compile + FSM + smoke before enabling. |
| High | Static-defense HC delegation has no completion/failback path. |
Server_DelegateAIStaticDefenceHeadless.sqf:22-27; Client_DelegateAIStaticDefence.sqf:28. |
Add callback/timeout or keep static-defense manning server-local. |
| Medium | Town HC delegation lacks heartbeat/failback. |
Server_DelegateAITownHeadless.sqf:23-30; Client_DelegateTownAI.sqf:35. |
Smoke HC disconnect during active town and document orphan behavior. |
| Medium | FPS sleep helper may be inverted. |
Common_GetSleepFPS.sqf:5-9; updateresources.sqf:74-75. |
Decide intent before patching; record RPT/perf evidence. |
| Medium | Patrol exit condition is lifecycle-hostile. |
server_town_patrol.sqf:18; server_patrols.sqf:26. |
Replace with bounded lifecycle after confirming cleanup semantics. |
| Medium | AI commander autonomy is scaffolded, not complete. | Funds at Init_Server.sqf:356-365; upgrade helper Server_AI_Com_Upgrade.sqf:12-50; no complete scheduler proven. |
Treat as owner decision / disabled partial until scheduler and buy/upgrade smoke exist. |
| Low/Medium | Town static defenses are resistance-only. |
Server_SpawnTownDefense.sqf:18; Server_OperateTownDefensesUnits.sqf:24. |
Correct any docs implying all occupied towns spawn static defense crews. |
| Target | Smoke gates |
|---|---|
| Dedicated server | Verify commonInitComplete, townInit, serverInitFull, town loop, town AI loop, camp loop, cleanup loops, performance audit and both FPS publishers. |
| Hosted/listen | Verify server/client branches both run, monitorServerFPS.sqf exits, serverFpsGUI.sqf publishes and client waits/JIP queries finish. |
| JIP | Join after server init and town activation; verify side logic, town/camp states, marker updates, day/night sync and no duplicated local loops. |
| HC | Run dedicated plus HC with delegation mode 2; verify HC registration, town AI delegation, update-town-delegation, HC disconnect removal and fallback behavior. |
| Negative AI supply | In a private test only, enable the old AI supply-truck path and confirm current failure; use that as a release gate before any revival. |
Previous: AI/headless/performance | Next: HC delegation/failover
Related: Server runtime atlas | AI commander autonomy audit | Feature status
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Docs rule: source-backed claims only; Arma 2 OA scripting docs only; gameplay edits start in Missions/[55-2hc]warfarev2_073v48co.chernarus.
- Getting started
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- Towns, camps and capture atlas
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- Victory conditions reference
- Territorial victory reference
- Marker cleanup and restoration
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- Map marker families content catalog
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- Client marker FSM updater map
- Support specials and tactical modules
- SCUD TEL tactical munitions
- Naval HVT objectives (carriers/SCUD)
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- Takistan airfield FPV drone design
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- GUER Insurgents faction overview
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- Upgrades and research atlas
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- Takistan map content reference
- Takistan features
- Takistan parity reference
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- IRS IR-smoke countermeasure
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- Zeta cargo sling-load reference
- Spawn primitive function reference
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- Waypoint helper function reference
- Position and proximity function reference
- Side/team state function reference
- Player AI watchdog and recovery
- AICOM stuck-recovery v2
- LoadoutManager data-model contributor guide
- Discord status bot setup and reference
- GLOBALGAMESTATS extension reference
- New player quickstart (player guide)
- Optional client mods (player guide)
- Earning funds and score (player guide)
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- Commander's handbook (player guide)
- Tactical support menu
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- In-game briefing & Diary field manual
- Playable maps catalog
- Faction root variables reference
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- Counter-battery radar system
- Bank, Reserve and Artillery Radar structures
- Map ruleset model and object config
- Countermeasures module reference
- Vehicle countermeasure (flares/spoofing)
- UAV terminal and spotter system
- Artillery firing function reference
- Service Point pricing model
- Medic redeployment truck (forward spawn)
- Side-patrol runtime and convoy mechanics
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- Config lookup helper reference
- CIPHER sort utilities reference
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- BattlEye filter setup and OA taxonomy
- Player squad/group join protocol
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- Missile and ordnance Fired-EH reference
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- Array and collection utilities
- Server composition spawner reference
- Upgrade queue server loop
- Map boundaries and off-map enforcement
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- Group bool getVariable A2-OA trap
- Vehicle weapon balance init
- View distance auto-throttle
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- Flag system quick reference
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- Server HandleSpecial router
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- Defense category & budget
- Legacy AI order primitives
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- Telemetry families reference
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- Discord bot instrumented logging
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- AI headless and performance
- AI mods and pathfinding reference
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- AI runtime/HC loop map
- Headless client init and stat loop
- HC delegation target selection
- Player AI caps and role balance
- Old WarfareBE FPS comparison
- AI commander autonomy audit
- Upstream BE 2073 AICOM delta
- Parent 2.073 divergence audit
- AI commander capture & fun plan
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- Headless delegation and failover
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- GUER Director living-resistance pitch
- Quality and operations
- Foundation perf findings & Tier-3 dead-ends
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- Attack-wave authority
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- Server gameplay runtime atlas
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- Audit findings queue (2026-06-03)
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- UI control class library reference
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- UI design inspiration 2026-07
- Available-actions client gate FSM
- Gear/loadout/EASA atlas
- Gear template profile filter
- Vehicle cargo equip loop bounds
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- Service menu affordability guards
- WASP overlay
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- Earplugs audio toggle
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- Community & Dev
- Community & Dev
- Miksuu upstream wiki import / archive index
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- Upstream mining ledger
- Archive script mining v2
- Upstream BE 2073 AICOM delta
- Parent 2.073 divergence audit
- PR8 and Drone upstream lesson match
- Development lessons learned
- External research reports
- Audit archive 2026-07
- Briefing reference
- Utes invasion concept
- Miksuu archive: Home
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- Miksuu archive: Discord bot
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- Miksuu archive: Chernarus script architecture
- Base-game visual catalogs
- Compatibility and references
- HC upstream history and lessons
- Player stats branch audit
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- Perf quick wins branch audit
- Commander positions branch audit
- Zargabad branch audit
- Quad AI Commander concept
- Arma 2 OA external reference guide
- Base-game config & image reference
- Arma 2 OA compatibility audit
- Arma 2 OA agent traps reference
- Arma 2 OA command versions
- Wiki source consistency
- External Arma 2 OA reference index