-
Notifications
You must be signed in to change notification settings - Fork 0
Architecture Overview
For upstream development patterns and negative knowledge from Miksuu PRs, reverts and branch history, start with Developer history and upstream lessons. It helps distinguish current architecture from old experiments and abandoned merge attempts.
The repository is an Arma 2 OA Warfare/CTI mission derived from Benny's Warfare and actively modernized for the Miksuu/WASP server. The core runtime is SQF in a mission folder, surrounded by C# helper tools, a Discord status bot, and a Windows extension bridge.
Unless a row names another ref, source anchors below are valid for docs branch docs/developer-wiki-index HEAD@55cb55e2170f. Rechecked 2026-06-24: targeted source diffs from 2de2de92 through HEAD over the overview's cited runtime and bootstrap paths are empty, preserving the earlier overview source-anchor snapshots. Treat current stable/B74.1 origin/master@f8a76de34, current B74.2 origin/claude/b74.2-aicom@21b62b04, historical release a96fdda2, Miksuu b8389e748243 and origin/perf/quick-wins@0076040f as branch-scope refs; follow the owner pages before citing line refs from those branches.
Use this page to choose the right owner document. Keep detailed branch matrices, patch shapes and smoke checklists in the narrower pages.
Use this table before turning an architecture overview anchor into a branch claim.
| Ref | Architecture source scope | Practical route |
|---|---|---|
Docs branch HEAD@55cb55e2170f
|
Runtime and bootstrap anchors listed here are unchanged from 2de2de92 / 05664f17 for checked description.ext, initJIPCompatible.sqf, common/client/server/headless init paths and HC_IsHeadlessClient.sqf. Tooling line anchors remain branch-sensitive and are owned by Tools and build workflow. |
Use this page for orientation, then open the linked owner page for system behavior, branch matrices and smoke gates. |
Current stable/B74.1 origin/master@f8a76de34 and current B74.2 origin/claude/b74.2-aicom@21b62b04
|
Same high-level source/generated-target architecture, but line refs and some boot-adjacent behaviors differ. B74.2 changes only source-Chernarus Client/Init/Init_Client.sqf and Server/Init/Init_Server.sqf among checked boot paths; maintained Vanilla stays stable-shaped. |
Start from Mission entrypoints and lifecycle, Lifecycle wait-chain, Source fix propagation queue and the subsystem owner page before citing stable/B74.2 line refs. |
Historical release a96fdda2, Miksuu b8389e748243 and origin/perf/quick-wins 0076040f
|
Source shape is close enough for architecture orientation, but branch drift remains important, including HC bootstrap shape, FPS publisher count, generated-input/template state and tooling root-discovery differences. | Recheck exact source paths before making upstream/perf/release claims; use Developer history and upstream lessons for historical context. |
| Partition | Primary responsibility | Source anchors | Deeper owner |
|---|---|---|---|
Common |
Shared constants, config imports, utility functions, public-variable registration, faction/core data, artillery and shared modules. |
Common/Init/Init_Common.sqf:6-85, :94-160, :289-323, :369-371
|
SQF code atlas, Assets/config/localization atlas |
Server |
Authoritative side logic, economy state, towns, AI spawning, victory checks, PVF request handling, cleanup, extension hooks, AntiStack and server metrics. |
Server/Init/Init_Server.sqf:10-95, :355-386, :507-538, :577-620
|
Server gameplay runtime atlas, Server runtime and operations |
Client |
UI, menus, player actions, local HUD/marker loops, skill modules, supply mission start flow, map interactions and client PVF handlers. |
Client/Init/Init_Client.sqf:49-140, :324-339, :360-388, :490-509, :547-595, :773-789
|
Client UI systems atlas, Player UI workflow map |
Headless |
Headless-client function subset and registration into server delegation. |
initJIPCompatible.sqf:164-170, :236-238; Headless/Init/Init_HC.sqf:4-15
|
AI/headless/performance, Headless delegation and failover |
WASP |
Custom gameplay overlay such as RPG drop, base repair, marker monitor and start-vehicle additions. |
initJIPCompatible.sqf:241-245 keeps the old WASP bootstrap commented; live client wiring starts from Client/Init/Init_Client.sqf:15, :573-574, and WASP start vehicles are server-created in Server/Init/Init_Server.sqf:425-463. |
WASP overlay, WASP marker wait cleanup |
Partition caveat: Common/Init/Init_Common.sqf is not purely client-safe shared code. It imports public variables at :294-295, but also has server-only group config under if (isServer) at :302-308. Confirm the owner before moving compile or config registration.
Missions/[55-2hc]warfarev2_073v48co.chernarus is the source mission for gameplay edits. Maintained Vanilla/Takistan is generated or copied from that source family; modded folders are not a safe propagation target unless a tooling owner explicitly claims them.
| Target / tool | Current source-backed rule | Owner route |
|---|---|---|
| Source mission | Edit Chernarus first for gameplay/source changes. description.ext:39-58 includes generated version.sqf, sounds/music and the resource/dialog/title/parameter headers. |
Source inventory, Tools and build workflow |
Generated version.sqf contract |
description.ext:39 includes version.sqf; clean checkouts need LoadoutManager-generated target files before pack/test claims. |
Mission config/version include graph, Tools and build workflow |
| LoadoutManager root | Branch-sensitive; this overview keeps only the docs-head anchor. Current docs head still accepts either an ancestor named a2waspwarfare or a repo-like root with Missions, Missions_Vanilla and Tools/LoadoutManager/LoadoutManager.csproj (FileManager.cs:153,158,166,176,184-188). Stable/release/Miksuu/perf branch splits belong on the tooling owner pages. |
Tools and build workflow, Source fix propagation queue |
| Maintained generated targets |
SqfFileGenerator.cs:128-129 writes Chernarus and Takistan terrain outputs; :131-132 keeps modded terrain writing commented. |
Tools and build workflow |
| Packaging |
ZipManager.cs:16 packages Missions and Missions_Vanilla; Modded_Missions is commented out. |
Tools and build workflow |
initJIPCompatible.sqf is the front-door role router. It imports MP parameters and constants at :121-123, applies Air Event/debug overrides at :125-162, gates headless support at :164-170, starts Common/Towns at :214-215, starts Server at :217-220, waits for side team state before Client at :223-233, and starts Headless at :236-238.
The exact wait graph belongs in Lifecycle wait-chain. The exact compile registry belongs in SQF code atlas. The high-risk architecture fact is the separation of ownership: server creates replicated side/team/HQ state (Init_Server.sqf:355-386, :465-502), clients wait for that state and wire local UI/action/runtime surfaces (Init_Client.sqf:360-388, :459-509, :787-789), and headless clients still register after a fixed sleep rather than an explicit serverInitFull barrier (Headless/Init/Init_HC.sqf:11-15 versus Init_Server.sqf:507).
| Claim | Source anchors |
|---|---|
| Mission front door and include graph |
description.ext:39-58 includes version.sqf, sound/music headers and the Rsc header/style/parameter/resource/dialog/title files. |
| Runtime role dispatch |
initJIPCompatible.sqf:214-238 starts Common, Towns, Server, Client and Headless branches after parameter setup. |
| Common side-presence/defender setup |
Common/Init/Init_Common.sqf:273-287 detects which side logics exist and fills WFBE_PRESENTSIDES, then still fixes WFBE_DEFENDER = resistance; keep dynamic-defender work routed through the lifecycle/feature owner pages. |
| Server replicated state and loops |
Server/Init/Init_Server.sqf:355-386 seeds side logic state; :507-538 starts town/victory/resource/collector loops; :577-620 starts server FPS, PerformanceAudit, AntiStack and player-list follow-up work. |
| Client waits and local runtime surfaces |
Client/Init/Init_Client.sqf:360-388 waits for town/structure/commander state before client FSMs; :459-509 handles spawn/HQ/CoIn setup; :773-789 finishes load-in and vote-menu state. |
| Headless timing edge |
Headless/Init/Init_HC.sqf:11-15 uses sleep 20 before connected-hc; it is not an explicit wait on serverInitFull from Server/Init/Init_Server.sqf:507. |
This mission values runtime performance and live-server stability. Many systems have explicit audit logging, cached UI writes, deferred loops, and optional switches. Documentation and feature work should preserve those patterns instead of reintroducing large per-frame scans or unconditional global broadcasts.
Previous: Quickstart | Next: Mission entrypoints and lifecycle
Main map: Home | Source map: Source inventory | Runtime: Lifecycle wait-chain
Home | Agent Guide | Current live state | Release 1.2.2 (B91) | Quickstart | Progress | Lifecycle wait-chain | Join/disconnect | Parameters/build | Assets/config | SQF atlas | PV index | Modules | Support/specials | Commander/HQ | Commander vote/reassign | Construction/CoIn | Construction cleanup | WDDM compositions | Factory/purchase | Upgrades/research | Towns/camps/capture | Victory/endgame | Markers/cleanup | Server runtime | AI runtime/HC | AI commander audit | HC delegation | Town AI safety | Commander reassignment | Resistance supply | Player UI workflow | UI atlas | Respawn/death | Gear template filter | Vehicle cargo loop | Service guards | UI IDD repair | UI design inspiration | WASP overlay | Feature status | Source propagation | release readiness | Tooling readiness | Integration trust | AntiStack DB | Owner decisions | Shelved registry | Abandoned feature revival | Hardening roadmap | PVF dispatch | Server authority | ICBM authority | Attack-wave authority | Telemetry families | AICOM V2 cutover | Consumer port map | Testing workflow | Server ops | Web tools | Ecosystem repos | Arma 2 OA refs | A2 traps | OA compatibility audit | Coverage ledger | Navigation inventory | Pruning ledger | Knowledge roadmap | Agent context | Collab protocol | Worklog | Audit archive 2026-07 | Briefing reference | Utes invasion concept
- Shelved AICOM concepts - revivable someday ideas (owner-shelved 2026-07-03)
Docs rule: source-backed claims only; Arma 2 OA scripting docs only; gameplay edits start in Missions/[55-2hc]warfarev2_073v48co.chernarus.
- Getting started
- Status and coordination
- Agent context
- Agent collaboration protocol
- Agent worklog
- Agent worklog archive
- Progress dashboard
- PR cleanup and integration lab
- Shelved PR #169: gear price double-count
- Shelved PR #194: Chernarus no-trees
- Coordination board
- Codebase coverage ledger
- Bottleneck removal queue
- Current source status
- Wiki mirror reconciliation
- Navigation inventory
- Registers
- Agent orchestration
- Architecture
- Architecture overview
- Mission entrypoints and lifecycle
- Lifecycle wait chain
- Player join/disconnect and AntiStack lifecycle
- Mission parameters/localization/build inputs
- Stringtable localization key-family catalog
- Source inventory
- Content structure and maps
- Assets/config/localization/parameters
- Mission start parameters index
- Code and networking
- Gameplay systems
- Core systems index
- Gameplay systems atlas
- Commander/HQ lifecycle atlas
- Economy, towns and supply
- Economy system reference
- Balance asymmetries
- Anti-stack skill-balance mechanic
- Empty-side supply income stagnation
- Towns, camps and capture atlas
- Victory and endgame atlas
- Victory conditions reference
- Territorial victory reference
- Marker cleanup and restoration
- Marker loop engine and registries
- Map marker families content catalog
- Marker subsystem function reference
- Client marker FSM updater map
- Support specials and tactical modules
- SCUD TEL tactical munitions
- Naval HVT objectives (carriers/SCUD)
- SCUD saturation strike mechanic
- Takistan airfield FPV drone design
- Construction and CoIn systems
- Structure damage reduction & friendly-fire
- Construction logic list cleanup
- Flak tower & WDDM anchor compositions
- Resistance supply scaffold
- GUER Insurgents faction overview
- GUER Insurgents branch audit
- GUER insurgent player economy
- GUER Commissar Panel
- GUER air-defense loop (Ka-137/Mi-24)
- Upgrades and research atlas
- Supply mission architecture
- Supply mission authority cleanup
- Current supply helicopters PR1
- Respawn and death-loop lifecycle
- Vehicle theft economy pitch
- GUER tunnel network pitch
- Content, reference and catalogs
- Faction unit/vehicle roster catalog
- Auxiliary/SF/civilian unit catalog
- Gear store loadout route catalog
- Upgrade research (cross-faction)
- Gear store price and upgrade catalog
- Gear store catalog (complete, per faction)
- Defense structures catalog
- Artillery reference per faction
- AI squad team templates catalog
- Town AI lifecycle reference
- Town AI group composition catalog
- Class-skill system reference
- Player skill abilities reference
- Default gear template content catalog
- Chernarus map content reference
- Takistan map content reference
- Takistan features
- Takistan parity reference
- Takistan oilfields objective reference
- IRS IR-smoke countermeasure
- Arty module special munitions
- Zeta cargo sling-load reference
- Spawn primitive function reference
- Kill and score pipeline
- 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)
- Vehicle service and logistics (player guide)
- Commander's handbook (player guide)
- Tactical support menu
- Paradrop player experience
- Supply missions (player guide)
- In-game briefing & Diary field manual
- Playable maps catalog
- Faction root variables reference
- Faction base structures catalog
- 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
- Day/night cycle and weather system
- Config lookup helper reference
- CIPHER sort utilities reference
- Modded maps status and content
- BattlEye filter setup and OA taxonomy
- Player squad/group join protocol
- AutoFlip vehicle recovery
- Engine stealth fuel toggle
- Valhalla vehicle climbing-assist
- Missile and ordnance Fired-EH reference
- Vehicle equip and rearm reference
- Array and collection utilities
- Server composition spawner reference
- Upgrade queue server loop
- Map boundaries and off-map enforcement
- Namespace/profile/diagnostic utilities
- Group bool getVariable A2-OA trap
- Vehicle weapon balance init
- View distance auto-throttle
- Camp & respawn-camp getters
- Performance audit writer
- Site clearance (bulldozer)
- Factory queue cancel & refund
- AI commander tunable constants
- Experimental feature-flag constants
- Flag system quick reference
- Mission tunable constants catalog
- Gear parsing & cargo capacity
- Structure dressing function
- Paradrop delivery functions
- ICBM nuke client VFX & radiation
- Server HandleSpecial router
- LocalizeMessage chat router
- Gear buy-menu render & price functions
- Server broadcast & telemetry loops
- Per-unit client init pipeline
- Vehicle marking & texture pipeline
- Defense category & budget
- Legacy AI order primitives
- Commander-team driver
- AICOM command verbs
- AICOM behavior fix taxonomy
- AI commander wildcard deck reference
- AICOM aircraft and airfield system
- Static-defense manning
- End-of-game stats screen
- AI commander execution loop
- Deployable bipod / weapon resting
- Town-economy getters
- Server-init deadspawn & airfield probe
- GUER VBIED detonate action
- Resource income-tick engine
- AI commander treasury accessors
- PVF send-helper contracts
- AICOM logging & AICOMSTAT telemetry
- AICOMSTAT v2 event census
- WASPSCALE v2 telemetry
- WASPSCALE v2-ext coverage audit
- Telemetry families reference
- Group lifecycle & entity reaping
- Batch AI spawner orchestrator
- Client funds/income HUD readout
- Server group GC & cap warning
- Town runtime tuning constants
- Client input/hotkey handler
- WASP base-repair system
- WASP DropRPG launcher/ordnance
- CoIn construction-interface client engine
- Town-capture garrison & airfield rebuild
- Map-control & minimap templates
- Client FPS & state telemetry
- Client service-proximity getters
- Airfield-exclusive roster & unit hints
- Unit-camera spectator system
- Town-garrison patrol/defense worker
- RequestTeamUpdate squad-discipline
- Arma2Warfare GPT assistant
- LoadoutManager build configs & defines
- GLOBALGAMESTATS extension logging
- Discord bot instrumented logging
- Eden/Everon & Taviana map content
- Cruise missile strike asset
- AI / HC
- AI headless and performance
- AI mods and pathfinding reference
- Headless client scaling and topology
- 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
- AI commander B69 improvement roadmap
- AI commander B69 implementation sketches
- AICOM V2 cutover status
- Headless delegation and failover
- Commander reassignment call shape
- GUER Director living-resistance pitch
- Quality and operations
- Foundation perf findings & Tier-3 dead-ends
- Dead/stale code register
- Commander vote/reassignment
- Attack-wave authority
- Server runtime and operations
- Server ops runbook
- JIP enrollment & client data delivery (b74.2 lessons)
- Server gameplay runtime atlas
- PerformanceAuditAnalyzer
- Performance opportunity sweep
- Documentation plan
- Knowledge platform roadmap
- Wiki quality audit
- Wiki pruning and relevance ledger
- Audit findings queue (2026-06-03)
- Deep review findings
- Client UI / server-loop perf findings
- Performance gain simulation
- Self-host testing field notes
- Cleanup and work lanes
- Hardening and authority
- UI / player workflows
- Client UI, HUD and menus
- UI HUD and dialogs
- Player UI workflow map
- Client UI systems atlas
- UI IDD collision repair
- UI control class library reference
- UI theme palette and style macros
- UI design inspiration 2026-07
- Available-actions client gate FSM
- Gear/loadout/EASA atlas
- Gear template profile filter
- Vehicle cargo equip loop bounds
- Factory and purchase systems atlas
- Service menu affordability guards
- WASP overlay
- Class-skill system reference
- Skin selector and class swap
- Earplugs audio toggle
- Mission audio catalog
- HQ radio knowledge-base catalog
- QoL trio player hints
- Player vehicle/travel actions
- Tooling / release / integrations
- Tools and build workflow
- Warfare web tools
- Ecosystem & companion repos
- Zargabad tooling parity
- July 2026 release readiness
- Operator monitor and CPU affinity tools
- Tooling release readiness audit
- Source fix propagation queue
- Agent release readiness ledger
- Release source intake map
- Testing/debugging/release workflow
- Current RPT release gate
- RPT telemetry consumer port map
- External integrations
- Integration trust boundary audit
- AntiStack database extension audit
- Community & Dev
- Community & Dev
- Miksuu upstream wiki import / archive index
- Upstream changelog feature leads
- Developer history and upstream lessons
- Upstream Miksuu commit intel
- 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
- Miksuu archive: Welcome
- Miksuu archive: Big announcements
- Miksuu archive: Changelog
- Miksuu archive: Development process
- Miksuu archive: Discord bot
- Miksuu archive: Gameplay videos
- Miksuu archive: LoadoutManager
- Miksuu archive: Chernarus script architecture
- Base-game visual catalogs
- Compatibility and references
- HC upstream history and lessons
- Player stats branch audit
- BuyMenu EASA QoL branch audit
- 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