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Codebase Coverage Ledger
Claude-owned campaign tracker (source-cited). This page operationalizes a standing long-term goal: drive every subsystem of the Chernarus source mission to full, source-verified comprehension and implementation-hardening, until there are no dark corners. It is the backbone that turns ad-hoc review passes into measurable coverage. Codex fills the Mapped column with atlases; Claude fills the hardening columns with source-verified Deep-review findings. Paths are relative to
Missions/[55-2hc]warfarev2_073v48co.chernarus/. Arma 2 OA 1.64 only.
Get to the bottom of the WASP Warfare mission. Over many bounded passes, take each subsystem from unmapped → source-verified deep-reviewed → implementation-hardened, recording every PV/publicVariable hazard, authority boundary, config-gated landmine, performance trap, JIP/headless edge case, abandoned/half-implemented feature, and generated-mission drift point with
path:lineevidence and a concrete implementation constraint. Each pass: pick the emptiest high-traffic cell in the matrix below, claim the lane inagent-collaboration.json, verify against source before claiming anything, publish a small focused commit, and leave Codex an integration-ready handoff. Done = the matrix is green and the only open items are explicit, owned decisions for code owners.
This complements Claude long-term goal (the role) by making the scope and finish line explicit.
| Dim | Question | Owner emphasis |
|---|---|---|
| Map | Is the flow + source map documented? | Codex atlases |
| Auth | Are authority/ownership/trust boundaries validated (esp. client→server PVF)? | Claude |
| PV | Are publicVariable/network hazards (forgery, RCE, JIP sync) checked? | Claude |
| Perf | Are hot loops / spawn-delete / marker churn / Call Compile checked? |
Claude |
| JIP/HC | Are join-in-progress + dedicated + headless edge cases checked? | Claude |
| Drift | Are LoadoutManager skip-list / generated-mission divergences checked? | shared |
Legend: ✅ done (source-cited) · 🟡 partial · ⬜ gap.
| Subsystem | Map | Auth | PV | Perf | JIP/HC | Drift | Anchor docs |
|---|---|---|---|---|---|---|---|
| Boot / lifecycle | ✅ | ✅ | ✅ | 🟡 | 🟡 | ✅ | Lifecycle wait-chain, Entrypoints |
| PV / networking dispatch | ✅ | ✅ | ✅ | 🟡 | 🟡 | n/a | Networking, DR-1 |
| Economy / town / supply | ✅ | 🟡 | 🟡 | 🟡 | 🟡 | ✅ | Economy, Gameplay atlas; DR-20 (HQ-killed JIP path) |
| Supply missions | ✅ | 🟡 | ✅ | 🟡 | 🟡 | ✅ | Supply mission arch, DR (PR#1), DR-18 (cooldown key casing) |
| Construction / CoIn | ✅ | ✅ | ✅ | 🟡 | ✅ | 🟡 | Construction atlas, DR-6, DR-20 (HQ-killed idempotency) |
| Factory / purchase | ✅ | 🟡 | 🟡 | ⬜ | ⬜ | n/a | Factory/purchase atlas; DR-14 (no server authority, architectural), DR-15 (commander-assign bug) |
| AI / headless / perf | ✅ | 🟡 | 🟡 | ✅ | 🟡 | n/a | AI/headless |
| UI / HUD / menus | ✅ | 🟡 | 🟡 | 🟡 | ⬜ | ⬜ | UI atlas; DR-16 (client-side sale authority), DR-17 (dup IDD 23000); RscMenu_Upgrade/soundPush still ⬜ |
| WASP overlay | ✅ | 🟡 | 🟡 | 🟡 | ⬜ | ✅ | WASP overlay |
| Tooling / LoadoutManager | ✅ | n/a | n/a | n/a | n/a | ✅ | Tools, DR-4 |
| Integrations (Extension / Discord / AntiStack DB / BattlEye) | 🟡 | 🟡 | 🟡 | 🟡 | 🟡 | n/a | External integrations; AntiStack DB done (DR-7..DR-10); Extension/Discord/BattlEye ⬜ |
| Victory / endgame | ✅ | 🟡 | 🟡 | 🟡 | 🟡 | n/a |
server_victory_threeway.sqf; DR-11..DR-13 (winner inversion, threeway no-detection, dup LogGameEnd) |
| Weather / day-night | 🟡 | n/a | 🟡 | 🟡 | 🟡 | n/a | Server/Functions/Server_DayNightCycle.sqf |
| Modules (Artillery / EASA / ICBM / IRS / CM / UAV) | 🟡 | ⬜ | ⬜ | ⬜ | ⬜ | ⬜ | scattered; partially in Feature-Status |
| Markers / cleaners / restorers | ✅ | n/a | 🟡 | ✅ | 🟡 | n/a | AI/headless |
-
Integrations — AntiStack DB extension trust pathDONE (Round 5, DR-7..DR-10): servercall compiles the external DLL's stdout; blocking poll on join; callExtension length limits; defaults-on against an absent DLL. Remaining integrations sub-targets: in-repoExtension/GLOBALGAMESTATS DLL + DiscordBot data path + BattlEye filter posture. -
Factory / purchase authorityDONE (Round 7, DR-14/DR-15): player purchasing is fully client-authoritative (no server PVF; architectural ceiling);Server_AssignNewCommandercall-shape bug confirmed. -
UI / HUD adversarial passPARTLY DONE (Round 8, DR-16/DR-17): economy-menu sale is client-authoritative; dup IDD 23000 confirmed. Remaining: shared title IDD 10200, staleRscMenu_Upgrade→missingGUI_Menu_Upgrade.sqf, suspectRscClickableText.soundPush[], dialog/EH leaks. -
JIP/HC cross-cutSTARTED (Round 10, DR-20): HQ killed-EH locality traced end-to-end → non-idempotent OnHQKilled fires per owning-side client (score exploit). JIP detection itself is correct. Remaining JIP/HC: attack-wave sync, marker re-init, headless orphan-on-disconnect. -
Victory / endgame + DB flushDONE (Round 6, DR-11..DR-13): winner-inversion in persisted stats, threeway mode has no detection, duplicate buggy LogGameEnd. Follow-up:WFBE_CL_FNC_EndGamepayload semantics.
-
Before a pass: pick the top unblocked item; claim the lane (
agent-collaboration.json+claimevent). -
After a pass: flip the relevant cell(s) and link the finding; append
completeevent + worklog. - Codex: when an atlas lands, flip the Map cell to ✅ and add the anchor doc; leave the hardening columns for Claude.
- This is a living scoreboard — the campaign is finished when no high-traffic cell is ⬜/🟡 and the residual list is only owner-decisions.
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