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Deep Review Findings
Claude adversarial-review log (source-cited). This page records findings from independent verification passes against the Chernarus source mission, cross-checking the SQF code atlas, Gameplay systems atlas and other pages. Each finding is confirmed against
path:line, given a severity, and paired with a remediation playbook. It complements (does not replace) Codex's atlas pages and the Feature status register.
All paths are relative to the source mission root Missions/[55-2hc]warfarev2_073v48co.chernarus/. Arma 2 OA 1.64 — not Arma 3.
What. The PVF dispatch executes a string taken directly from the value a remote machine broadcast, with no validation that it names a known command.
-
Server/Functions/Server_HandlePVF.sqf:_script = _publicVar select 0; _parameters Spawn (Call Compile _script); -
Client/Functions/Client_HandlePVF.sqf: same pattern on_publicVar select 1. - The handlers are bound in
Common/Init/Init_PublicVariables.sqfasWFBE_PVF_<Command> addPublicVariableEventHandler { (_this select 1) Spawn WFBE_SE_FNC_HandlePVF }._this select 1is the new value chosen by the sender. - Clients legitimately reach the server channel via
Common/Functions/Common_SendToServerOptimized.sqf:15→publicVariableServer 'WFBE_PVF_<cmd>'.
The legitimate flow always sets index 0 to the bare identifier "SRVFNC<Command>", so Call Compile resolves a function-variable lookup. But nothing constrains the value to that shape: a crafted broadcast on a registered WFBE_PVF_* channel whose select 0 is arbitrary SQF text would be compiled and run on the receiver. This is the well-known Arma 2 publicVariable trust-boundary problem.
Why the usual mitigations are absent here.
-
No server-side validation.
Server_HandlePVF.sqfdoes not check that_scriptbegins withSRVFNCor is in the registered command set (confirmed: noSRVFNC/CLTFNCguard in either handler). -
No BattlEye filtering.
BattlEyeFilter/publicvariable.txtcontains a single rule,5 "kickAFK". That rule is the AFK-kick feature (the mission cannot kick directly, so it broadcastskickAFKand relies on BattlEye to kick the sender — see Networking and public variables). It is not a security filter: there is no restrictive default line and no whitelist of theWFBE_PVF_*channels with value constraints.
Severity rationale. This is a live-server hardening gap, not a mission-logic bug. It matters for any publicly-listed server (the README advertises one). It is recorded here as defensive guidance for the server owner.
Remediation playbook (cheapest first):
-
Validate before compile (server-side, no BE knowledge needed). In
Server_HandlePVF.sqf, reject any_scriptnot in the known set, e.g. build a lookup of"SRVFNC"+cmdfor every registered command at init andexitWith(with aWARNINGlog) if_scriptis not a member. Same idea forClient_HandlePVF.sqfagainstCLTFNC*. This neutralizes arbitrary-string compilation while preserving all legitimate traffic. -
Add a real BattlEye
publicvariable.txtas defense-in-depth: a restrictive default plus an explicit allow-list ofWFBE_PVF_*, the direct channels in the SQF code atlas "Direct Public Variable Channels" table, and the existingkickAFKrule. Do not add a blanket restrictive default without the allow-list, or you will break all PVF traffic. - Prefer
publicVariableClient/publicVariableServer(targeted) over broadcast for owner-directed messages to shrink the surface (already mostly done).
Server/Support/Support_Paratroopers.sqf:117 sends the marker:
[leader _playerTeam, "HandleParatrooperMarkerCreation", [_x, _sideID]] Call WFBE_CO_FNC_SendToClient;Common/Functions/Common_SendToClient.sqf turns that into WFBE_PVF_HandleParatrooperMarkerCreation (dedicated path) / CLTFNCHandleParatrooperMarkerCreation (hosted path). But:
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HandleParatrooperMarkerCreationis not in the_clientCommandPVlist inCommon/Init/Init_PublicVariables.sqf, soWFBE_PVF_HandleParatrooperMarkerCreationhas noaddPublicVariableEventHandler, andCLTFNCHandleParatrooperMarkerCreationis never compiled (confirmed: no reference in anyInit_*).
Result: on a dedicated server the marker PV is broadcast but never handled; on a hosted/SP server Spawn (Call Compile "CLTFNCHandleParatrooperMarkerCreation") resolves to nil → no marker (and a likely script error). The send side exists; the receive side was never wired. This upgrades the atlas note ("exists but not registered") to a confirmed broken feature. Fix: add HandleParatrooperMarkerCreation to _clientCommandPV (the receiver file Client/PVFunctions/HandleParatrooperMarkerCreation.sqf already exists), or remove the dead send.
MASH markers use a two-hop relay:
- Client deploys tent →
WFBE_CL_MASH_MARKER_CREATED→ server EH inServer/Module/MASH/MASHMarker.sqf:1(registered) re-broadcastsWFBE_SE_MASH_MARKER_SENT. - The client EH that should consume
WFBE_SE_MASH_MARKER_SENTlives inClient/Module/MASH/receiverMASHmarker.sqf:1— but its only reference is the commented compile atClient/Init/Init_Client.sqf:132://WFBE_CL_FNC_ReceiverMASHmarker = Call Compile preprocessFileLineNumbers "Client\Module\MASH\receiverMASHmarker.sqf";
Result: no client ever registers the WFBE_SE_MASH_MARKER_SENT handler, so MASH map markers never appear. (MASH respawn itself is independent and may work; only the map marker is dead.) This resolves the atlas's "client receiver currently not clearly active / requires verification." Fix: uncomment/restore the receiver registration in client init, or drop the dead server re-broadcast.
DR-4 — Generated-mission drift: Takistan is in sync; the skip-list is a silent-divergence trap; modded maps are abandoned (generated-mission drift) — Medium
A full recursive diff of Missions/[55-2hc]…chernarus vs Missions_Vanilla/[61-2hc]…takistan shows every difference is exactly a LoadoutManager skip-listed file or blacklisted directory — there is no accidental drift between the two at this commit:
- Differing files:
mission.sqm,version.sqf(git-ignored),Client/GUI/GUI_Menu_Help.sqf,WASP/unsort/StartVeh.sqf,loadScreen.jpg,texHeaders.bin,Server/Init/Init_Server.sqf(theSET_MAP 1→2patch), and the blacklistedCommon/Config/Core_Artillery/*+Server/Config/*+Textures/*.
This is more reassuring but also more dangerous than the "generated missions can drift" framing elsewhere. The precise hazard is the skip-list, defined in Tools/LoadoutManager FileManagement/FileManager.cs (ShouldSkipFile + the co.takistan directory blacklist):
A gameplay edit made in Chernarus to any skip-listed file —
mission.sqm,GUI_Menu_Help.sqf,StartVeh.sqf, anything underCore_Artillery/,Server/Config/, orTextures/— will never propagate to Takistan viadotnet run. These must be hand-mirrored in both missions.
So the standard guidance "edit Chernarus + run LoadoutManager" is incomplete: it is correct for the ~95% of files that are copied, and silently wrong for the skip-listed set. See the expanded propagation guidance in Tools and build workflow.
Modded maps are abandoned/stale. Because modded propagation is commented out at Tools/LoadoutManager SqfFileGenerators/SqfFileGenerator.cs:132, the Modded_Missions/* trees are far behind Chernarus (787 files):
| Modded mission | File count | State |
|---|---|---|
…Napf |
507 | ~280 files behind |
…eden |
502 | ~285 behind |
…lingor |
438 | ~349 behind |
…dingor |
20 | stub |
…smd_sahrani_a2 |
4 | stub |
…tavi |
3 | stub |
…isladuala |
1 | stub |
None are deployable as-is; they would need full regeneration after the modded path is re-enabled. Treat Modded_Missions/* as non-authoritative.
The SQF code atlas states "659 preprocessFile references (452 preprocessFileLineNumbers + 207 plain)". An independent recount on the docs/developer-wiki-index base yields 678 total / 465 preprocessFileLineNumbers / 213 plain. The gap is small and likely reflects counting method (comment handling) or branch timing — not an error — but hardcoded counts rot as the mission changes. Recommendation: present such counts as point-in-time and ship the regeneration command so future agents verify rather than trust, e.g. (PowerShell, from the mission root):
(Get-ChildItem -Recurse -Filter *.sqf | Select-String -SimpleMatch 'preprocessFileLineNumbers').CountVerified-accurate cross-checks (for trust calibration): the atlas's FSM inventory is correct — exactly three .fsm files exist (Client/FSM/updateactions.fsm, Client/FSM/updateavailableactions.fsm, Client/kb/hq.fsm); and HandleParatrooperMarkerCreation / AttackWave / LogGameEnd are indeed outside the standard PVF list as the atlas notes.
- Decide fix-vs-remove for DR-2 (paratrooper markers) and DR-3 (MASH markers); both are one-line wiring changes in the Chernarus source.
- DR-1 server-side validation is a small, safe gameplay-code change (Chernarus
Server_HandlePVF.sqf) — gate behind review since it touches the network hot path. - Re-confirm DR-4 modded-map decision: regenerate or formally retire
Modded_Missions/*.
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- 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
- 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