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Development Lessons Learned
This page captures implementation lessons that future developers and agents should apply before editing the Arma 2 OA Warfare mission. It is source-backed and intentionally narrow: use it as a checklist, not a replacement for the owning atlas pages.
Source root: Missions/[55-2hc]warfarev2_073v48co.chernarus.
The depth-2 scout wave found a good example in AI teams: wfbe_autonomous sounds like a working autonomous AI feature, but Common/Functions/Common_SetTeamAutonomous.sqf:8 only writes a replicated group variable. Current source-visible consumers are commander cleanup (Client/FSM/updateclient.sqf:191-205), the command-menu toggle (Client/GUI/GUI_Menu_Command.sqf:364-389) and AI respawn order-reset logic (Server/AI/AI_SquadRespawn.sqf:102-109, Server/AI/AI_AdvancedRespawn.sqf:117-125). Before documenting or building around a feature-sounding variable, trace writers and consumers; then describe the actual behavior in player terms.
The same rule applies to network messages that sound cosmetic. WFBE_Server_PV_SupplyMissionCompletedMessage looks like a notification channel, but the client handler grants funds and requests score (Client/Module/supplyMission/supplyMissionCompletedMessage.sqf:11-23). Treat names as clues, not proof of authority or side-effect scope.
The same rule applies to server message helpers that sound interchangeable. SideMessage is a server-owned HQ-radio/kbTell path compiled at Server/Init/Init_Server.sqf:32, with shape-sensitive town, strongpoint, base/construction and no-parameter topic payloads in Server/Functions/Server_SideMessage.sqf:13-64. LocalizeMessage is a client PVF/chat path and can mutate local funds for tags such as Teamkill, SecondaryAward and HeadHunterReceiveBounty (Client/PVFunctions/LocalizeMessage.sqf:49,53,57-68). Before editing radio text, dubbing classes or adjacent gameplay messages, identify which path owns the effect and smoke the right payload family.
The same rule applies to launched scripts. AntiStack starts monitorTeamToJoin.sqf from server init when enabled (Server/Init/Init_Server.sqf:606-608), but the script only reads monitored west/east skill totals and assigns a local _side (Server/Module/AntiStack/monitorTeamToJoin.sqf:1-15). It has no loop, no setVariable, no publicVariable, no return consumer and no connection to RequestJoin. Treat execVM presence as "this file runs," not "this feature has an effect."
| Area | Current coverage state | Why it still deserves attention |
|---|---|---|
| Config data model | The assets/config page now has a source-backed config data-model checklist. | Keep using it before content edits; the remaining work is runtime smoke when actual classes/assets change. |
| AI respawn/orders | Respawn atlas maps AI respawn; testing workflow now has a branch-specific AI respawn smoke pack. Commander-order variable proof now lives in the AI/headless page. | Runtime Arma smoke is still needed for AI respawn branches and commander Move/Patrol/Defense/Take Towns behavior. |
| Direct-PV economy helpers | Economy authority pages map the DRs, but implementation agents still need a local rule of thumb before touching helpers. | Shared helpers can look local and harmless while publishing direct mutation payloads; read helpers show the safer server-derived pattern. |
| Post-dispatch PVF handlers | The authority map has the server-bound PVF matrix and current caller examples. | Dispatcher allowlisting prevents forged handler names, but live handlers still accept payload score, vehicle, team, side, upgrade and UID/FPS data. |
| Cleanup/garbage/empty vehicles | Marker/cleanup atlas is strong, but patch handoffs are scattered. | Cleanup code has short polling loops, global replicated queues, inconsistent flags and nested-pair array traps. |
| Non-EASA modules | Modules atlas and testing workflow now carry the runtime-edge rule. | Use the edge type before module edits: boot init, respawn reapply, unit creation attach, PV/PVF event or server loop. Runtime Arma smoke is still needed when actual behavior changes. |
Init_Server.sqf compiles different AI respawn implementations depending on WF_A2_Vanilla: vanilla uses AISquadRespawn, non-vanilla uses AIAdvancedRespawn (Server/Init/Init_Server.sqf:10-12). The advanced path is an MPRespawn handler entrypoint (Server/AI/AI_AddMultiplayerRespawnEH.sqf:1), while the vanilla path is a long-running leader watch loop (Server/AI/AI_SquadRespawn.sqf:14-21).
Both paths share key semantics: wait by WFBE_C_RESPAWN_DELAY, equip from WFBE_%SIDE_AI_Loadout_%level, choose camp/mobile/base fallback, and reset movement mode after non-autonomous respawn (Server/AI/AI_AdvancedRespawn.sqf:55-76, :80-125; Server/AI/AI_SquadRespawn.sqf:53-64, :68-110). Any AI respawn change needs a source check and smoke plan for both branches, or the untested branch should be explicitly called out. The concrete smoke steps now live in Testing workflow.
Concrete follow-up: Server/AI/AI_SquadRespawn.sqf:1 has a private-list typo-like entry _rcm'. It does not stop _rcm assignment at line 10, but it is a low-risk cleanup candidate when vanilla AI respawn is next touched.
The commander UI writes orders directly through shared setters: move mode/position (Client/GUI/GUI_Menu_Command.sqf:295-306), force respawn (:348-360), autonomy toggles (:364-389) and AI respawn target (:431-443). Those setters publish group variables globally: wfbe_autonomous, wfbe_respawn, wfbe_teammode, and wfbe_teamgoto (Common/Functions/Common_SetTeamAutonomous.sqf:8; Common/Functions/Common_SetTeamRespawn.sqf:8; Common/Functions/Common_SetTeamMoveMode.sqf:8; Common/Functions/Common_SetTeamMovePos.sqf:8).
Static source search found server-side reads mainly in respawn reset logic, not a clearly owned general "server command queue." AI order helpers update group behavior and waypoints (Server/AI/Orders/AI_MoveTo.sqf:6-21; AI_Patrol.sqf:7-37; AI_WPAdd.sqf:19-39), but their static callers are support/resistance paths rather than the commander map-order variables (Support_Paratroopers.sqf:92,122; Support_ParaAmmo.sqf:38,96; Support_ParaVehicles.sqf:39,78; AI_Resistance.sqf:14-16). CanUpdateTeam suppresses automatic updates when a human commander exists (Server/Functions/Server_CanUpdateTeam.sqf:13-17).
Development rule: before hardening or extending commander AI orders, prove the live executor path for wfbe_teammode and wfbe_teamgoto in the target scenario. Do not assume these variables imply server-authoritative validation.
Common_ChangeSideSupply.sqf looks like a normal shared helper, but its final step writes wfbe_supply_temp_<side> and calls publicVariableServer (Common/Functions/Common_ChangeSideSupply.sqf:28-30). The server handlers then trust payload _side and _amount from wfbe_supply_temp_west / wfbe_supply_temp_east (Server/Functions/Server_ChangeSideSupply.sqf:4-13,28-37). That is why DR-22 and DR-44 are tied together: the same negative-delta arithmetic bug and direct-PV trust boundary meet in one helper.
Do not treat signed amounts as authority. Negative deltas are normal spend data, but the server still has to clamp the resulting balance, validate side/channel/shape, and eventually re-derive whether that spend was allowed. Use REQUEST_SUPPLY_VALUE / Server_PV_RequestSupplyValue.sqf:1-8 as the safer read pattern: the client requests, and the server derives the value from server-side side state before replying.
Development rule: before editing any Common_Change* helper, check whether it mutates local state, replicated object/group state, or a direct publicVariable channel. If it publishes a mutation, document and smoke it like a network authority path, not a harmless utility.
Init_PublicVariables.sqf registers 13 server-bound PVF commands and wires each to WFBE_PVF_<Command> (Common/Init/Init_PublicVariables.sqf:9-21,49-52). Replacing dispatch-time Call Compile with a safe namespace lookup is necessary, but it only validates the handler name. It does not validate the values inside a legitimate command.
The current source still has active callers for several thin handlers:
-
RequestVehicleLock: MHQ lock path and spec-ops vehicle unlock (Client/Action/Action_ToggleMHQLock.sqf:15;Client/Module/Skill/Skill_SpecOps.sqf:52) reachRequestVehicleLock.sqf:3-8, which locks the payload vehicle. -
RequestTeamUpdate: commander menu sends selected teams/side and behavior/combat/formation/speed (Client/GUI/GUI_Menu_Command.sqf:428) toRequestTeamUpdate.sqf:3-26. -
RequestUpgrade: upgrade UI sends side/id/current level (Client/GUI/GUI_UpgradeMenu.sqf:161) to a wrapper that just spawnsWFBE_SE_FNC_ProcessUpgrade(RequestUpgrade.sqf:5). -
RequestChangeScore: reward paths send absolute score targets from clients (TownCaptured.sqf:71,79;CampCaptured.sqf:38;supplyMissionCompletedMessage.sqf:22;Client_FNC_Special.sqf:118) toRequestChangeScore.sqf:3-13, which removes old score and applies the payload value. -
update-clientfps: the client FSM sendsgetPlayerUID(player)and averaged FPS (Client/FSM/updateavailableactions.fsm:121-125) toServer_HandleSpecial.sqf:75-83, and delegation later trusts that stored data.
Development rule: after the PVF dispatcher patch, claim "dispatcher RCE closed" only. Handler authority needs a second pass per effect: requester, side, object, role, range, funds/supply, idempotency and payload-shape validation. Use Server authority migration map as the work queue.
Supply mission scan narrowing is a good branch-scope trap. Current docs/source Chernarus and maintained Vanilla use the narrowed truck scan (supplyMissionStarted.sqf:25-28), origin/master still uses the older broad command-center scan, origin/feat/supply-helicopter head 262dc431 adds SupplyByHeli but does not clear it on completion, and origin/release/2026-06-feature-bundle head a9219d88 has the heli-aware scan at supplyMissionStarted.sqf:50-56 plus SupplyByHeli cleanup after release commit 4cf443fe.
Development rule: when a docs page says "fixed", "shipped", "current" or "propagated", record which branch proves it. Use origin/master, docs/source Chernarus, maintained Vanilla, feature branch and release branch as separate evidence buckets. Do not convert a release-branch fix into a stable-master claim, and do not leave older "still open" remediation steps below a newer branch-scoped update banner.
The server starts the garbage collector, empty-vehicle collector, dropped-item cleaner, crater cleaner, ruins cleaner, building restorer and mine cleaner after init (Server/Init/Init_Server.sqf:521-560). Several loops run frequently or over broad areas:
- Garbage scans
allDeadevery 0.5 seconds, skips HQ objects and objects carryingwfbe_trashable, then spawnsTrashObject(Server/FSM/server_collector_garbage.sqf:4-23,:32). - Empty-vehicle collection reads replicated
WF_Logic getVariable "emptyVehicles"every 0.5 seconds and drains handled objects (Server/FSM/emptyvehiclescollector.sqf:4-21,:30). - Client vehicle creation appends new vehicles into that replicated empty-vehicle list (
Client/Functions/Client_BuildUnit.sqf:249-253).
Development rule: queue-processing fixes must be idempotent under repeated client publications and hosted/dedicated locality. Do not treat a server loop as fully server-owned just because it runs on the server.
The garbage collector skips wfbe_trashable, but kill handling marks wfbe_trashed before spawning TrashObject (Server/FSM/server_collector_garbage.sqf:17; Server/PVFunctions/RequestOnUnitKilled.sqf:50-54). That is a flag-contract mismatch and a good example of why cleanup patches need source shape checks.
The mine cleaner initializes mines = [], expects [mine, time] pairs, and deletes expired mines, but removes with mines = mines - _x (Server/FSM/cleaners/mines_cleaner.sqf:3-17). Producers append nested pairs from RPG dropping and stationary defense (WASP/rpg_dropping/DropRPG.sqf:65-68; Server/Construction/Construction_StationaryDefense.sqf:31-55). For nested pairs, removal should preserve array shape, for example mines = mines - [_x], or be rewritten as a filtered live-pair list.
Development rule: before changing cleanup arrays, cite both producer and consumer shapes.
Common/Config/readme.txt describes a modular core system: gear registers weapons/magazines/backpacks, group config defines town groups, loadout files define gear-menu templates, model/root files define side support assets and defaults (Common/Config/readme.txt:7-26, :28-42, :50-65). Runtime init then chooses faction roots from parameters and loads root, defense and group files (Common/Init/Init_Common.sqf:263-308).
The config layer is not static data only. Init_Common mutates derived values: it doubles some unit prices under WFBE_C_UNITS_PRICING, records longest build time per factory type, multiplies structure costs for money-only economy and builds aggregate repair-truck lists (Common/Init/Init_Common.sqf:325-367). Gear helpers validate engine config classes and set missionNamespace records (Common/Config/Config_Weapons.sqf:12-44; Config_Magazines.sqf:11-34; Config_Backpack.sqf:11-65), while templates compute price/upgrade from registered items (Common/Config/Config_SetTemplates.sqf:33-123).
Development rule: content changes are not complete when the class appears in one list. Verify the side root, factory list, gear registry, loadout template, AI loadout or squad data, upgrade level, pricing, and generated mission propagation.
Also verify the source line shape, not only the intended variable name. Root_RU.sqf:36 places the WFBE_%1PARAAMMO assignment after a //--- Starting Vehicles comment on the same physical line, so the assignment is commented out before Support_ParaAmmo.sqf:59-60 can read it as an array. Other root files put WFBE_%1PARAAMMO on its own line. For config edits, run a quick grep for the variable across peer roots and inspect whether comments, merge markers or generator skip-list files changed the executable SQF.
Client init compiles supply/MASH/AntiStack/PV helpers and module gates near the main function registry (Client/Init/Init_Client.sqf:127-135), then later applies skill, WASP actions, AutoFlip, artillery UI, EASA and CM gates (Client/Init/Init_Client.sqf:570-589). Common init wires ICBM, IRS and CIPHER after config loading (Common/Init/Init_Common.sqf:319-323).
Some module effects attach when units or vehicles are built rather than when the module file is loaded. That means a module patch can require factory/purchase smoke even if the module file itself is small.
Development rule: for module edits, identify whether the runtime edge is "boot init", "player respawn reapply", "unit creation attach", "PV/PVF event", or "server loop". Smoke the edge, not just the edited file.
The lifecycle boot path uses hand-rolled waitUntil barriers instead of engine-managed init ordering. Some join gates are retrying handshakes: RequestJoin polls WFBE_P_CANJOIN and resends after 30 seconds (Client/Init/Init_Client.sqf:416-431), while the launch ACK path republishes WFBE_CLIENT_HAS_CONNECTED_AT_LAUNCH after the same 30-second window (:441-456). Many later gates are different: wfbe_structures, wfbe_supply_<side>, wfbe_commander, radio HQ state, spawn/HQ state, townInit and wfbe_votetime use raw waits with no terminal timeout (Init_Client.sqf:367-371,384,394-398,461-490,595,787-789).
Development rule: before moving or patching lifecycle waits, cite both the consumer wait and the producer set/publicVariable. Do not copy the 30-second retry language onto raw waitUntil gates unless the code actually retries. Use Lifecycle wait-chain as the owner table for condition, producer, timeout/logging and failure mode.
Human pages can be correct while JSON/JSONL agent ledgers still mislead future agents. The 2026-06-03 branch matrix found that docs/source HEAD 4163faba carries hosted FPS loop exits, supply command-center scan narrowing, client Skill_Init idempotency and paratrooper marker registration in both maintained missions, while stable origin/master 2cdf5fb8 carries none of those four shapes. Release origin/release/2026-06-feature-bundle a9219d88 is mixed: Chernarus carries FPS/supply scan changes, release Vanilla does not, and the release branch still lacks client Skill_Init idempotency plus paratrooper marker registration in both maintained missions.
Development rule: a machine record that says patched, propagated, release-ready or similar must name the branch/commit it describes and whether Chernarus and maintained Vanilla both carry the same line shape. If branch scope is missing, treat the record as a lead and re-open Current source status snapshot before planning code work.
origin/feat/ai-commander is useful branch evidence, but it is not stable-master truth. Current head 4dba060e adds a server-side AI commander supervisor, assignment workers, production worker and order executor; earlier branch commits 585c3519, 1a3e3def and 4c2abced add AI commander constants, default-on parameter behavior, upgrade debit/index fixes and compile/start wiring. The diff is source-Chernarus-only: no maintained Vanilla files are touched.
The branch also changes behavior, not only missing plumbing. Rsc/Parameters.hpp:96 defaults AI commander to on, Init_Server.sqf:630-631 spawns one supervisor per side, AI_Commander.sqf:43-72 chooses full-vs-assist mode, and AI_Commander_Produce.sqf:73-80 spends AI commander funds through AIBuyUnit. At the same time, the old autonomous supply-truck path is only guarded: UpdateSupplyTruck remains commented and the missing Server/FSM/supplytruck.fsm is not restored.
Development rule: when a branch revives a dormant feature, document three labels before anyone merges or builds on it: default behavior change, propagation scope and runtime smoke state. For AI commander, smoke no-human full command, human-commander assist/no-spend, order execution, AI production cap, upgrade funds/supply, commander vote/revote, HQ death, JIP and Vanilla propagation before calling the feature revived.
The branch-only feature smoke pack is intentionally marked planned. It tells release owners how to test feat/ai-commander, feat/drone-saturation-strike and feat/recon-uav, but it is not evidence that those features work in Arma 2 OA. The matching machine ledger keeps plannedSmoke.status = planned-not-run for each branch gate until a tester records RPT snippets, manual observations or artifacts against the agent test schema.
Development rule: never promote planned, source-only or checklist text into passed, stable, release-ready or smoked wording. A smoke claim needs target branch/commit, mission variant, server mode, relevant params, steps, observations and failure-signal review. If those are missing, keep the state as planned and link the checklist.
origin/feat/player-stats is deliberately safe by default: WFBE_C_STATS_ENABLED = false at Init_CommonConstants.sqf:443, RecordStat.sqf:9-10,31-32 exits when disabled, and StatsFlush.sqf:6-7 exits before the loop unless the flag is enabled. The DiscordBot side also no-ops unless Preferences.StatsEnabled is true and ServerRptPath is set (Preferences.cs:16-20, StatsService.cs:17-23).
That does not make the feature ready for public enablement. The branch crosses several operational boundaries: StatsFlush.sqf:48 emits RPT lines; RptTailer.cs:24-45,57-71 persists offset/fingerprint state beside stats.json; StatsDocument.cs:22-40 returns an empty document on load errors and writes via temp/replace; PlayerStat.cs:23-45 must stay index-aligned with SQF constants at Init_CommonConstants.sqf:445-459; and the identity key is Steam UID64. Local validation is useful but scoped: dotnet test DiscordBot.Tests/DiscordBot.Tests.csproj passed 13/13 on .NET 9.0.314, while Arma 2 OA runtime smoke and maintained Vanilla propagation remain open.
Development rule: for dark-launched integration branches, document two separate states: "safe when disabled" and "safe to enable." The second state needs runtime smoke, privacy/retention decisions, file/state ownership, failure/recovery policy, log-volume review and propagation scope. See Player stats branch audit.
origin/feat/commander-positions is useful branch evidence, but the branch name hides three separate facts. The feature payload is source-Chernarus WDDM commander-position construction: side defense anchors in Structures_CO_US.sqf:168-174 and Structures_CO_RU.sqf:166-172, template variables and WFBE_POSITION_TEMPLATE_MAP in Server/Init/Init_Defenses.sqf:93-183, compile wiring at Server/Init/Init_Server.sqf:26, request routing at Server/PVFunctions/RequestDefense.sqf:11-14, and composition placement in Server/Functions/Server_ConstructPosition.sqf:1-66.
The baggage is broad. The branch has merge base f5985b77, not stable origin/master 2cdf5fb8; git diff --stat origin/master..origin/feat/commander-positions reports 83 files, +524/-2025, with unrelated Valhalla, AFK/profile, service/team/upgrade UI, Server_HandleSpecial, Server_AssignNewCommander, town-AI and static-defense delegation deltas. git diff --check also reports trailing whitespace in Chernarus and maintained Vanilla source files.
The propagation scope is narrower than the branch footprint. Branch grep found no Server_ConstructPosition, WFBE_POSITION_TEMPLATE_MAP or WDDM commander-position anchor registrations under Missions_Vanilla/[61-2hc]warfarev2_073v48co.takistan. The branch touches Vanilla, but the new commander-position runtime is not propagated there.
Development rule: before merge/release claims for a broad feature branch, document three labels separately: feature payload, branch baggage and propagation scope. See Commander positions branch audit.
The PR #1 supply-heli page originally carried an older ffeea4c2 line audit with a current-head note for 262dc431. That was better than silence, but it still left adjacent pages saying the PR page needed refresh and hid a current-head state-cleanup gap. Rechecking origin/feat/supply-helicopter@262dc431 showed the exact current shape: lobby toggle at Rsc/Parameters.hpp:4-10, supply-heli constants/timers at Init_CommonConstants.sqf:168-180, Air 3 action gate at Skill_Apply.sqf:62-72, client load/start at supplyMissionStart.sqf:16-60, server dwell/interdiction at supplyMissionStarted.sqf:7-30,42-60,93-95, and Air 4 cash-run completion at supplyMissionCompleted.sqf:24-41.
The current-head recheck also found a small but important state-cleanup decision: SupplyByHeli is written at start and read by the started/completed handlers, while completion clears SupplyAmount and SupplyFromTown only. That may be harmless because SupplyAmount is zeroed, but it should be explicitly fixed or accepted before merge.
Development rule: when a branch-head note says older line refs are superseded, refresh the canonical table and all adjacent machine/status rows in the same batch. A note is not enough once owners are using the page for merge gates. See Current supply heli PR.
origin/feature/zargabad-map is a useful example of a strong static map branch that is still not runtime-complete. Tools\Validate-ZargabadMission.ps1 passed on current head e9294ede, proving object/sync/count/value/layout invariants: 13 towns, 19 camps, 1 airport, 9 start logics, 33 town-defense logics, no duplicate mission object ids, no missing synchronization targets and no Takistan Zargabad-module spillover. The refreshed head also shows a second lesson: map branches can carry balance policy, not only object placement. Zargabad now has tuned low-pop defaults for AI caps, player AI caps, Soldier cap, supply cap, UAV/range limits, air countermeasures, starting funds/supply, ICBM state and price multipliers.
That does not prove the mission is playable. The branch's own completion gates require hosted/dedicated Arma 2 OA runtime evidence, plus JIP/HC evidence when those claims are made, screenshot packets for visual/pathing/balance rows and runtime-report validation. Future agents should say "static validation passed" and "runtime evidence open" separately for terrain branches. See Zargabad branch audit.
origin/perf/quick-wins shows why a branch name is not enough. Head 0076040f is compact and clean (18 files, +27/-27, no git diff --check findings), but the payload crosses several ownership boundaries: DR-22 side-supply clamp shape (Common_ChangeSideSupply.sqf:25, Server_ChangeSideSupply.sqf:12,36), DR-33a factory queue cleanup (Client_BuildUnit.sqf:366-368), DR-2 paratrooper marker PV registration (Init_PublicVariables.sqf:40), mine/dead-object/resource-loop cleanup (mines_cleaner.sqf:17, server_collector_garbage.sqf:17, updateresources.sqf:74), patrol exit conditions (server_patrols.sqf:26, server_town_patrol.sqf:18), camp-bunker nil-code EH removal (Server_HandleSpecial.sqf:235-236), kill-assist bounty type (RequestOnUnitKilled.sqf:92) and WASP off-by-one/nil-default fixes.
The propagation scope is also narrower than the fix list. The branch touches only source Chernarus; Missions_Vanilla/[61-2hc]warfarev2_073v48co.takistan has no branch diff and still carries old shapes such as _currentSupply - _amount, WFBE_SE_FNC_OnBuildingKilled, undefined _objectType and GetSleepFPS in updateresources.sqf.
Development rule: even for a tiny branch, document the payload, baggage, propagation scope and smoke gates before merge/release wording. A fix can be high-confidence static evidence while still requiring Vanilla propagation and Arma runtime smoke. See Perf quick wins branch audit.
origin/feat/buymenu-easa-qol is a small branch, but source review still found multiple UI lifecycle edges that static diffs alone do not prove. The branch colors Buy Units displayed base prices red when _price > _funds (Client_UIFillListBuyUnits.sqf:61-62,104), appends live queue counts to factory tabs (GUI_Menu_BuyUnits.sqf:201-210), updates selected-unit cost formula and idc 12034 writes (GUI_Menu_BuyUnits.sqf:280,335,388,444,487) and highlights the current EASA loadout (GUI_Menu_EASA.sqf:29-40).
Those are useful changes, but the visible behavior depends on later control writes, lock/crew toggles, row filtering and live missionNamespace queue variables. The EASA highlight also does not solve exact-funds purchase rejection or stale/unsupported vehicle context because it does not change GUI_Menu_EASA.sqf:46-50 or EASA_Equip.sqf.
Development rule: for UI QoL branches, smoke the final rendered control state and interaction loop, not just the changed hunk. Include low/exact/high funds, crew toggles, tab switching, queue changes, filtered rows and maintained Vanilla propagation before release wording. See BuyMenu EASA QoL branch audit.
Localization integrity checks prove that referenced keys resolve; they do not prove that the copy describes current mechanics. The supply mission help text is the current example. stringtable.xml:188-193 still says supply-truck delivery pays 4 x the actual value, and WFBE_C_PLAYERS_SUPPLY_TRUCKS_DELIVERY_FUNDS_COEF = 4 remains defined at Init_CommonConstants.sqf:268. Current source does something else: supplyMissionStart.sqf:22-34 computes SupplyAmount as town supply value times the supply mission multiplier (20) times the supply upgrade modifier, and supplyMissionCompletedMessage.sqf:8,13-14 grants raw _supplyAmount as the player's cash reward.
Development rule: when a player-facing string describes economics, rewards, restrictions or server policy, verify it against the live consumer before treating it as design truth. If the string is stale, document it as copy/design drift and update stringtable plus behavior together when the owning system is rebalanced. See Economy, towns and supply.
The AI commander upgrade path is server-side, but the currency tuple ordering still has to match the human path. The player upgrade menu treats WFBE_C_UPGRADES_COSTS as [supply, funds]: it reads supply from element 0, funds from element 1, validates both, deducts client funds and then deducts side supply (GUI_UpgradeMenu.sqf:96-99,139-159). The AI commander server path validates the same tuple as supply then AI funds (Server_AI_Com_Upgrade.sqf:32-36), but its deduction reverses the semantics: it subtracts _cost select 0 from AI commander funds and _cost select 1 from side supply (Server_AI_Com_Upgrade.sqf:47-50).
Development rule: do not assume "server-side" means "authority-correct." For every spend path, cite the tuple producer, the UI display/validation, and the mutation calls together. This belongs with Economy authority first cut, Economy, towns and supply and Feature status.
Client_GetIncome.sqf is useful for the player-facing estimate, but it is not the payout owner. The server loop computes per-side supply, income, player/commander splits and side supply mutation in updateresources.sqf:29-70; the HUD/helper estimate recomputes the expected value in Client_GetIncome.sqf:3-31. Those formulas are close, but not identical in all modes. For example, income system 4 multiplies player income by 1.5 before commander split on the server (updateresources.sqf:41-44), while the client helper uses a simpler _income - _ply commander calculation (Client_GetIncome.sqf:20-29).
Development rule: when auditing economy balance, separate "what the UI predicts" from "what the server mutates." Any fix or docs claim about income needs both files and a test note for the active income-system parameter.
Several UI surfaces look wired until the final send/cleanup edge is checked. The commander task menu builds task data and even plays HQ radio speech, but the actual SetTask send calls are commented out (GUI_Menu_Command.sqf:315-344) while the receiver still exists and creates a simple task (SetTask.sqf:8-14). Commander vote dialogs iterate from 0 to WFBE_Client_Teams_Count inclusively after WFBE_Client_Teams_Count = count WFBE_Client_Teams (Init_Client.sqf:273, GUI_Commander_VoteMenu.sqf:58-66, GUI_VoteMenu.sqf:29,61-66). The help dialog mixes execVM on load with call compile preprocessFileLineNumbers on unload (Dialogs.hpp:3446-3447, GUI_Menu_Help.sqf:5-10). WASP marker capture temporarily calls disableUserInput true while waiting for display 54 and only releases after the timed loop (global_marking_monitor.sqf:57-73).
Development rule: for UI claims, trace the button/dialog surface to the receiver and the cleanup path. A receiver file existing is not proof the user can reach it, and a visible control is not proof the action survives final-control smoke. See Client UI systems atlas, Player UI workflow map and Commander/HQ lifecycle.
The codebase uses "HC" for both headless-client delegation and Arma High Command UI, and those must stay separate in docs and fixes. The Arma High Command UI add path is effectively inert because _hc_enabled = false gates HCSetGroup additions (updateavailableactions.fsm:47,115-117), although cleanup still removes any high-command groups (updateclient.sqf:204,228). Headless-client registration is a different path: Init_HC.sqf:11-15 publishes connected-hc, and the server only registers the HC when owner _hc is nonzero; owner id 0 logs a warning and has no retry in that handler (Server_HandleSpecial.sqf:117-130). Client FPS delegation is separate again: clients report UID/FPS through update-clientfps (updateavailableactions.fsm:121-125), the server stores the payload by UID (Server_HandleSpecial.sqf:75-83), and delegation selection trusts that stored FPS/slot count (Server_FNC_Delegation.sqf:153-158).
Commented HC revival hooks also need payload-shape review, not only compile/grep review. Static-defense HC creation receives _retVal from Common_CreateUnitForStaticDefence.sqf, assigns _teams = _retVal select 0 (Client_DelegateAIStaticDefence.sqf:25-26), and the helper returns only [_teams] (Common_CreateUnitForStaticDefence.sqf:69). The commented update-back at Client_DelegateAIStaticDefence.sqf:28 therefore cannot be restored as a complete accounting fix by itself: Server_HandleSpecial.sqf:86-96 has only the town-vehicle update-town-delegation receiver, and static-defense tracking would need defense object, side, created units/groups and cleanup semantics.
Development rule: when an issue says "HC," first classify it as headless client registration, headless delegation, client-FPS delegation, or Arma High Command UI. Mixing those paths creates bad fixes and confusing docs. See AI/headless and performance and Headless delegation and failover playbook.
The 2026-06-04 scout waves showed a reliable pattern: broad Spark prompts over this repo often overflow during remote compacting, even when the task is read-only. Whole-lane prompts for "AI commander/team orders", "server runtime safety" and full town lifecycle bounced with context-window errors. Narrow relaunches did better when they named exact file families and answer shape, such as Server_AI_Com*.sqf only, town capture/camp/supply only, or AFK/AntiStack only.
The useful reports came from scouts with tight boundaries and capped output: supports/services produced a clean transport split, respawn/MASH/gear confirmed the no-revive architecture and profile-template bug, AI commander upgrade-only clarified deterministic first-unmet upgrade selection, construction found the stationary-defense null guard, and town capture produced a compact ownership chain.
Development rule: launch Spark scouts as small drill cores, not subsystem encyclopedias. Each prompt should name exact files or search terms, forbid generated-mission scans unless needed, cap output under roughly 800-1200 words, ask for concrete file:line evidence, and say "no edits." If a scout bounces, relaunch with a smaller file family instead of retrying the same broad question. Use the dashboard/worklog to record failed broad scopes as orchestration evidence, not as source findings.
Tooling pages can drift just like mission code. The current docs branch contains docs/validate-wiki.ps1 as the wiki validator; it does not contain the older Tools\ValidateWiki.ps1 or Tools\TestWikiParity.ps1 helper names that appear in historical reconciliation notes. The Zargabad map branch is the opposite shape: git ls-tree -r --name-only origin/feature/zargabad-map shows branch-local validators such as Tools/Validate-ZargabadMission.ps1 and Tools/Validate-ZargabadRuntimeReport.ps1, but those files are not present on the current docs branch.
Development rule: when a page says "run this tool," verify the script exists on the branch or worktree being used for the claim. For current wiki edits, use powershell -ExecutionPolicy Bypass -File docs\validate-wiki.ps1, git diff --check, JSON/JSONL parsing when touched, and SHA256 parity for mirrored pages. For branch-specific features such as Zargabad, run branch-local validators from a worktree at the exact candidate head and label them branch evidence, not current-checkout tooling.
Init_Parameters.sqf exports class Params entries by class name and index order, but later code can still diverge from the visible lobby surface. The 2026-06-04 config scout found several current examples: Rsc/Parameters.hpp:393-397 exposes WFBE_C_MODULE_WFBE_IRS, while runtime init and upgrade gates read WFBE_C_MODULE_WFBE_IRSMOKE (Init_CommonConstants.sqf:238, Init_Common.sqf:320, Upgrades_CO_US.sqf:24-25); WFBE_C_GAMEPLAY_UPGRADES_CLEARANCE is commented out in the parameter tree but still consumed by server upgrade initialization (Parameters.hpp:351-356, Init_CommonConstants.sqf:225, Server/Init/Init_Server.sqf:333-349); and WFBE_C_ENVIRONMENT_WEATHER_VOLUMETRIC is visible but forced to 0 in constants and client init (Parameters.hpp:210-214, Init_CommonConstants.sqf:212, Init_Client.sqf:218).
Development rule: for any parameter claim, cite three layers together: the lobby class, the constants fallback and the live consumer or forced assignment. A visible host setting can be a locked switch, an orphan, a stale name or internal boot state. Do not rebalance or document operator behavior from Parameters.hpp alone. See Mission parameters, localization and generated build inputs and Assets/config/localization/parameters atlas.
The commander vote mismatch is a compact example of why UI prediction and server truth must be audited together. The server vote worker counts AI/no-commander votes where wfbe_vote == -1 (Server_VoteForCommander.sqf:24-29), but the final condition selects any non-tied player candidate because _highest >= _aiVotes OR _highest <= _aiVotes is always true for numeric counts when _highestTeam != -1 (Server_VoteForCommander.sqf:43). The client vote dialog can preview AI/no commander when no option has more than half the counted player voters or row 0 leads (GUI_VoteMenu.sqf:87-89).
Development rule: when a dialog predicts a winner, price, reward, permission or cooldown, inspect the server resolver before claiming behavior. Treat mismatches as semantics decisions first, then source patches. For commander voting, owners must decide plurality, strict majority, tie and AI/no-commander rules before editing Server_VoteForCommander.sqf.
| Priority | Patch | Owner page target | Validation |
|---|---|---|---|
| Done | Development lessons and agent-development-lessons.jsonl are wired into navigation and agent context. |
Home, _Sidebar, Agent-Context, agent-context.json
|
Link check and JSON parse; evidence rechecked at Home.md:10,33,76,100,102, _Sidebar.md:10,12,119,121, Agent-Context.md:3,11,13,75 and agent-context.json:69,87,141,163-185,479-480,1205. |
| Done | Config data-model checklist added to the assets/config atlas. | Assets-Config-Localization-And-Parameters-Atlas#config-data-model-checklist |
Runtime content-change smoke remains per feature change. |
| Done | AI respawn branch smoke is now in the testing workflow. | Testing-Debugging-And-Release-Workflow#minimal-smoke-packs |
Runtime evidence is still pending until vanilla and non-vanilla AI leader death/respawn are run in Arma 2 OA. |
| Done | Cleanup flag/nested-pair shape rules are already accepted in the marker/cleanup atlas patch-ready section. | Marker-Cleanup-Restoration-Systems-Atlas#patch-ready-findings |
Mine expiry and unit-kill garbage smoke remain the runtime gates before source patch acceptance. |
| Done | Cleanup/restorer cadence and cost interpretation added to the marker/cleanup atlas. | Marker-Cleanup-Restoration-Systems-Atlas#cadence-and-cost-interpretation |
Runtime RPT samples still needed before performance tuning patches. |
| Done | Commander wfbe_teammode/wfbe_teamgoto source proof added to AI/headless and UI/feature pages. |
AI-Headless-And-Performance#commander-team-order-variables |
Dedicated commander AI order smoke is still pending. |
This page is safe to integrate because it adds a new, source-cited lesson artifact and does not alter the DR-44-owned networking/server atlas/instructions pages. The matching machine-readable records live in agent-development-lessons.jsonl.
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
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- Progress dashboard
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- Shelved PR #169: gear price double-count
- Shelved PR #194: Chernarus no-trees
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- Assets/config/localization/parameters
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- Core systems index
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- 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