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Economy Authority First Cut
This page turns the broad economy/server-authority decision into the smallest source-backed implementation sequence worth doing first.
Scope: Chernarus source mission first, Arma 2 Operation Arrowhead 1.64 only, then LoadoutManager propagation. It complements Server authority map, Upgrades and research atlas, Economy, towns and supply, Hardening roadmap, Public variable channel index, PVF dispatch playbook, Attack-wave authority playbook and agent-hardening-backlog.jsonl.
| Item | State |
|---|---|
| Finding class | Confirmed economy/server-authority class across DR-6, DR-14, DR-16, DR-22, DR-23, DR-27, DR-28, DR-41 and DR-44. |
| New value from this pass | First safe code sequence: side-supply arithmetic/validation first, then existing PVF spend handlers, then player-buy redesign. |
| Wave I refinement | Kepler split client-trusted score/funds/supply mutation from safer server-derived read and award helpers. |
| Wave Q refinement | Linnaeus's side-supply follow-up is now folded in: negative amounts are legitimate spend deltas, but the same signed _amount is also direct-PV payload data, so the first patch must clamp the result and validate channel/side/shape without pretending sign checks are authority. |
| 2026-06-04 scout refinement | AI commander upgrade debit order is suspect, resource income can couple money payouts to the supply-cap guard, client income display for income system 4 can differ from server paycheck math, and factory player buys need a protocol redesign rather than a narrow hardening patch. |
| 2026-06-06 branch check | Current source Chernarus, maintained Vanilla, stable origin/master 2cdf5fb8, Miksuu upstream f532f706 and release 3282ff3f all still use _currentSupply - _amount for negative side-supply results and trust the direct temp-channel payload side. origin/perf/quick-wins 0076040f fixes only the Chernarus arithmetic floor to 0; maintained Vanilla and DR-44 authority validation remain open. |
| Immediate patch candidate |
Common_ChangeSideSupply.sqf and Server_ChangeSideSupply.sqf negative clamp and side/channel validation. |
| Smallest server-led migration candidate | Upgrade purchase, because RequestUpgrade already reaches a server process but currently trusts client-side debit and dependency checks. |
| Do not treat as small | Player factory buys. They create units/vehicles from the client and have no RequestBuyUnit PVF. |
Common/Functions/Common_ChangeSideSupply.sqf:3-30Server/Functions/Server_ChangeSideSupply.sqf:1-47Common/Functions/Common_ChangeTeamFunds.sqf:1-8Server/PVFunctions/RequestChangeScore.sqf:3-13Client/PVFunctions/TownCaptured.sqf:71Common/Functions/Common_AwardScorePlayer.sqf:17-27Common/Functions/Common_GetTotalSupplyValue.sqf:7-11Common/Functions/Common_GetSideSupply.sqf:11,17,24,30,37,43Server/Functions/Server_PV_RequestSupplyValue.sqf:1-8Client/Functions/Client_ReceiveSupplyValue.sqf:7Client/Init/Init_Client.sqf:371Client/Functions/Client_ChangePlayerFunds.sqf:1Client/Functions/Client_GetPlayerFunds.sqf:1Client/GUI/GUI_UpgradeMenu.sqf:129-172Server/PVFunctions/RequestUpgrade.sqf:1-5-
Server/Functions/Server_ProcessUpgrade.sqf:12-18,:23-44,:85-87 -
Client/Module/CoIn/coin_interface.sqf:240-260,:485-503,:667-724 Server/PVFunctions/RequestStructure.sqf:3-22Server/PVFunctions/RequestDefense.sqf:2-10Client/GUI/GUI_Menu_BuyUnits.sqf:83-156-
Client/Functions/Client_BuildUnit.sqf:211-249,:409-455 Client/GUI/GUI_Menu_Economy.sqf:120-150Client/GUI/GUI_Menu_Service.sqf:195-234Client/GUI/GUI_Menu_EASA.sqf:40-50Client/Action/Action_RepairMHQ.sqf:24-40WASP/actions/Action_RepairMHQDepot.sqf:13-28Client/Module/supplyMission/supplyMissionStart.sqf:3-51Server/Module/supplyMission/supplyMissionStarted.sqf:1-88Server/Module/supplyMission/supplyMissionCompleted.sqf:2-48Server/Module/supplyMission/isSupplyMissionActiveInTown.sqf:1-18Server/Functions/Server_HandleSpecial.sqf:97-111Server/Functions/Server_AttackWave.sqf:1-38Server/Functions/Server_AI_Com_Upgrade.sqf:27,32-50Server/FSM/updateresources.sqf:29-70Client/Functions/Client_GetIncome.sqf:20-29- Existing wiki records: Deep-review findings, Server authority map, Pending owner decisions, Public variable channel index, Economy, towns and supply, Attack-wave authority playbook.
Common_ChangeTeamFunds.sqf takes [team, amount] and writes:
_team setVariable ["wfbe_funds", (_team getVariable "wfbe_funds") + _amount, true];Client_ChangePlayerFunds.sqf:1 simply calls that with clientTeam, and Client_GetPlayerFunds.sqf:1 reads the same team value. This is why many UI paths can debit or credit locally after client-side affordability checks.
There is no Server/PVFunctions/RequestChangeFunds.sqf in the current source. Funds authority is a convention over replicated group variables and shared helpers, not a single server request wall. Treat this as client-authoritative unless the target server also carries explicit BattlEye/script-filter constraints.
Common_ChangeSideSupply.sqf:28-30 writes wfbe_supply_temp_<side> and publicVariableServers it. Server_ChangeSideSupply.sqf registers separate handlers for wfbe_supply_temp_west and wfbe_supply_temp_east.
Both common and server code compute:
_change = _currentSupply + _amount;
if (_change < 0) then {_change = _currentSupply - _amount};For _currentSupply = 100 and _amount = -1000, this produces 1100, not 0. The direct-PV authority issue remains, but the arithmetic bug is a small, real first patch.
Important subtlety: negative _amount values are not inherently malicious. Normal spend paths use negative deltas, such as MHQ repair (Client/Action/Action_RepairMHQ.sqf:30), WASP base repair (WASP/baserep/repair.sqf:24), attack waves (Server/PVFunctions/AttackWave.sqf:40), upgrades (Client/GUI/GUI_UpgradeMenu.sqf:159), construction (Client/Module/CoIn/coin_interface.sqf:500,672) and building repair (Server/Functions/Server_HandleBuildingRepair.sqf:71). The problem is that the same signed amount is also the payload sent on wfbe_supply_temp_<side> (Common_ChangeSideSupply.sqf:28-30) and then trusted by the west/east handlers (Server_ChangeSideSupply.sqf:4-13,28-37). Do not "fix" this by rejecting all negative amounts; fix the result clamp and channel/side/shape validation first, then move spend acceptance server-side flow by flow.
Small auditability bug: Common_ChangeSideSupply.sqf:8-14 reads _includeStagnation and _reason only when count _this > 3. Three-argument calls such as Server/PVFunctions/AttackWave.sqf:40 pass a reason string but still publish the default "ERROR! No reason specified..." reason. Fix this alongside the clamp/validation pass so economy logs keep useful provenance while malformed payloads still produce clear warnings: parse _reason at count _this > 2, then _includeStagnation at count _this > 3.
The live source of truth for side supply is the side-keyed mission variable wfbe_supply_%1 read by Common_GetSideSupply.sqf. The generic wfbe_supply value initialized in Client/Init/Init_Client.sqf:371 is a legacy alias/cache and should not be used as the target for new authority work.
This matrix separates the small DR-22 arithmetic clamp from the larger DR-44 direct-channel authority problem. It is docs-only evidence; no current source patch is implied.
| Scope | Arithmetic floor | Direct temp-channel validation | Development meaning |
|---|---|---|---|
| Current source Chernarus | Old bug remains: Common_ChangeSideSupply.sqf:24-30 computes _change, then floors negatives with _currentSupply - _amount; Server_ChangeSideSupply.sqf:11-13,35-37 does the same for west/east handlers. |
Open: handlers at Server_ChangeSideSupply.sqf:1-21,25-45 read _side from the payload and write wfbe_supply_%1; channel suffix does not constrain the mutated side. |
Patch-ready and current-source-unpatched. Clamp to 0, keep max cap, validate side/channel/amount shape, and still treat spend authorization as future server-ledger work. |
| Maintained Vanilla Takistan | Same old floor in Common_ChangeSideSupply.sqf:24-30 and Server_ChangeSideSupply.sqf:11-13,35-37. |
Same payload-trusting west/east handlers. | Any fix must be propagated; do not cite a Chernarus-only branch as Vanilla-ready. |
Stable origin/master 2cdf5fb8
|
Same old floor in Chernarus and Vanilla (Common_ChangeSideSupply.sqf:25; Server_ChangeSideSupply.sqf:12,36). |
Same direct wfbe_supply_temp_west/east handlers and payload side trust. |
Stable remains vulnerable to overspend-as-credit plus direct-channel authority. |
Miksuu upstream f532f706
|
Same old floor in Chernarus and Vanilla. | Same payload-trusting direct temp channels. | No upstream rescue candidate in current upstream head. |
origin/perf/quick-wins 0076040f
|
Chernarus only: Common_ChangeSideSupply.sqf:25 and Server_ChangeSideSupply.sqf:12,36 floor negatives to 0. Vanilla on the same branch still has _currentSupply - _amount. |
Still open even in Chernarus: the branch keeps wfbe_supply_temp_%1 and does not add side/channel/requester validation. |
Useful cherry-pick candidate for the DR-22 arithmetic floor only; not a DR-44 authority fix and not propagated. |
Release 3282ff3f
|
Same old floor in release Chernarus and release Vanilla. | Same payload-trusting direct temp channels. | Release branch does not rescue the side-supply lane. |
RequestChangeScore.sqf accepts a score value from the payload and applies it with addScore. TownCaptured.sqf:71 uses this route after client-side capture reward handling, so capture bounty scoring belongs in the same authority family as funds and supply rewards.
There are also safer patterns worth reusing. Common_AwardScorePlayer.sqf:17-27 derives score awards from configured constants, RequestOnUnitKilled.sqf:71-80 computes kill points server-side, Common_GetTotalSupplyValue.sqf:7-11 recomputes aggregate supply from town state, and Server_PV_RequestSupplyValue.sqf:1-8 answers a read request by deriving the current supply on the server. New patches should move toward those server-derived patterns rather than adding more client-stamped mutation payloads.
GUI_UpgradeMenu.sqf:141-161 checks funds, side supply and dependencies locally, then:
- debits player funds at
:158; - debits side supply through
ChangeSideSupplyat:159; - sends
RequestUpgradewith[side, id, currentLevel, true]at:161.
RequestUpgrade.sqf:5 just spawns Server_ProcessUpgrade. Server_ProcessUpgrade.sqf:12-18 trusts side, id and level from the payload to look up time; :40-44 increments the upgrade state and clears the running flag. It does not recompute commander, current level, dependencies, cost or funds before accepting the transition. See Upgrades and research atlas for the full live-menu/server-worker/AI-worker map.
AI commander upgrades are server-side but not therefore automatically correct. The upgrade cost tables use [supply, funds] convention in source config, including examples such as Common/Config/Core_Upgrades/Upgrades_CO_US.sqf:30-42 and Upgrades_OA_US.sqf:30-42. Server_AI_Com_Upgrade.sqf:32-36 validates _cost select 0 as supply and _cost select 1 as funds, matching the player upgrade menu, then deducts _cost select 0 from AI commander funds and _cost select 1 from side supply at :47-50. Before reviving autonomous AI commander upgrade loops, patch the AI debit path and keep player/AI/server validation on the same tuple convention.
Server/FSM/updateresources.sqf:29-70 places the side-supply increase, team paychecks and AI-commander funds inside an _supply < WFBE_C_ECONOMY_SUPPLY_MAX_TEAM_LIMIT guard. _supply is the computed town supply income for the side, so the guard is not simply "current side supply is full". Do not refactor the income loop as a pure supply-cap cleanup without checking player/commander money payouts.
For income system 4, server payout applies a 1.5 multiplier before commander/player split (updateresources.sqf:41-44), while Client_GetIncome.sqf:20-29 displays the split without that multiplier. UI work around RHUD/menu income should preserve or deliberately correct this mismatch with balance owner approval.
Construction/defense already have server entrypoints, but client owns debit and placement affordance
coin_interface.sqf:667-674 debits side supply or player funds for structures locally; :718 sends RequestStructure. Defense purchase debits player funds at :690-693 and sends RequestDefense at :722.
RequestStructure.sqf:3-22 accepts side, class, position and direction from the payload, resolves the structure script and starts construction. RequestDefense.sqf:2-10 accepts side, class, position, direction and manned flag and calls ConstructDefense. Neither handler proves requester, commander role, funds, base area, object side, placement or class permission beyond array membership.
GUI_Menu_BuyUnits.sqf:102-108 checks funds locally, queues locally and at :155-156 spawns BuildUnit and debits ChangePlayerFunds. Client_BuildUnit.sqf:217 creates infantry through WFBE_CO_FNC_CreateUnit; :249 creates vehicles through WFBE_CO_FNC_CreateVehicle; :411-455 creates crew locally. There is no RequestBuyUnit PVF in Init_PublicVariables.sqf and no Server/PVFunctions/RequestBuyUnit.sqf.
That means player buy authority is a protocol redesign, not a tidy handler hardening patch. It needs a server request/acceptance/rollback contract or an explicit BattlEye scripts.txt posture while preserving locality. The current honest-client path debits immediately after spawning BuildUnit (GUI_Menu_BuyUnits.sqf:155-156), while Client_BuildUnit.sqf:365 can exit an empty/crewless vehicle path before the normal queue and local-counter tail (:467-469). Server-side AI buy abort paths clean queue state (Server_BuyUnit.sqf:47-55,78-83) but do not define a player refund/rollback contract. The debit should either commit only after build acceptance or be refunded on every post-queue abort path by one source-of-truth helper.
On current master, supplyMissionStart.sqf:20-39 lets the client stamp SupplyFromTown and SupplyAmount on the truck, then publishes WFBE_Client_PV_SupplyMissionStarted. The server starts a tracking loop in supplyMissionStarted.sqf:1-88 and completes via WFBE_Server_PV_SupplyMissionCompleted. Completion reads the vehicle vars at supplyMissionCompleted.sqf:9-28, rewards side supply through ChangeSideSupply, clears the source/amount vars and broadcasts the completion message. The player's personal cash/score path is in the client completion message, not the server completion handler.
PR #1 adds SupplyByHeli and additional heli/cash-run reward branches on top of this trust model; keep those branch-only mechanics scoped to Current supply helicopter PR and Supply mission authority cleanup.
That flow is important, but it should stay with supply-mission-authority-cleanup rather than being bundled into the first economy patch.
Files:
Common/Functions/Common_ChangeSideSupply.sqfServer/Functions/Server_ChangeSideSupply.sqf
Patch shape:
_change = _currentSupply + _amount;
if (_change < 0) then {_change = 0};
if (_change > _maxSupplyLimit) then {_change = _maxSupplyLimit};Also validate the direct temp channel:
- west handler accepts only
_side == west; - east handler accepts only
_side == east; - reject malformed
_amountor_sidevalues with one compactWARNING; - reject side/channel mismatches, not just negative amounts;
- keep positive rewards and normal spend behavior unchanged.
- treat negative deltas as valid only after the flow itself has been authorized; the first clamp patch should not become the whole economy authority story.
Why first: this is the smallest source-backed exploit fix. It does not solve who is allowed to mutate supply, but it prevents overspend from becoming a windfall while future authority work is designed.
Validation:
- Source-only: both common and server copies no longer use
_currentSupply - _amountfor the negative floor. - Dedicated smoke: normal town income still raises supply; normal construction/upgrade supply spend lowers supply; overspend floors at zero.
- Negative smoke: forged temp channel with
_sidemismatching its channel no-ops and logs once.
Files:
Client/GUI/GUI_UpgradeMenu.sqfServer/PVFunctions/RequestUpgrade.sqfServer/Functions/Server_ProcessUpgrade.sqf
Patch shape:
- Keep the client menu affordability/dependency checks for feedback only.
- Send requester context, not just side/id/level. For example, include
playerandclientTeam, then let the server derive side/commander status from server-known objects as far as Arma 2 OA allows. - On the server, reject if:
- requester/team is null or not on the claimed side;
- requester team is not the commander team;
- side is already upgrading;
- requested id or level is out of range;
- requested level is not the current server-held level;
- dependencies are not met;
- commander funds or side supply are insufficient.
- Debit funds/supply on the server only after acceptance.
- Preserve the existing
upgrade-started, sync wait andupgrade-completebroadcasts.
Why second: there is already a PVF handler and server process, so this is smaller than player-buy authority and more coherent than trying to patch every client-local support action first.
Validation:
- Valid commander upgrade still starts and completes.
- Non-commander request rejects.
- Wrong-side, bad id, skipped dependency and insufficient funds/supply reject.
- Hosted and dedicated paths both preserve upgrade-running UI state.
Files:
Client/Module/CoIn/coin_interface.sqfServer/PVFunctions/RequestStructure.sqfServer/PVFunctions/RequestDefense.sqf
Patch shape:
- Keep preview colors and local affordance.
- Move final debit and acceptance into the server handler.
- Include requester context and let the server derive commander/side.
- Recompute class allowlist, cost, base area, HQ/deployed state, direction/position sanity and manned-defense permission.
- On acceptance, server debits funds/supply and executes construction/defense.
- On rejection, server logs compactly and the client shows a failure message if practical.
Validation:
- Valid HQ undeploy/deploy and one non-HQ structure still work.
- Valid defense still works.
- Wrong-side, unaffordable, out-of-base, bad class and non-commander requests reject.
- Existing side messages and base-area availability do not double-decrement.
Do not try to hide DR-14 inside a small economy patch. The live path creates units and vehicles from the client. A proper server-authority version needs a request/acceptance/rollback model that accounts for factory queues, buyer group locality, vehicle locality, AI ownership, destroyed factories, disconnects and crew creation.
Interim posture:
- document player buys as client-authoritative;
- if public-server hardening is required before redesign, design BattlEye
scripts.txtconstraints for clientcreateUnit/createVehicleseparately frompublicvariable.txt; - do not claim PVF dispatcher hardening or side-supply clamp makes player buys safe.
This first-cut does not replace:
- PVF dispatch playbook: dispatcher lookup hardening is still prerequisite foundation.
-
Attack-wave authority playbook:
ATTACK_WAVE_INITis a direct publicVariable channel with its own server recomputation shape. -
supply-mission-authority-cleanup: supply mission cargo/reward trust and PR #1 helicopter reward behavior need a dedicated logistics pass. - BattlEye owner decision: the repo still should not be described as public-server hardened without confirming production BEpath or adding real filters.
Future code owner:
- Implement side-supply clamp/validation as the first economy hardening branch, e.g.
hardening/side-supply-clamp. - Run source-only checks, then hosted/dedicated supply spend/reward smokes.
- Record the validation in Testing workflow terms.
- Only then migrate upgrades and construction as separate branches. Do not bundle player-buy locality redesign into the clamp patch.
- After mission edits, run
Tools/LoadoutManagerto propagate generated mission changes.
Codex/Claude follow-up:
- Review whether
Common_ChangeSideSupply.sqfcan be split into a server-local mutation helper plus a client request helper. That would reduce future direct-PV confusion. - If owner wants public-server hardening before economy redesign, create a BattlEye posture page or filter-design handoff that covers both
publicvariable.txtandscripts.txt.
Previous: Server authority map | Next: Hardening roadmap
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- 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