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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, 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 and DR-41. |
| New value from this pass | First safe code sequence: side-supply arithmetic/validation first, then existing PVF spend handlers, then player-buy redesign. |
| 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:1-8Client/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:1-38- 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.
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.
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.
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 redesign, not a tidy handler hardening patch. It needs a server request/acceptance model or an explicit BattlEye scripts.txt posture while preserving locality.
supplyMissionStart.sqf:34-46 lets the client stamp SupplyFromTown, SupplyByHeli and SupplyAmount on the vehicle, then publishes WFBE_Client_PV_SupplyMissionStarted at :50-51. 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:9-10 and rewards funds/supply at :31-40.
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; - keep positive rewards and normal spend behavior unchanged.
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 model that accounts for factory queues, buyer group locality, vehicle locality, AI ownership, 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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