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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. |
| 2026-06-23 side-supply/B74 branch refresh | Docs/source HEAD@a908284c is source-unchanged from 4db90f1c / 7047da5d9 / f52ccee8 for the checked side-supply/reason paths. Docs checkout, current stable origin/master@0139a346 and current Miksuu upstream b8389e748243 still use _currentSupply - _amount for negative side-supply results in Chernarus and maintained Vanilla, still trust the direct temp-channel payload side, and still gate _reason behind count _this > 3. Current origin exposes no release/* or side-supply/economy rescue heads; historical release a96fdda2 kept the same old shape. origin/perf/quick-wins@0076040f fixes only the Chernarus arithmetic floor to 0. Current B69 origin/claude/b69@8d465fce and adjacent B74 origin/claude/b74-aicom-spend@b23f557f have no checked side-supply path delta; both fix only Chernarus server-side arithmetic and add a Chernarus resistance temp-channel handler, while maintained Vanilla stays old-shape and side/channel/requester validation plus reason parsing 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 writes wfbe_supply_temp_<side> and publicVariableServers it. Old-shape refs and maintained Vanilla register only wfbe_supply_temp_west / wfbe_supply_temp_east; current stable/B74.1/B74.2 Chernarus also registers wfbe_supply_temp_resistance.
Old-shape 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. Current stable/B74.1/B74.2 Chernarus removes the dead local common-side clamp arithmetic and floors server negatives to 0, but maintained Vanilla still has the old floor. The direct-PV authority issue remains even where that arithmetic is patched.
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:24-26 on current Chernarus, :28-30 on old-shape/Vanilla) and then trusted by the temp handlers. 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 is about logging/audit provenance only. It should travel with the clamp/validation patch because the same helper is being edited, but it does not close direct-channel authority or spend acceptance.
| Scope | Reason parsing shape | Preserved reason callers | Development meaning |
|---|---|---|---|
Docs branch 4db90f1c Chernarus, unchanged from 7047da5d9 / f52ccee8 for checked paths |
Common_ChangeSideSupply.sqf:8-14 reads both _includeStagnation and _reason only when count _this > 3; :28 publishes the selected reason through wfbe_supply_temp_<side>. |
Server/PVFunctions/AttackWave.sqf:40 passes three arguments and loses "Heavy attack mode activated."; Server/Module/supplyMission/supplyMissionCompleted.sqf:26 passes four arguments and keeps its formatted reason. |
Patch-ready low-risk diagnostics cleanup. Parse _reason at count _this > 2 and _includeStagnation at count _this > 3, while retaining the default error text for malformed/no-reason payloads. |
Docs branch 4db90f1c maintained Vanilla, unchanged from 7047da5d9 / f52ccee8 for checked paths |
Same helper guard and same AttackWave/supply-completion caller shape in the maintained root. | Same three-argument AttackWave reason drop; same four-argument supply mission reason preservation. | Propagate with the Chernarus helper edit; do not call the reason fix source-complete if Vanilla is still old. |
Current stable/B74.1 origin/master@f8a76de34 / origin/claude/b74.1-aicom@f8a76de34
|
Same count _this > 3 reason guard in both maintained roots (Common_ChangeSideSupply.sqf:8-14). |
Same AttackWave three-argument drop at AttackWave.sqf:40; supply completion is the heli-aware four-argument path at Chernarus supplyMissionCompleted.sqf:40,43 and Vanilla :40. |
Stable/B74.1 remains source-unpatched for audit provenance even though Chernarus has arithmetic/resistance-handler work. |
Historical release commit a96fdda2; no current release/* head on 2026-06-22 |
Same count _this > 3 reason guard in both maintained roots. |
Same AttackWave three-argument drop; supply completion is the heli-aware four-argument path at supplyMissionCompleted.sqf:40. |
Historical release evidence does not rescue the reason-string lane. Recheck a restored release head before release wording. |
Miksuu upstream b8389e748243
|
Same count _this > 3 reason guard in both maintained roots. |
Same AttackWave/supply-completion contrast, with supply completion at supplyMissionCompleted.sqf:26. |
No upstream rescue candidate in the checked upstream head. |
origin/perf/quick-wins 0076040f
|
Same reason guard in both maintained roots; the branch's Chernarus side-supply arithmetic work does not alter reason parsing. | Same AttackWave/supply-completion contrast, with supply completion at supplyMissionCompleted.sqf:26. |
The perf branch can inform arithmetic floor work, but it does not fix this logging defect. |
B74.2 origin/claude/b74.2-aicom@d472da6a plus current B69 origin/claude/b69@8d465fce and adjacent B74 origin/claude/b74-aicom-spend@b23f557f
|
B74.2 has no checked helper delta over current stable. B69..B74 has no checked side-supply helper delta. Chernarus and maintained Vanilla still keep the count _this > 3 reason guard (Common_ChangeSideSupply.sqf:8-14). |
Same AttackWave/supply-completion contrast. B74.2 Chernarus line-drifts the four-argument supply-completion calls to supplyMissionCompleted.sqf:43,46, while Vanilla remains :40; Chernarus publishes through Common_ChangeSideSupply.sqf:24-26, while Vanilla keeps :28-30. |
Do not treat B74.2, B69 or B74 as a reason-string fix. If porting the side-supply arithmetic, still patch reason parsing in both maintained roots. |
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 |
|---|---|---|---|
Docs branch 4db90f1c Chernarus, unchanged from 7047da5d9 / f52ccee8 for checked paths |
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. |
Docs branch 4db90f1c maintained Vanilla, unchanged from 7047da5d9 / f52ccee8 for checked paths |
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. |
Current stable/B74.1 origin/master@f8a76de34 / origin/claude/b74.1-aicom@f8a76de34
|
Branch-split. Chernarus removes dead common-side clamp arithmetic at Common_ChangeSideSupply.sqf:20-22 and floors server west/resistance/east negatives to 0 at Server_ChangeSideSupply.sqf:12,36,60. Maintained Vanilla remains old-shape at Common_ChangeSideSupply.sqf:25 and Server_ChangeSideSupply.sqf:12,36. |
Chernarus adds wfbe_supply_temp_resistance at Server_ChangeSideSupply.sqf:25-45, but all temp handlers still trust payload _side / _amount and lack side/channel/requester validation. Vanilla still has only west/east handlers. |
Current stable/B74.1 is a Chernarus partial rescue only: preserve the candidate, propagate or scope Vanilla, and keep DR-44 validation/server-ledger work open. |
Historical release commit a96fdda2; no current release/* head on 2026-06-22 |
Same old floor in Chernarus and maintained Vanilla when last checked. | Same payload-trusting direct temp channels. | Historical release evidence does not rescue the side-supply lane. Recheck a restored release head before release wording. |
Miksuu upstream b8389e748243
|
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. |
B74.2 origin/claude/b74.2-aicom@d472da6a; current B69 origin/claude/b69@8d465fce; adjacent B74 origin/claude/b74-aicom-spend@b23f557f
|
No checked side-supply/resistance path delta versus their respective bases: B74.2 matches current stable for this surface, and B69..B74 is empty for checked side-supply paths. Chernarus has the same floor-to-zero/resistance-handler candidate; maintained Vanilla remains old-shape. | Same as current stable/B74.1: Chernarus handler coverage is broader, but payload side/channel/requester validation is still absent; Vanilla is west/east only. | Useful Chernarus candidate evidence, not closure. Future code work must still propagate or scope Vanilla and implement DR-44 validation/server-owned acceptance. |
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:89 validates _cost select 0 as supply (against _supply plus reserve) and _cost select 1 as funds, matching the player upgrade menu. RESOLVED (TR12, current master f8a76de3): the debit order is now correct — it deducts _cost select 1 (the funds price) from AI commander funds at :125 and _cost select 0 (the supply price) from side supply at :136, both tagged with //--- TR12 notes that the earlier code had the two prices swapped. Before reviving autonomous AI commander upgrade loops, keep player/AI/server validation on the same [supply, funds] tuple convention.
Old-shape refs place the side-supply increase, team paychecks and AI-commander funds inside an _supply < WFBE_C_ECONOMY_SUPPLY_MAX_TEAM_LIMIT guard: docs/source HEAD@c8ec223a, Miksuu b8389e748243, origin/perf/quick-wins@0076040f and historical release commit a96fdda2 keep Server/FSM/updateresources.sqf:29-70 with the guard at :31, side supply at :49, team funds at :63 and AI commander funds at :67. _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.
Current stable/B74.1 origin/master@f8a76de34 equals origin/claude/b74.1-aicom@f8a76de34, and B74.2 origin/claude/b74.2-aicom@d472da6a has no checked income-file delta. Current Chernarus still gates side-supply growth (updateresources.sqf:87) and team paychecks (:101) behind _supply < _supply_max_limit at :69, but AI commander cash has hybrid-refill checks at :105-114, an over-cap fallback at :126-132 and B74.1 AICOM taper at :57-67,:106,:130. Maintained Vanilla keeps the same cap/fallback shape without Chernarus hybrid refill, supply multiplier or taper (:58,:76,:90,:94-103,:115-121). The current branch/root route lives in Economy, towns and supply; perf Chernarus changes the resource-loop wait cadence, not this payout/display behavior.
Current B69 origin/claude/b69@8d465fce and adjacent B74 origin/claude/b74-aicom-spend@b23f557f are identical for checked resource-income files. Both keep the cap gate at updateresources.sqf:58, side supply at :76, team paychecks at :90 and AI commander fallback at :115-121; Chernarus additionally applies WFBE_C_ECONOMY_SUPPLY_INCOME_MULT to side supply at :76 and broadens AI commander cash/stipend eligibility with WFBE_C_AI_COMMANDER_HYBRID_REFILL at :94-103 and :115, while maintained Vanilla keeps the non-hybrid/raw-supply shape. Keep that parity difference visible when planning a current-stable port.
For income system 4, server payout applies a 1.5 multiplier before commander/player split (updateresources.sqf:42-43 on old-shape refs, current Chernarus :80-81, current maintained Vanilla :69-70, and B69/B74 Chernarus :69-70), while Client_GetIncome.sqf:24-28 displays the split without that multiplier everywhere checked. 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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- 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