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Feature Status Register
This register separates working systems from partial, deferred or risky systems found during indexing. For revive/remove decisions on dormant feature paths, use Abandoned feature revival.
- Core Warfare loop: towns, commanders, bases, factories, upgrades, resources and victory checks.
- Client/server/common initialization split.
- Generic PVF request/response system.
- Player supply-truck missions on
master. - Enhanced day/night cycle with server authority and client smoothing.
- Server FPS publishing and RHUD/FPS HUD.
- Performance audit instrumentation plus analyzer.
- Anti-stack module with optional mission parameter.
- AFK kick through BattlEye publicVariable filter.
- MASH/ambulance respawn support; MASH marker synchronization is listed below as broken.
- ICBM/radiation module.
- EASA aircraft loadout module.
- Client marker blinking guarded by parameter.
- LoadoutManager mission copy/generation workflow.
- Discord bot status updates from exported game data.
| Area | Evidence | Status |
|---|---|---|
| Autonomous AI supply trucks |
UpdateSupplyTruck compile is commented at Server/Init/Init_Server.sqf:36, but the live call [_side] Spawn UpdateSupplyTruck; remains at :383, gated by WFBE_C_ECONOMY_SUPPLY_SYSTEM == 0 && WFBE_C_AI_COMMANDER_ENABLED > 0. AI_UpdateSupplyTruck.sqf also references missing Server/FSM/supplytruck.fsm. |
Config-gated latent breakage. Default supply system 1 is safe; supply system 0 with AI commanders is broken until the compile and FSM are restored or redesigned. |
| AI commander automation | AI commander constants and side-logic state/funds exist; WFBE_SE_FNC_AI_Com_Upgrade is compiled and Server_AI_Com_Upgrade.sqf performs real upgrade/funds logic. Boyle's pass still found no live scheduler/loop that starts the full autonomous commander brain or sets wfbe_aicom_running = true. |
Partial/latent, not absent. Upgrade worker exists, but end-to-end autonomy is not proven. Treat AI commander production and autonomous logistics as incomplete until a runtime owner is restored. |
| Town AI vehicle despawn safety |
Server/FSM/server_town_ai.sqf:191-223 deletes inactive town-AI vehicles; :211-216 uses !(isPlayer leader group _x) and does not check crew, cargo or turret occupants. Einstein verified a player passenger/crew member who is not group leader can still be inside an eligible vehicle. |
Confirmed bug. Guard despawn with a full player-occupancy check while preserving cleanup of empty AI-only town vehicles. |
| Task system |
TaskSystem compile and TownAddComplete spawn are commented in Client/Init/Init_Client.sqf though Client_TaskSystem.sqf still exists. |
Disabled/partial. Re-enable only after checking task spam/JIP behavior. |
| MASH marker receiver |
receiverMASHmarker.sqf (registers the WFBE_SE_MASH_MARKER_SENT client EH) is referenced only by the commented compile at Client/Init/Init_Client.sqf:132; Server/Module/MASH/MASHMarker.sqf listens for WFBE_CL_MASH_MARKER_CREATED, but DR-34 found no live client broadcast of that trigger. |
Confirmed broken/dead on both ends → deployed MASH tents can still work for respawn, but MASH map markers never appear. Revival needs a server-held list, JIP re-send and unique marker names; otherwise remove the dead relay. |
| Paratrooper drop markers |
Server/Support/Support_Paratroopers.sqf:117 sends HandleParatrooperMarkerCreation, but it is absent from _clientCommandPV in Init_PublicVariables.sqf (no EH; CLTFNC… never compiled). |
Confirmed broken/dead on all configs; receiver file exists but is unwired. See Deep-review findings DR-2. |
| PV dispatch trust boundary |
Server_HandlePVF.sqf/Client_HandlePVF.sqf run Call Compile on the sender-chosen command string with no validation; the shipped BattlEye posture does not cover it. |
Live-server hardening gap (High). Validate the command string before compile; use External integrations for shipped BattlEye evidence and Deep-review findings DR-1 for the dispatcher finding. |
| PV legitimate-command forgery | Hilbert's network pass confirmed high-trust handlers: RequestChangeScore.sqf overwrites score from payload, RequestVehicleLock.sqf locks payload vehicles, RequestTeamUpdate.sqf mutates team behavior, and RequestUpgrade.sqf forwards to upgrade processing without visible sender/cost validation in the handler. |
Live-server hardening gap (High). Even after replacing dispatcher Call Compile, validate sender, role, side, funds, ownership and object locality inside high-impact handlers. |
| Direct publicVariable channels outside PVF | Direct PVEH/PV channels exist for attack waves, side supply, supply missions, MASH markers, HQ state, AntiStack compensation, server FPS, AFK, day/night and marker/message channels. DR-41 confirms ATTACK_WAVE_INIT is forgeable and can make side-wide unit prices free or negative from client-supplied _supply. |
A PVF dispatcher fix or WFBE_PVF_* whitelist does not cover these. Review each channel's sender, lifecycle and JIP semantics before calling networking hardened. See Networking and public variables, Server authority map and Attack-wave authority playbook. |
| BattlEye mitigation as shipped | Claude DR-30 verified the repo footprint: only the AFK publicVariable rule is shipped in-tree; no broader filter/config bundle is present. Canonical evidence lives in External integrations. |
High live-server hardening gap. Use External integrations and backlog id battleye-hosting-hardening; do not treat BattlEye as shipped remediation until production BEpath files or a tested filter set are supplied. |
ICBM/Nuke RequestSpecial authority |
Claude DR-27 traced the Tactical-menu ICBM path: client-side menu gates call Client/Module/Nuke/nukeincoming.sqf, which sends RequestSpecial ["ICBM", ...]; the server HandleSpecial ICBM case spawns NukeDammage from client payload without upgrade/commander/funds validation. |
Critical live-server hardening gap. One forged RequestSpecial PV can trigger server-applied map-wide damage. Use ICBM authority before patching or trusting this module publicly. |
| Construction request authority |
coin_interface.sqf deducts funds and performs placement checks client-side, then sends RequestStructure / RequestDefense; server handlers mostly check class existence before creating objects. |
Hardening gap. Add server-side checks for commander/repair authority, funds, radius, base-area availability and placement before object creation. See Construction and CoIn systems atlas. |
| Player purchase authority |
GUI_Menu_BuyUnits.sqf calls local BuildUnit and deducts funds client-side; Init_PublicVariables.sqf has no RequestBuyUnit, and no Server/PVFunctions/RequestBuyUnit.sqf exists. |
Legacy/client-local buy path. Add server validation before adding exploit-sensitive purchases. See Factory and purchase systems atlas. |
Server AIBuyUnit path |
Init_Server.sqf compiles AIBuyUnit = Server_BuyUnit.sqf, but source search only finds the compile and Server_BuyUnit.sqf itself. |
Latent/unused until a dynamic caller is proven. Decide whether to revive for AI commander production or retire. |
| Factory queue counter leak | Claude DR-33 confirmed Client_BuildUnit.sqf:365 can exit an empty-vehicle purchase before the later WFBE_C_QUEUE decrement at :469. |
Repeated empty-vehicle buys can locally soft-lock a factory category for that player. Decrement queue counters on every exit path. |
| Factory FIFO token churn |
Client_BuildUnit.sqf uses a random queue token and broadcasts the building queu array on each mutation. |
Perf/JIP hardening gap. Use unique queue tokens and reduce public broadcasts before expanding factory side effects. |
| Duplicate client skill init |
Client/Init/Init_Client.sqf:547 and :571 both run Client\Module\Skill\Skill_Init.sqf; Skill_Init.sqf:49 multiplies local WFBE_C_PLAYERS_AI_MAX by 1.5 for Soldier class with no idempotency guard. |
Likely client-local balance/performance bug. Soldier can receive the AI cap boost twice unless one call is removed or the cap mutation is guarded. See Performance opportunity sweep. |
| Commander reassignment call shape |
Server_AssignNewCommander.sqf assigns _side = _this, then _commander = _this select 1; RequestNewCommander.sqf calls it with [_side, _assigned_commander]. |
Likely bug. _side should probably be _this select 0; verify before relying on manual commander reassignment. |
| Supply mission cooldown casing | Town init seeds lastSupplyMissionRun, but server supply mission code reads/writes LastSupplyMissionRun. |
Likely cooldown bug or stale variable. Standardize casing and migrate carefully. |
| Supply mission reward authority | Client supply mission start sets truck SupplyFromTown and SupplyAmount; server completion trusts those truck variables. |
Hardening gap. Recompute reward/cooldown server-side from trusted town/truck state. |
| Victory/endgame winner inversion and double-fire | DR-11 is the canonical winner-inversion / persisted win-tally finding; DR-36 owns the server_victory_threeway.sqf:23 mechanism and fix shape. |
Correctness bug. Same-tick eliminations can double-fire endgame and overwrite/log the opposite winner. Route implementation through Deep-review findings DR-11/DR-36 and the Hardening roadmap. |
| Threeway victory mode | Earlier DR-12 found WFBE_C_VICTORY_THREEWAY selection can skip the only auto-end detection path. |
Broken/abandoned mode until end conditions are implemented for non-default victory modes. |
| Resistance side supply updates |
Common_ChangeSideSupply.sqf formats wfbe_supply_temp_<side> generically, but server handlers exist only for west/east. |
Resistance side supply not fully wired. |
| Hosted server FPS loops |
Init_Server.sqf:578 starts Server/GUI/serverFpsGUI.sqf and :595 starts Server/Module/serverFPS/monitorServerFPS.sqf; both loop forever with sleeps only inside dedicated-server branches. |
Hosted/non-dedicated server mode can busy-loop. Consolidate publishers or add sleep outside locality guards if hosted mode matters. |
| Old map blink loop |
Client_BlinkMapIcons and AddUnitToTrack compiles plus old exec are commented; newer singular Client_BlinkMapIcon and bookkeeping are active. |
Legacy replacement. Avoid resurrecting old loop without perf review. |
| Server map blinking units |
Server_MapBlinkingUnits.sqf exec is commented in Init_Server.sqf. |
Disabled/legacy. |
| Old WASP init block |
initJIPCompatible.sqf contains a commented WASP init block marked as old and resource-heavy. |
Legacy/deferred removal. Individual WASP scripts still exist and may be called elsewhere. |
| Server FPS compile variable |
WFBE_CO_FNC_monitorServerFPS compile lines are commented, but Init_Server.sqf later execVMs Server/Module/serverFPS/monitorServerFPS.sqf. |
Not broken; document the direct exec path. |
| Static-defense HC update-back | DR-42 verified Client_DelegateAIStaticDefence.sqf:28 comments out the update-delegation-static_defence send-back, unlike town-AI delegation (Client_DelegateTownAI.sqf:35) which reports vehicles back to Server_HandleSpecial.sqf. |
Partial headless feature. HC-created static-defense units are not recorded by the server for cleanup/accounting/re-delegation unless the update-back path is restored or the one-way behavior is accepted. Use HC delegation/failover before patching. |
| Server init duplicate binds | DR-43 re-check found live duplicate binds in Init_Server.sqf for WFBE_CO_FNC_LogGameEnd (:64 and :89), WFBE_SE_FNC_PlayerObjectsList (:69 and :91) and WFBE_SE_FNC_AwardScorePlayer (:83 and :93), plus commented duplicate remnants for AFK kick, server FPS and MASH marker. |
Low-risk cleanup. The live duplicates currently bind the same files and the second wins; de-duplicate to reduce maintenance traps, especially around the DR-13 game-end cleanup. |
| MASH marker duplicate compile | One MASH marker compile is active and a later duplicate is commented. | Likely cleanup artifact; do not re-enable both. |
| Volumetric clouds | Parameter exists but is forced disabled in constants and client init. | Intentional optimization. |
| Modded map generator path |
SqfFileGenerator.cs has TODO to add modded maps back in one path. |
Verify before assuming modded mission regeneration is complete. |
| Dangerous CRV7PG loadouts | LoadoutManager has WARNING_GAME_CRASH_DO_NOT_USE_IN_LOADOUTS_* weapon/ammunition classes, and WILDCAT.cs references one. |
High-risk data. Keep these warnings visible when changing loadouts. |
| Gear menu cleanup |
GUI_BuyGearMenu.sqf has TODOs about securing vanilla/removing unused code, refreshing targets, vehicle target content and vehicle/backpack templates. |
Partial UI cleanup. See Gear, loadout and EASA atlas. |
| Gear profile template filtering |
Client_UI_Gear_SaveTemplateProfile.sqf references undefined _u_upgrade in upgrade checks. |
Likely bug. Saved profile templates should not be trusted to enforce upgrade gates until the variable is fixed or replaced. |
| Gear/EASA/service purchase authority |
GUI_BuyGearMenu.sqf applies gear and deducts funds client-side; GUI_Menu_EASA.sqf calls EASA_Equip and ChangePlayerFunds client-side; Claude DR-28 also traced GUI_Menu_Service.sqf rearm/refuel debits with no affordability guard. |
Client-authoritative legacy path. DR-28 completes the economy authority class: build, buy, sell, supply, upgrade, ICBM and gear/service are all client-authoritative. Public-server hardening needs a server ledger/effect-validation design or BattlEye script filtering; service rearm/refuel also deserve local if (_funds >= _price) parity guards. |
| Generated EASA/balance output |
LoadoutManager writes Client/Module/EASA/EASA_Init.sqf and Common/Functions/Common_BalanceInit.sqf; Common_BalanceInit.sqf exits on server while server buy code still calls BalanceInit. |
Generated/locality risk. Change C# data first, inspect generated diffs, and test spawn versus rearm behavior separately. |
| Discord sample/config hygiene |
DiscordBot/preferences_sample.json contains concrete sample IDs and a production-style DataSourcePath; DiscordBot/FileConfiguration.cs and GameData.cs have fallback paths to C:\a2waspwarfare\Data. |
Governance cleanup. Replace real-looking sample IDs with placeholders and document one intended config source. No token is committed. |
| DiscordBot JSON deserialization | Claude DR-31 verified DiscordBot/src/ExtensionData/GameData/GameData.cs reads database.json with Newtonsoft TypeNameHandling.All on a 60-second status timer, at startup and from a command path. |
High local-write-gated RCE risk. Use TypeNameHandling.None for the flat GameData DTO and remove the dead .Auto deserialization helper. Secret hygiene and command auth are otherwise documented as good. |
| In-repo stats extension vs AntiStack DB extension |
a2waspwarfare_Extension only implements GLOBALGAMESTATS; AntiStack calls a separate A2WaspDatabase DLL that is absent from the repo. Claude DR-29 verified GLOBALGAMESTATS is not an SQF RCE path today because output is discarded, but it has dormant deserialization and async-write risks. |
Deployment dependency split. Do not assume building Extension satisfies AntiStack. Add extension presence detection/circuit breaker before public deployment; remove/harden the dead TypeNameHandling.Auto load path and fix async void file writes before treating the extension as robust persistence. |
| WASP HQ recovery locality |
WASP/actions/Action_RepairMHQDepot.sqf performs funds/HQ/town-SV effects largely client-side before server repair signaling. |
Authority-light legacy action. Harden server-side before expanding HQ recovery, town-SV reset or commander-spend behavior. |
| Missing CI/reference validation | Only .github/FUNDING.yml exists; no build/reference/generated-drift checks were found. |
Missing tooling. Add .NET builds, generated-mission drift, SQF reference scans and wiki JSON/JSONL validation when project automation is introduced. |
| Stale old upgrade dialog |
RscMenu_Upgrade points to missing Client/GUI/GUI_Menu_Upgrade.sqf; the live main menu opens WFBE_UpgradeMenu / GUI_UpgradeMenu.sqf instead. |
Confirmed stale UI path. Do not revive without deleting/replacing the old resource class. |
Generated version.sqf boot dependency |
description.ext:39 and initJIPCompatible.sqf:4 both include version.sqf, but the file is absent in the current source checkout and is generated/ignored by the tooling workflow. |
Fresh-checkout boot hazard. Run LoadoutManager or supply terrain version.sqf before packing/testing the source mission. |
| Suspect clickable-text sound config |
Rsc/Ressources.hpp defines RscClickableText.soundPush[] = {, 0.2, 1};. |
Likely malformed resource config; verify in-game parser behavior before reusing this base control. |
| Buy gear partials |
GUI_BuyGearMenu.sqf includes self-documented TODOs for target refresh, vehicle target content and template scope. |
Partial UI cleanup; avoid expanding templates until gear/vehicle/backpack behavior is mapped. |
| Fast travel fee |
GUI_Menu_Tactical.sqf TODO mentions travel fee/mod parameter work. |
Missing/unfinished feature. |
| Base/town dynamic logic TODO |
Common/Init/Init_Common.sqf has a TODO around dynamic logic presence. |
Low-level init cleanup candidate. |
| CoIn border TODO |
Client/Module/CoIn/coin_interface.sqf notes temporary border logic should move if logic position changes. |
Construction UI risk. |
| AI attack radio/combat tuning |
Server_AI_SetTownAttackPath.sqf TODOs mention combat mode, speed and radio on waypoint completion. |
Enhancement backlog. |
This is the clearest broken/abandoned feature. AI_UpdateSupplyTruck.sqf is present and loops over wfbe_ai_supplytrucks, but it cannot run correctly because the compile is disabled and the referenced supplytruck.fsm is absent. PR #1 correctly defers autonomous supply helicopters because the AI logistics base is incomplete.
Claude sharpened the status on 2026-06-01: the feature is not cleanly inert. In Server/Init/Init_Server.sqf, the compile line is commented, but the per-side init still calls [_side] Spawn UpdateSupplyTruck; when supply system 0 and AI commanders are enabled. With current defaults, WFBE_C_ECONOMY_SUPPLY_SYSTEM is 1, so normal play does not hit the call. If an admin selects supply system 0 with AI commanders, the server can hit a nil-code spawn error, and restoring the compile would still fail later because Server/FSM/supplytruck.fsm is missing.
PR #1 adds or extends Server/Module/supplyMission/supplyMissionStarted.sqf so supply vehicles can award interdiction cash when destroyed. The script adds a Killed event handler every time a supply mission starts, with no removal or already-tracked guard. Reusing one vehicle across many missions stacks handlers. Current double-payment risk is bounded because the first handler sets SupplyAmount to 0, but the handler leak is real and future side effects would multiply.
- Autonomous AI supply trucks/helicopters.
- Formal generated docs from LoadoutManager data classes into mission docs.
- Automated validation that generated Takistan/modded missions match Chernarus source after docs/code changes.
- Automated SQF syntax or reference validation in CI.
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