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Function And Module Index

rayswaynl edited this page Jun 21, 2026 · 18 revisions

Function And Module Index

This page names the major function groups and what they are for. It is intentionally behavior-oriented so a developer or AI assistant can find the right file family quickly.

Unless a row names another ref, line refs below are from the Chernarus source mission root Missions/[55-2hc]warfarev2_073v48co.chernarus/. Source refreshed on 2026-06-14 against docs head 6ecac3ae; targeted diffs from 1f0b9018 through HEAD over the checked function-index source families returned no source changes, so older line anchors are preserved. Branch refs still resolve to stable origin/master cf2a6d6a, release a96fdda2, Miksuu b8389e74 and origin/perf/quick-wins 0076040f. Treat this page as a source-family route map, not the canonical patch-status matrix.

How To Use This Page

Need Open first
Compile counts and regenerate commands SQF code atlas
Runtime boot order and role dispatch Mission entrypoints and lifecycle, Lifecycle wait-chain
Module status, dead modules and revive/remove decisions Modules atlas, Dead/stale code register, Abandoned feature revival
Network/PVF handler risk Networking and public variables, Public variable channel index, PVF dispatch implementation
Commander, paratrooper, MASH or performance-audit branch status Commander vote/reassignment, Source fix propagation queue, Respawn and death lifecycle, PerformanceAuditAnalyzer

Common Function Families

  • Common_Array*: array helpers used by older SQF code that predates richer utility libraries.
  • Common_Get*: lookup helpers for factories, towns, camps, groups, side IDs, side logic/HQ, team state, funds, supply, upgrades, config data and positions (Common/Init/Init_Common.sqf:24-65,113-140). Depot lookup is a client family helper (WFBE_CL_FNC_GetClosestDepot at Client/Init/Init_Client.sqf:102), not a Common_Get* helper.
  • Common_Set*: shared state setters for commander votes, team autonomy/respawn/move mode/move position/type, namespace/profile variables and turret magazines (Common/Init/Init_Common.sqf:75-80,150,171).
  • Common_SendTo*: network abstraction around PVF dispatch to client(s) and server.
  • Common_Handle*: event handlers for reload, AT, AA, missile/bomb/artillery, rocket tracer and alarms (Common/Init/Init_Common.sqf:6-16,66-68,141-143). Generic building damage handling is server-side (BuildingHandleDamages), not a Common_HandleDamage helper.
  • Common_CreateMarker, Common_MarkerUpdate, Common_AARadarMarkerUpdate: marker creation/update layers.
  • Common_LogContent: mission logging wrapper used for INITIALIZATION, INFORMATION, WARNING and error-style RPT lines.
  • PerformanceAudit_*: RPT audit writer helpers consumed by Tools/PerformanceAuditAnalyzer.

Client Function Families

  • Client_BuildUnit: main player purchase/spawn path after buy-menu selection.
  • Client_UI*: list filling, gear templates, price updates, respawn selector and target updates.
  • Client_Get*: client-side lookup helpers for respawn, income, gear content, nearby camps/depots/airports.
  • Client_Handle*: map clicks, PVF dispatch, map state and HQ action helpers.
  • Client_Delegate*: local AI delegation handlers when server delegates AI work to clients/headless.
  • Client_WatchdogPlayerAI and Client_RecoverPlayerAI: player AI recovery/watchdog systems.
  • Client_BookkeepBlinkingIcons and Client_SetMapIconStatusInCombat: combat marker blinking system.
  • Client_UpdateRHUD: HUD/FPS overlay update loop with cached UI writes.

Server Function Families

  • Server_BuyUnit: AI/team purchase path.
  • Server_ProcessUpgrade: authoritative upgrade processing.
  • Server_UpdateTeam: team state synchronization.
  • Server_HandlePVF: server-side PVF dispatcher.
  • Server_HandleDefense, Server_SpawnTownDefense, Server_ManageTownDefenses: town/static defense systems.
  • Server_AI_SetTownAttackPath*: AI attack path selection and safety checks.
  • Server_AI_Com_Upgrade: live AI commander upgrade worker; selects from Format ["WFBE_C_UPGRADES_%1_AI_ORDER", _side] (Server/Functions/Server_AI_Com_Upgrade.sqf:12), checks AI commander funds/supply and debits, but no obvious live scheduler has been found.
  • Server_DelegateAI*: delegation to headless/client workers.
  • Server_FNC_Delegation: selects delegation targets for town/player AI. No setGroupOwner rebalancing path has been found.
  • Server_AssignNewCommander: commander assignment notification/AI-commander stop helper. Current docs-head anchors remain Server_AssignNewCommander.sqf:3-4; exact DR-15 branch status, duplicate notification and UI identity risks live on Commander reassignment call shape and Commander vote/reassignment.
  • Server_HandleBuilding*, Server_Building*, Server_OnHQKilled, Server_MHQRepair: structure lifecycle and HQ damage/repair.
  • Server_ChangeSideSupply, Server_PV_RequestSupplyValue: side supply network bridge.
  • Server_LogGameEnd, Server_CallExtensions/GlobalGameStats: operational reporting.

Client Modules

  • Client/Module/AFKkick
  • Client/Module/AntiStack
  • Client/Module/AutoFlip
  • Client/Module/CM
  • Client/Module/CoIn
  • Client/Module/EASA
  • Client/Module/Engines - Engine stealth fuel toggle reference
  • Client/Module/MASH
  • Client/Module/Nuke
  • Client/Module/Skill
  • Client/Module/supplyMission
  • Client/Module/UAV
  • Client/Module/Valhalla
  • Client/Module/ZetaCargo

Common Modules

Server Modules

  • Server/Module/afkKick
  • Server/Module/AntiStack
  • Server/Module/MASH
  • Server/Module/NEURO
  • Server/Module/serverFPS
  • Server/Module/supplyMission

Module Status And Gates

Presence in the tree does not always mean enabled in the current mission mode. Popper's module/support pass found this practical status split:

Module family Status Gate / note
Common/Module/Arty Live. Used through common artillery handlers and support flows.
Common/Module/IRS Live. Initialized through common init at Init_Common.sqf:320; vehicle/module availability still depends on constants and vehicle config.
Common/Module/Reaktiv Branch-sensitive dead/unreachable module. Folder presence is not runtime proof. Use Modules atlas for the current branch matrix and revive/remove decision route.
Client/Module/Nuke Live and config-gated. RequestSpecial / ICBM authority is the critical DR-27 risk.
Client/Module/EASA, Client/Module/CM Live but config-gated. Countermeasures are also gated by vanilla/OA mode.
Server/Module/AntiStack Compiled but optional. Runtime loops are dormant when WFBE_C_ANTISTACK_ENABLED == 0; external DB dependency is still live-server sensitive when enabled.
Server/Module/MASH Branch-sensitive mobile-respawn module family. Do not infer MASH behavior from the module folder alone. Use Respawn and death lifecycle for local respawn, orphaned marker relay and stable/release removal scope.
Server/Support/Support_Paratroopers.sqf Drop flow live; marker registration is branch-scoped and smoke-pending. Use Source fix propagation queue and Paratrooper marker revival for exact registration branches and smoke gates.

High-Risk Edit Areas

  • Init_CommonConstants.sqf: central constant namespace. Changes here affect both server and clients.
  • Init_PublicVariables.sqf: PVF registration. Missing files or mismatched function names break networking; direct publicVariable channels outside this registry are inventoried in Networking/PV.
  • description.ext / initJIPCompatible.sqf: both include generated version.sqf; a fresh checkout without generated version files will not preprocess cleanly.
  • Client_BuildUnit.sqf and Server_BuyUnit.sqf: purchase/spawn paths with many factory-specific assumptions.
  • Server/Init/Init_Server.sqf: long-lived server loops; duplicate or unconditional loops can hurt live performance.
  • Tools/LoadoutManager: generated mission copying/packing; accidental edits to generated mission folders can be overwritten.

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