-
Notifications
You must be signed in to change notification settings - Fork 0
GLOBALGAMESTATS Extension Logging Subsystem
Source-verified 2026-06-21 against master 0139a346. Paths are relative to the repo root (the C# DLL lives under Extension/). Arma 2 OA 1.64.
Every code path inside the WASP Warfare stats-export DLL writes through one static helper, Log.WriteLine, which timestamps each line, tags it with a 10-level severity enum, dash-pads the level name into an aligned column, and fans the line out to two or three .log files under a hardcoded server-local directory. This is a tooling/integration artifact — the C# extension that the Arma server calls once per minute (see GLOBALGAMESTATS-Extension-Reference) — not runtime mission SQF. The existing extension reference page mentions only the Logs\ directory and CRITICAL.log in passing; this page documents the logging internals it omits: the enum, the file fan-out, the line format, the MatchScheduler.cs carve-out, and the column-alignment normalizer.
This subsystem is distinct from the DiscordBot's logging (documented in Discord-Status-Bot-Setup-And-Reference §12). The two share a similar design but have different enums (the bot's starts at ERROR=0 with no CRITICAL), a different log directory (.logs/ relative to the bot exe vs. the Extension's absolute C:\a2waspwarfare\Logs\), and different sinks (the bot also writes to console via Pastel and a Discord channel).
A single static method is the only logging surface. It uses C# caller-attribute parameters so call sites never have to pass their own file/method/line — the compiler injects them.
| Parameter | Default | Source | Notes |
|---|---|---|---|
_message |
(required) | Extension/src/Log.cs:11 | The log text |
_logLevel |
LogLevel.VERBOSE |
Extension/src/Log.cs:12 | Severity; defaults to the least-severe level when omitted |
_filePath |
[CallerFilePath] |
Extension/src/Log.cs:13 | Compiler-injected absolute source path; reduced to file name via Path.GetFileName (Log.cs:24) |
_memberName |
[CallerMemberName] |
Extension/src/Log.cs:14 | Compiler-injected method name |
_lineNumber |
[CallerLineNumber] |
Extension/src/Log.cs:15 | Compiler-injected source line |
Because _logLevel defaults to VERBOSE (Extension/src/Log.cs:12), any call written as Log.WriteLine("...") with no level is a VERBOSE line. Severity is therefore opt-in: most informational tracing is VERBOSE and only the explicit LogLevel.X calls escalate.
The method also unconditionally echoes the formatted line to Console.WriteLine (Extension/src/Log.cs:38). In the deployed DLL the host process is arma2oaserver.exe, which has no attached console, so the console echo is effectively a no-op on the live server — the .log files are the only durable sink.
The Extension defines its own 10-value severity enum, lowest numeric value = most severe.
| Value | Name | Meaning (by usage) |
|---|---|---|
| 0 | CRITICAL |
Caught exceptions; the catch-block default across the DLL |
| 1 | ERROR |
Reserved (no live call site in Extension/src; see §6) |
| 2 | WARNING |
Reserved (only in commented-out code) |
| 3 | IMPORTANT |
Reserved (no live call site) |
| 4 | SERIALIZATION |
DB serialize start/done markers |
| 5 | DEBUG |
Step tracing (args received, instance lookup, export) |
| 6 | ADD_VERBOSE |
Reserved |
| 7 | SET_VERBOSE |
Reserved |
| 8 | GET_VERBOSE |
Reserved |
| 9 | VERBOSE |
Default level; un-tagged informational lines |
Source: Extension/src/LogLevel.cs:1-13.
Two facts an operator needs:
-
CRITICAL = 0is the most severe level and the valueWriteToFileLogFilewill route toCRITICAL.log. The DiscordBot's enum has noCRITICALat all (its level 0 isERROR) — do not assume the two share a numbering. See Discord-Status-Bot-Setup-And-Reference §12. - The enum value is not used to filter output — there is no minimum-level threshold. Every call, at every level, is written to disk (see §4). The level only affects the tag text and which per-level file receives a copy.
WriteLine builds one string (Extension/src/Log.cs:31-34):
dd.MM.yyyy hh:mm:ss.fff {Thread: N} - [LOG | LEVEL] <dashpad> <scriptfile>: <member>(), line N: <message>
| Segment | Built from | Source |
|---|---|---|
dd.MM.yyyy |
DateTime.Now.Date.ToString("dd.MM.yyyy", culture) |
Extension/src/Log.cs:19 |
hh:mm:ss.fff |
DateTime.Now.ToString("hh:mm:ss.fff", culture) |
Extension/src/Log.cs:20 |
{Thread: N} |
System.Environment.CurrentManagedThreadId |
Extension/src/Log.cs:31 |
[LOG | LEVEL] |
literal LOG + the enum name |
Extension/src/Log.cs:31 |
<dashpad> |
the alignment dashes from LogLevelNormalization (see §5) |
Extension/src/Log.cs:32 |
<scriptfile> |
Path.GetFileName(_filePath) |
Extension/src/Log.cs:24 |
<member>() |
": " + _memberName + "()", blank if member name empty |
Extension/src/Log.cs:22-23 |
line N |
the caller line number | Extension/src/Log.cs:34 |
<message> |
the caller's text | Extension/src/Log.cs:34 |
Two format gotchas worth noting when grepping these files:
- The time uses
hh(12-hour, no AM/PM marker), notHH(Extension/src/Log.cs:20). A line stamped02:14:…is ambiguous between 02:00 and 14:00. - Both date and time format with
CultureInfo.CurrentCulture(Extension/src/Log.cs:17), so the literal separators/digits follow the server's locale. On the WASP host this resolves to thedd.MM.yyyyshown above, but the format string itself is culture-sensitive.
A representative CRITICAL line (the catch-block pattern, see §6) looks like:
21.06.2026 09:03:11.842 {Thread: 7} - [LOG | CRITICAL] ----- SerializationManager.cs: SerializeDB(), line 61: <exception message>
After formatting, WriteLine hands the line to WriteToFileLogFile, which appends it to two files on every call, and a third in one special case (Extension/src/Log.cs:41-50):
| File written | When | Source |
|---|---|---|
<LEVEL>.log (e.g. CRITICAL.log, SERIALIZATION.log, DEBUG.log, VERBOSE.log) |
Every call — file name is _logLevel.ToString()
|
Extension/src/Log.cs:43 |
EVERYTHING.log |
Every call — the aggregate of all levels | Extension/src/Log.cs:44 |
MatchScheduler.cs.log |
Only when the calling source file is MatchScheduler.cs
|
Extension/src/Log.cs:46-49 |
So a single Log.WriteLine(..., LogLevel.CRITICAL) produces two appended lines: one in CRITICAL.log and one in EVERYTHING.log. EVERYTHING.log is the merged, chronological view; the per-level files are the filtered views. For health monitoring of the stats pipeline, CRITICAL.log is the file that fills only when something has actually failed (every catch block logs at CRITICAL — §6).
The third write keys off _scriptName == "MatchScheduler.cs" (Extension/src/Log.cs:46). There is no MatchScheduler.cs anywhere in Extension/src/ — Path.GetFileName([CallerFilePath]) can never equal that string in this fork, so this branch is dead code. It is a fossil of a larger, multi-feature extension this code was forked from: the only extension actually registered here is GLOBALGAMESTATS (Extension/src/BaseExtensionClass/ExtensionName.cs, and see GLOBALGAMESTATS-Extension-Reference §1). Operators will never see a MatchScheduler.cs.log file appear.
So that the variable-width level names line up into a fixed column, WriteLine inserts a run of dashes after the [LOG | LEVEL] tag. The dash string per level is precomputed by LogLevelNormalization.
- The target width is a hardcoded
highestCount = 13(Extension/src/LogLevelNormalization.cs:8) — chosen because the longest enum name,SERIALIZATION, is exactly 13 characters. - For each level the dash count is
13 - len(levelName)(Extension/src/LogLevelNormalization.cs:18-21), stored in aDictionary<LogLevel, string>(Extension/src/LogLevelNormalization.cs:10, 25). - The dictionary is lazily initialized:
WriteLinecallsInitLogLevelNormalizationStrings()only if the requested level is not yet a key (Extension/src/Log.cs:26-29). The first log call of the process populates the whole table for all levels at once.
Resulting dash padding (so columns align to width 13):
| Level | Name length | Dashes appended |
|---|---|---|
CRITICAL |
8 | 5 (-----) |
ERROR |
5 | 8 (--------) |
WARNING |
7 | 6 (------) |
IMPORTANT |
9 | 4 (----) |
SERIALIZATION |
13 | 0 (none) |
DEBUG |
5 | 8 (--------) |
ADD_VERBOSE / SET_VERBOSE / GET_VERBOSE
|
11 | 2 (--) |
VERBOSE |
7 | 6 (------) |
The [LOG | LEVEL] prefix itself is not padded — only the separate dash token is. So the level name still varies in width inside the brackets; the dashes restore alignment of everything that follows (the script-file column onward).
The CRITICAL level is the codebase's universal catch-block tag. Almost every try/catch in the DLL ends with Log.WriteLine(_ex.Message, LogLevel.CRITICAL) before rethrowing as InvalidOperationException (or, at the top-level entry point, swallowing and returning). These are the source-verified CRITICAL call sites:
| File:line | Context | After logging |
|---|---|---|
| Extension/src/ExtensionMethods.cs:31 | Unknown extension name (Enum.TryParse failed) |
return (swallowed) |
| Extension/src/ExtensionMethods.cs:40 | Top-level RvExtension catch — the DLL entry point |
return (swallowed) |
| Extension/src/ExtensionMethods.cs:54 |
GetExtensionInstance catch |
rethrow InvalidOperationException
|
| Extension/src/SerializationManager.cs:61 | DB serialize/replace failure (disk full, locked file) | rethrow InvalidOperationException
|
| Extension/src/FileManager.cs:23 |
AppendText write failure |
rethrow InvalidOperationException
|
| Extension/src/FileManager.cs:78 |
CheckIfFileAndPathExistsAndCreateItIfNecessary failure |
rethrow InvalidOperationException
|
| Extension/src/EnumExtensions.cs:15 | Terrain/extension type resolution returned null | (continues; throws below) |
| Extension/src/EnumExtensions.cs:23 |
Activator.CreateInstance returned null |
(continues; throws below) |
| Extension/src/EnumExtensions.cs:32 |
GetInstance catch |
rethrow InvalidOperationException
|
| Extension/src/ArrayTools.cs:14, 29 | Arg-split / first-element-removal failures | rethrow InvalidOperationException
|
| Extension/src/BaseExtensionClass/BaseExtensionClass.cs:20 |
ActivateExtensionMethodAndSerialize catch |
rethrow InvalidOperationException
|
| Extension/src/BaseExtensionClass/Implementations/GLOBALGAMESTATS.cs:25 | Arg-export catch | rethrow InvalidOperationException
|
The non-CRITICAL live call sites are sparse: SERIALIZATION markers bracket the DB write (Extension/src/SerializationManager.cs:25, 57), and DEBUG traces the arg-receipt and instance-lookup steps (Extension/src/ExtensionMethods.cs:16, 49; GLOBALGAMESTATS.cs:17, 21). The ERROR, WARNING, IMPORTANT, and *_VERBOSE levels exist in the enum but have no live producer in Extension/src/ — they appear only in commented-out code (e.g. Extension/src/EnumExtensions.cs:50, 65) and in the normalization table. In practice the live files an operator will see are CRITICAL.log, SERIALIZATION.log, DEBUG.log, VERBOSE.log, and EVERYTHING.log.
A subtle reentrancy note: FileManager.AppendText's own catch logs at CRITICAL (Extension/src/FileManager.cs:23), which calls Log.WriteLine, which calls back into AppendText to write the failure. If the underlying write keeps failing (e.g. the directory is unwritable), this recurses until the second write also throws — the failure is not silently dropped, but it is logged via the very path that is failing.
The actual byte-level write is FileManager.AppendText (Extension/src/FileManager.cs:6-26):
| Property | Value | Source |
|---|---|---|
| Open mode | FileMode.Append |
Extension/src/FileManager.cs:11 |
| Access | FileAccess.Write |
Extension/src/FileManager.cs:11 |
| Share | FileShare.Write |
Extension/src/FileManager.cs:11 |
| Writer |
StreamWriter.WriteLine (adds a trailing newline) |
Extension/src/FileManager.cs:15 |
| On failure | log CRITICAL + throw InvalidOperationException
|
Extension/src/FileManager.cs:23-24 |
CheckIfDirectoryExistsAndAppendToTheFile (Extension/src/Log.cs:54-67) is the layer above it: it creates the Logs\ directory on demand if missing (Extension/src/Log.cs:56-59), builds the path as <dir><level>.log (Extension/src/Log.cs:62), and prepends Environment.NewLine to the content (Extension/src/Log.cs:64). Combined with StreamWriter.WriteLine appending a trailing newline, each logged record is bracketed by newlines — files tend to open with a leading blank line and lines are well-separated.
The FileShare.Write flag (Extension/src/FileManager.cs:11) shares only the write lock, not read. A reader holding the file open for reading can block the extension's append; conversely, tailing the file with a tool that opens it read-only is generally fine. There is no buffering across calls — each WriteLine opens, appends, and closes the stream (Extension/src/FileManager.cs:10-18), so the files are flushed line-by-line and safe to tail live.
| Item | Value | Source |
|---|---|---|
| Log directory |
C:\a2waspwarfare\Logs\ (hardcoded, absolute) |
Extension/src/Log.cs:8 |
| Directory auto-created? | Yes, on first write | Extension/src/Log.cs:56-59 |
| File naming |
<LEVEL>.log, EVERYTHING.log
|
Extension/src/Log.cs:43-44 |
| Rotation / size cap | None — files grow unbounded | (no truncation logic in Log.cs / FileManager.cs) |
There is no log rotation or size limit anywhere in the subsystem: EVERYTHING.log in particular accumulates every line at every level for the lifetime of the deployment and will grow without bound. On a long-running server this file is the one to watch for disk usage. The absolute path differs from the DiscordBot's exe-relative .logs/ directory (see Discord-Status-Bot-Setup-And-Reference §12), so the two components write to different locations even on the same host.
- GLOBALGAMESTATS-Extension-Reference — build, deployment, and data contract for the same DLL; the page this logging detail was missing from
- Discord-Status-Bot-Setup-And-Reference — §12 documents the DiscordBot's separate (and differently-numbered) logging enum and sinks
- Server-Ops-Runbook — server deployment checklist; where to look on disk when the stats pipeline misbehaves
- Integration-Trust-Boundary-Audit — the extension/bot JSON write/read boundary that these logs trace
- Architecture-Overview — where the stats extension sits in the overall server runtime
Home | Agent Guide | Current live state | Release 1.2.2 (B91) | Quickstart | Progress | Lifecycle wait-chain | Join/disconnect | Parameters/build | Assets/config | SQF atlas | PV index | Modules | Support/specials | Commander/HQ | Commander vote/reassign | Construction/CoIn | Construction cleanup | WDDM compositions | Factory/purchase | Upgrades/research | Towns/camps/capture | Victory/endgame | Markers/cleanup | Server runtime | AI runtime/HC | AI commander audit | HC delegation | Town AI safety | Commander reassignment | Resistance supply | Player UI workflow | UI atlas | Respawn/death | Gear template filter | Vehicle cargo loop | Service guards | UI IDD repair | UI design inspiration | WASP overlay | Feature status | Source propagation | release readiness | Tooling readiness | Integration trust | AntiStack DB | Owner decisions | Shelved registry | Abandoned feature revival | Hardening roadmap | PVF dispatch | Server authority | ICBM authority | Attack-wave authority | Telemetry families | AICOM V2 cutover | Consumer port map | Testing workflow | Server ops | Web tools | Ecosystem repos | Arma 2 OA refs | A2 traps | OA compatibility audit | Coverage ledger | Navigation inventory | Pruning ledger | Knowledge roadmap | Agent context | Collab protocol | Worklog | Audit archive 2026-07 | Briefing reference | Utes invasion concept
- 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
- Core systems index
- Gameplay systems atlas
- Commander/HQ lifecycle atlas
- Economy, towns and supply
- Economy system reference
- Balance asymmetries
- Anti-stack skill-balance mechanic
- Empty-side supply income stagnation
- Towns, camps and capture atlas
- Victory and endgame atlas
- Victory conditions reference
- Territorial victory reference
- Marker cleanup and restoration
- Marker loop engine and registries
- Map marker families content catalog
- Marker subsystem function reference
- Client marker FSM updater map
- Support specials and tactical modules
- SCUD TEL tactical munitions
- Naval HVT objectives (carriers/SCUD)
- SCUD saturation strike mechanic
- Takistan airfield FPV drone design
- Construction and CoIn systems
- Structure damage reduction & friendly-fire
- Construction logic list cleanup
- Flak tower & WDDM anchor compositions
- Resistance supply scaffold
- GUER Insurgents faction overview
- GUER Insurgents branch audit
- GUER insurgent player economy
- GUER air-defense loop (Ka-137/Mi-24)
- Upgrades and research atlas
- Supply mission architecture
- Supply mission authority cleanup
- Current supply helicopters PR1
- Respawn and death-loop lifecycle
- Vehicle theft economy pitch
- GUER tunnel network pitch
- 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