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GLOBALGAMESTATS Extension Reference
Source-verified 2026-06-21 against then-current master cf2a6d6a4; current origin/master is 0139a346, so recheck cited paths before current-head claims. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Extension/ and DiscordBot/ paths are relative to the repo root. Arma 2 OA 1.64.
The WASP Warfare stats pipeline is a three-part system: the Arma 2 server calls an unmanaged x86 .NET DLL once per minute, the DLL writes database.json to disk, and a separate DiscordBot process reads that file and updates a Discord channel embed plus channel name. This page is the canonical reference for building the DLL, deploying it to the server, and understanding the exact data contract all three components share.
| Item | Value | Source |
|---|---|---|
| DLL name on disk | a2waspwarfare_Extension.dll |
Extension/Extension.csproj:11 (AssemblyName=Extension; rename required) / Server/CallExtensions/GlobalGameStats.sqf:22 |
| Arma extension handle in SQF | "a2waspwarfare_Extension" |
Server/CallExtensions/GlobalGameStats.sqf:22 |
| Exported symbol |
_RVExtension@12 (Winapi calling convention) |
Extension/src/ExtensionMethods.cs:10 |
| Required architecture | x86 (32-bit) — Arma 2 OA is a 32-bit process | Extension/Extension.csproj:33-40 |
| Target framework | .NET Framework 4.8 | Extension/Extension.csproj:12 |
| Output type |
Library (class library DLL) |
Extension/Extension.csproj:8 |
| Only registered extension name | GLOBALGAMESTATS |
Extension/src/BaseExtensionClass/ExtensionName.cs:3 |
The extension uses RGiesecke.DllExport (NuGet package UnmanagedExports) to inject the _RVExtension@12 export symbol into the DLL. This package relies on MSBuild target injection — it imports its own .targets file at the bottom of the .csproj (Extension/Extension.csproj:85). The dotnet CLI does not invoke the full classic MSBuild pipeline that this target hook requires. You must build with Visual Studio 2019/2022 or msbuild.exe from a Visual Studio installation.
The .csproj references packages from a sibling ../packages/ directory (one level above the Extension/ folder, i.e. the repo root's packages/ directory). Packages must be restored with nuget restore before building.
| Package | Version | Expected hint path |
|---|---|---|
Newtonsoft.Json |
13.0.3 | ../packages/Newtonsoft.Json.13.0.3/lib/net45/Newtonsoft.Json.dll |
UnmanagedExports (RGiesecke.DllExport.Metadata) |
1.2.7 | ../packages/UnmanagedExports.1.2.7/lib/net/RGiesecke.DllExport.Metadata.dll |
Sources: Extension/Extension.csproj:42-48, Extension/src/packages.config:3-4.
| Configuration | Platform | Output path | Use |
|---|---|---|---|
Debug|AnyCPU |
AnyCPU | bin\Debug\ |
Local dev only — not for server deploy |
Release|AnyCPU |
AnyCPU | bin\Release\ |
Compiles but may not export correctly without x86 target |
Debug|x86 |
x86 | bin\x86\Debug\ |
|
Release|x86 |
x86 | bin\x86\Release\ |
Required for server deployment |
Source: Extension/Extension.csproj:16-40.
Always build the Release|x86 configuration for server deployment. The x86 platform target is mandatory because Arma 2 OA's extension loader is 32-bit.
cd <repo-root>
nuget restore Extension\Extension.csproj
msbuild Extension\Extension.csproj /p:Configuration=Release /p:Platform=x86
Output: Extension\bin\x86\Release\Extension.dll
Rename the output file to a2waspwarfare_Extension.dll before copying to the server — the Arma SQF calls the extension by that name (Server/CallExtensions/GlobalGameStats.sqf:22).
Arma 2 OA loads extensions from the server's root directory (where arma2oaserver.exe resides) or from paths declared in the server's Extensions config key. The DLL must be named exactly a2waspwarfare_Extension.dll.
Place the file in the same directory as arma2oaserver.exe.
The Extension hardcodes two server-local paths. These directories are created automatically if they do not exist (Extension/src/FileManager.cs:29-44), but the drive and parent path C:\a2waspwarfare\ must be present.
| Purpose | Hardcoded path | Source |
|---|---|---|
| JSON database write location | C:\a2waspwarfare\Data\database.json |
Extension/src/SerializationManager.cs:12-14 |
| Temp write target (atomic replace) | C:\a2waspwarfare\Data\database.tmp |
Extension/src/SerializationManager.cs:16-17 |
| Extension log files | C:\a2waspwarfare\Logs\ |
Extension/src/Log.cs:8 |
The DiscordBot reads from the same path by default (DataSourcePath in preferences.json defaults to C:\a2waspwarfare\Data — DiscordBot/src/ExtensionData/GameData/GameData.cs:36 (runtime fallback via ?? operator); DiscordBot/src/Preferences.cs:13 (property declaration); DiscordBot/preferences_sample.json:8 (sample value)).
When the DLL is present and loadable, the first callExtension from GlobalGameStats.sqf will produce Extension log entries under C:\a2waspwarfare\Logs\. The SQF loop also logs via WFBE_CO_FNC_LogContent:
Running with old vars GLOBALGAMESTATS: <west_score> | <east_score> | <worldname> | <uptime_seconds> | 0
Done GLOBALGAMESTATS: ...
(uptime is round(time) at log time; player count is 0 because _playerCount is reset before the player loop runs)
If Arma cannot find or load the DLL, callExtension silently returns an empty string and the log lines will never appear. Confirm the DLL architecture matches: dumpbin /headers a2waspwarfare_Extension.dll should show machine (x86).
The entire stats-collection loop lives in a single file launched unconditionally from the server init:
- Launch point:
[] execVM "Server\CallExtensions\GlobalGameStats.sqf";— Server/Init/Init_Server.sqf:530 - Loop file: Server/CallExtensions/GlobalGameStats.sqf
The loop runs once per 60 seconds (sleep 60 — GlobalGameStats.sqf:24) for the lifetime of the mission.
The SQF constructs a comma-separated string and passes it to callExtension:
"a2waspwarfare_Extension" callExtension format ["%1,%2,%3,%4,%5,%6",_cSharpClassName,_scoreSideWest,_scoreSideEast,_currentMap,_uptime,_playerCount];Source: GlobalGameStats.sqf:22.
The six comma-separated fields the extension receives:
| Field index in raw string | Content | SQF variable | Notes |
|---|---|---|---|
| 0 | Extension class name |
_cSharpClassName = "GLOBALGAMESTATS"
|
GlobalGameStats.sqf:2; consumed by ExtensionMethods as the router key — stripped before passing to the implementation |
| 1 | BLUFOR (West) score | scoreSide west |
GlobalGameStats.sqf:6 |
| 2 | OPFOR (East) score | scoreSide east |
GlobalGameStats.sqf:7 |
| 3 | World name | worldName |
GlobalGameStats.sqf:3; captured once at script start, not per-loop |
| 4 | Server uptime (seconds) | round(time) |
GlobalGameStats.sqf:8 |
| 5 | Player count (adjusted) | see §5 | GlobalGameStats.sqf:20 |
ExtensionMethods.RvExtension is the single DLL entry point (Extension/src/ExtensionMethods.cs:10-13). It:
- Calls
ArrayTools.SplitArgsToArrayto split on commas (Extension/src/ArrayTools.cs:10). - Reads
splitArgsArray[0]as the extension name —"GLOBALGAMESTATS"(Extension/src/ExtensionMethods.cs:19). - Strips the name with
RemoveFirstElement(Extension/src/ExtensionMethods.cs:20). - Resolves the name to a
BaseExtensionClassinstance viaEnum.TryParse→ExtensionName.GLOBALGAMESTATS(Extension/src/ExtensionMethods.cs:29, Extension/src/BaseExtensionClass/ExtensionName.cs:3). - Calls
ActivateExtensionMethodAndSerialize, which stores the args then callsSerializationManager.SerializeDB()(Extension/src/BaseExtensionClass/BaseExtensionClass.cs:6-17).
After routing, the _args array passed to GLOBALGAMESTATS.ActivateExtensionMethodOnTheDerivedClass is a 5-element string array (field index 0 has been consumed): [BLUFOR_score, OPFOR_score, worldName, uptime_seconds, player_count] — Extension/src/BaseExtensionClass/Implementations/GLOBALGAMESTATS.cs:6-11.
The player count sent to the extension is not the raw BIS_fnc_listPlayers count. GlobalGameStats.sqf applies two transforms:
{
if (isPlayer _x) then {
_playerCount = _playerCount + 1;
}
} forEach call BIS_fnc_listPlayers;
_hcCount = {!isNull _x && {!isNull leader _x} && {alive leader _x}} count (missionNamespace getVariable ["WFBE_HEADLESSCLIENTS_ID", []]);
_playerCount = (_playerCount - _hcCount) max 0;Source: GlobalGameStats.sqf:14-24.
The HC count is read dynamically from the WFBE_HEADLESSCLIENTS_ID mission variable (the same registry used by Server_HandleSpecial.sqf). Only HCs whose group leader is non-null and alive are counted, matching the validity check used elsewhere in the mission. The result is floored at 0 via max 0 to prevent a transient over-subtract from reporting a negative player count.
| Condition | Effect |
|---|---|
| Standard deployment (1+ HC) | Correct: live HC count subtracted from raw player total; floored at 0 |
| No HC (listen server / dev) | Correct: _hcCount resolves to 0, result equals the raw isPlayer count |
| Two HCs | Correct: both are present in the registry and both are subtracted |
return _argsString.Split(new char[] { ',' }, StringSplitOptions.RemoveEmptyEntries);Source: Extension/src/ArrayTools.cs:10.
StringSplitOptions.RemoveEmptyEntries discards any empty token produced by adjacent commas or a trailing comma. This is significant: if the SQF passes a value that resolves to an empty string (e.g. worldName is empty on an unusual map), that slot is silently dropped. The resulting _args array will be shorter than expected, and index-based field reads in GLOBALGAMESTATS or the DiscordBot GameData will read from the wrong position or throw an IndexOutOfRangeException.
Known safe values: scoreSide west/east always returns a number; worldName is always a non-empty string in a running mission; round(time) is always a number.
The same field is declared in two places with different default sizes:
| Component | File | Declaration | Default size |
|---|---|---|---|
| Extension (write side) | Extension/src/GameData.cs:29 | [DataMember] public string[] exportedArgs = new string[2]; |
2 |
| DiscordBot (read side) | DiscordBot/src/ExtensionData/GameData/GameData.cs:30 | [DataMember] private string[] exportedArgs = new string[4]; |
4 |
The Extension-side default new string[2] is overwritten on first call by the 5-element _args array from the SQF (GLOBALGAMESTATS.cs:19), so the default size is irrelevant in normal operation. However, the DiscordBot reads database.json written by the Extension: if the JSON was written before any SQF call populated exportedArgs, the DiscordBot deserializes an array of 2 null slots. All DiscordBot GameData accessors guard for this (DiscordBot/src/ExtensionData/GameData/GameData.cs:80, 112, 150-153, 167-170, 184-186), falling back to "0" for scores, "00:00:00" for uptime, "TAKISTAN" for terrain, and "0" for player count.
The DiscordBot player count accessor checks exportedArgs.Length > 4 (index 4 requires length of at least 5) — DiscordBot/src/ExtensionData/GameData/GameData.cs:80. Since the Extension stores a 5-element array starting from the first SQF call, this check passes in steady state.
public static async void SerializeDB()
{
await semaphore.WaitAsync();
// ...
File.Replace(dbTempPathWithFileName, dbPathWithFileName, null);
// ...
}Source: Extension/src/SerializationManager.cs:20-68.
SerializeDB is declared async void. This means any unhandled exception inside the method is swallowed — the caller (BaseExtensionClass.ActivateExtensionMethodAndSerialize) receives no signal that the write failed. The method throws InvalidOperationException inside the try/catch and logs it (SerializationManager.cs:61-62), but async void exceptions that cross an async boundary are unobservable to callers. In practice: if database.json cannot be written (disk full, locked file, missing directory), the SQF callExtension call will return without error, the extension log will record a CRITICAL-level message, and the DiscordBot will continue serving the last successfully written data silently.
Mitigation: monitor C:\a2waspwarfare\Logs\CRITICAL.log on the server host.
The write uses an atomic temp-then-replace pattern (SerializationManager.cs:40-55): writes to database.tmp first, then File.Replace to swap atomically, preventing the DiscordBot from reading a partially written JSON file.
The world name string from exportedArgs[2] (the SQF worldName value) is resolved to a terrain class via:
return (InterfaceTerrain)EnumExtensions.GetInstance(exportedArgs[2]);Source: DiscordBot/src/ExtensionData/GameData/GameData.cs:156.
EnumExtensions.GetInstance uses Type.GetType(_string.ToUpper()) and Activator.CreateInstance (DiscordBot/src/EnumExtensions.cs, mirroring Extension/src/EnumExtensions.cs:11,20). The class name must match the Arma worldName value exactly (case-insensitive). If no matching class exists, an ERROR log entry is written and an InvalidOperationException is thrown (DiscordBot/src/EnumExtensions.cs:13; contrast the Extension side which uses CRITICAL — Extension/src/EnumExtensions.cs:15); the DiscordBot guard at GameData.cs:150-153 catches the null case and falls back to TAKISTAN.
| Class |
TerrainName enum |
TerrainType |
isModdedTerrain |
Max players |
|---|---|---|---|---|
CHERNARUS |
CHERNARUS ("Chernarus") |
FOREST |
false | 55 |
TAKISTAN |
TAKISTAN ("Takistan") |
DESERT |
false | 61 |
TAVI |
TAVI ("Taviana") |
FOREST |
true | 55 |
DINGOR |
DINGOR ("Dingor") |
DESERT |
true | 61 |
EDEN |
EDEN ("Everon") |
FOREST |
true | 55 |
LINGOR |
LINGOR ("Lingor") |
FOREST |
true | 55 |
SMD_SAHRANI_A2 |
SMD_SAHRANI_A2 ("Sahrani") |
FOREST |
true | 55 |
TASMANIA2010 |
TASMANIA2010 ("Tasmania") |
FOREST |
true | 55 |
ISLADUALA |
ISLADUALA ("Isla Duala") |
DESERT |
true | 61 |
NAPF |
NAPF ("Napf") |
FOREST |
true | 55 |
Sources: DiscordBot/src/ExtensionData/GameData/SharedWithLoadoutManager/Terrains/TerrainName.cs:1-30; Implementations/BaseMaps/CHERNARUS.cs, TAKISTAN.cs; Implementations/ModdedMaps/EDEN.cs, LINGOR.cs, SMD_SAHRANI_A2.cs, TASMANIA2010.cs, ISLADUALA.cs, NAPF.cs. Max player count derived from BaseTerrain.DetermineMissionTypeIfItsForestOrDesertAndGetThePlayerCount() — returns "55" for FOREST, "61" for DESERT (DiscordBot/src/ExtensionData/GameData/SharedWithLoadoutManager/Terrains/BaseTerrain.cs:40-48).
The Arma worldName value for a given terrain must match the class name (not the EnumMember display value). Example: Chernarus's worldName in Arma is Chernarus — GetInstance uppercases it to CHERNARUS and instantiates class CHERNARUS.
The DiscordBot updates the configured GameStatusChannelID channel name (DiscordBot/src/GameStatusUpdater.cs:92-96) and the bot's own "Playing" status to a string produced by:
{terrain_emoji} {playerCount}︱{maxPlayerCount} {terrain_display_name}
Source: DiscordBot/src/ExtensionData/GameData/GameData.cs:134.
The embed title uses a slightly different format:
{terrain_emoji} [{playerCount}/{maxPlayerCount}] {terrain_display_name}
Source: DiscordBot/src/ExtensionData/GameData/GameData.cs:102-103.
The bot updates on a 60-second timer (DiscordBot/src/GameStatusUpdater.cs:9), matching the SQF sleep 60 interval.
| Key | Type | Default | Purpose |
|---|---|---|---|
GuildID |
ulong | required | Discord guild (server) ID |
AuthorizedUserIDs |
ulong[] | [] |
Users allowed to run bot commands |
GameStatusChannelID |
ulong? | null |
Channel whose name and pinned embed are updated |
GameStatusMessageID |
ulong? | null |
Message ID to edit; auto-populated on first run |
DataSourcePath |
string? | "C:\\a2waspwarfare\\Data" |
Directory containing database.json
|
a3Mode |
bool | false |
Forces max players to 40 regardless of terrain type |
Source: DiscordBot/src/Preferences.cs:9-14; DiscordBot/preferences_sample.json.
Normal (populated, Chernarus, 32 players, 2h uptime):
{
"exportedArgs": ["1200", "850", "Chernarus", "7200", "32"]
}Degraded — written before first SQF call (Extension-side default size 2):
{
"exportedArgs": [null, null]
}DiscordBot response: scores show 0 vs 0, uptime shows 00:00:00, terrain falls back to TAKISTAN, player count shows 0.
Empty array (unexpected serialization path):
{
"exportedArgs": []
}DiscordBot response: all guards trigger, all values fall back to defaults.
The DiscordBot reads database.json on every 60-second tick via GameData.LoadFromFile() (DiscordBot/src/ExtensionData/GameData/GameDataDeSerialization.cs:13; DiscordBot/src/GameStatusUpdater.cs:84).
- Architecture-Overview — mission component map showing where the extension fits in the server runtime
- Server-Ops-Runbook — server deployment checklist including extension and DiscordBot configuration steps
- Variable-And-Naming-Conventions — WFBE constant naming patterns referenced across server scripts
-
Economy-Towns-And-Supply —
scoreSidecontext: how BLUFOR/OPFOR scores accumulate and what the extension exports -
Server-Runtime-And-Operations — server init sequence;
Init_Server.sqf:294in context
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