-
Notifications
You must be signed in to change notification settings - Fork 0
Group Lifecycle And Entity Reaping
Source-verified 2026-06-21 against master 0139a346. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.
This page documents how WASP Warfare creates AI groups under a hard engine cap and how it reaps dead entities (corpses, wrecks) and the now-empty groups they leave behind. Three pieces work together: Common_CreateGroup is the central createGroup wrapper that runs an emergency garbage-collection pass when a side nears the engine's 144-group ceiling; Common_TrashObject is the per-entity deferred-deletion routine that strips event handlers, waits a kind-dependent timeout, deletes the object, and reaps its empty group; and server_collector_garbage.sqf is the server FSM loop that sweeps allDead every 5 seconds and spawns a TrashObject thread per untracked corpse/wreck. A separate kill hook (RequestOnUnitKilled.sqf) schedules trash for player- and server-killed entities directly. The wfbe_persistent group flag protects commander and headless-bridge groups from ever being reaped.
createGroup in Arma 2 OA fails (returns grpNull) once a side already owns 144 groups. WASP wraps every managed createGroup call in this function so the cap is policed and each group is source-attributed.
The inline comment at Init_Common.sqf:111 labels it "LEVER 2".
| Aspect | Detail | Source |
|---|---|---|
| Parameters |
[_side, _sourceTag] where _sourceTag is a string identifying the caller |
Common_CreateGroup.sqf:3,17-18 |
| Returns | the new group, or grpNull on failure |
Common_CreateGroup.sqf:4,64 |
| Group count | scans all of allGroups, increments _cnt for each group whose side _x == _side
|
Common_CreateGroup.sqf:21-24 |
| GC trigger | when _cnt >= 140 (a margin below the 144 engine ceiling) |
Common_CreateGroup.sqf:27 |
| Source tag | on success, _grp setVariable ["wfbe_group_src", _sourceTag, true] (public) |
Common_CreateGroup.sqf:61 |
When the side is at or above 140 groups, the function runs an in-line sweep (Common_CreateGroup.sqf:27-53) before attempting the new createGroup:
| Step | Behavior | Source |
|---|---|---|
| Two-pass collect | candidates are gathered into _gcCands first, then deleted in a second forEach — deliberately, because mutating allGroups while iterating it is undefined in A2 OA 1.64 |
Common_CreateGroup.sqf:29-46 |
| Persistence guard | a group is only a candidate if wfbe_persistent is falsy; isNil is treated as false
|
Common_CreateGroup.sqf:35-36,38 |
| Emptiness test | uses count (units _x) == 0, NOT {alive _x} — deleteGroup no-ops on a group still holding even dead units, so true emptiness is required; an {alive} test would flag unreapable corpse-only groups and inflate the reap count |
Common_CreateGroup.sqf:37-38 |
| Deletion | each candidate gets deleteGroup _x; _gcDone counts successes |
Common_CreateGroup.sqf:43-46 |
| Recount + log | recounts the side after the sweep, then emits one AICOMLog "WARNING" reporting side, post-sweep count, source tag, and reaped count |
Common_CreateGroup.sqf:49-52 |
After the optional GC, the function calls createGroup _side (Common_CreateGroup.sqf:56). If the engine still returns grpNull (cap not relieved), it logs a second AICOMLog "WARNING" naming the side, source tag, and group count, and returns grpNull to the caller (Common_CreateGroup.sqf:58-59,64). Callers are expected to null-check the result.
Compiled at Common/Init/Init_Common.sqf:88 as the global TrashObject (note: plain preprocessFile, not preprocessFileLineNumbers). It is always invoked with spawn/Spawn because it sleeps; the entire body runs after a delay (Common_TrashObject.sqf).
| Aspect | Detail | Source |
|---|---|---|
| Parameter | a single object (_this), not an array |
Common_TrashObject.sqf:4,9 |
| Null guard | whole body is wrapped in if !(isNull _object)
|
Common_TrashObject.sqf:11 |
| Kind branch |
_isMan = _object isKindOf "Man" selects the body-vs-wreck path |
Common_TrashObject.sqf:12 |
| EH removal | always strips "killed"; strips "hit" only for non-man objects |
Common_TrashObject.sqf:15-16 |
| Group capture | for men, _group = group _object (else grpNull) |
Common_TrashObject.sqf:14 |
| Delay |
sleep _delay then deleteVehicle _object
|
Common_TrashObject.sqf:23,27 |
| Log | emits an "INFORMATION" LogContent line naming the object and elapsed seconds just before deletion |
Common_TrashObject.sqf:25 |
The delay (Common_TrashObject.sqf:21) is chosen by entity kind:
-
Man bodies →
WFBE_C_UNITS_BODIES_TIMEOUT, a fixed 60 s constant set unconditionally atCommon/Init/Init_CommonConstants.sqf:523. -
Vehicle wrecks →
WFBE_C_UNITS_CLEAN_TIMEOUT, the lobby-tunable value (runtime fallback 60 s atInit_CommonConstants.sqf:521; the lobby parameterWFBE_C_UNITS_CLEAN_TIMEOUTtitled "Bodies Timeout" defaults to 120 s atRsc/Parameters.hpp:255-260).
The header comment (Common_TrashObject.sqf:18-20) records the B35 fix (claude-gaming 2026-06-15): the prior code read BODIES_TIMEOUT for both kinds and doubled it for vehicles, so the lobby "Bodies Timeout" slider was silently ignored and wrecks were pinned at 120 s. The split restored the slider as the true wreck timeout; the Parameters default was lowered from 240 to 120 to keep prior effective behavior (Rsc/Parameters.hpp:259).
After deleting a man's body, the function reaps the now-empty group (Common_TrashObject.sqf:29-33): only if _group is non-null, only if _group getVariable "wfbe_persistent" is isNil (i.e. the group is not flagged persistent), and only if count (units _group) <= 0. This mirrors the persistence/emptiness contract enforced in Common_CreateGroup's GC pass — commander and headless-bridge groups carry wfbe_persistent and are never deleted by either path. GetClosestLocation is called at Common_TrashObject.sqf:10 (compiled at Init_Common.sqf:25) but the resulting _town is not used downstream in this branch.
server_collector_garbage.sqf is launched once via ExecVM at Server/Init/Init_Server.sqf:535 (inside a spawn block after waitUntil {townInit}, logged "Garbage Collector is defined." at Init_Server.sqf:536). It is the steady-state reaper for dead entities the kill hook did not already schedule.
| Aspect | Detail | Source |
|---|---|---|
| Loop guard | while {!WFBE_GameOver} |
server_collector_garbage.sqf:4 |
| HQ exemptions | resolves _whq/_ehq via GetSideHQ and skips them |
server_collector_garbage.sqf:10-11,17 |
| Tracking array |
gc_collector (lazily initialized to []), pruned of objNull each pass |
server_collector_garbage.sqf:13,15 |
| Selection | for each _x in allDead: skip if it has the wfbe_trashable variable, is already in gc_collector, or is an HQ |
server_collector_garbage.sqf:16-17 |
| Action |
_x spawn TrashObject, then add _x to gc_collector so it is not double-spawned |
server_collector_garbage.sqf:20-21 |
| Sweep cadence |
sleep 5 — PERF1 lowered this from a 2 Hz sweep to once per 5 s, cutting the allDead scan and array-diff cost ~10x |
server_collector_garbage.sqf:32-34 |
| Telemetry | records "server_garbage_collector" timing with dead/tracked/spawned counts via PerformanceAudit_Record when enabled |
server_collector_garbage.sqf:26-28 |
RequestOnUnitKilled.sqf:175-180 schedules trash at the moment of death so common cases do not wait for the 5 s FSM sweep. It branches on the A2-vanilla flag:
| Branch | Behavior | Source |
|---|---|---|
| Vanilla, non-server or local player | append _killed to the client-broadcast WF_Logic "trash" array (setVariable ... true) |
RequestOnUnitKilled.sqf:176 |
| Vanilla, server | set wfbe_trashed = true and _killed Spawn TrashObject directly |
RequestOnUnitKilled.sqf:176 |
| OA, server | set wfbe_trashed and Spawn TrashObject
|
RequestOnUnitKilled.sqf:178 |
| OA, killed player | set wfbe_trashed and Spawn TrashObject
|
RequestOnUnitKilled.sqf:179 |
The WF_Logic "trash" array is initialized to [] (vanilla only) at Server/Init/Init_Server.sqf:679. Note that in this branch the array is written by clients but has no SQF reader — the server reaps dead entities through allDead in the GC FSM, so the client-pushed trash list is effectively vestigial.
The kill hook sets wfbe_trashed = true on each entity it schedules (RequestOnUnitKilled.sqf:176,178,179), but this flag does not stop the GC FSM from re-scheduling that corpse. The GC's selection test gates on wfbe_trashable — a different variable — not on wfbe_trashed (server_collector_garbage.sqf:17). Across the whole kill→GC pipeline wfbe_trashed is effectively write-only: its single skip-gate read is the self-respawn guard inside the UAV teardown (Support_UAV.sqf:18-20, isNil {_x getVariable "wfbe_trashed"}); the GC FSM and RequestOnUnitKilled never read it. The only thing that actually prevents the GC from spawning a second TrashObject for a kill-hook-handled corpse is the gc_collector membership test documented above (server_collector_garbage.sqf:17,21), not wfbe_trashed.
The wfbe_trashable variable the GC does gate on is a separate HQ-protection flag: it is only ever set (to false) on HQ/MHQ objects (Construction_HQSite.sqf:82, Server_OnHQKilled.sqf:30, Server_MHQRepair.sqf:39, Server/Init/Init_Server.sqf:393), exempting those objects from garbage collection. It is never set on ordinary corpses or wrecks, so the isNil test at server_collector_garbage.sqf:17 admits them for reaping.
A sibling FSM, emptyvehiclescollector.sqf (launched at Init_Server.sqf:696), reaps abandoned empty vehicles rather than dead ones. It drains the WF_Logic "emptyVehicles" array, dedupes through emptyQueu, and spawns WFBE_SE_FNC_HandleEmptyVehicle per vehicle on a 0.5 s loop (emptyvehiclescollector.sqf:4-21). Empty-vehicle lifespan is governed by the separate WFBE_C_UNITS_EMPTY_TIMEOUT constant (1800 s runtime default at Init_CommonConstants.sqf:522; lobby default 300 s at Rsc/Parameters.hpp:261-266), distinct from the body/wreck timeouts used by TrashObject.
- Kill And Score Pipeline — the OnUnitKilled flow that calls TrashObject as its final step
- Spawn Primitive Function Reference — CreateUnit / CreateVehicle / CreateTeam, the creation side of the lifecycle
- Town AI Vehicle Despawn Safety — despawn-safety playbook for AI-occupied town vehicles
- Respawn And Death Lifecycle Atlas — player death/respawn handling around the same kill events
- Server Gameplay Runtime Atlas — the server FSM set that the garbage collector belongs to
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
- 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