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Hardening Implementation Roadmap
This page turns the source-reviewed risk register into implementation-ready work packages. It is for code owners and future agents who are ready to patch gameplay/security behavior, not just document it.
Scope: Chernarus source mission first, then LoadoutManager propagation. All paths below are relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/.
Machine-readable backlog for agents and code owners: agent-hardening-backlog.jsonl. Validation workflow and test evidence schema: Testing workflow and agent-test-plan.schema.json.
Page ownership: this roadmap owns canonical patch order, branch discipline and validation gates. Server authority migration map owns the reusable authority principles, handler validation checklist and cross-system migration table. Focused playbooks own detailed patch shape for PVF dispatch, ICBM authority, attack waves, supply missions, economy first cut, HC failover and town-AI vehicle safety.
Every authority patch should follow the same rules before touching code:
| Principle | Patch rule |
|---|---|
| Client UI is affordance | Menus may show prices and buttons, but final acceptance, debit and effect belong on the server. |
| Server recomputes truth | Re-derive side, role, funds, supply, costs, upgrade state, object validity, range and placement from server-held state. |
| Dispatch and payloads are different | PVF dispatcher hardening closes sender-chosen handler strings; legitimate handlers and direct PV channels still need per-flow validation. |
| Sender identity is weak in Arma 2 OA PVEHs | Include requester context where safe and cross-check group, side, ownership and UID instead of trusting a payload scalar. |
| Logging is part of the patch | Accepted high-value transactions and rejected malformed/unauthorized requests need compact, non-spammy logs. |
| BattlEye is defense in depth | Filters reduce public-server exposure but are not the mission's source of truth; shipped filter evidence lives in External integrations. |
For the full per-handler checklist, use Server authority migration map.
| Priority | Work package | Why first |
|---|---|---|
| P0 | PVF dispatcher lookup hardening | Smallest behavior-preserving change that closes DR-1 arbitrary code execution and DR-38 per-message recompilation. |
| P0 |
SEND_MESSAGE direct-PV compile removal |
DR-46 is a second network-data RCE outside the PVF dispatcher; dispatcher lookup does not close it. |
| P0 | ICBM RequestSpecial server validation |
Highest blast radius: forged PV can trigger server-applied map-wide damage. Use ICBM authority. |
| P1 | Victory/endgame correctness (DR-11 / DR-36) | Small source change with large match-outcome/stat impact. |
| P1 | Server-side economy authority design | Covers the confirmed class: build, buy, sell, supply, upgrade, ICBM and gear/service spend paths. |
| P1 | Direct attack-wave authority | Claude DR-41 confirmed ATTACK_WAVE_INIT is a forgeable direct-PV channel that can drive side-wide unit prices to zero or negative values. |
| P1 | Supply mission authority and cooldown cleanup | Needed before PR #1 supply helicopters/cash/interdiction become baseline. |
| P2 | Commander vote semantics and reassignment correctness | DR-47 and DR-15 are small but match-visible commander/HQ correctness fixes. Decide no-commander/tie rules before code, then keep vote resolution separate from manual reassignment call-shape and requester-authority hardening. |
| P2 | Factory queue, HC/static-defense and support-loop cleanups | Player-facing soft-lock/perf/partial-feature fixes once core authority is moving. |
Dedicated playbook: PVF dispatch implementation.
Roadmap summary: replace dispatch-time Call Compile _script in Server_HandlePVF.sqf and Client_HandlePVF.sqf with a validated allowlist / namespace lookup while preserving Spawn. This closes DR-1 arbitrary handler-string compilation and DR-38 avoidable per-message recompilation. It does not validate forged payloads sent to legitimate handlers and does not touch direct publicVariable channels like ATTACK_WAVE_INIT.
Validation:
- Verify all entries in
_serverCommandPVand_clientCommandPVstill resolve to CODE afterInit_PublicVariables.sqf. - Test one server request (
RequestJoinorRequestVehicleLock) and one client message (LocalizeMessageorHandleSpecial) on a hosted/local mission if possible. - Re-run docs/update notes: this fixes dispatch execution risk only; it does not validate legitimate-command payload forgery.
Post-dispatch handoff: immediately after this patch, use the registered server PVF handler authority matrix to plan handler/effect validation. The 2026-06-04 recheck confirmed active callers for RequestVehicleLock, RequestTeamUpdate, RequestUpgrade, RequestAutoWallConstructinChange and RequestChangeScore; do not label the network authority class closed until those handlers and direct-PV channels have their own validation or an explicit owner acceptance.
Raw evidence: Deep-review findings DR-46. Channel inventory: Public variable channel index.
Roadmap summary: remove call compile from both Client/Functions/Client_onEventHandler_SEND_MESSAGE.sqf and Common/Functions/Common_SendMessage.sqf. The current multi-language branch treats message text as executable code. Because SEND_MESSAGE is a direct publicVariable channel, this is independent of the PVF dispatcher fix.
Implementation shape:
- Treat multi-language payloads as structured arrays:
[stringtableKey, arg1, arg2, ...]. - Resolve with
localizeandformatlocally. - Treat malformed or non-array multi-language payloads as literal text or reject/log them; never compile message text.
- Update artillery/ICBM callers that currently pass compilable strings.
- Add a BattlEye
publicvariable.txtvalue-shape rule only as defense in depth after the source fix is designed.
Validation:
- Normal side messages still display and play sound.
- Localized artillery/ICBM messages still render in the intended language.
- A forged
SEND_MESSAGEpayload containing SQF text is displayed/ignored as data and never executed.
Dedicated playbook: ICBM authority. Use it before implementation; it owns the DR-27 source chain from Tactical menu gating through NukeIncoming, RequestSpecial, Server_HandleSpecial.sqf and NukeDammage.
Implementation shape:
- Keep presentation and marker behavior client-side, but re-derive authority on the server.
- In the
"ICBM"branch, validate side, commander/team ownership, module enabled, required upgrade, funds/cost and target/base object shape. - Do not trust a client-supplied team or side without matching it to server-known group state.
- Debit cost server-side or reject the request; do not rely on the Tactical menu's local
ChangePlayerFunds. - Log rejected attempts with side, UID/team if available and reason.
Validation:
- Valid commander with required ICBM state can still launch.
- Non-commander and wrong-side requests are rejected.
- Bad
_target, dead_target, wrong_baseand out-of-range/invalid objects do not spawnNukeDammage. - BattlEye filter design still treats
RequestSpecialas high-risk defense-in-depth, not as the main authority layer; see External integrations before claiming shipped filter coverage.
Canonical guide: Victory/endgame atlas. Raw evidence stays in Deep-review findings: DR-11 covers the winner inversion / persisted win-tally impact, and DR-36 owns the exact server_victory_threeway.sqf:23 guard/precedence mechanism, the no-break side loop, and the one-place fix shape. This roadmap keeps only the patch-order and validation gate.
Implementation route: patch the Chernarus source mission first, using Victory/endgame atlas for the safer patch shape and DR-36 for the exact condition/loop evidence. Keep the threeway-victory owner decision explicit, and cross-check DR-43 before touching duplicate LogGameEnd bindings around the same endgame path.
Validation:
- One-side elimination logs exactly one winner.
- Same-tick double elimination cannot broadcast/log twice.
- All-towns victory records the intended winner.
- Default victory mode still ends the mission; non-default victory mode behavior is explicitly tested or explicitly disabled.
Canonical evidence and flow table: Server authority migration map. First implementation sequence: Economy authority first cut.
Confirmed class: build, buy, sell, supply, upgrade, attack-wave, ICBM and gear/service paths are client-authoritative or payload-authoritative today. Do not patch them as seven unrelated bugs. Pick a server ledger model, then migrate flows in a consistent order.
Implementation strategy:
- Pick one ledger model before patching individual spend paths. Mixing partial server authority with old client authority can create new desync.
- Prefer server recomputation over trusting client-provided price, side, position, upgrade level or reward amounts.
- Keep client menus as affordance only; server owns final acceptance and debit.
- Add small
INFORMATIONlogs for accepted high-value transactions andWARNINGlogs for rejected malformed/unauthorized requests.
Validation:
- Test legitimate commander/player flows first, then forged/wrong-side payloads.
- Validate both dedicated and hosted/listen paths where locality differs.
- Run LoadoutManager after mission code changes; Chernarus source changes should propagate to vanilla Takistan except skip-list files.
Dedicated playbook: Attack-wave authority. Use it before implementation; it records the DR-41 source chain and the current model where 25,000 supply is the minimum action gate while the wave spends all current side supply.
- Treat
ATTACK_WAVE_INITas a request, not as authoritative state. - Re-derive side supply and discount inputs server-side from trusted side/town state; never use client
_supplyfor price math. - Validate requester side and any intended commander/support permission before starting an attack wave.
- Deduct the intended side-supply cost server-side or reject the request.
- Clamp the resulting price modifier/duration to sane ranges even after server recomputation.
- Keep
ATTACK_WAVE_DETAILSbroadcast behavior unless a JIP/replay audit proves a change is needed.
Validation:
- Legitimate attack wave still starts and publishes expected details.
- Forged exaggerated
_supplycannot change discount, duration, length or cost;_supply >= 70000cannot create free or negative-price units. - Wrong-side or non-authorized requester cannot activate the wave for the other side.
- Late-join behavior remains unchanged or is explicitly documented.
Dedicated playbook: Supply mission authority cleanup. It owns the implementation sequence for client-stamped truck state, server tracking loop, completion reward trust, DR-18 cooldown casing, dead twin code and PR #1 supply-helicopter stacked-handler risk. Use Supply mission architecture for the flow map and Deep-review findings DR-18 for the exact casing evidence.
Implementation shape:
- Remove or retire
supplyMissionActive.sqfcompile path. - Standardize cooldown casing per DR-18.
- Recompute reward and source town server-side from trusted truck/town state where possible.
- Add explicit loaded/unloaded state to prevent duplicate tracking loops and PR #1 stacked
Killedhandlers. - Narrow
nearestObjects [(getPos _associatedSupplyTruck), [], 80]to the specific command-center terminal type. - Keep the pull-based cooldown request/response pattern; it is the good JIP model here.
Validation:
- Truck mission works once, twice and after vehicle reuse.
- Destroyed supply vehicle pays interdiction once in PR #1.
- JIP player querying cooldown gets current state.
- Starter disconnect does not orphan completion tracking.
| Fix | Source | Validation |
|---|---|---|
| Commander vote AI/no-commander semantics |
Server_VoteForCommander.sqf:24-29,43 counts AI/no-commander votes but the final condition selects any non-tied player candidate; GUI_VoteMenu.sqf:87-89 can preview AI/no commander for a distribution the server assigns to a player. |
Owner decides plurality/majority/tie/no-commander rules, then smoke player-majority, no-commander-majority, equal-vote, player-candidate tie and RequestCommanderVote restart cases. |
| Factory empty-vehicle queue leak |
Client_BuildUnit.sqf early empty-vehicle exitWith skips normal WFBE_C_QUEUE decrement. |
Buy repeated crewless vehicles; queue cap returns to normal after each build attempt. |
| Factory FIFO token/broadcast churn |
Client_BuildUnit.sqf uses random token and broadcasts queu mutations. |
Multiple simultaneous buyers cannot collide; queue UI remains correct. |
| Salvage payout function casing |
Client/Module/Skill/Skill_Salvage.sqf:38 and Client/FSM/updatesalvage.sqf:50 call ChangePlayerfunds, while Client/Init/Init_Client.sqf:53,91 compiles ChangePlayerFunds. |
Patch source Chernarus and maintained Vanilla casing first, then smoke manual engineer salvage and salvage-truck payout for one valid wreck before larger salvage authority work. |
| Town AI occupied-vehicle despawn |
server_town_ai.sqf:211-216 deletes inactive town-AI vehicles based on !(isPlayer leader group _x) without checking crew/cargo/turret occupants. |
Vehicles with any player occupant survive despawn while empty AI-only vehicles are still cleaned. |
| WASP marker monitor busy-spin |
WASP/global_marking_monitor.sqf:62 polls display without sleep for up to 2 seconds. |
Replace with throttled wait style like sibling :80; verify map double-click prefix still works. |
| MASH markers | Client receiver commented and trigger never sent. | Either remove dead code or revive with server-held marker list, unique names and JIP replay. See Abandoned feature revival. |
| Paratrooper markers | Source Chernarus and maintained Vanilla now register HandleParatrooperMarkerCreation and ship the handler; modded eden/lingor/Napf still advertise/register the callback without shipping the handler file. |
Arma-smoke a support drop for source/Vanilla marker creation and decide whether divergent modded folders should copy the handler or drop the registration. Paratroop drop itself remains server-owned. |
| HC delegation/failover | DR-42: Client_DelegateAIStaticDefence.sqf:28 has update-back send commented; town-AI delegation still reports through update-town-delegation; DR-21 covers missing HC disconnect re-delegation. |
Decide whether static-defense delegation is intentionally one-way, then restore update-back/handler or retire stale code; add HC work records before implementing disconnect failover. |
| Hosted FPS monitor loop | DR-19 duplicate is source + Vanilla propagated: both FPS publishers now exit on hosted/listen before their loops while dedicated publishing remains every 8 seconds. | Arma-smoke dedicated RHUD/server FPS publishing plus hosted/listen no-spin behavior before closing release readiness; do not re-patch as still-open source work. |
Generated version.sqf target-root gap |
DR-43a current state: description.ext and initJIPCompatible.sqf include version.sqf; local ignored generated files exist for Chernarus and Vanilla Takistan, but Git does not track them. |
Keep explicit pre-pack/pre-test checks for clean checkouts, generated Vanilla and any supported modded target; do not treat local Chernarus presence as proof every mission root is packable. |
Init_Server.sqf duplicate binds |
DR-43 corrected re-check: live duplicates for LogGameEnd, PlayerObjectsList and AwardScorePlayer; commented duplicate remnants for AFK kick, server FPS and MASH marker. |
De-duplicate live binds and annotate/remove remnants; coordinate LogGameEnd cleanup with DR-13/DR-36. |
- One patch branch per work package is preferred:
hardening/pvf-dispatch,hardening/icbm-authority,hardening/victory-endgame,hardening/supply-missions. - Do not combine mission hardening with docs-only navigation work.
- For every gameplay patch, update Feature status, Codebase coverage ledger, Agent worklog and
agent-context.json. - If Claude is active, leave a claim/handoff in
agent-collaboration.jsonandagent-events.jsonlbefore touching shared authority code.
Economy first-cut handoff: Economy authority first cut recommends side-supply-clamp before upgrade/construction authority migrations and before any player-buy locality redesign. Keep exact DR-6 construction proof in Deep-review findings, with runtime flow in Construction and CoIn systems atlas.
Previous: Feature status | Next: Server authority migration map
Main map: Home | Fast path: Quickstart | Agent file: agent-context.json
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- 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
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- Shelved PR #169: gear price double-count
- Shelved PR #194: Chernarus no-trees
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- 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 Commissar Panel
- 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
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- 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)
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- Commander's handbook (player guide)
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- Countermeasures module reference
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- UAV terminal and spotter system
- Artillery firing function reference
- Service Point pricing model
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- Side-patrol runtime and convoy mechanics
- Day/night cycle and weather system
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- CIPHER sort utilities reference
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- Missile and ordnance Fired-EH reference
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- Array and collection utilities
- Server composition spawner reference
- Upgrade queue server loop
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- 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)
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- AI commander tunable constants
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- Gear parsing & cargo capacity
- Structure dressing function
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- ICBM nuke client VFX & radiation
- Server HandleSpecial router
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- Per-unit client init pipeline
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- Defense category & budget
- Legacy AI order primitives
- Commander-team driver
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- AI commander wildcard deck reference
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- 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
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- WASPSCALE v2 telemetry
- WASPSCALE v2-ext coverage audit
- Telemetry families reference
- Group lifecycle & entity reaping
- Batch AI spawner orchestrator
- Client funds/income HUD readout
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- Town runtime tuning constants
- Client input/hotkey handler
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- 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
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- Client UI, HUD and menus
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- 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