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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.
| 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 | ICBM RequestSpecial server validation |
Highest blast radius: forged PV can trigger server-applied map-wide damage. |
| P1 | Victory/endgame correctness | 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 | McClintock's PV scout found ATTACK_WAVE_INIT trusts client-supplied supply values outside the generic PVF list. |
| P1 | Supply mission authority and cooldown cleanup | Needed before PR #1 supply helicopters/cash/interdiction become baseline. |
| P2 | Factory queue, HC/static-defense and support-loop cleanups | Player-facing soft-lock/perf/partial-feature fixes once core authority is moving. |
Evidence:
| File | Current behavior |
|---|---|
Server/Functions/Server_HandlePVF.sqf |
Reads sender-provided _script = _publicVar select 0, then _parameters Spawn (Call Compile _script). |
Client/Functions/Client_HandlePVF.sqf |
After destination filtering, reads _script = _publicVar select 1, then _parameters Spawn (Call Compile _script). |
Common/Init/Init_PublicVariables.sqf |
Already precompiles registered command handlers into SRVFNC* and CLTFNC* globals. |
Implementation shape:
- Replace dispatch-time
Call Compile _scriptwith a validated namespace lookup. - Default missing/unregistered command names to a no-op plus a small
WARNINGlog. - Keep
Spawnunless a handler audit proves every target is non-sleeping. Several handlers rely on scheduled execution. - Do this in both server and client dispatchers in the same patch.
Patch sketch:
_handler = missionNamespace getVariable [_script, {}];
if (typeName _handler != "CODE") exitWith {
["WARNING", Format ["HandlePVF: rejected unregistered PVF handler [%1].", _script]] Call WFBE_CO_FNC_LogContent;
};
_parameters Spawn _handler;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.
Evidence:
| File | Current behavior |
|---|---|
Server/PVFunctions/RequestSpecial.sqf |
_this Spawn HandleSpecial; with no local validation. |
Server/Functions/Server_HandleSpecial.sqf |
"ICBM" case trusts _side, _base, _target and _playerTeam from payload, waits for _target to die, then [_base] Spawn NukeDammage. |
Client/Module/Nuke/nukeincoming.sqf |
Client sends ["RequestSpecial", ["ICBM", sideJoined, _target, _cruise, clientTeam]]. |
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.
Evidence:
| File | Current behavior |
|---|---|
Server/FSM/server_victory_threeway.sqf |
Condition parses as `((!alive _hq) && _factories == 0) |
| Same file | Side forEach does not break after winner is set; same-tick eliminations can double-fire endgame/logging. |
Implementation shape:
- Split or parenthesize the HQ-elimination and all-towns clauses.
- Guard the combined result with
!WFBE_GameOver. - Exit the side loop immediately after first winner is recorded.
- Decide whether threeway victory modes should be implemented or disabled/hidden until implemented.
- Delete or clearly retire the duplicate buggy
Server/PVFunctions/LogGameEnd.sqfpath if still unused.
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.
Confirmed class: every spend/effect path is client-authoritative or payload-authoritative today.
| Path | Finding | Implementation direction |
|---|---|---|
| Construction |
RequestStructure / RequestDefense trust side/class/pos/dir/manned from payload. |
Include requester object in payload; server validates side, commander/repair authority, funds, base area and placement before construction. |
| Player purchases | Buy menu spawns Client_BuildUnit locally; no RequestBuyUnit PVF exists. |
Introduce server-validated buy request for new high-value purchases, or make the owner decision that public-server hardening depends on BattlEye scripts.txt. |
| Upgrades |
RequestUpgrade.sqf forwards raw payload to Server_ProcessUpgrade.sqf. |
Server validates commander, side, upgrade id/level, dependency and cost; server debits funds/supply. |
| Side supply |
Server_ChangeSideSupply.sqf trusts direct temp PV deltas and has the negative-delta windfall bug. |
Clamp negative overspend to zero change; restrict callers or move supply mutations behind server-owned functions. |
| Gear/EASA/service | Gear/EASA/service effects and debits are client-local. | Add server ledger/effect validation for public-server hardening; add local affordability guards for rearm/refuel as a quick UX bug fix only. |
| WASP HQ recovery |
WASP/actions/Action_RepairMHQDepot.sqf applies funds/HQ/town-SV effects mostly client-side. |
Move authority checks and town-SV reset to server before expanding HQ recovery. |
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.
Evidence:
| File | Current behavior |
|---|---|
Common/Functions/Common_AttackWaveActivate.sqf |
Client/common side writes ATTACK_WAVE_INIT = [_supply, _side] and broadcasts it to the server. |
Server/Functions/Server_AttackWave.sqf |
Server uses payload _supply to compute attack-wave discount and duration/length. |
Server/PVFunctions/AttackWave.sqf |
Direct PVEH coordination path; this is outside _serverCommandPV and is not fixed by PVF dispatcher lookup alone. |
Implementation shape:
- Treat
ATTACK_WAVE_INITas a request, not as authoritative state. - Re-derive side supply and discount inputs server-side from trusted side/town state.
- Validate requester side and any intended commander/support permission before starting an attack wave.
- 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. - Late-join behavior remains unchanged or is explicitly documented.
Evidence:
| File | Current behavior |
|---|---|
Client/Module/supplyMission/supplyMissionStart.sqf |
Client stamps SupplyFromTown and SupplyAmount on vehicle object before notifying server. |
Server/Module/supplyMission/supplyMissionStarted.sqf |
Server tracks vehicle, scans command-center proximity every 3 seconds, then emits completion. |
Server/Module/supplyMission/supplyMissionCompleted.sqf |
Completion reads trusted vehicle object vars for reward/state. |
Server/Module/supplyMission/supplyMissionActive.sqf |
Dead twin compiled but not called; live path is supplyMissionStarted.sqf. |
Implementation shape:
- Remove or retire
supplyMissionActive.sqfcompile path. - Standardize cooldown casing:
lastSupplyMissionRunvsLastSupplyMissionRun. - 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 |
|---|---|---|
| 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. |
| 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. |
| Paratrooper markers |
HandleParatrooperMarkerCreation not registered in client PVF list. |
Register receiver or remove marker callback; paratroop drop itself remains server-owned. |
| Static-defense HC sync |
Client_DelegateAIStaticDefence.sqf has update-back send commented; HandleSpecial only has update-town-delegation. |
Decide whether static-defense delegation is intentionally one-way, then restore update-back or retire stale code. |
| Hosted FPS monitor loop |
Server/Module/serverFPS/monitorServerFPS.sqf sleeps inside isDedicated, so hosted/listen path can loop without sleep. |
Move sleep outside the branch; dedicated publishing cadence should remain unchanged. |
- 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.
Previous: Feature status | Next: Deep-review findings
Main map: Home | Fast path: Quickstart | Agent file: agent-context.json
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 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
- 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