-
Notifications
You must be signed in to change notification settings - Fork 0
JIP Enrollment And Client Data Delivery
How a joining player gets their team, cash, commander‑vote roster and own‑side map markers — and the hard A2‑OA limitations that made the long‑standing "join a team but have no cash / no markers / not in the vote menu = mission unplayable" bug so stubborn. Captured after it was finally fixed in b744 (June 2026) following five failed attempts. Read this before touching anything on the JIP/enrollment path.
A player who joined a team (from the lobby or mid‑game) could end up with:
- no funds in the HUD,
- no own‑side map markers (team arrows / factories),
- missing from the commander‑vote roster (only "No Commander" shows),
i.e. effectively unable to play. World/AICOM markers eventually appeared; only the player's own enrollment failed. It hit WEST and EAST (not GUER‑specific) and got worse under heavy AI load / low server FPS.
The client's team roster comes from the side‑logic object variable wfbe_teams, set on the server with the broadcast flag: WFBE_L_<side> setVariable ["wfbe_teams", _teams, true] (Server/Init/Init_Server.sqf). _teams is an array of GROUP OBJECTS.
In Arma 2 OA 1.64 this has two fatal properties for a late joiner:
-
Object
setVariable [..., true]is NOT JIP‑durable. A broadcast performed before a client connected is not stored‑and‑replayed to it. Re‑setting the same value on connect (a "mark dirty" re‑broadcast) is unreliable under load — the side‑logic object itself is slow/never to fully sync to the joiner. -
Group objects do not survive the wire to a machine that did not create them. Even when the array eventually arrives, the group handles inside it deserialize to broken / null refs on the client. Every consumer reads through those groups — the vote menu (
isPlayer leader (WFBE_Client_Teams select i),name leader …), the own‑team marker FSM (getPos/getDir/leaderon each group). With broken groups the roster shows nothing and the arrows never draw.
Why the earlier fixes failed: B56 (bounded loading wait), B62/B64 (120 s reconciliation), and the B74.2.4 persistent heal (poll every 2 s for 30 min) all read the same dead channel — _logik getVariable "wfbe_teams". They differ only in how long they wait. But the failure is not a timing problem you can wait out: the channel does not deliver to a late joiner and the payload type (group handles) is non‑portable. A real capture confirmed it: CLIENTTEAMS|EARLYHEAL|side=EAST|count=17|at=670s — the array "arrived" at 11 minutes, full of broken refs, player still saw nothing.
Stop fighting the un‑deliverable channel. Deliver primitives over the channel A2‑OA does guarantee to a connected client — the same one the B63 marker feeds already use successfully:
-
Server, on connect (
Server/Functions/Server_OnPlayerConnected.sqf, where_idand_sideJoinedare valid; gated towest/eastwhich are the only sides with a commander vote): build a per‑side primitive roster — per player‑led team[name leader, isPlayer(0/1), funds, str group]— set it into a side‑keyedmissionNamespacevarWFBE_JIP_ROSTER_<SIDE>and_id publicVariableClientit. Strings/numbers replicate cleanly; no group handles go over the wire. -
Client, EARLY (
initJIPCompatible.sqfPart I, before the B56 wait and beforeInit_Client): anaddPublicVariableEventHandlerfor the WEST/EAST keys stores the payload intoWFBE_JIP_ROSTER_PRIMS, plus a one‑shot poll that adopts a value that landed before the EH installed (apublicVariabletarget persists inmissionNamespace). -
Vote menus (
GUI_VoteMenu.sqf,GUI_Commander_VoteMenu.sqf): render rows from the primitive cache when no live player‑led team exists, and gate every per‑tick refresh loop behind a…_USING_PRIMSflag so they never prune/blank the primitive rows. Hand over to live groups (onelnbClear+rebuild) the moment a live player‑led team appears, so vote casting still maps to real group objects. -
Cash was already fine —
GetPlayerFundsreads(group player) getVariable "wfbe_funds", the player's own (local) group, which the server stamps broadcast at connect. Don't touch it. -
Markers keep upgrading automatically: the existing heal rebinds
clientTeamsto live groups when they finally replicate, and the marker FSM redraws. Marker geometry genuinely needs live objects, so it is not accelerated — that degrades gracefully (roster + cash arrive fast; arrows fill in on heal).
Outcome the player sees: cash within seconds, a stable vote roster within seconds (CLIENTROSTER|RECV|key=WFBE_JIP_ROSTER_WEST|rows=N on the client RPT is the proof), markers + casting as the live groups settle.
-
A2‑OA JIP data delivery. Object
setVariable [...,true]is not replayed to a client that joined after the set, and group/object handles arrive broken on a client that did not create them. To get side/global state to a JIP client reliably, push primitives withpublicVariableClientto that client on connect (onPlayerConnected,_idis the target), and rebuild UI from the primitives. Never expect a JIP client to read live group handles out of a broadcast var. -
count nilis 0 (safe);forEach nilTHROWS. A global read with no default (missionNamespace getVariable "X") isnilwhen unset.for _i from 0 to count X - 1is safe (count nil = 0), but{...} forEach Xovernilis a runtime error. Default such arrays to[](getVariable [name, []]) before anyforEach. - Client‑facing changes REQUIRE a new PBO filename. See the deploy note below — this is the reason four correct fixes looked like they "did nothing."
-
Diagnose from the CLIENT RPT. Client script errors never appear in the server RPT.
WFBE_CO_FNC_LogContent([INITIALIZATION]/[WARNING]) is filtered out on public builds (WF_LOG_CONTENToff inversion.sqf) — use rawdiag_logfor production telemetry. The markers added for this bug: serverTEAMREG|side=…|registered=N,ROSTER-PUSH; clientCLIENTROSTER|RECV/POLL-ADOPT,CLIENTTEAMS|atInit/EARLYHEAL/WAIT. -
Verify before deploy. Multi‑agent adversarial review caught two ship‑blockers in the primitive design that single‑pass authoring missed: pushing group objects (still broken on JIP) and an ungated 0.05 s vote loop that blanked the primitive names + threw
nil getVariableevery tick. Root‑cause + fix were both wrong on earlier passes; verification is not optional on the join path.
The single biggest time sink: in‑place hotfixes (same PBO filename) do not reach clients. Arma 2 OA caches downloaded missions by filename in the client MPMissionsCache; when the server's PBO content changes but the filename stays the same, clients re‑download unreliably and usually reuse the stale cache. The server picked up every b74.2.x fix (verified in the deployed PBO + server RPT), but the player's client kept running the stale cached b742aicom — so every client‑side fix was invisible and the bug "persisted" through multiple deploys (the client RPT had zero of the new telemetry).
The repo's whole version history (…b55, …b56, … …b742aicom) uses a distinct filename per build for exactly this reason. The fix that finally reached the client was renaming b743aicom → b744aicom.
Rule: any change touching client‑side scripts (Client/*, Init_Client.sqf, GUI, marker FSMs — anything the player's machine runs) MUST deploy under a new PBO filename and repoint the server.cfg mission template, with the PBO prefix set to match. Server‑only changes (Server/*, HC AICOM logic) do take effect in‑place on a restart. When in doubt, bump the name. Deploy mechanics that bit us:
-
Stop the service before editing
server.cfg— it is file‑locked while the server runs (Set-Contentfails with "being used by another process"). Stop → edit → restart. - The deployed PBO path contains
[brackets]; use literal‑path file copy ([IO.File]::Copy), not wildcard‑expandingCopy-Item/Get-Item, or the copy silently no‑ops. - The restart wrapper runs a ~5‑minute headless‑client reseat dance and archives the RPT — don't race it with concurrent polls; wait for a new "RESTART DONE" marker.
-
Boot‑smoke =
MISSINITreads the new build name +ErrInExpr=0. Confirm the fix reached the player by checking the client RPT for the new telemetry, not just the server RPT.
See also: Server Ops Runbook, Developer History And Upstream Lessons, Client Marker FSM Updater Map, AI Commander Logging And AICOMSTAT Telemetry.
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