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Marker Cleanup Restoration Systems Atlas
This atlas maps map markers, visual tracking, cleanup loops and restoration loops. It connects the local UI marker world to server-owned object lifecycle maintenance.
The server owns object lifecycle and authoritative mission state: HQ death/repair state, garbage collection, empty-vehicle collection, map cleaners, mine cleanup and building restoration. Clients own most visible marker presentation locally: town SV labels, team leader arrows, unit/vehicle/HQ tracking markers, respawn UI markers and combat blinking.
Some feature markers use WF_createMarker, which creates global marker names and then applies side-local styling through the MARKER_CREATION publicVariable path. Because this mixes global marker creation with side-local visual intent, marker visibility should be smoke-tested before changing marker deletion or JIP behavior.
| Family | Source refs | Notes |
|---|---|---|
| Town markers |
Client/FSM/updatetownmarkers.sqf:6-18, :54-83, :103-121
|
Caches town marker names, refreshes supply value text locally and throttles updates based on map/GPS/dialog visibility. |
| Team leader markers |
Client/FSM/updateteamsmarkers.sqf:14-25, :45-56, :158-193, :217-224
|
Creates local squad leader markers once and updates while map/GPS/Warfare dialogs are visible. |
| Unit/vehicle/HQ tracking |
Common/Common_MarkerUpdate.sqf:21-245; started from Common/Init/Init_Unit.sqf:156-196, Common_CreateUnit.sqf:57-71, Common_CreateVehicle.sqf:40-55
|
Per-object local marker loop for tracked entities, vehicles and HQ state. |
| Combat blinking |
Client_BookkeepBlinkingIcons.sqf:5-7, Client_BlinkMapIcon.sqf:5-38, Client_SetMapIconStatusInCombat.sqf:7-39
|
Optional parameter-gated combat visual state. |
| WASP map text markers |
WASP/global_marking_monitor.sqf:2-28, :52-82
|
Hooks map marker text input. The sleepless display wait remains a performance opportunity. |
Common/Functions/Common_CreateMarker.sqf:51-83 creates the marker name with createMarker, optionally creates an ellipse marker, sets MARKER_CREATION in mission namespace and broadcasts it. Client/Functions/Client_onEventHandler_MARKER_CREATION.sqf:32-49 applies side-local styling.
This page treats the global-name/side-local-style split as a verification requirement. Do not assume enemy invisibility from comments alone; verify the rendered marker state in multiplayer before changing marker creation or deletion semantics.
HQ marker state is split across:
-
Server/Functions/Server_OnHQKilled.sqf:84-115, which records killed HQ/wreck state and broadcasts side state. -
Server/Functions/Server_MHQRepair.sqf:55-75, which restores MHQ state. -
Client/FSM/updateclient.sqf:41-99, which reacts to side/HQ state and keeps client presentation in sync.
Use Commander/HQ lifecycle for the full HQ object/authority map.
Current audit nuance: the repair path calls the marker helper, but that helper still executes deleteMarker while documenting local marker cleanup. If the tracked wreck object disappears before the dead-state update path runs, marker update exits on a null object instead of deleting the stale marker. West/east are covered by the explicit HQ marker variables; resistance is not.
Server/Init/Init_Server.sqf:521-560 starts the major maintenance loops after town initialization: garbage collection, empty vehicles, dropped item cleanup, crater cleanup, ruins cleanup, building restoration and tracked mine cleanup. Treat this as a server-owned runtime layer, not a client UI feature. The Chernarus source mission is the authoritative edit point; generated Vanilla/terrain copies should be produced through the LoadoutManager workflow after source changes.
| Loop | Startup / timer source | Runtime behavior | Performance hook | Developer notes |
|---|---|---|---|---|
| Garbage collector |
Init_Server.sqf:521-536; server_collector_garbage.sqf:4-32
|
Every 0.5 seconds it scans allDead, excludes current west/east HQ objects, skips objects already in gc_collector and skips objects carrying wfbe_trashable, then spawns TrashObject and records the object in gc_collector. |
server_garbage_collector with dead, tracked and spawned. |
Runs every 0.5s. RequestOnUnitKilled.sqf:51-54 uses wfbe_trashed, not wfbe_trashable, so the collector flag contract is inconsistent. |
| Empty vehicle collector |
Init_Server.sqf:523,537-538; emptyvehiclescollector.sqf:4-30
|
Polls replicated WF_Logic getVariable "emptyVehicles", skips vehicles already in emptyQueu, adds new vehicles to emptyQueu, spawns WFBE_SE_FNC_HandleEmptyVehicle, then removes the handled vehicle from the replicated list. |
emptyvehiclescollector with queued/handled counts. |
emptyVehicles can be pushed by clients after buys (Client_BuildUnit.sqf:252-253), while the server handles lifecycle. Keep this queue idempotent. |
| Dropped items cleaner |
Init_Server.sqf:542-544; droppeditems_cleaner.sqf:3-44
|
Uses one map-wide center/radius scan for weaponholder, Mine and MineE within radius 20000, deletes every object with a cooperative sleep 0.5 per object, then sleeps by WFBE_C_DROPPEDITEMS_CLEANER_TIME_PERIOD. |
cleaner_droppeditems with scanned/deleted counts and per-class counts. |
Default interval is 120 seconds (Parameters.hpp:527-531). It also deletes generic Mine/MineE, so confirm it does not fight tracked minefield cleanup or intended live mine gameplay. |
| Crater cleaner |
Init_Server.sqf:546-548; crater_cleaner.sqf:3-49
|
Scans CraterLong_small and CraterLong within a broad 20000 map radius, deletes every crater with cooperative sleeps, then sleeps by WFBE_C_CRATER_CLEANER_TIME_PERIOD. |
cleaner_craters with scanned/deleted/small/long counts. |
Default interval is 1800 seconds (Parameters.hpp:521-525). A future optimization should preserve the cooperative deletion behavior while narrowing the candidate set. |
| Ruins cleaner |
Init_Server.sqf:550-552; ruins_cleaner.sqf:3-28
|
Scans broad map center/radius for Ruins, deletes every result with cooperative sleeps, then sleeps by WFBE_C_RUINS_CLEANER_TIME_PERIOD. |
cleaner_ruins with scanned/deleted counts. |
Default interval is 1800 seconds (Parameters.hpp:539-543). This is broad ambient cleanup; verify it does not remove ruins that other systems expect as evidence/state. |
| Building restorer |
Init_Server.sqf:554-556; buildings_restorer.sqf:3-26
|
Scans [7500,7900,0] for WarfareBBaseStructure within radius 10500 and calls setdamage 0 on every result with cooperative sleeps, then uisleeps by WFBE_C_BUILDING_RESTORER_TIME_PERIOD. |
restorer_buildings with scanned/restored counts. |
Default parameter is 1800 seconds (Parameters.hpp:515-519), but the script has a fallback of 600 seconds if the parameter is missing. It repairs by class, not by ownership registry. |
| Mine cleaner |
Init_Server.sqf:558-560; mines_cleaner.sqf:3-32
|
Initializes global mines = [], then loops tracked [mine, time] pairs. When time - _mine_timer >= _timer, it deletes the mine object. |
cleaner_mines with tracked/scanned/deleted counts. |
Mine producers append pairs in WASP/rpg_dropping/DropRPG.sqf:66-67 and Construction_StationaryDefense.sqf:32,44,55. Current removal uses mines = mines - _x, which is the wrong shape for removing a nested pair. |
Rsc/Parameters.hpp:515-543 exposes the operator-facing intervals for building restoration, crater cleanup, dropped items, minefields and ruins. Defaults are:
| Parameter | Default | Values | Consumed by |
|---|---|---|---|
WFBE_C_BUILDING_RESTORER_TIME_PERIOD |
1800 seconds | 1800, 3600, 5400, 7200 | buildings_restorer.sqf:3,26 |
WFBE_C_CRATER_CLEANER_TIME_PERIOD |
1800 seconds | 1800, 3600, 5400, 7200 | crater_cleaner.sqf:3,47 |
WFBE_C_DROPPEDITEMS_CLEANER_TIME_PERIOD |
120 seconds | 60, 75, 90, 105, 120, 150, 180, 240, 300, 360, 420, 480, 540, 600 | droppeditems_cleaner.sqf:3,44 |
WFBE_C_MINEFIELDS_CLEANER_TIME_PERIOD |
5400 seconds | 1800, 3600, 5400, 7200 | mines_cleaner.sqf:4,30 |
WFBE_C_RUINS_CLEANER_TIME_PERIOD |
1800 seconds | 1800, 3600, 5400, 7200 | ruins_cleaner.sqf:3,26 |
The code intentionally separates active work time from wall-clock cycle time in PerformanceAudit records: wide scans and delete/restore calls are timed, but cooperative per-object sleeps are excluded and captured only indirectly in cycleMs. This is useful when testing because a low active time can still produce a long real-world cycle if a large delete queue is spread across many half-second pauses.
-
gc_collectoris a server global dedupe list forallDeadobjects already handed toTrashObject. -
emptyQueuis initialized atInit_Server.sqf:300and is used to avoid launching duplicate empty-vehicle handlers whileWF_Logic emptyVehiclesis drained. -
minesis a global array owned by the mine cleaner and populated by RPG-dropping and stationary-defense construction. It stores nested pairs[mineObject, createdAt], not a flat object list. - Dropped item, crater, ruins and building loops do not use registries; they use fixed map-center
nearestObjectsscans. - The building restorer repairs all scanned
WarfareBBaseStructureclass objects. Future gameplay changes must decide whether this should include only player-built structures, stock Warfare base objects, destroyed AI-built structures or all matching ambient objects. - These scripts exist in generated/terrain mission copies too. Patch Chernarus first, then run the LoadoutManager propagation workflow and inspect generated diffs.
| Finding | Evidence | Patch shape |
|---|---|---|
| Mine cleaner pair removal likely wrong | Minefields push [mine, time] pairs; mines_cleaner.sqf:17 uses mines = mines - _x. |
Remove the tracked pair with mines = mines - [_x] or rewrite to filter live pairs. Smoke mine cleanup and verify no stale pairs persist. |
| Garbage flags are inconsistent |
server_collector_garbage.sqf:17 skips wfbe_trashable; RequestOnUnitKilled.sqf:51-54 sets wfbe_trashed. |
Align the flag contract: collector should also skip wfbe_trashed, or kill paths should set the collector's skip flag before spawning trash. |
| Local marker delete helper deletes globally |
Client_Delete_Marker.sqf:5 documents local marker creation; :24 comments deleteMarkerLocal; :25 uses deleteMarker. |
Restore local deletion for side-local markers or rename/split helper behavior. Smoke side-specific marker removal. |
| HQ wreck marker can stale after object loss |
updateclient.sqf:52 only updates dead HQ marker when the wreck object exists; Common_UpdateMarker.sqf:25 exits on null object. |
Delete the marker when a tracked HQ wreck becomes null, or keep a side-owned registry that can explicitly clear stale marker names. |
| HQ marker state is west/east only |
Server_OnHQKilled.sqf:97, Server_MHQRepair.sqf:60, updateclient.sqf:42-100. |
Do not enable resistance HQ recovery without adding a resistance marker state machine and smoke. |
| Global marker names with side-local styling need proof |
Common_CreateMarker.sqf:53,59,82-83 creates global names then broadcasts side-local details. |
Add an MP smoke case before changing marker visibility, deletion or JIP replay. |
| Single active marker animation global |
Client_MarkerAnim.sqf uses one activeAnimMarker. |
If command marker animations are still used, make animation state per marker to avoid concurrent stomp. |
| Blink icon nil/default guards |
Client_BlinkMapIcon.sqf uses marker/color state from bookkeeping. |
Add nil/default guards before marker/color use and smoke combat marker blinking. |
- Map/GPS open and closed while town/team markers update.
- Side-local marker visibility with at least one player per side.
- Marker deletion on side-local markers does not remove enemy/friendly markers globally unless intended.
- HQ destroyed/repaired marker state for both sides.
- Minefield cleanup removes expired tracked pairs.
- Garbage collector does not double-trash killed objects already handled by
RequestOnUnitKilled. - Building restorer repairs only the intended structure set.
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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