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NEURO And AntiStack System Reference
Source-verified 2026-07-03 against
origin/claude/build84-cmdcon36@5fca3239069a5eff6335f06fecb26bb72e8c9ceb. Paths below are relative toMissions/[55-2hc]warfarev2_073v48co.chernarus/unless noted. Arma 2 OA 1.64.
This is the route page for the two similarly named but separate systems:
- AntiStack is player/team balancing and persistence glue. It owns join-side checks, team skill reads, score sampling, player-list DB flushes, side-supply compensation and launch/JIP side tracking.
- NEURO is Benny's AI taxi / vehicle-sharing module. In current Build84 it is compiled and its vehicle opt-out flag is still stamped by many systems, but the dispatch entry points have no runtime callers.
Use this page to decide which owner page to open before changing code. Do not treat AntiStack, NEURO, AICOM air transport or supply-mission player lists as the same system.
| Need | Go to | Current source anchor |
|---|---|---|
| Join, reconnect, launch-side and disconnect lifecycle | Player join/disconnect and AntiStack lifecycle |
Server/PVFunctions/RequestJoin.sqf:10-98, Server/Module/AntiStack/clientHasConnectedAtLaunch.sqf:1-17, Client/Module/AntiStack/hasConnectedAtLaunchACK.sqf:1-7
|
| AntiStack formulas and player-count handicap | Anti-stack skill-balance mechanic |
compareTeamScores.sqf:20-87, skillDiffCompensation.sqf:8-147, Common/Init/Init_CommonConstants.sqf:1296-1304
|
| AntiStack DB extension risk and wrapper hardening | AntiStack database extension audit |
Server/Module/AntiStack/callDatabase*.sqf, Server/Init/Init_Server.sqf:109-124,1201-1217
|
| Direct publicVariable inventory | Public variable channel index |
WFBE_CLIENT_HAS_CONNECTED_AT_LAUNCH, WFBE_P_HAS_CONNECTED_AT_LAUNCH_ACK, SUPPLY_COMPENSATION_AMOUNT_*
|
| Module inventory and boot edges | Modules atlas | AntiStack compile/start, NEURO compile/hook |
| NEURO function-level behavior | NEURO AI-taxi module reference | Server/Module/NEURO/NEURO.sqf:7-239 |
| AICOM vehicle movement / air transport | AI commander execution loop, Commander-team driver | Do not route through NEURO unless a caller is added. |
| System | Boot behavior | Runtime status |
|---|---|---|
| AntiStack compile registry | Server init compiles wrappers, score helpers, join compare and launch PVEH at Init_Server.sqf:109-124. |
Always compiled because other paths call helpers. |
| AntiStack enabled gate |
WFBE_C_ANTISTACK_ENABLED has lobby parameter coverage and a fallback default of 1 (Rsc/Parameters.hpp:603, Init_CommonConstants.sqf:1296). |
Init_Server.sqf:1201-1212 starts score, monitor and compensation loops only when enabled. |
| AntiStack map DB stamp | When enabled, server init calls ["SET_MAP", 1] call WFBE_SE_FNC_CallDatabaseSetMap at Init_Server.sqf:1217. |
Uses the out-of-repo A2WaspDatabase extension, not the in-repo Extension project. |
| NEURO compile | Server init runs [] Call Compile preprocessFile "Server\Module\NEURO\NEURO.sqf" at Init_Server.sqf:157-158. |
Functions exist in mission namespace. |
| NEURO taxi condition | Server init sets NEURO_TAXI_CONDITION to reject WFBE_Taxi_Prohib vehicles and require local _x at Init_Server.sqf:165-166. |
The condition is only used inside NEURO helper filtering. |
| NEURO dispatch callers | Repo-wide scan found only definitions and internal helper calls for NEURO_BE_AssignToVehicle, NEURO_BE_UpdateTeamDestination and NEURO_BE_HandleArrivalCargo. |
Dormant in current Build84 unless a future server loop calls those entry points. |
flowchart TD
Init["Init_Server.sqf"] -->|"compile wrappers"| Wrappers["callDatabase*.sqf"]
Init -->|"if enabled"| Count["countPlayerScores.sqf"]
Count --> Main["mainLoop.sqf score flush"]
Count --> Update["updateScoreInternal.sqf score sample"]
Count --> Flush["flushLoop.sqf player-list send"]
Init --> Monitor["monitorTeamToJoin.sqf"]
Init --> Comp["skillDiffCompensation.sqf"]
RequestJoin["RequestJoin.sqf"] --> GetTeam["getTeamScore.sqf"]
GetTeam --> SideSkill["callDatabaseRequestSideTotalSkill.sqf"]
Main --> Retrieve["callDatabaseRetrieve.sqf"]
Main --> Store["callDatabaseStore.sqf"]
Flush --> SendList["callDatabaseSendPlayerList.sqf"]
Comp --> SideSkill
Victory["server_victory_threeway.sqf"] --> FlushList["callDatabaseFlushPlayerList.sqf"]
Wrappers --> Ext["A2WaspDatabase callExtension"]
Current loop cadence and scope:
| Loop | Cadence / scan | DB side effect | Notes |
|---|---|---|---|
countPlayerScores.sqf |
Starts workers with _miniSleep = 0.15, _mainSleep = 120, score sample sleep 1, flush sleep 120 (:8-24). |
Starts workers only. | Direct-call guard exits when AntiStack is disabled (:3-6). |
mainLoop.sqf |
Sleeps 120 seconds, then iterates playableUnits (:15-48). |
Retrieves and stores per-player score diff. | Current Build84 avoids the older all-AI scan pattern for this loop; allUnits count is recorded only for performance audit context. |
updateScoreInternal.sqf |
Sleeps 1 second, then iterates playableUnits (:13-31). |
Caches current score in mission namespace. | Stops on WFBE_GameOver. |
flushLoop.sqf |
Initial 10 seconds, then every 120 seconds; iterates playableUnits (:15-56). |
Sends current player UID/side list to SEND_PLAYERLIST. |
Rebuilds _playersOnServer each pass. The remaining risk is unstructured DB payload validation, not historical accumulation in this wrapper. |
skillDiffCompensation.sqf |
Outer 120 seconds; inner 60 seconds while compensation is active (:8-147). |
Reads side skill and grants weaker-side supply compensation. | Formula and hysteresis details live in Anti-stack skill-balance mechanic. |
monitorTeamToJoin.sqf |
Runs once and exits (:1-15). |
None. | Partial/dead scaffolding: computes a local weaker side but publishes no result and has no RequestJoin consumer. |
All enabled-mode wrappers use "A2WaspDatabase" callExtension and parse return strings. Build84 has disabled-mode no-op returns and nil/array guards in the wrappers, but the extension itself is not in this repo and the owner decision still belongs to AntiStack database extension audit.
| Wrapper | Procedure | Current return shape |
|---|---|---|
callDatabaseRetrieve.sqf |
101, poll 505
|
Disabled returns [0,1]; malformed request id or timeout returns [1,1]; success returns [totalScore,ticks]. |
callDatabaseRequestSideTotalSkill.sqf |
606, poll 707
|
Disabled or malformed request id returns scalar 0; timeout returns scalar 1; success returns scalar total side skill. |
callDatabaseStore.sqf |
202 |
Disabled or malformed extension response returns 1; success returns response code. |
callDatabaseStoreSide.sqf |
404 |
Converts west/east/NONE to 1/2/0; disabled or malformed extension response returns 1. |
callDatabaseSendPlayerList.sqf |
303 |
Builds a comma-separated UID/side-code payload from the current pass, then returns response code or 1 on disabled/malformed response. |
callDatabaseFlushPlayerList.sqf |
808 |
Flushes the DB player list at match end; disabled/malformed response returns 1. |
callDatabaseSetMap.sqf |
909 |
Stores map/session id at enabled startup; disabled/malformed response returns 1. |
| Edge | Source | Current behavior |
|---|---|---|
| Stored side rejoin | RequestJoin.sqf:10-29 |
WFBE_JIP_USER%UID_TEAM_JOINED blocks a different-side rejoin with Teamswap. |
| Launch-side rejoin | RequestJoin.sqf:33-44 |
WFBE_PLAYER_%UID_CONNECTED_AT_LAUNCH blocks a different-side join after launch-side record exists. |
| First join, AntiStack disabled | RequestJoin.sqf:48-54 |
Allows the join without DB skill check while preserving teamswap protection. |
| First join, AntiStack enabled | RequestJoin.sqf:56-67 |
Reads WEST/EAST side skill and calls compareTeamScores.sqf. |
| Join persistence | RequestJoin.sqf:86-96 |
Stores accepted side and WFBE_JIP_BODY_%UID; calls STORE_SIDE. |
| Launch-connect sender | clientHasConnectedAtLaunch.sqf:1-17 |
Client-published player object is used to store launch side, then ACK is owner-targeted. Validation of sender/object/UID remains the hardening route. |
| Launch ACK receiver | hasConnectedAtLaunchACK.sqf:1-7 |
Stores the full public-variable event tuple in WFBE_P_HAS_CONNECTED_AT_LAUNCH_ACK, not just the boolean payload. Treat it as tuple-shaped truthiness until normalized. |
NEURO's helper body still describes a live AI taxi system: find non-assigned AI, filter nearby vehicles, assign driver/gunner/commander/cargo, and order boarding. In Build84, the module is best read as dormant scaffolding:
| Surface | Evidence | Meaning |
|---|---|---|
| Defined helpers |
NEURO.sqf:7-239 defines nine NEURO_BE_* functions. |
Available if a future caller is added. |
| Vehicle eligibility |
NEURO.sqf:54-76 filters can-move, fuel, side/civilian, driver locality and the NEURO_TAXI_CONDITION hook. |
The hook compiles a missionNamespace string and expects _x to be the vehicle. |
| Dispatch entry point |
NEURO_BE_AssignToVehicle at NEURO.sqf:153-239. |
No current runtime caller found in Chernarus or maintained Vanilla roots. |
| Re-evaluation entry point |
NEURO_BE_UpdateTeamDestination at NEURO.sqf:125-151. |
No current runtime caller found. |
| Arrival/eject entry point |
NEURO_BE_HandleArrivalCargo at NEURO.sqf:95-123. |
No current runtime caller found. |
| Opt-out stamps |
WFBE_Taxi_Prohib is set on town units, HQ/MHQ, init vehicles, built vehicles and AICOM MHQ relocation drivers. |
These stamps are harmless while NEURO is dormant and should not be removed as dead code without an owner decision. |
Do not route current AI commander transport behavior through NEURO. AICOM air legs, road-march seating and commander team movement are implemented in separate AICOM/common files and are active independently of NEURO_BE_*.
| Topic | Current status |
|---|---|
| Older player-list growth concern |
flushLoop.sqf rebuilds _playersOnServer each pass from playableUnits; callDatabaseSendPlayerList.sqf formats one payload per call. Keep future work focused on UID/side schema validation and payload-size bounds for the external DB boundary. |
| Older all-units loop concern | The score sample, score flush, player-list flush and monitor helper now iterate playableUnits where relevant. compareTeamScores.sqf still counts players with two allUnits passes, but only on first-join skill checks. |
| Side-skill timeout shape |
callDatabaseRequestSideTotalSkill.sqf:67-73 now returns scalar 1 on timeout, matching scalar callers. Older [1,1] timeout wording is stale for Build84. |
| Supply mission player list |
WFBE_SE_PLAYERLIST belongs to Server/Module/supplyMission, not the AntiStack DB player-list payload. Route stale-row/disconnect cleanup through Player join/disconnect and AntiStack lifecycle and Supply mission architecture. |
| In-repo extension |
Extension/ builds the separate a2waspwarfare_Extension / GLOBALGAMESTATS path. It is not the AntiStack A2WaspDatabase extension. |
| Change type | Minimum validation route |
|---|---|
| AntiStack disabled-mode edit | Start server with AntiStack disabled; prove loops do not start, first join skips only skill DB checks, teamswap protection still works, and disconnect/victory skip DB persistence cleanly. |
| AntiStack enabled DB wrapper edit | Exercise join skill check, score sampling/storage, player-list flush, side-skill compensation and match-end flush with a known-good A2WaspDatabase; also test missing/malformed extension return. |
| Launch/JIP edit | Test launch-side players, late join, reconnect, different-side teamswap denial, owner-targeted ACK and tuple/bool receiver shape. |
| NEURO reactivation | Add an explicit server-side caller, then smoke locality with server/HC-owned vehicles and AI groups; verify no player vehicle is hijacked and WFBE_Taxi_Prohib is honored. |
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