-
Notifications
You must be signed in to change notification settings - Fork 0
PVF Dispatch Implementation Playbook
This page turns DR-1 and DR-38 into a patch-ready guide for hardening the generic PVF dispatch layer.
Scope: Chernarus source mission first, then LoadoutManager propagation. All source paths are relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 Operation Arrowhead 1.64 only.
Use this with Networking and public variables, Hardening roadmap, Server authority map, Testing workflow and agent-hardening-backlog.jsonl.
| Item | State |
|---|---|
| Finding | Confirmed high live-server hardening gap: DR-1. |
| Performance note | Confirmed low/medium perf win: DR-38. |
| Current code | Still uses dispatch-time Call Compile on sender-chosen handler names. |
| Recommended fix | Registered allowlist plus missionNamespace getVariable lookup; keep Spawn. |
| What this fixes | Arbitrary handler-string compilation and avoidable per-message recompile in generic PVF dispatch. |
| What it does not fix | Payload forgery inside legitimate handlers, missing authenticated sender context (DR-55), direct publicVariable channels outside WFBE_PVF_*, or missing BattlEye defense-in-depth. |
Branch route p0-network-current-master-route rechecked the generic PVF dispatcher across maintained roots and active candidate branches on 2026-06-13 after origin/master, Miksuu upstream and release refs advanced:
| Scope checked | Server dispatcher | Client dispatcher | PVF init / registry | Practical meaning |
|---|---|---|---|---|
Current origin/master / local master cf2a6d6a Chernarus and maintained Vanilla Takistan |
Both roots still read _script from payload index 0 and run _parameters Spawn (Call Compile _script) at Server/Functions/Server_HandlePVF.sqf:14. |
Both roots now apply the adjacent headless-client destination filter, then run _parameters Spawn (Call Compile _script) at Client/Functions/Client_HandlePVF.sqf:32. |
Both roots still register client/server PVEHs in Common/Init/Init_PublicVariables.sqf:48,53; the 89ae9dad..cf2a6d6a delta adds PVF command-list entries and HC filtering but no PVF_ALLOWED / namespace lookup guard. |
P0 dispatcher lookup hardening remains source-unpatched in both maintained roots. |
Miksuu upstream miksuu/master b8389e74
|
Same server dispatcher compile at Server_HandlePVF.sqf:14 in both maintained roots. |
Same client dispatcher compile at Client_HandlePVF.sqf:22 in both maintained roots. |
Same precompile-and-PVEH registry shape at Init_PublicVariables.sqf:45,50; no allowlist or missionNamespace getVariable dispatch guard. |
No upstream rescue exists. |
origin/perf/quick-wins 0076040f
|
Same server dispatcher compile at :14 in Chernarus and maintained Vanilla. |
Same client dispatcher compile at :22 in Chernarus and maintained Vanilla. |
Same registry shape; Chernarus PVEH lines are Init_PublicVariables.sqf:46,51, Vanilla remains :45,50. |
Performance branch does not cover DR-1/DR-38 despite this being a small perf/security patch. |
origin/release/2026-06-feature-bundle a96fdda2
|
Same server dispatcher compile at :14 in release Chernarus and release maintained Vanilla. |
Release keeps headless-client destination filtering, shifting the final compile to Client_HandlePVF.sqf:32, but still runs Spawn (Call Compile _script) in both release roots. |
Release PVEH lines match current master at Init_PublicVariables.sqf:48,53; no allowlist or missionNamespace getVariable dispatch guard. |
Release head is not fixed; its HC client filter is adjacent behavior, not a dispatcher hardening substitute. |
The 89ae9dad..cf2a6d6a delta touches the client dispatcher, Init_PublicVariables.sqf and updateclient.sqf, but not Server_HandlePVF.sqf. It adds HC client filtering and PVF command-list entries; it does not remove Spawn (Call Compile _script) or add allowlisted lookup.
Bohemia's Community Wiki lists missionNamespace as introduced with Arma 2 1.00 and shows missionNamespace getVariable as the supported namespace lookup shape, so the recommended lookup is Arma 2 OA-compatible rather than an Arma 3 import.
-
Common/Init/Init_PublicVariables.sqf:9-24,:26-44,:46-54 Server/Functions/Server_HandlePVF.sqf:7-14Client/Functions/Client_HandlePVF.sqf:7-32Common/Functions/Common_SendToServer.sqf:12-18Common/Functions/Common_SendToServerOptimized.sqf:12-18Common/Functions/Common_SendToClient.sqf:13-21Common/Functions/Common_SendToClients.sqf:12-19Client/Module/supplyMission/supplyMissionCompletedMessage.sqf:22- Deep-review findings DR-1 and DR-38
- Networking and public variables, especially direct-PV and residual authority sections
- Server authority map PVF dispatch row
- Hardening roadmap P0 PVF section
- Bohemia Interactive
missionNamespacepage, which lists it as an Arma 2 OA scripting command and demonstratesmissionNamespace getVariable: https://community.bistudio.com/wiki/missionNamespace
Init_PublicVariables.sqf builds two command arrays. The server command list includes RequestVehicleLock, RequestChangeScore, RequestStructure, RequestDefense, RequestJoin, RequestSpecial, RequestUpgrade and related server handlers at :9-23. The current client command list has 15 active entries at :25-40: AllCampsCaptured, AwardBounty, AwardBountyPlayer, CampCaptured, ChangeScore, HandleSpecial, LocalizeMessage, SetTask, SetVehicleLock, TownCaptured, SetMHQLock, Available, RequestBaseArea, HandleParatrooperMarkerCreation and NukeIncoming. DatabaseDebug is still commented at :30 and is not active.
The same file already compiles every registered command into global code variables:
Call Compile Format["CLTFNC%1 = compile preprocessFileLineNumbers 'Client\PVFunctions\%1.sqf'", _x];
Call Compile Format["SRVFNC%1 = compile preprocessFileLineNumbers 'Server\PVFunctions\%1.sqf'", _x];It also registers one WFBE_PVF_<Command> event handler per command. Client PVF variables call WFBE_CL_FNC_HandlePVF; server PVF variables call WFBE_SE_FNC_HandlePVF.
The send helpers rewrite a logical command name into one of those compiled function variable names:
- server-bound helpers set payload index
0toSRVFNC<Command>; - client-bound helpers set payload index
1toCLTFNC<Command>; - dedicated/multiplayer branches publish
WFBE_PVF_<Command>; - hosted branches call the same handler locally with
Spawn WFBE_*_FNC_HandlePVF.
The dispatchers then compile the string from the payload on every message:
// Server_HandlePVF.sqf:11-14
_script = _publicVar select 0;
_parameters = if (count _publicVar > 1) then {_publicVar select 1} else {[]};
_parameters Spawn (Call Compile _script);
// Client_HandlePVF.sqf:19-22, after destination filtering
_script = _publicVar select 1;
_parameters = if (count _this > 2) then {_publicVar select 2} else {[]};
_parameters Spawn (Call Compile _script);DR-1 is the security boundary: the receiver compiles a handler string chosen by the sender. Legitimate traffic names SRVFNC* or CLTFNC*, but the current dispatcher does not prove that before compiling.
DR-38 is the performance angle: the compile is also redundant. Registered handlers were already compiled at init, so dispatch-time Call Compile _script is just doing a variable lookup in the slowest and riskiest way.
The source-backed opportunity is unusually clean: one bounded patch can close the arbitrary handler-string compilation class and remove per-message recompilation without changing legitimate PVF payload shape.
Patch all three files together.
In Common/Init/Init_PublicVariables.sqf, create mission globals for the compiled handler names. The exact names are owner choice; keep them clear and side-specific.
WFBE_CL_PVF_ALLOWED = [];
WFBE_SE_PVF_ALLOWED = [];
{
Call Compile Format["CLTFNC%1 = compile preprocessFileLineNumbers 'Client\PVFunctions\%1.sqf'", _x];
WFBE_CL_PVF_ALLOWED = WFBE_CL_PVF_ALLOWED + [Format["CLTFNC%1", _x]];
if (!isServer || local player) then {Format['WFBE_PVF_%1',_x] addPublicVariableEventHandler {(_this select 1) Spawn WFBE_CL_FNC_HandlePVF}};
} forEach _clientCommandPV;
{
Call Compile Format["SRVFNC%1 = compile preprocessFileLineNumbers 'Server\PVFunctions\%1.sqf'", _x];
WFBE_SE_PVF_ALLOWED = WFBE_SE_PVF_ALLOWED + [Format["SRVFNC%1", _x]];
if (isServer) then {Format['WFBE_PVF_%1',_x] addPublicVariableEventHandler {(_this select 1) Spawn WFBE_SE_FNC_HandlePVF}};
} forEach _serverCommandPV;Why not only getVariable? A plain namespace lookup prevents arbitrary SQF text from being compiled, but it could still resolve another global CODE variable if a forged payload names it. The allowlist limits dispatch to exactly the registered PVF handlers.
Replace the final Call Compile line in Server/Functions/Server_HandlePVF.sqf with allowlist membership and namespace lookup.
Private ["_handler","_parameters","_publicVar","_script"];
_publicVar = _this;
_script = _publicVar select 0;
_parameters = if (count _publicVar > 1) then {_publicVar select 1} else {[]};
if !(_script in WFBE_SE_PVF_ALLOWED) exitWith {
["WARNING", Format ["Server_HandlePVF: rejected unregistered PVF handler [%1].", _script]] Call WFBE_CO_FNC_LogContent;
};
_handler = missionNamespace getVariable _script;
if (typeName _handler != "CODE") exitWith {
["WARNING", Format ["Server_HandlePVF: registered PVF handler [%1] is not CODE.", _script]] Call WFBE_CO_FNC_LogContent;
};
_parameters Spawn _handler;Keep the destination filter intact. Replace only the final dispatch in Client/Functions/Client_HandlePVF.sqf.
_script = _publicVar select 1;
_parameters = if (count _this > 2) then {_publicVar select 2} else {[]};
if !(_script in WFBE_CL_PVF_ALLOWED) exitWith {
["WARNING", Format ["Client_HandlePVF: rejected unregistered PVF handler [%1].", _script]] Call WFBE_CO_FNC_LogContent;
};
_handler = missionNamespace getVariable _script;
if (typeName _handler != "CODE") exitWith {
["WARNING", Format ["Client_HandlePVF: registered PVF handler [%1] is not CODE.", _script]] Call WFBE_CO_FNC_LogContent;
};
_parameters Spawn _handler;Do not convert dispatch to Call in this patch. Existing PVF functions are scheduled through Spawn; some handlers or downstream calls may sleep, wait or spawn their own work. Changing scheduling semantics belongs to a separate handler-by-handler audit.
This patch is the PVF foundation, not the whole server-authority migration.
| Layer | Fixed by this playbook? | Example |
|---|---|---|
| Sender-chosen arbitrary handler string | Yes | Forged payload trying to compile arbitrary SQF text instead of SRVFNCRequestJoin. |
| Avoidable per-message compile | Yes |
Server_HandlePVF.sqf:14, Client_HandlePVF.sqf:22. |
| Legitimate handler with forged payload | No |
RequestSpecial ICBM branch, RequestStructure, RequestUpgrade, RequestChangeScore. |
| Missing authenticated sender context | No | DR-55: Init_PublicVariables.sqf:51-53 forwards only the public-variable value into WFBE_SE_FNC_HandlePVF, and Server_HandlePVF.sqf:9-14 forwards only handler parameters. |
| Direct publicVariable channel outside PVF | No |
ATTACK_WAVE_INIT, side-supply temp PVs, supply mission PVs, MASH marker relay, HQ state channels. |
| BattlEye defense-in-depth | No | Repo BattlEyeFilter/publicvariable.txt still only ships the kickAFK feature rule. |
After this patch, a forged command name should be rejected. A forged payload sent to a real registered handler still reaches that handler and must be validated there.
Do not treat handler-name allowlisting as full PVF hardening. DR-55 found that the server PVEH registration calls (_this select 1) Spawn WFBE_SE_FNC_HandlePVF, so the dispatcher receives the value tuple without the publisher identity. The server dispatcher then selects _script and _parameters and spawns the handler, which leaves legitimate handlers unable to distinguish a real requester from a forged client payload unless each handler re-derives authority from trusted server state.
The DR-55 lane belongs in Server authority migration map and agent-hardening-backlog.jsonl#pvf-handler-sender-authentication: carry authenticated requester context to the server handler layer, then validate side, commander/team role, funds, target objects and ownership per handler.
Do not claim this patch hardens all public variables.
The generic PVF dispatcher only handles variables registered as WFBE_PVF_<Command> in Init_PublicVariables.sqf. DR-41 proved a separate surface: ATTACK_WAVE_INIT is a direct publicVariableServer channel and is not routed through Server_HandlePVF.sqf at all. Its fix is Attack-wave authority playbook: re-derive side supply server-side, validate requester/side, deduct cost server-side and clamp the resulting modifier/duration.
Other direct-channel families remain separate review targets in Networking and public variables: side supply temps, supply mission PVs, MASH marker relay, HQ state, AntiStack compensation, day/night, server FPS, AFK and marker/message channels.
Source-only checks:
- Confirm
WFBE_SE_PVF_ALLOWEDcontains oneSRVFNC*name for every_serverCommandPVentry. - Confirm
WFBE_CL_PVF_ALLOWEDcontains oneCLTFNC*name for every_clientCommandPVentry. - Confirm every allowlisted name resolves to
typeName == "CODE"afterInit_PublicVariables.sqf. - Confirm
Server_HandlePVF.sqfandClient_HandlePVF.sqfno longer containSpawn (Call Compile _script). - Confirm no new Arma 3-only syntax such as
isEqualTo,params,remoteExec,BIS_fnc_MPor CBA helpers was introduced.
Hosted/local smoke:
- Start a hosted mission.
- Verify
RequestJoinstill completes and the join-answer path reaches the player. - Toggle a vehicle or MHQ lock, or perform another small
RequestVehicleLockflow. - Trigger one client-bound message such as
LocalizeMessageorHandleSpecial. - Inject or temporarily call a bogus handler name in a test-only path and confirm it logs one
WARNINGand no-ops.
Dedicated smoke:
- Repeat one server-bound PVF (
RequestJoinorRequestVehicleLock). - Repeat one server-to-client PVF (
LocalizeMessage,SetVehicleLockorHandleSpecial). - Watch the RPT for rejected-handler spam. Legitimate traffic should not hit the warning path.
- JIP sanity: late joiner still passes the existing RequestJoin and post-join state sync chain. DR-37 already marks PVF event replay as separate from durable state sync.
Security/authority negative checks:
- Forged unregistered handler name should no-op and log.
- Forged registered handler with bad payload may still execute the handler; record it under the relevant per-handler authority item, not as a PVF dispatch regression.
- Forged
ATTACK_WAVE_INITis unchanged by this patch; validate that under Attack-wave authority playbook.
Future code owner:
- Implement this as branch
hardening/pvf-dispatch. - Edit the Chernarus source mission first.
- Run
Tools/LoadoutManagerafter mission edits so vanilla Takistan receives the source change. - Record validation in Testing workflow terms. Source-only review is useful but does not prove hosted/dedicated/JIP behavior.
- After merge, update Feature status, Hardening roadmap, Server authority map, Codebase coverage ledger,
agent-hardening-backlog.jsonl,agent-context.jsonand Agent worklog.
Codex or Claude follow-up:
- Review the allowlist patch before merge for Arma 2 OA syntax and hosted/dedicated path preservation.
- Then move to P0
ICBM RequestSpecialor P1 attack-wave authority; those are per-handler/direct-channel authority fixes and should not be bundled into the dispatcher patch.
Previous: Server authority map | Next: Attack-wave authority playbook
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