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Pending Owner Decisions
Claude-owned (2026-06-02). The single place a code owner can see every open decision the deep-review campaign surfaced, each with its finding(s) and the affected subsystem. The Codebase coverage ledger is "green except Auth/PV cells"; those residual cells are exactly the decisions below — review work is complete, what remains is choosing and applying fixes. Severity uses the Deep-review findings tiers.
Read this as a decision register, not a bug list. A row belongs here when source evidence is already strong enough and the next step is choosing a policy: server authority, filter posture, revive/remove, smoke gate or branch ownership.
Quick path:
- Start with Feature status if you need the human-readable triage view.
- Pick one decision class below and open its canonical page before editing code.
- If you patch gameplay, update the Chernarus source mission first, run LoadoutManager propagation when needed, and record smoke status in Source fix queue /
agent-release-readiness.json.
| Queue | Decision type | Canonical implementation route |
|---|---|---|
| P0 public-server safety | Choose server-side authority and dispatcher/direct-channel hardening before public hosting, or document a real BattlEye/filter deployment as defense in depth only. | PVF dispatch implementation, Public variable channel index, ICBM authority, Economy authority first cut, External integrations. |
| P1 economy and direct-PV migration | Treat spend/effect/direct-PV payloads as requests and re-derive side/funds/supply/effects server-side. | Server authority migration map, Public variable channel index, Attack-wave authority, Support specials. |
| P1/P2 match correctness | Patch default victory winner/double-fire behavior and choose whether threeway victory is real or unsupported. | Victory/endgame atlas, Hardening roadmap. |
| P1 logistics baseline | Decide PR #1 supply heli merge requirements separately from dormant autonomous AI logistics. | Supply mission authority cleanup, Supply mission architecture, Current supply heli PR. |
| P2 commander correctness | Decide commander vote AI/no-commander semantics before patching the vote worker; keep this separate from manual reassignment and broader requester-authority hardening. | Commander vote/reassignment playbook, Commander/HQ lifecycle atlas, Hardening roadmap, Server authority migration map. |
| P2 revive/remove backlog | Decide whether to revive, hide or delete dormant UI/support/marker/mission paths. | Abandoned feature revival, AI commander autonomy audit, Client UI systems atlas. |
| P2/P3 scoped hardening | Patch ready local defects once a maintainer schedules smoke. | Factory queue cleanup, Town AI vehicle safety, Service guards, salvage payout/loop notes in Feature status, Marker cleanup/restoration. |
These rows are merge/release gates for useful branch work. They are not stable-master findings until the target branch is named, Chernarus and maintained Vanilla scope is explicit, and smoke is recorded.
AI commander capture/fun (2026-06-21, 25-agent verified plan). Full analysis, ranked recommendations, A2-safety corrections and telemetry-to-grade each fix live in AI Commander Capture & Fun Improvement Plan. Capture is supply-attrition: a town flips only when armed bodies are inside the 40 m ring with the last defender cleared (
server_town.sqf). Live telemetry baseline before these fixes:unitsPerTeam 5.4–5.8, captures 0/212 activations, STUCKSTAT 256 dispatch : 13 arrive. The four branch rows below are the highest-ROI action (merge what's already built); the two flip rows are owner vetoes that must NOT be enabled without sign-off.
| Branch / feature | Confirmed branch evidence | Owner decision before promotion |
|---|---|---|
origin/claude/aicom-deficitfill-0618 |
Under-strength existing teams refill to 8+ (_floorN raises the produce target + FILL-TO-FLOOR pad), fixing the deployed AI_Commander_Produce.sqf floor-of-1 plateau. Verified as the direct fix for the live unitsPerTeam 5.4 / captures-0 root cause; a fresh re-patch on the deployed file is a no-op, so use the branch. |
Playtest on Hetzner (CMDRSTAT unitsPerTeam should climb to 9–11), confirm MBT/attack-heli exemptions, then merge. Highest single ROI. |
origin/claude/aicom-punchy (head 4bbc0b0f, +e5b1291a2) |
AI-commander kill-rewards wired in RequestOnUnitKilled.sqf (was missing outside the W12 flag), WFBE_C_AICOM_SUPPLY_RESERVE 8000→1000, BOOTSTRAP_SUPPLY 50→120, larger team count / TOTAL_AI_MAX, ASSAULT_HOLD/ASSAULT_SAD extracted, time-curve income. Breaks the supply-starvation spiral and keeps the long-session treasury solvent. |
FPS bet — more teams / higher AI cap pushes the 144-group/side budget. Gate on hosted/HC smoke + SRVPERF/GRPBUDGET before merge; decide whether the constant block is public-server or test-profile. |
origin/claude/aicom-freewins (garrison-stance commit 9d0b246bc) |
Garrison patrol stance locked to RED/AWARE/NORMAL (was a random roll leaving defenders passive ~25% of spawns, observed not returning fire in playtest); W21 VBIED water/forest re-roll; W17 supply convoy targets the front, not the rear HQ town. | Low-risk behavior fixes. Replicate the Common_WaypointPatrolTown.sqf stance fix across all map copies (Chernarus/Takistan/Napf/Lingor/Eden), smoke, merge. |
origin/claude/aicom-light-team-redo (head 328adaf45) |
Light/motorized teams dismount at WFBE_C_AICOM_LIGHT_DISMOUNT_STANDOFF (400 m), hull supports by fire, infantry clear on foot, survivors remount after the flip — ends the truck-into-the-40 m-ring suicide assault. |
Marked "NOT deployed, playtest-pending". Playtest then merge. Note: a fresh re-implementation was rejected (its sketch used A3-only select {} filter + vectorAdd, both fatal in A2); use the branch. |
| AI garrison flip (owner veto) |
WFBE_C_AI_COMMANDER_GARRISON unset (getVariable default 0); WFBE_C_TOWNS_DEFENSE_SPAWN_DELAY = 300 (bare assignment, Init_CommonConstants.sqf:565). Garrison logic in AI_Commander_AssignTowns.sqf:133 is implemented and gated only by the constant; captured towns are naked for ~5 min. |
Reverses "Owner call 2026-06-11: everything goes to the front." Do not enable without Steff. If enabled: set the value at line 565 directly (an isNil-guard is clobbered by the later bare assignment) and RAISE TEAMS_TARGET to keep attacker count, don't lower it. |
| AI artillery flip (owner veto) |
WFBE_C_AI_COMMANDER_ARTILLERY = 0, bare hard-assign at Init_CommonConstants.sqf:139. Fire path + friendly-fire guard (_ownNear == 0) already implemented in AI_Commander_Strategy.sqf. |
Reverses "Steff 2026-06-13: the AI must NOT use artillery." Do not enable without Steff; confirm the original team-kill/imbalance concern is resolved first. Change line 139 directly (isNil-guard won't take). |
| (discovered bug, not a promotion) Donation double-debit | Donating to the AI commander debits the donor twice: client-side (GUI_TransferMenu.sqf) and server-side (RequestAIComDonate.sqf). Confirmed G6 in the deploy JOURNAL. |
Fix regardless of the plan — debit once (server-authoritative). Kills the co-op economy mechanic until fixed. |
origin/feat/ai-commander head c20ce153
|
Source-Chernarus-only diff from origin/master 2cdf5fb8: 9 files, +416/-5. The branch changes WFBE_C_AI_COMMANDER_ENABLED default to enabled (Rsc/Parameters.hpp:96), compiles commander workers (Server/Init/Init_Server.sqf:49-54), starts one supervisor per side (:630-631), runs full/assist loops (Server/AI/Commander/AI_Commander.sqf:29-81) and only guards the old UpdateSupplyTruck nil path (Init_Server.sqf:387-389). Follow-up commits b4b0333f through c20ce153 rewrite lazy condition blocks in the five AI commander scripts, improving static readiness without changing propagation/smoke gates. |
Decide whether default-on AI commander is desired, whether human-commander assist mode may run by default, and whether autonomous logistics stays deferred. Before calling it revived: propagate/review maintained Vanilla, then smoke no-human full command, human assist/no-spend, order execution, town assignment, AI production cap, upgrade debit/costs, commander handoff, HQ death and JIP. |
origin/feat/drone-saturation-strike head 8ca4be90
|
Mission runtime changes are source-Chernarus-only: 15 mission files, +379/-4, with 0 maintained Vanilla mission files changed. The total branch diff is 17 files, +1133/-4 because it also ships docs/superpowers plan/spec files. Drone constants are latest branch tuning: enabled/enhanced defaults, 2 flare + 2 munition drones, 300m cruise altitude, 6m scatter, HP 20, cost 22000 and cooldown 300 (Common/Init/Init_CommonConstants.sqf:243-263). Server support trusts the request payload for side/destination/team (Server/Support/Support_DroneStrike.sqf:1-14) and only checks toggle/cap locally (:16-18, :46-52); the Tactical menu still debits client funds and sends RequestSpecial before server acceptance (Client/GUI/GUI_Menu_Tactical.sqf, DroneStrike / ChangePlayerFunds / RequestSpecial). |
Decide whether this is an economy-affecting paid support or an admin/test feature. If paid, move acceptance, cost, cooldown, upgrade, caller/team/side and map validation server-side before merge; debit only after server accept. Also decide generated Vanilla propagation vs explicit Chernarus-only scope and smoke active-cap cleanup, JIP cooldown, marker/audience behavior, resistance targeting, score effects and performance. |
origin/feat/recon-uav head 563418ea
|
Separate support replacement branch, not just "drone strike plus recon". Mission runtime changes are source-Chernarus-only: 22 mission files, +593/-657, with 0 maintained Vanilla mission files changed. The total branch diff is 25 files, +1461/-657 because it also carries drone/recon docs/superpowers files. It adds ReconUAV/ReconUAVRecall cases (Server/Functions/Server_HandleSpecial.sqf:63-82), deletes the old client UAV module scripts and old Server/Support/Support_UAV.sqf, and adds server AI-flown recon with side-scoped reveal and cleanup (Server/Support/Support_ReconUAV.sqf:1-22, :83-102, :119-132, :140-151). It includes drone history only through 93b47594, not latest 8ca4be90. |
Decide whether ReconUAV replaces the old UAV feature or remains experimental. Rebase/merge consciously against latest drone tuning, then smoke old-UAV removal, deploy/recall, cap decrement, destroyed-UAV cleanup, side-only reveal audience, JIP during active orbit, HQ-loss cleanup and generated Vanilla propagation. |
origin/feat/wf-menu-ops-console head 0767c0b5
|
UI/theme branch from stable origin/master 2cdf5fb8: 23 files, +1033/-154. It rewrites the Chernarus and Vanilla palette macros (Rsc/Styles.hpp:10-40), retints base controls (Rsc/Ressources.hpp:117-131, :274-277), adds a main-menu chevron/footer (Rsc/Dialogs.hpp:1057-1064, :1240-1249), uses bundled-font candidates (Dialogs.hpp:1179, Rsc/Titles.hpp:178-179), mirrors the same shape to Vanilla, and ships docs/superpowers/* plan/spec/mockup files. Static check caveat: branch git diff --check origin/master..origin/feat/wf-menu-ops-console reports trailing whitespace in docs/superpowers/plans/2026-06-03-wf-menu-ops-console.md:78,179. |
Decide whether the ops-console reskin is acceptable as a full UI theme. Before merge: clean branch whitespace, confirm PuristaBold and EtelkaMonospacePro load in Arma 2 OA or choose stock fallbacks, verify Client\images\brand_chevron.jpg loads from the shipped Client/Images/brand_chevron.jpg asset on a packed mission, smoke main menu, buy units, buy gear, upgrades, tactical/help, RHUD/FPS HUD and both Chernarus + Vanilla. |
origin/feat/buymenu-easa-qol head a66d4691
|
Narrow Chernarus UI branch: Client_UIFillListBuyUnits.sqf:1,61-62,104 tints unaffordable displayed base prices red, GUI_Menu_BuyUnits.sqf:201-210 appends live queue counts to factory tabs, GUI_Menu_BuyUnits.sqf:280,335,388,444,487 updates selected-unit cost display and GUI_Menu_EASA.sqf:29-40 marks the current aircraft loadout green and preselects it. Diff is 3 files, +42/-6; git diff --check is clean; no maintained Vanilla files are touched. See BuyMenu EASA QoL branch audit. |
Decide whether to accept these as UI-only QoL changes and whether they need maintained Vanilla propagation. Before merge, smoke Buy Units with affordable/unaffordable units, exact-funds/full-crew cases, queue count refresh without UI churn, final idc 12034 price after the later write, and EASA current-loadout selection with visible, filtered and unset current loadouts. |
origin/feat/player-stats head e01e47e1
|
Adds an off-by-default stats pipeline: WFBE_C_STATS_ENABLED = false (Init_CommonConstants.sqf:443), kill stat hooks (RequestOnUnitKilled.sqf:51-65), Server/Stats/RecordStat.sqf/StatsFlush.sqf, DiscordBot StatsService RPT tailing/accumulation and DiscordBot.Tests/* coverage. Diff is 23 files, +1919/-1; git diff --check is clean; local dotnet test passed 13/13. See Player stats branch audit. |
Decide the deployment model before enabling: RPT path/state files, stats JSON location, UID/privacy policy, log volume, corrupt-JSON recovery policy, Chernarus-only vs Vanilla propagation, DiscordBot test/build gate and whether this should remain in DiscordBot or move toward the mission extension. Runtime smoke should include disabled-by-default proof, enabled stats flush from real RPT lines, bot restart/tail-state behavior and RPT rotation behavior. |
origin/perf/quick-wins head 0076040f
|
Chernarus-only fix branch: 18 files, +27/-27, clean git diff --check, merge base 2cdf5fb8. Fix families include side-supply clamp (Common_ChangeSideSupply.sqf:25, Server_ChangeSideSupply.sqf:12,36), crewless-buy queue decrement (Client_BuildUnit.sqf:366-368), paratrooper marker PV registration (Init_PublicVariables.sqf:40), mine cleaner pair removal (mines_cleaner.sqf:17), garbage collector wfbe_trashed guard (server_collector_garbage.sqf:17), patrol && exits (server_patrols.sqf:26, server_town_patrol.sqf:18), fixed income interval (updateresources.sqf:74), camp-bunker nil-code EH removal (Server_HandleSpecial.sqf:235-236), kill-assist bounty type (RequestOnUnitKilled.sqf:92) and WASP off-by-one/nil defaults. See Perf quick wins branch audit. |
Decide whether to cherry-pick, merge whole, or split into per-fix branches. Before release wording, reconcile with existing docs/source fixes, propagate maintained Vanilla, keep DR-44 side-supply authority separate from the clamp, and smoke economy debit/no-credit inversion, factory queue counters, paratrooper markers, cleaner/camp nil-code behavior, resource-loop cadence and WASP action regressions. |
origin/feat/commander-positions head 560db61c
|
Broad branch with merge base f5985b77, not current stable 2cdf5fb8: 83 files, +524/-2025. It adds source-Chernarus WDDM commander-position anchors/compositions through Structures_CO_US.sqf:168-174, Structures_CO_RU.sqf:166-172, Init_Defenses.sqf:93-183, RequestDefense.sqf:11-14 and Server_ConstructPosition.sqf:1-66. It also carries Valhalla, UI, AFK/profile, HC/static-defense, performance-audit and Vanilla deltas. Branch grep found no maintained Vanilla Server_ConstructPosition or WFBE_POSITION_TEMPLATE_MAP. See Commander positions branch audit. |
Decide whether to split the construction-position feature from unrelated branch baggage and whether to propagate the actual feature to maintained Vanilla. Promotion gates: clean whitespace, recheck DR-6 construction authority, smoke placement-at-clicked-position rather than map corner, CoIn/HQ undeploy cleanup, modular wall usability/pathing and Chernarus/Vanilla scope. |
origin/feature/zargabad-map head e9294ede
|
Terrain branch: 832 files, +77733/-95. Adds Missions_Vanilla/[31-2hc]warfarev2_073v48co.zargabad, terrain integration (ZARGABAD.cs:1-13, SqfFileGenerator.cs:127-130), source hooks (initJIPCompatible.sqf:121-124, Init_Boundaries.sqf:4-10, Init_Zargabad.sqf:1-125) and Zargabad completion/runtime evidence guides. The refreshed head adds/tunes low-pop defaults: AI max 6, player AI max 8, Soldier skill cap 3, team supply cap 30000, UAV 650, town mortar/patrol 420/300, countermeasures 12/18, starting funds 8000, starting supply 3600, ordnance ranges 1500, Air AA/flares/thermal on, ICBM off and price multipliers 0.95/1.15/1.4/1.75/2.0/1.0. Local static validation with Tools\Validate-ZargabadMission.ps1 passed in a detached worktree at e9294ede: 13 towns, 19 camps, 1 airport, 9 starts, 33 town-defense logics, no duplicate ids/missing syncs and no Takistan Zargabad-module spillover. See Zargabad branch audit. |
Decide whether Zargabad is a maintained Vanilla target, a separate low-pop experiment or a branch-only playtest, and whether the tightened low-pop balance defaults are public-server defaults or test-profile defaults. Before promotion: clean or accept 3542 generated whitespace findings, rerun static validation on the candidate head, run hosted/dedicated/JIP/HC smoke, review screenshots/RPT packet, verify class loads, smoke edge guard and black market, and tune town/base/camp/economy/air-price balance. |
origin/feat/supply-helicopter head 262dc431
|
Current PR #1 docs are refreshed against this head. Evidence includes Air-factory upgrade 3 load/action gates (Skill_Apply.sqf:62-72, supplyMissionStart.sqf:21-29), Air upgrade 4 cash-run branch (supplyMissionCompleted.sqf:24-35), load/unload timer constants (Init_CommonConstants.sqf:172-173), lobby toggle (Rsc/Parameters.hpp:4-10) and retained SupplyByHeli state after completion (supplyMissionCompleted.sqf:40-41 clears amount/source only). No maintained Vanilla SupplyByHeli/heli constant hits found. |
Decide Air-upgrade level semantics, cash-run economy, pilot/commander payout behavior, whether to clear SupplyByHeli, load/unload timer UX and Vanilla propagation. Also review non-supply baggage and branch whitespace because the diff is not supply-only. |
Decision: add server-side authority to spend/effect paths, or accept client-authoritative economy and ship a real BattlEye filter set. The forgery class has two surfaces and the decision must cover both:
-
PVF dispatcher — current stable
origin/master@0139a346has removed dispatcher-timeCall CompileinServer/Functions/Server_HandlePVF.sqf/Client/Functions/Client_HandlePVF.sqf, but it still accepts any resolved missionNamespaceCODEname. Remaining owner decision: validate against the knownSRVFNC*/CLTFNC*set, reject/log forged names, then re-derive authority in each handler. Miksuu/perf/historical-release refs still need theCall Compileremoval port. (The current stable lookup removes the per-message recompile, DR-38.) -
Direct
publicVariableServerchannels — e.g.ATTACK_WAVE_INIT(DR-41); each needs its own server re-derivation. See Public variable channel index.
| Path | Finding | Severity |
|---|---|---|
| PVF dispatch RCE/forgery | DR-1 | High |
SEND_MESSAGE direct-PV message-text RCE |
DR-46 | High |
Construction (RequestStructure/RequestDefense/MHQ) |
DR-6 | High |
| Unit purchase | DR-14 | High (architectural) |
| Structure sale | DR-16 | High |
| Side-supply transfer (overspend floor) | DR-22 | High |
Side-supply ledger directly client-writable (forged wfbe_supply_temp_<side>) |
DR-44 | High |
| Upgrades | DR-23 | High |
ICBM superweapon (forged RequestSpecial) |
DR-27 | Critical |
Non-ICBM RequestSpecial support effects |
PR #125 177ef1385f has a maintained-root first cut for player support/UAV, SCUD, GUER mortar, supply-truck respawn and camp repair: requester/team/player/actor/object/funds/cooldown checks happen server-side and static smoke covers the guard families. Owner decisions remain for runtime accept/reject proof, residual bookkeeping tags, modded fork propagation and the larger PV sender-auth model. Keep this lane separate from construction/defense and RequestOnUnitKilled, which remain open. |
High |
| Gear/EASA + vehicle rearm/repair/refuel/heal | DR-28 | High |
| Attack-wave price modifier (direct PV) | DR-41 | High |
BattlEye option is not shipped (22-byte kickAFK stub only, no scripts.txt) |
DR-30 | informs the choice |
Caveat (DR-30): BattlEye filter files normally live in the server's
BEpathoutside the mission PBO, so confirm the production posture with the server owner before assuming it is unprotected.
| Decision | Finding | Severity | Note |
|---|---|---|---|
| Victory winner-inversion + duplicate game-end | DR-11, DR-13 (mechanism DR-36) | High | one-line: parenthesize/guard both win clauses with !WFBE_GameOver + exitWith the side forEach on win |
| Threeway mode has no victory detection | DR-12 | Medium | enable detection when WFBE_C_VICTORY_THREEWAY != 0
|
| Commander vote AI/no-commander semantics | DR-47 | Medium | Branch split: current stable/B69/B74 already use _highest >= _aiVotes at Server_VoteForCommander.sqf:43, while docs/source/Miksuu/perf/historical refs still use `>= |
| Commander-assign call-shape bug | DR-15 | Medium |
_side = _this -> _this select 0; use Commander vote/reassignment for adjacent vote/UI/notification smoke. |
| Supply-mission cooldown key casing | DR-18 | Medium | align lastSupplyMissionRun vs LastSupplyMissionRun (case-sensitive getVariable) |
| HQ-killed non-idempotent score exploit | DR-20 | Medium | idempotency guard on the killed-EH |
| Factory queue soft-lock + broadcast churn | DR-33 | Medium | decrement WFBE_C_QUEUE on all exit paths; unique token |
| HC static-defence update-back commented out | DR-42 | Low/Med | restore the update-back or document as fire-and-forget |
DiscordBot TypeNameHandling.All insecure deser |
DR-31 | High (latent) |
.All → .None (data is a flat DTO) |
| GLOBALGAMESTATS extension dormant deser + async-void race | DR-29 | Med | delete dead .Auto load; fix File.Replace race |
| AntiStack external DB deployment mode | DR-7, DR-8, DR-9, DR-10 | High/ops | choose one: keep AntiStack enabled only with the separate A2WaspDatabase DLL installed plus return-shape/circuit-breaker hardening, or default/operate AntiStack disabled until that dependency is confirmed; building the in-repo Extension project does not satisfy this dependency |
Use Abandoned feature revival for the source-backed revive/remove matrix behind the MASH, WASP, AI supply truck, stale UI and modded-mission rows. Paratrooper markers have moved out of the revive/remove bucket for maintained source/Vanilla: see Paratrooper marker revival and the smoke-pending row below.
| Decision | Finding | Note |
|---|---|---|
| Client-visible indicator audit scope | HUD/title resources, map markers, menu/list icons, support markers, server-FPS/status channels and local image references are spread across UI, marker, support and performance code. | Explore before redesigning or pruning. Start with Client UI systems atlas, then decide which indicators are public player UX, commander-only, admin/debug, stale/dead or branch-only. |
| Modded missions: regenerate from source vs maintain as forks | DR-32 | Napf/eden/lingor are divergent hand-edited forks; source fixes don't reach them |
| 4 abandoned stub missions: complete or delete | DR-32 | sahrani/dingor/tavi/isladuala are non-runnable (1–20 files) |
| MASH map-marker feature: revive or remove | DR-34 / DR-3 recheck | Source/Vanilla local MASH respawn is separate; shared markers are orphaned: active server relay has no maintained-mission sender, receiver compile is commented, and eden/lingor show sender-only modded drift. Revival needs a server-held list, JIP re-send and unique marker names; otherwise archive or remove the relay. |
| Paratrooper drop markers: smoke propagated fix / decide modded drift | DR-2 | source Chernarus + maintained Vanilla now register the callback and ship the handler; Arma smoke and divergent modded folders remain |
| Dead WASP actions (OnArmor, GearYouUnit) | DR-35 | commented in WASP/actions/AddActions.sqf:4
|
supplyMissionActive.sqf dead twin |
DR-39 | compiled but never called |
Init_Server.sqf duplicate binds: 3 live + commented remnants |
DR-43b | Canonical matrix: Server init bind cleanup. Docs checkout 2f2132f8 and Miksuu b8389e74 keep live duplicates for LogGameEnd, PlayerObjectsList and AwardScorePlayer in both maintained roots; stable origin/master cf2a6d6a and release a96fdda2 are de-duplicated in both maintained roots; perf 0076040f is Chernarus-only for this cleanup. De-duplicate where still present, coordinate LogGameEnd with DR-13/DR-36 and do not re-enable commented AFK/FPS/MASH remnants. |
version.sqf referenced by description.ext:39 and initJIPCompatible.sqf:4; generated target roots need verification |
DR-43a | Rechecked 2026-06-14: current docs checkout has no present or tracked Chernarus/Vanilla generated version.sqf; LoadoutManager still owns generated terrain metadata and modded/stub roots remain incomplete. Keep pre-pack/pre-test checks for every supported target mission root and clean checkout. |
| Decision | Finding | Note |
|---|---|---|
Post-join wfbe_* waitUntil chain has no timeouts |
DR-37 | a never-set synced var hangs the JIP client; add defensive timeouts |
| Server-FPS hosted/listen busy-loop | DR-19 | Repo docs branch HEAD@4a1bc13edde6 is source-unchanged from d0161083 / a27086cd and Chernarus + Vanilla early-exit on !isDedicated in both FPS publishers (serverFpsGUI.sqf:1, monitorServerFPS.sqf:1). Current stable/B74.1 origin/master@f8a76de34, current B74.2 21b62b04, B69/B74 and live FPS-named branches use one guarded serverFpsGUI.sqf:4 publisher and no maintained-root monitorServerFPS.sqf; stable starts/removes at Chernarus Init_Server.sqf:950,:996-998 / Vanilla :937,:983-985, B74.2 line-drifts source Chernarus to :983,:1029-1031, and historical a96fdda2 matches with older :579,:595-597 anchors. No current release/* or origin/dev/july-update-hosted-server-fps-loop-fix head was found on 2026-06-24. Miksuu b8389e748243 and perf 0076040f still keep the old two-loop shape. Arma smoke remains. |
WASP global_marking_monitor.sqf:62 sleepless display-wait |
DR-40 | use the throttled waitUntil {sleep …; cond} idiom |
- Do not open a gameplay branch from this page alone; follow the canonical implementation page for source paths, exact evidence and smoke gates.
- Treat "owner decision" as not a remaining research gap unless a page explicitly says "research-needed".
- If a decision is made, update this page, Feature status, Hardening roadmap,
agent-hardening-backlog.jsonlandagent-feature-status.jsonl. - If a feature is removed instead of revived, preserve a short source-backed note explaining why so future agents do not rediscover it as "missing".
Scoreboard: Codebase coverage ledger | Evidence: Deep-review findings | Channels: Public variable channel index
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
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- Progress dashboard
- PR cleanup and integration lab
- Shelved PR #169: gear price double-count
- Shelved PR #194: Chernarus no-trees
- Coordination board
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- Architecture overview
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- Lifecycle wait chain
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- Mission parameters/localization/build inputs
- Stringtable localization key-family catalog
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- 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 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