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Performance Opportunity Sweep
This page ranks source-backed performance opportunities found in the Chernarus source mission. It separates quick low-risk wins from higher-value fixes that are already bundled with security, correctness or gameplay behavior.
| Priority | Opportunity | Source evidence | Why it matters | Implementation shape |
|---|---|---|---|---|
| P0 | PVF dispatcher lookup |
Server/Functions/Server_HandlePVF.sqf:14, Client/Functions/Client_HandlePVF.sqf:22, Common/Init/Init_PublicVariables.sqf:43-50
|
Every PVF dispatch recompiles the sender-chosen function string even though init already compiles CLTFNC* and SRVFNC*. This is also DR-1 security hardening. |
Use the PVF dispatch playbook: validated namespace/allowlist lookup, keep Spawn, log rejects. |
| P1 | Hosted server FPS loop sleep/consolidation |
Server/GUI/serverFpsGUI.sqf:1-11, Server/Module/serverFPS/monitorServerFPS.sqf:1-8, Server/Init/Init_Server.sqf:577-595
|
Both loops sleep only inside isDedicated. On hosted/listen server they can spin forever. Dedicated servers also run two near-identical 8-second FPS publishers. |
If hosted mode matters, either exit immediately when !isDedicated or move sleep outside the branch. Consider one shared publisher for both SERVER_FPS_GUI and WFBE_VAR_SERVER_FPS. |
| P1 | Supply mission command-center scan narrowing | Server/Module/supplyMission/supplyMissionStarted.sqf:37-45 |
Every active supply mission checks every nearby object class with nearestObjects [..., [], 80] every 3 seconds, then filters with isKindOf "Base_WarfareBUAVterminal". |
Change the scan class array to command-center terminal classes or the base Base_WarfareBUAVterminal class if OA inheritance behaves as expected. Keep the 3-second cadence unless smoke data says otherwise. |
| P2 | Duplicate Skill_Init and non-idempotent Soldier AI cap |
Client/Init/Init_Client.sqf:547, Client/Init/Init_Client.sqf:571-572, Client/Module/Skill/Skill_Init.sqf:39-49
|
Client init runs Skill_Init.sqf twice. For Soldier class, that multiplies local WFBE_C_PLAYERS_AI_MAX by 1.5 twice. With the default 16, the local cap can become 36 instead of the intended 24. This is a balance/perf multiplier. |
Compile/init skills once, then call WFBE_SK_FNC_Apply separately. Or make the Soldier cap adjustment idempotent by storing base cap / applied flag. |
| P2 | Factory queue broadcast churn and soft-lock |
Client/Functions/Client_BuildUnit.sqf:167-207, Client/Functions/Client_BuildUnit.sqf:364-365, Client/Functions/Client_BuildUnit.sqf:467-469
|
Queue token is low-entropy random, queu is broadcast on each mutation, and empty-vehicle exit skips the later local queue decrement. This is both player-facing correctness and network churn. |
Use the existing factory-queue-cleanups backlog: decrement on every exit path, use unique queue tokens, reduce public queue writes where UI allows. |
| P2 | WASP marker dialog busy-spin |
WASP/global_marking_monitor.sqf:57-73, WASP/global_marking_monitor.sqf:80-81
|
Double-click map marker naming disables user input and then spins until display 54 appears or a 2-second timeout expires. The same file already uses a throttled waitUntil {sleep 0.1; ...} pattern for display 12. |
Replace the inner while {time < _this} with a throttled wait loop that always re-enables input. Smoke map double-click marker naming. |
| P3 | Cleaner/restorer wide scans |
Server/FSM/cleaners/crater_cleaner.sqf:14-49, Server/FSM/cleaners/droppeditems_cleaner.sqf:14-45, Server/FSM/cleaners/ruins_cleaner.sqf:9-28, Server/FSM/restorers/buildings_restorer.sqf:10-26
|
These use very wide class-filtered nearestObjects scans, but run on long timers, sleep between per-item work, and already emit PerformanceAudit records. |
Do not patch first. Use RPT audit rows to prove actual cost, then consider smaller terrain-aware centers/radii or tracked-object lists. |
Source files:
Missions/[55-2hc]warfarev2_073v48co.chernarus/Server/GUI/serverFpsGUI.sqfMissions/[55-2hc]warfarev2_073v48co.chernarus/Server/Module/serverFPS/monitorServerFPS.sqfMissions/[55-2hc]warfarev2_073v48co.chernarus/Server/Init/Init_Server.sqfMissions/[55-2hc]warfarev2_073v48co.chernarus/Server/Module/supplyMission/supplyMissionStarted.sqfMissions/[55-2hc]warfarev2_073v48co.chernarus/WASP/global_marking_monitor.sqfMissions/[55-2hc]warfarev2_073v48co.chernarus/Client/Functions/Client_BuildUnit.sqfMissions/[55-2hc]warfarev2_073v48co.chernarus/Server/Functions/Server_HandlePVF.sqfMissions/[55-2hc]warfarev2_073v48co.chernarus/Client/Functions/Client_HandlePVF.sqfMissions/[55-2hc]warfarev2_073v48co.chernarus/Common/Init/Init_PublicVariables.sqfMissions/[55-2hc]warfarev2_073v48co.chernarus/Client/FSM/updatetownmarkers.sqfMissions/[55-2hc]warfarev2_073v48co.chernarus/Client/FSM/updateteamsmarkers.sqfMissions/[55-2hc]warfarev2_073v48co.chernarus/Client/Client_UpdateRHUD.sqfMissions/[55-2hc]warfarev2_073v48co.chernarus/Client/Module/Skill/Skill_Init.sqfMissions/[55-2hc]warfarev2_073v48co.chernarus/Server/FSM/server_town.sqfMissions/[55-2hc]warfarev2_073v48co.chernarus/Server/FSM/server_town_ai.sqfMissions/[55-2hc]warfarev2_073v48co.chernarus/Server/FSM/cleaners/*Missions/[55-2hc]warfarev2_073v48co.chernarus/Server/FSM/restorers/buildings_restorer.sqf
Wiki/docs:
- AI, headless and performance
- Feature status register
- Hardening roadmap
- Arma 2 OA external reference guide
agent-hardening-backlog.jsonl
Init_PublicVariables.sqf:43-50 compiles each listed client/server handler into CLTFNC* / SRVFNC* globals and installs PVEHs. But Server_HandlePVF.sqf:14 and Client_HandlePVF.sqf:22 still do Spawn (Call Compile _script) per incoming message.
This is the most valuable performance-adjacent fix because it removes avoidable runtime compilation and closes the DR-1 arbitrary handler-string trust boundary. Do not treat it as a micro-optimization only; it belongs in the P0 hardening branch.
Validation:
- Source-only: every registered
_clientCommandPVand_serverCommandPVresolves to CODE after init. - Dedicated smoke: one server-bound PVF and one client-bound PVF still work.
- Negative smoke: bogus command string is rejected and logged without executing.
serverFpsGUI.sqf and monitorServerFPS.sqf both run while {true}. Their only sleep 8 sits inside if (isDedicated). On non-dedicated/hosted server, the branch is skipped and the loop has no sleep.
This is a small, low-risk patch if hosted/listen mode is supported. On dedicated servers, the current behavior is not a CPU spin, but there are still two publishers broadcasting closely related values every 8 seconds.
Validation:
- Hosted/listen source smoke: loop exits or sleeps when
!isDedicated. - Dedicated smoke: both HUD/status consumers still receive server FPS at the expected cadence, or documented consumers are migrated to one shared variable.
supplyMissionStarted.sqf:37-45 loops while the supply vehicle is alive. Every 3 seconds it scans all object classes within 80 meters and checks each result for Base_WarfareBUAVterminal.
This is a contained low-risk improvement because the code already wants one class family. The Arma 2 OA external reference guide flags broad nearestObjects scans as review targets, and the supply mission cleanup playbook already calls this out.
Validation:
- Source-only: broad empty class array is gone.
- Dedicated smoke: supply completion still detects command centers for both sides and PR #1 supply helicopter/truck variants.
- JIP note: completion detection is server-side; cooldown JIP behavior should remain pull-based and unchanged.
Init_Client.sqf runs Skill_Init.sqf at :547, selects default gear based on WFBE_SK_V_Type, then runs Skill_Init.sqf again at :571 before WFBE_SK_FNC_Apply.
Skill_Init.sqf:49 mutates WFBE_C_PLAYERS_AI_MAX for Soldier class by setting it to ceil (1.5 * current value). Because there is no guard or remembered base value, the double init compounds the cap. With default WFBE_C_PLAYERS_AI_MAX = 16, first init gives 24 and second init gives 36.
This is an opportunity because it can inflate per-player AI counts and affect server/client load. It is also a balance bug if Soldier was intended to get only one 1.5x boost.
Validation:
- Source-only:
Skill_Init.sqfruns once, or the Soldier cap mutation is idempotent. - Local smoke: Soldier sees the intended AI cap; non-Soldier classes keep their normal cap.
- Respawn smoke:
Client_PreRespawnHandler.sqfcan still callWFBE_SK_FNC_Apply.
Client_BuildUnit.sqf:167-172 uses varQueu, then immediately changes varQueu to random(10)+random(100)+random(1000). Queue changes are broadcast with _building setVariable ["queu", _queu, true] at :172, :191 and :207. Empty vehicle purchases can exit at :365 before the local queue cap is decremented at :467-469.
This is already in the hardening backlog as factory-queue-cleanups. Treat the soft-lock first, then reduce token/broadcast churn. Because the queue is visible to clients, do not silently remove network publication without checking UI consumers.
Validation:
- Repeated crewless empty-vehicle purchases do not soft-lock the local queue.
- Two simultaneous buyers cannot collide on the front token.
- Queue UI remains correct with reduced broadcasts.
global_marking_monitor.sqf:57-73 disables input, spawns a 2-second window, and polls findDisplay 54 without sleep. The same file uses a better waitUntil {sleep 0.1; !isNull (findDisplay 12)} pattern at :80.
This is not a server-wide disaster because it is one player action and time-bounded. It is still a friendly low-risk cleanup because the code already has the desired idiom.
Validation:
- Double-clicking the map still opens marker creation and prefixes marker text with player name on Enter.
- Escape still clears handlers.
- Input is always re-enabled, including timeout/no-dialog cases.
server_town.sqf and server_town_ai.sqf use per-town nearEntities scans, but both already have cooperative per-town sleep 0.05, a sleep 5 between full cycles, and PerformanceAudit records with scan/detected/cycle metrics.
Patch only after RPT evidence shows these rows dominate. Changing detection cadence or class filters risks gameplay behavior: capture, town activation, despawn and patrol behavior depend on those scans.
updatetownmarkers.sqf now caches marker names/text, delays closed-map refreshes, and records skipped text writes. updateteamsmarkers.sqf updates only when map/GPS/Warfare UI is visible, throttles AI leader updates to 1 second, and records marker operations.
These are not first-patch targets. Use PerformanceAudit output before touching cadence.
Client_UpdateRHUD.sqf sleeps 1 second, caches display/control state, and avoids redundant text/color writes. It should stay measurement-led.
The whole-map cleaner/restorer scripts have wide scans, but they are class-filtered, low cadence and instrumented. Their sleep 0.5 per item intentionally spreads deletion/restoration work. Treat them as audit-first candidates.
- PVF dispatcher lookup, because it is both P0 security and performance.
- Hosted server FPS loop sleep/consolidation, if hosted/listen mode still matters.
- Duplicate
Skill_Initidempotency, because it can inflate AI caps. - Supply mission scan narrowing, bundled with the supply mission authority cleanup playbook.
- Factory queue cleanup, because it fixes both soft-lock and network churn.
- WASP marker dialog wait cleanup.
- Audit-led cleaner/restorer or marker-loop tuning only after RPT evidence.
For Codex:
- Keep this page linked from dashboard/status/context/backlog.
- Avoid scattering performance notes across subsystem pages unless they are implementation-ready.
For Claude:
- Good contradiction checks: prove whether the double
Skill_Initcall is intentional or historical accident; inspect whether any UI path consumes every broadcastqueuupdate; verify exact class inheritance forBase_WarfareBUAVterminalin OA before a scan-narrowing patch.
For a future code owner:
- Smallest code patch: hosted FPS loop sleep/exit.
- Highest value patch: PVF dispatcher lookup from the existing playbook.
- New cleanup package:
client-skill-init-idempotency.
Previous: AI, headless and performance | Next: Hardening roadmap
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