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Performance Opportunity Sweep

rayswaynl edited this page Jun 6, 2026 · 37 revisions

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.

For the old BennyBoy WarfareBE comparison that sparked the current FPS discussion, see Old WarfareBE performance comparison. That page separates old-code lessons from A/B test variables so current Wasp changes can be measured rather than guessed.

Ranked Opportunities

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 origin/master Server/GUI/serverFpsGUI.sqf:1-12, Server/Module/serverFPS/monitorServerFPS.sqf:1-8; branch-local guarded files at :1-10 / :1-8 origin/master still has the DR-19 busy-loop shape. This docs branch has early !isDedicated exits in both publishers; origin/release/2026-06-feature-bundle has a guarded serverFpsGUI.sqf and removes the redundant Chernarus monitorServerFPS.sqf path. Arma smoke remains pending. Merge/adopt the branch fix before calling DR-19 shipped on master; smoke dedicated RHUD FPS updates and hosted/listen no-spin behavior. See Hosted server FPS loop sleep.
P1 Old-FPS opportunity pack Returned scout threads old-vs-current-fps-opportunity-scout and old-be-current-wasp-fps-opportunity-scout-2; reports C:\Users\Steff\Documents\Codex\2026-06-05\wasp-old-vs-current-fps-investigation\outputs\Old-BE-vs-Current-Wasp-FPS-Opportunity-Audit.md and C:\Users\Steff\Documents\Codex\2026-06-05\wasp-old-mission-fps-opportunity-window\outputs\Old-BE-vs-Current-Wasp-FPS-Opportunity-Scout.md; owner pages Old WarfareBE performance comparison, Player AI caps, Testing workflow The final evidence-backed order is now: AI-source scoreboard, role-aware player-owned AI cap pilot, HC proof pack, low-SV town group branch, static-defense lifecycle/HC accounting, cleaner/object-count evidence, then PV/server-FPS/network cleanups. Old BE is a conservative Takistan Lite OA baseline, not proof that old FSM town loops or bandwidth settings are cheaper. Treat as a test/config/docs bundle first. Public pilot can cap normal roles near 10, but final design should be a server-published role-aware dynamic budget with buy menu and RHUD parity. Only patch source after the 10/15/20/25/30 test matrix chooses a lane.
P1 Supply mission command-center scan narrowing Current source/stable Server/Module/supplyMission/supplyMissionStarted.sqf:25,28; release 7ff18c49 :52,58 Current source Chernarus and maintained Vanilla, stable origin/master, Miksuu and perf/quick-wins still scan all object classes inside 80 m, then filter Base_WarfareBUAVterminal in SQF. Release 7ff18c49 carries a PR #1-compatible typed scan with heli-aware radius in both maintained release roots. Arma smoke remains pending. Port/adopt the release typed scan before calling DR-39 fixed on current source; smoke truck/heli delivery at command centers and no-completion near unrelated objects. See Supply mission scan narrowing.
P2 Duplicate Skill_Init and non-idempotent Soldier AI cap origin/master Client/Init/Init_Client.sqf:561,585-586; docs-branch :547,571; Client/Module/Skill/Skill_Init.sqf:39-49 origin/master and origin/release/2026-06-feature-bundle still run Skill_Init.sqf twice before applying skills. This docs branch removes the second init and keeps WFBE_SK_FNC_Apply; Arma smoke remains pending before calling the fix shipped. Merge/adopt the branch fix, then smoke Soldier/non-Soldier caps and respawn skill reapply. See Client skill init idempotency.
P2 Factory queue broadcast churn and soft-lock Client/Functions/Client_BuildUnit.sqf:167-172, Client/Functions/Client_BuildUnit.sqf:365-369, Client/Functions/Client_BuildUnit.sqf:467-469 Current source still has the random queue token and empty-vehicle counter leak. Public queu broadcasts also remain on queue mutations. Smoke repeated crewless buys, normal crewed/infantry buys, concurrent buyers and factory-dead cleanup. Broadcast reduction remains a follow-up. See Factory queue cleanup.
P2 WASP marker dialog busy-spin WASP/global_marking_monitor.sqf:57-73, WASP/global_marking_monitor.sqf:80-81 Current source still has the short display-54 busy wait; patch with a throttled wait and preserve input re-enable behavior. Smoke map double-click marker naming, Enter prefixing, Escape cleanup and timeout/no-dialog input re-enable. See WASP marker wait cleanup.
P3 Cleaner/restorer wide scans Server/FSM/cleaners/crater_cleaner.sqf:14-49, Server/FSM/cleaners/droppeditems_cleaner.sqf:15,22,29, Server/FSM/cleaners/ruins_cleaner.sqf:9-28, Server/FSM/restorers/buildings_restorer.sqf:10-26; cadence/cost guide in Marker cleanup/restoration atlas These use very wide class-filtered nearestObjects scans, but run on long timers, sleep between per-item work, and already emit PerformanceAudit records. droppeditems_cleaner.sqf is the clearest scan-refactor target because it repeats three 20 km scans over the same center for weaponholder, Mine and MineE. Garbage/empty-vehicle collectors are the opposite shape: 0.5-second registry drains where idempotent queue/flag behavior matters more than scan narrowing. Do not patch first. Use RPT audit rows to prove actual cost, then consider smaller terrain-aware centers/radii, combined scan strategy or tracked-object lists. Fix mine pair removal and garbage flag mismatch as correctness items before speculative cadence changes.

What Was Read

Source files:

  • Missions/[55-2hc]warfarev2_073v48co.chernarus/Server/GUI/serverFpsGUI.sqf
  • Missions/[55-2hc]warfarev2_073v48co.chernarus/Server/Module/serverFPS/monitorServerFPS.sqf
  • Missions/[55-2hc]warfarev2_073v48co.chernarus/Server/Init/Init_Server.sqf
  • Missions/[55-2hc]warfarev2_073v48co.chernarus/Server/Module/supplyMission/supplyMissionStarted.sqf
  • Missions/[55-2hc]warfarev2_073v48co.chernarus/WASP/global_marking_monitor.sqf
  • Missions/[55-2hc]warfarev2_073v48co.chernarus/Client/Functions/Client_BuildUnit.sqf
  • Missions/[55-2hc]warfarev2_073v48co.chernarus/Server/Functions/Server_HandlePVF.sqf
  • Missions/[55-2hc]warfarev2_073v48co.chernarus/Client/Functions/Client_HandlePVF.sqf
  • Missions/[55-2hc]warfarev2_073v48co.chernarus/Common/Init/Init_PublicVariables.sqf
  • Missions/[55-2hc]warfarev2_073v48co.chernarus/Client/FSM/updatetownmarkers.sqf
  • Missions/[55-2hc]warfarev2_073v48co.chernarus/Client/FSM/updateteamsmarkers.sqf
  • Missions/[55-2hc]warfarev2_073v48co.chernarus/Client/Client_UpdateRHUD.sqf
  • Missions/[55-2hc]warfarev2_073v48co.chernarus/Client/Module/Skill/Skill_Init.sqf
  • Missions/[55-2hc]warfarev2_073v48co.chernarus/Server/FSM/server_town.sqf
  • Missions/[55-2hc]warfarev2_073v48co.chernarus/Server/FSM/server_town_ai.sqf
  • Missions/[55-2hc]warfarev2_073v48co.chernarus/Server/FSM/cleaners/*
  • Missions/[55-2hc]warfarev2_073v48co.chernarus/Server/FSM/restorers/buildings_restorer.sqf

Wiki/docs:

Notes By Area

PVF Dispatch

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 _clientCommandPV and _serverCommandPV resolves 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.

Hosted Server FPS Loops

On origin/master, serverFpsGUI.sqf and monitorServerFPS.sqf both run while {true} with their only sleep 8 inside if (isDedicated). On non-dedicated/hosted server, that branch is skipped and the loop has no sleep.

This docs branch's source already has the low-risk DR-19 shape: both publishers exit immediately on !isDedicated, then keep the dedicated 8-second cadence. The remaining work is smoke and branch adoption, plus the separate decision of whether to consolidate two closely related FPS variables.

The old-FPS scout rechecked the consumers: RHUD reads SERVER_FPS_GUI (Client/Client_UpdateRHUD.sqf:113), while no obvious current-source consumer was found for WFBE_VAR_SERVER_FPS beyond its publisher. Do not remove it on that search alone; use a branch smoke or full consumer grep across maintained/generated mission copies before consolidation.

Validation:

  • Hosted/listen source smoke: both publisher scripts exit 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.

Supply Mission Scan

Current source supplyMissionStarted.sqf:24-28 scans all object classes within 80 meters and checks each result for Base_WarfareBUAVterminal. Stable origin/master, Miksuu and perf/quick-wins keep the same broad-enumeration/post-filter shape in both maintained roots.

Docs/source f3e157f2 carries a typed 80 m scan in both maintained roots; release 7ff18c49 carries a PR #1-compatible typed scan in both maintained release roots by changing the command-center search to ["Base_WarfareBUAVterminal"] with truck/heli radius selection. Local current source/stable/Miksuu/perf still need that port if the performance cleanup is desired. The code already wanted that class family, and the 8-meter nearby-player scan intentionally remains broad. Arma smoke remains pending.

Do not "optimize" the command-center scan by switching it to nearEntities: the target is a Base_WarfareBUAVterminal structure, so the safe shape is class-filtered nearestObjects/nearObjects plus isKindOf (supplyMissionStarted.sqf:25,28). In this mission, nearEntities belongs to entity/logics proximity scans such as camps, towns, vehicles and units.

Validation:

  • Current source/stable/upstream/perf: still broad-enumerate the 80-meter command-center scan, then post-filter Base_WarfareBUAVterminal.
  • Release 7ff18c49: both maintained release roots have the typed ["Base_WarfareBUAVterminal"] command-center scan and still have the broad nearby-player scan.
  • 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.

Duplicate Skill Initialization

origin/master runs Skill_Init.sqf at Init_Client.sqf:561, selects default gear based on WFBE_SK_V_Type, then runs Skill_Init.sqf again at :585 before WFBE_SK_FNC_Apply at :586. origin/release/2026-06-feature-bundle has the same duplicate pattern at :562 and :586, with Apply at :587. This docs branch has the intended shape: Skill_Init.sqf once at :547, then WFBE_SK_FNC_Apply at :571.

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 patched in this docs branch's source Chernarus by removing the second client init call while preserving the later WFBE_SK_FNC_Apply call. origin/master and the release branch still need adoption; Arma smoke remains pending for Soldier/non-Soldier caps and respawn reapply.

Validation:

  • Branch-local source: done. This docs branch runs Skill_Init.sqf once and still calls WFBE_SK_FNC_Apply; origin/master and origin/release/2026-06-feature-bundle still have the duplicate init.
  • Local smoke: Soldier sees the intended AI cap; non-Soldier classes keep their normal cap.
  • Respawn smoke: Client_PreRespawnHandler.sqf can still call WFBE_SK_FNC_Apply.

Factory Queue

Client_BuildUnit.sqf:167-172 still uses the low-entropy random FIFO token. Queue changes are still broadcast with _building setVariable ["queu", _queu, true] at :172, :191 and :207. Empty vehicle purchases still need local queue-cap cleanup before exiting at :365.

The hardening backlog item factory-queue-cleanups is patch-ready: soft-lock cleanup and token identity are the first pieces, while public queue broadcast reduction remains a separate UI-aware follow-up. 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.

WASP Marker Dialog

global_marking_monitor.sqf:57-73 still needs a throttled wait for display 54 while preserving input re-enable after display-open or timeout. The same file already used waitUntil {sleep 0.1; !isNull (findDisplay 12)} at :80.

This remains a small local UI cleanup, not a server-wide performance fix. See WASP marker wait cleanup for the patch shape and smoke plan.

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.

Not First-Patch Items

Town And Town-AI Loops

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.

AntiStack And Collector Loops

AntiStack loop candidates are measurement-first, not first-patch simplifications. The server startup cluster launches countPlayerScores, updateScoreInternal, skillDiffCompensation and launch-join ACK workers, while garbage and empty-vehicle collectors drain registries at short cadence. These loops have correctness roles around join balance, skill totals, score persistence, cleanup idempotency and player-occupied object safety.

Do not reduce cadence or remove waits before collecting RPT/DB latency evidence and checking disabled-AntiStack, teamswap, launch join, late join and match-end behavior. AntiStack and PerformanceAudit should be explicit A/B variables in old-vs-current performance weekends because both are current-only support surfaces and both default on in current parameter/config paths. For collectors, validate array shape, idempotency flags and crew/player occupancy before optimizing queue drains.

Client Marker Loops

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.

Common marker helpers are in the same caution bucket: Common_MarkerUpdate.sqf:73-109,182-229 and Common_AARadarMarkerUpdate.sqf:54-75,105-106,184 already cache marker text/position/color or radar marker state. These are not first-patch targets. Use PerformanceAudit output before touching cadence.

RHUD

Client_UpdateRHUD.sqf sleeps 1 second, caches display/control state, and avoids redundant text/color writes. It should stay measurement-led.

Cleaner And Restorer Wide Scans

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.

The current source-level cadence readout is now in Marker cleanup/restoration atlas. Use these labels in the server RPT before tuning: cleaner_droppeditems, cleaner_craters, cleaner_ruins, restorer_buildings, cleaner_mines, server_garbage_collector and emptyvehiclescollector. A wide scan is not automatically a hot path when the timer is 30-90 minutes; a 0.5-second loop is not automatically unsafe if the registry stays tiny and idempotent.

Suggested Patch Order

  1. PVF dispatcher lookup, because it is both P0 security and performance.
  2. Hosted server FPS loop sleep/consolidation, if hosted/listen mode still matters.
  3. Branch-scoped outside origin/master: docs/source and origin/release/2026-06-feature-bundle carry typed supply mission scan narrowing, while local current source/stable/Miksuu/perf remain broad/post-filter; master adoption and smoke remain.
  4. Factory queue cleanup is patch-ready for counter leak and token identity; current source still needs the code patch, and broadcast reduction remains a later UI-aware follow-up.
  5. WASP marker dialog wait cleanup remains an opportunity; code patch and Arma smoke remain.
  6. Audit-led cleaner/restorer or marker-loop tuning only after RPT evidence.

Handoff

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_Init call is intentional or historical accident; inspect whether any UI path consumes every broadcast queu update; verify exact class inheritance for Base_WarfareBUAVterminal in OA before a scan-narrowing patch.

For a future code owner:

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