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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 |
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 | Supply mission command-center scan narrowing |
origin/master Server/Module/supplyMission/supplyMissionStarted.sqf:24-28; branch-local :24-28; release :46-53
|
origin/master still scans all object classes inside 80 m then filters in SQF. This docs branch narrows the 80 m scan to ["Base_WarfareBUAVterminal"]; origin/release/2026-06-feature-bundle carries a PR #1-compatible narrowed scan with heli-aware radius. Arma smoke remains pending. |
Merge/adopt the branch fix before calling DR-39 shipped on master; 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 |
Client/Init/Init_Client.sqf:547, former duplicate :571, Client/Module/Skill/Skill_Init.sqf:39-49
|
Patched in source Chernarus and maintained Vanilla Takistan: client init now runs Skill_Init.sqf once before class default gear selection, then calls WFBE_SK_FNC_Apply without rerunning init. Arma smoke remains pending. |
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: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 patched in this docs branch's source Chernarus and maintained Vanilla Takistan by changing the 80-meter command-center scan to ["Base_WarfareBUAVterminal"]; origin/release/2026-06-feature-bundle carries a PR #1-compatible narrowed scan too. origin/master remains broad-scan. The code already wanted that class family, and the 8-meter nearby-player scan intentionally remains broad. Arma smoke remains pending.
Validation:
- Branch-local source/Vanilla: done. This docs branch's source Chernarus and maintained Vanilla Takistan now have one narrowed
["Base_WarfareBUAVterminal"]80-meter scan and still have the broad 8-meter nearby-player scan.origin/masteris not patched. - 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 was patched in source Chernarus and maintained Vanilla Takistan by removing the second client init call while preserving the later WFBE_SK_FNC_Apply call. Arma smoke remains pending for Soldier/non-Soldier caps and respawn reapply.
Validation:
- Source/Vanilla: done. Chernarus and maintained Vanilla now run
Skill_Init.sqfonce and still callWFBE_SK_FNC_Apply. - 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 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.
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.
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.
- Completed in branch-local source + maintained Vanilla and present in
origin/release/2026-06-feature-bundle: supply mission scan narrowing is patched outsideorigin/master; master adoption and smoke remain. - 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.
- WASP marker dialog wait cleanup remains an opportunity; code patch and Arma smoke remain.
- 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.
- Completed cleanup packages: Client skill init idempotency, Hosted server FPS loop sleep and Supply mission scan narrowing, smoke pending.
Previous: AI, headless and performance | Next: Hardening roadmap
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Docs rule: source-backed claims only; Arma 2 OA scripting docs only; gameplay edits start in Missions/[55-2hc]warfarev2_073v48co.chernarus.
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