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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.
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.
| Priority | Opportunity | Source evidence | Why it matters | Implementation shape |
|---|---|---|---|---|
| P0 | PVF dispatcher allowlist completion / old-branch backport | Current stable origin/master@0139a346 uses missionNamespace getVariable plus CODE guards at Server_HandlePVF.sqf:14-15 and Client_HandlePVF.sqf:32-33; Init_PublicVariables.sqf:55-61 still has no registered-handler allowlist/logging. Miksuu b8389e74 and perf 0076040f still use Spawn (Call Compile _script). |
The per-message recompile is source-present/fixed on current stable, but dispatcher hardening still needs allowlists/logging and old-branch backports. This remains performance-adjacent because the branch-backport removes runtime compile and the current-stable completion keeps lookup bounded to registered handlers. | Use the PVF dispatch playbook: registered namespace/allowlist lookup, keep Spawn, log rejects, and keep DR-55/direct-PV work separate. |
| P1 | Hosted server FPS loop smoke/consolidation | Docs head a27086cd guards both maintained-root publishers at serverFpsGUI.sqf:1 and monitorServerFPS.sqf:1; current stable origin/master@0139a346 guards the single serverFpsGUI.sqf publisher at :4 and has no maintained-root monitorServerFPS.sqf; Miksuu b8389e74 and perf 0076040f still keep the old branch-only sleep shape. |
The old busy-loop is no longer a current-stable origin/master defect, but Miksuu/perf old-shape refs still need deliberate propagation if they remain targets. Current source and stable differ on two-publisher versus single-publisher compatibility, and Arma smoke remains pending. |
Smoke dedicated RHUD FPS updates and hosted/listen no-spin behavior on the target branch first; decide separately whether to keep WFBE_VAR_SERVER_FPS compatibility publishing or consolidate to SERVER_FPS_GUI. 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 | Current stable origin/master@0139a346 WASP/global_marking_monitor.sqf:57,62,65,69-70,81; helper launch Client/Init/Init_Client.sqf:309
|
Current stable source and maintained Vanilla still have the short display-54 busy wait; Miksuu b8389e74 and perf 0076040f also keep it with older line drift. 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 | Uninstrumented client modal menu loops |
Client/GUI/GUI_BuyGearMenu.sqf:503, Client/GUI/GUI_TransferMenu.sqf:94, Client/GUI/GUI_RespawnMenu.sqf:113, Client/GUI/GUI_UpgradeMenu.sqf:282; maintained Vanilla has the same paths/lines. Broader cadence map in Client UI systems. |
These four dialog-only controllers poll at sleep .01 and have no local PerformanceAudit_Record writer in the checked files. They are the highest under-covered client UI cadence, but they only run while the modal dialog is open. |
Do not blindly coarsen sleeps. Add client-side measurement first, then test dirty flags/event latches or lower refresh only with gear, transfer, respawn selector and upgrade-list smoke. |
| 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. |
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
Current stable origin/master@0139a346 compiles each listed client/server handler into CLTFNC* / SRVFNC* globals and installs PVEHs at Init_PublicVariables.sqf:55-61. Server_HandlePVF.sqf:14-15 and Client_HandlePVF.sqf:32-33 now resolve _script with missionNamespace getVariable and spawn only CODE, so the DR-38 runtime recompile is source-present/fixed there.
The remaining performance-adjacent work is to add explicit registered-handler allowlists/logging on current stable and backport the full lookup+allowlist to older targets that still use Spawn (Call Compile _script). Do not treat it as a micro-optimization only; it belongs in the P0 hardening branch because DR-55 and direct-PV authority work still depend on a clear dispatcher boundary.
Validation:
- Source-only: every registered
_clientCommandPVand_serverCommandPVresolves to CODE after init and is present in the matching allowlist. - Dedicated smoke: one server-bound PVF and one client-bound PVF still work.
- Negative smoke: bogus command string is rejected and logged without executing.
On Miksuu master@b8389e74 and origin/perf/quick-wins@0076040f, 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.
Docs head a27086cd already has the low-risk DR-19 shape in both maintained roots: both publishers exit immediately on !isDedicated, then keep the dedicated 8-second cadence. Current stable origin/master@0139a346 and historical a96fdda2 use a different fixed shape: one guarded serverFpsGUI.sqf publisher and no maintained-root monitorServerFPS.sqf. The remaining current work is smoke plus the separate decision of whether to consolidate two closely related FPS variables; do not tell current stable to port the old two-publisher guard blindly.
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.
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.
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.sqfonce and still callsWFBE_SK_FNC_Apply;origin/masterandorigin/release/2026-06-feature-bundlestill have the duplicate init. - 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.
Current stable origin/master@0139a346 still needs a throttled wait for display 54 while preserving input re-enable after display-open or timeout (global_marking_monitor.sqf:57,62,65,69-70 in both maintained roots). The same file already uses waitUntil {sleep 0.1; !isNull (findDisplay 12)} at :81.
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.
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.
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.
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.
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.
- PVF dispatcher lookup, because it is both P0 security and performance.
- Hosted server FPS loop sleep/consolidation, if hosted/listen mode still matters.
- Branch-scoped outside
origin/master: docs/source andorigin/release/2026-06-feature-bundlecarry typed supply mission scan narrowing, while local current source/stable/Miksuu/perf remain broad/post-filter; 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 branch-local cleanup packages: Client skill init idempotency and Hosted server FPS loop sleep; Supply mission scan narrowing is branch-scoped to docs/source and release, with local master adoption and smoke pending.
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- 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
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- 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