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Player AI Watchdog And Recovery
Source-verified 2026-06-21 against then-current master cf2a6d6a4; current origin/master is 0139a346, so recheck cited paths before current-head claims. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.
The Player AI Watchdog and Recovery system is a WASP-original feature that automatically detects stuck player-owned AI units and issues corrective movement orders, and also exposes a manual mouse-wheel action so the group leader can trigger recovery on demand. It comprises three source files:
| File | Role |
|---|---|
Client/Functions/Client_WatchdogPlayerAI.sqf |
Singleton background loop; detects stuck units, triggers automatic recovery |
Client/Functions/Client_RecoverPlayerAI.sqf |
3-phase recovery algorithm; invoked by both the watchdog (automatic) and the player action (manual) |
Client/Functions/Client_AddPlayerAIActions.sqf |
Adds the "Recover my AI movement" mouse-wheel action (and debug "Diagnose my AI") to the player |
The watchdog is spawned unconditionally for every client during Init_Client.sqf:
[] Spawn Compile preprocessFileLineNumbers "Client\Functions\Client_WatchdogPlayerAI.sqf";Client/Init/Init_Client.sqf:530
A single-instance guard at the top of the watchdog file prevents duplicate loops if the file is ever compiled twice:
if (missionNamespace getVariable ["Player_AI_Watchdog_Running", false]) exitWith {};
missionNamespace setVariable ["Player_AI_Watchdog_Running", true];Client/Functions/Client_WatchdogPlayerAI.sqf:58-59
The watchdog then waits 20 seconds before its first tick to allow the client to finish initialising. Client/Functions/Client_WatchdogPlayerAI.sqf:147
All constants are local variables set at the top of Client_WatchdogPlayerAI.sqf. There are no mission-parameter overrides; changing them requires editing the file.
| Constant | Value | Meaning | Source |
|---|---|---|---|
_check_interval |
15 s | Sleep between each watchdog pass | :66 |
_required_stuck_time |
45 s | Elapsed time without movement before recovery fires (normal destinations) | :67 |
_required_close_stuck_time |
75 s | Same threshold for close-range destinations | :68 |
_recovery_cooldown |
120 s | Minimum time between two automatic recoveries for the same unit | :69 |
_min_destination_distance |
50 m | Destinations closer than this are ignored (auto mode) | :70 |
_min_close_destination_distance |
50 m | Lower bound for the "close destination" code path (same value as above in auto mode) | :74 |
_min_movement_distance |
5 m | Unit must have moved less than this over _required_stuck_time to count as stuck |
:76 |
_destination_change_distance |
25 m | If the expectedDestination shifts by more than this, the stuck timer resets |
:77 |
_max_valid_destination_coordinate |
50 000 | X or Y coordinate above this is treated as an engine sentinel and rejected | :80 |
_max_valid_destination_z |
10 000 | Z coordinate above this is treated as an engine sentinel and rejected | :81 |
On each 15-second tick the watchdog iterates units (group _player). A unit is skipped unless all of the following hold. These checks are inside a Call {} block, so each failing condition is an early exitWith {false}.
Client/Functions/Client_WatchdogPlayerAI.sqf:175-209
| Gate | Check | Notes |
|---|---|---|
| Player is group leader | leader (group _player) == _player |
Entire pass exits if false :162
|
| Unit not null | !isNull _current_unit |
:176 |
| Unit alive | alive _current_unit |
:177 |
| Not a player | !isPlayer _current_unit |
:178 |
| Not the player himself | _current_unit != _player |
:179 |
| Not crew in player's current vehicle | !(_player_vehicle != _player && _vehicle == _player_vehicle) |
Prevents conflicting crew orders :185
|
| Unit is the movement controller |
_vehicle == _current_unit OR driver _vehicle == _current_unit
|
Passengers are never recovered :190-198
|
| Unit is local | local _current_unit |
:199 |
| Vehicle is local | local _vehicle |
:200 |
| Movement physically possible | [_current_unit, _vehicle] Call _movement_can_work |
canMove check :201
|
| Not under a deliberate STOP order | currentCommand _current_unit != "STOP" |
Explicit stop orders are never overridden :207
|
expectedDestination can return engine sentinel values such as [0, 0, 1e+009] when AI state is corrupted. Both files share the same validation logic:
Client/Functions/Client_WatchdogPlayerAI.sqf:116-140 / Client/Functions/Client_RecoverPlayerAI.sqf:262-286
Rejection conditions (any one causes the destination to be treated as unusable):
- Result is not an
ARRAYor has fewer than 2 elements - X or Y component is not
SCALAR -
X == 0 && Y == 0(null origin) - X or Y is negative (off-map)
- X or Y exceeds
_max_valid_destination_coordinate(50 000) - Z exceeds
_max_valid_destination_z(10 000) or is below -100
For each eligible unit the watchdog reads three per-unit variables set on previous ticks:
| Variable | Type | Purpose | Source |
|---|---|---|---|
Player_AI_Watchdog_Last_Position |
ARRAY (ATL pos) |
Unit position at last tick | :255 |
Player_AI_Watchdog_Last_Time |
SCALAR |
Mission time at last tick | :256 |
Player_AI_Watchdog_Last_Destination |
ARRAY (position) |
expectedDestination at last tick |
:257 |
Player_AI_Watchdog_Last_Recovery |
SCALAR |
Mission time of last automatic recovery (-5000 default) | :258 |
The unit resets all three state variables (timer restarts) in the following cases:
- No previous position recorded — first observation
:260-266 - No previous destination recorded
:268-274 - The current
expectedDestinationhas moved more than_destination_change_distance(25 m) from the recorded value — the unit received a new order:276-282 - The unit has moved at least
_min_movement_distance(5 m) since last tick — unit is progressing normally:284-292
Recovery fires only when:
- None of the above resets occurred (same position, same destination, same order)
- The elapsed time since
_last_check_timemeets the applicable threshold:- Normal destination: ≥ 45 s (
_required_stuck_time):299 - Close destination: ≥ 75 s (
_required_close_stuck_time):295
- Normal destination: ≥ 45 s (
- At least 120 s have passed since the last automatic recovery for this unit (
_recovery_cooldown):302
_is_close_destination is always false in automatic mode because _min_close_destination_distance and _min_destination_distance are both 50 m. The "close" branch is only reached when _distance_to_destination is not > 50 m (outer check at :233 already set _has_useful_destination = false), but the inner check at :238 also requires _distance_to_destination > _min_close_destination_distance (> 50 m) — a condition that can never hold in that branch. The close-destination code path is therefore effectively disabled in automatic mode and exists as a reserved extension point. As a consequence the engine-guard block at :250-253 (currentCommand == "MOVE" && !unitReady) is unreachable in practice.
On a recovery decision the watchdog sets Player_AI_Watchdog_Last_Recovery and resets the position/time/destination state variables, then appends the unit to _stuck_units_to_recover :307-313.
After a complete group pass, the watchdog launches the recovery script via ExecVM (not Call or Spawn), passing the collected list and the automatic-mode flag:
[objNull, _player, -1, [_stuck_units_to_recover, true]] ExecVM "Client\Functions\Client_RecoverPlayerAI.sqf";Client/Functions/Client_WatchdogPlayerAI.sqf:332
The argument array _action_args (_this select 3) carries:
-
select 0— array of stuck unit objects -
select 1—true(automatic mode flag)
Client/Functions/Client_RecoverPlayerAI.sqf:82-88
At the end of each watchdog pass, three counters are emitted to the Performance Audit subsystem (enabled when the runtime variable PerformanceAuditEnabled is true; this is set from mission parameter WFBE_C_PERFORMANCE_AUDIT_ENABLED via Common/Functions/Common_PerformanceAudit.sqf:9):
["player_ai_watchdog", diag_tickTime - _perfStart, Format["groupUnits:%1;watched:%2;recovered:%3", _perfGroupUnits, _perfWatched, _perfRecovered], "CLIENT"] Call PerformanceAudit_Record;Client/Functions/Client_WatchdogPlayerAI.sqf:337
| Counter | Meaning |
|---|---|
groupUnits |
Total units in the player's group this tick |
watched |
Units that passed the eligibility filter |
recovered |
Units queued for automatic recovery this tick |
The watchdog evaluates two nested guards before emitting (Client/Functions/Client_WatchdogPlayerAI.sqf:335-338):
if !(isNil "PerformanceAudit_Record") then {
if (missionNamespace getVariable ["PerformanceAuditEnabled", true]) then {
["player_ai_watchdog", ...] Call PerformanceAudit_Record;
};
};The outer isNil "PerformanceAudit_Record" guard ensures the block is silently skipped if the audit system did not initialise. The inner PerformanceAuditEnabled check is the runtime variable (default true if the audit module never ran at all; at runtime Common_PerformanceAudit.sqf:9 sets PerformanceAuditEnabled to false unless WFBE_C_PERFORMANCE_AUDIT_ENABLED > 0) that is populated from the mission parameter. Auditing is off by default. A reader tracing the watchdog source to find the controlling variable should look for PerformanceAuditEnabled at the guard site, then follow it to Common_PerformanceAudit.sqf:9 for the mission-parameter binding.
Client_AddPlayerAIActions.sqf is called as player Call WFBE_CL_FNC_AddPlayerAIActions during Init_Client.sqf:529. It registers:
| Action | Label colour | Priority | File invoked | Gate |
|---|---|---|---|---|
| Recover my AI movement |
#11ec52 (green) |
1.1 | Client\Functions\Client_RecoverPlayerAI.sqf |
Player alive and group leader |
| Diagnose my AI |
#ffbd4c (amber) |
1.2 | Client\Functions\Client_DiagnosePlayerAI.sqf |
Same — only added when WF_Debug is true
|
Client/Functions/Client_AddPlayerAIActions.sqf:58, 66-77, 80-89
Action IDs are stored on the player object (Player_AI_Recover_Action, Player_AI_Diagnose_Action) so Client_AddPlayerAIActions.sqf can remove old entries cleanly on respawn before re-adding them. Client/Functions/Client_AddPlayerAIActions.sqf:39-48
Client_RecoverPlayerAI.sqf handles both the automatic watchdog call and the player action. The two paths share the same 3-phase algorithm but differ in several respects:
| Aspect | Manual (player action) | Automatic (watchdog) |
|---|---|---|
_is_automatic_recovery |
false |
true |
| Cooldown check | 10 s global (Player_AI_Recover_Last_Use), with chat feedback |
None — watchdog enforces its own 120 s per-unit cooldown |
| Source unit list | All living AI in units (group _player)
|
Only the pre-screened _automatic_units list from the watchdog |
_min_destination_distance |
2 m — allows recovering short movement orders | 50 m — avoids refreshing near-completed orders |
| Phase 3 availability | Yes — vehicles only | No — skipped (_is_automatic_recovery gate :820) |
| Chat feedback |
GroupChatMessage "AI movement recovery checked N units." :515
|
Suppressed |
| Success notification |
systemChat with STR_WF_INFO_AI_Recovered localisation key |
Same |
Client/Functions/Client_RecoverPlayerAI.sqf:107-113, 155-170, 183-185, 514-516
Client/Functions/Client_RecoverPlayerAI.sqf:329-512
Executed immediately on all eligible units as a group.
-
Save snapshot:
expectedDestination,getPosATL, movement-controller flag,has_useful_destinationflag saved for each unit:228-326. -
Eligibility: unit must be alive, be the movement controller, have a useful destination, and pass
_movement_can_work:346-385. -
Prepare:
enableAI "MOVE",enableAI "ANIM",enableAI "TARGET",enableAI "AUTOTARGET",setUnitPos "AUTO",doWatch objNull, thendisableAI "FSM":403-411. -
0.25 s sleep
:415. -
FSM restart:
enableAI "FSM":436. -
doMove to the saved
expectedDestination:501.
Client/Functions/Client_RecoverPlayerAI.sqf:519-856
Runs in a Spawn {} block. After 5 s sleep it checks each Phase 1 unit.
- If the unit moved ≥ 2 m from its Phase 1 start position it is considered recovered
:629. - If it did not move and is still eligible: a random offset of ±4 m is added to both X and Y of the original destination to produce
_new_destination:670-683.
_x_offset = (random 8) - 4;
_y_offset = (random 8) - 4;
_new_destination = [
(_destination select 0) + _x_offset,
(_destination select 1) + _y_offset,
_z
];Client/Functions/Client_RecoverPlayerAI.sqf:670-683
Phase 2 sequence (applied as one batch to all stuck-after-Phase-1 units):
-
doStopall Phase 2 units:720-723 - 0.1 s sleep
:725 -
enableAI "MOVE",enableAI "ANIM",setUnitPos "AUTO",doWatch objNull,disableAI "FSM":738-745 - 0.15 s sleep
:748 -
enableAI "FSM",doMove _new_destination:763-765 - 4 s sleep
:769 - Check: ≥ 2 m movement → recovered
:800-804
Client/Functions/Client_RecoverPlayerAI.sqf:860-999
Phase 3 is entered only when:
-
_is_automatic_recoveryisfalse:820 - The unit did not move after Phase 2
- The unit is a vehicle driver (not infantry) — gate
:826exits early when_vehicle == _current_unit(i.e., infantry) - Unit and vehicle are both local
:828-829 - Player is not currently in the affected vehicle
:827
Client/Functions/Client_RecoverPlayerAI.sqf:819-832
Sequence:
-
enableAI "MOVE",enableAI "ANIM",enableAI "FSM",setUnitPos "AUTO",doWatch objNull,doFollow _player:879-885 - 5 s sleep
:895 -
doStop:906-910 - 0.2 s sleep
:912 -
enableAI "MOVE",enableAI "ANIM",enableAI "FSM",setUnitPos "AUTO",doWatch objNull,doMove _destination(original, not shifted):929-935 - 5 s sleep
:946 - Check: ≥ 2 m movement → recovered
:975; otherwise logs WARNING:992-996
| Phase | Delay before action | Failure check after |
|---|---|---|
| Phase 1 (FSM reset + doMove) | 0 s (immediate) | 5 s (Phase 2 check) |
| Phase 2 (doStop + shifted doMove) | 5 s after Phase 1 | 4 s (Phase 3 eligible check) |
| Phase 3 (doFollow + doStop + doMove) | 4 s after Phase 2 | 5 s (final log only) |
Total worst-case wall time from watchdog detection to end of Phase 3: 15 s watchdog interval + up to 120 s cooldown + ~14 s recovery execution ≈ up to ~149 s before a manual follow-up is needed.
All variables use setVariable with the public flag set to false — client-local only.
| Variable | Scope | Set by | Read by |
|---|---|---|---|
Player_AI_Watchdog_Running |
missionNamespace |
Watchdog (singleton guard) | Watchdog :58-59
|
Player_AI_Watchdog_Last_Position |
per unit | Watchdog each tick | Watchdog :255
|
Player_AI_Watchdog_Last_Time |
per unit | Watchdog each tick | Watchdog :256
|
Player_AI_Watchdog_Last_Destination |
per unit | Watchdog each tick | Watchdog :257
|
Player_AI_Watchdog_Last_Recovery |
per unit | Watchdog on recovery | Watchdog cooldown gate :258, 302
|
Player_AI_Recover_Last_Use |
missionNamespace |
Recovery (manual path) | Manual cooldown gate :159-161
|
Player_AI_Recover_Action |
per unit | Client_AddPlayerAIActions.sqf |
Same file (respawn dedup) :45, 97
|
Player_AI_Diagnose_Action |
per unit | Same (debug only) | Same file :39, 77
|
-
STOP order is sacred. If
currentCommand _unit == "STOP"the watchdog unconditionally skips the unit:207. Recovery cannot override a deliberate player stop order. -
Passengers are never recovered. Only the movement controller (infantry self, or vehicle driver) receives doMove. A unit that is neither
_vehicle == _current_unitnordriver _vehicle == _current_unitis excluded:190-198, 337-340. -
Locality is required. Both the unit and its vehicle must be local on the calling client for recovery to take full effect
:199-200. Non-local warnings are logged but recovery still proceeds (partial effect). -
Destination mode is ignored.
expectedDestinationcan return"DoNotPlan"as its mode but the scripts evaluate usefulness purely by distance, not by mode:224/:244-246. This is intentional — the engine may retain a valid position even when it reports DoNotPlan. -
Phase 3 is manual-only and vehicle-only. Automatic recovery deliberately stops at Phase 2 to avoid the implicit formation disruption caused by
doFollow:820. -
Close-destination branch is disabled in auto mode.
_min_close_destination_distanceand_min_destination_distanceare both 50 m, making_is_close_destinationpermanently false in automatic mode. The_required_close_stuck_time(75 s) threshold and the engine guard at:250-253are therefore unreachable in the current configuration. The constants are preserved as an extension point should the two values ever be differentiated. -
Spurious "ready" radio calls. Refreshing a near-complete order causes the engine to emit an AI "ready" radio. The 50 m minimum destination guard in automatic mode (
_min_destination_distance = 50) prevents this for micro-orders. -
Radio spam from false recoveries. Because Phase 1 issues
doMoveon every eligible unit simultaneously, a large group with many stuck units will produce a burst of radio calls. The 120 s cooldown and the 5 m movement threshold bound the worst case to one burst per 120 s.
- AI-Headless-And-Performance — overview of HC task delegation, FPS management, and where the watchdog fits in the broader AI architecture
- AI-Runtime-HC-Loop-Map — HC loop timing and FSM scheduling context relevant to understanding why FSM reset/re-enable is necessary
- Variable-And-Naming-Conventions — mission-namespace and per-object variable naming patterns used throughout the system
- Client-UI-Systems-Atlas — how the "Recover my AI movement" mouse-wheel action fits into the broader client action registration system
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- 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