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Player Join Disconnect And AntiStack Lifecycle
This page maps how a player enters, reconnects, leaves and gets persisted in the Chernarus source mission. It complements Lifecycle wait-chain, AntiStack database extension audit, Networking and public variables and Respawn/death lifecycle.
Source mission: Missions/[55-2hc]warfarev2_073v48co.chernarus.
| Area | Source refs |
|---|---|
| Engine connection hooks |
initJIPCompatible.sqf:60-66 registers spawned onPlayerConnected and onPlayerDisconnected handlers. |
| Client join request |
Client/Init/Init_Client.sqf:410-456 sends/retries RequestJoin; :759-760 sends player-object registration; :960-962 sends CLIENT_INIT_READY. |
| PV registration |
Common/Init/Init_PublicVariables.sqf:16 registers RequestJoin; the client HandleSpecial path carries join answers. |
| Join authorization |
Server/PVFunctions/RequestJoin.sqf:10-89 checks stored team, launch-side and AntiStack skill before sending join-answer and storing side. |
| Connect bookkeeping |
Server/Functions/Server_OnPlayerConnected.sqf:41+ creates or updates WFBE_JIP_USER%UID, funds, wfbe_uid and wfbe_teamleader. |
| Disconnect cleanup |
Server/Functions/Server_OnPlayerDisconnected.sqf:31-175 deletes client objects, restores AI/group state, saves funds, clears commander/delegation and writes AntiStack side/score state. |
| Launch-side raw PV |
Server/Module/AntiStack/clientHasConnectedAtLaunch.sqf:1+ records WFBE_PLAYER_%UID_CONNECTED_AT_LAUNCH. |
| Supply player object list |
Server/Module/supplyMission/playerObjectsList.sqf:1-29 maintains WFBE_SE_PLAYERLIST for supply mission lookup; Chernarus source and maintained Vanilla Takistan now keep the update index outside the loop, but disconnect cleanup still does not prune stale rows. |
| AFK intersection |
Client/Module/AFKkick/monitorAFK.sqf:24+, Client/Module/AFKkick/handleKeys.sqf:11+, Server/Module/afkKick/initAFKkickHandler.sqf:9+. |
The audited server paths use UID as the durable key, player/group objects as the live team ownership surface, and owner IDs for targeted replies/locality. Player names are log labels, not authority keys, and no profileName use was found in the scoped lifecycle paths.
| Identity key | Main use | Source evidence |
|---|---|---|
| UID | JIP records, previous side, funds, disconnect persistence, AntiStack score/list storage. |
Server_OnPlayerConnected.sqf:27,42,65,70,79,93,101; Server_OnPlayerDisconnected.sqf:39,48,125,128,129,133,157,164,170,174,175
|
| Group/object | Team leader ownership, object cleanup, commander/delegation cleanup and special-request context. |
Server_OnPlayerConnected.sqf:45,56,64-66; Server_OnPlayerDisconnected.sqf:32,45,57,68,79,93,102,117,125,128,129
|
| Owner | Targeted ACKs, supply-value replies and locality changes. |
clientHasConnectedAtLaunch.sqf:4,15; Server_PV_RequestSupplyValue.sqf:4,8; Server_SetLocalityOwner.sqf:10,13
|
This is why reconnect hardening should re-check UID and object identity at the point of cleanup, not only at the start of Server_OnPlayerDisconnected.sqf.
The client derives sideJoined from side player early in Client/Init/Init_Client.sqf. If teamswap protection is active and mission time is past the early-launch grace window, the client sends RequestJoin and waits up to repeated 30-second cycles for WFBE_P_CANJOIN.
When the join request path is skipped at launch, the client instead publishes WFBE_CLIENT_HAS_CONNECTED_AT_LAUNCH = player. The server records WFBE_PLAYER_%UID_CONNECTED_AT_LAUNCH = side _player and ACKs the owner with WFBE_P_HAS_CONNECTED_AT_LAUNCH_ACK.
For JIP/reconnect, Server_OnPlayerConnected.sqf waits for server init, matches groups by UID in playableUnits, assigns wfbe_uid and wfbe_teamleader, and creates or updates the WFBE_JIP_USER%UID session record.
RequestJoin.sqf is the main teamswap gate. It checks:
-
WFBE_JIP_USER%UID_TEAM_JOINED, which records a previously accepted side. -
WFBE_PLAYER_%UID_CONNECTED_AT_LAUNCH, which records the launch-side signal. - AntiStack skill data when AntiStack is enabled.
Successful joins store both WFBE_JIP_USER%UID_TEAM_JOINED and STORE_SIDE. The handler is mostly idempotent, but repeated client retries can still duplicate logs and database writes because the server handler does not explicitly de-duplicate in-flight requests.
Server_OnPlayerDisconnected.sqf sleeps for 0.5 seconds, then:
- Deletes
WFBE_CLIENT_%UID_OBJECTS. - Finds the player team by
wfbe_uid. - Restores the player unit to the original group if needed.
- Saves funds into
WFBE_JIP_USER%UID. - Clears
wfbe_uidandwfbe_teamleader. - Clears AI delegation and commander state when the disconnecting team owned those roles.
- Stores AntiStack score diff and
STORE_SIDE NONEwhen AntiStack persistence is enabled.
The sleep gives Arma time to settle disconnect state, but it also creates a race window. A fast reconnect for the same UID can overlap with stale cleanup, so future hardening should confirm the team variables still match the disconnecting UID before clearing them.
AntiStack enabled mode stores join side, samples score frequently, flushes periodically, and persists score diff on disconnect. Disabled mode avoids the score DB save on disconnect, but first-join side-swap protection and launch-side signals still influence join decisions.
Disconnect persistence is currently fire-and-forget: Server_OnPlayerDisconnected.sqf:151-176 calls the DB wrappers but does not act on failure return codes. If the extension is slow, missing or malformed, a disconnect can look clean in mission flow while persistence silently fails.
Use AntiStack database extension audit for the wrapper return-shape risks and external A2WaspDatabase dependency. This page owns the lifecycle edges around when those calls happen.
Several lifecycle signals use global variable names rather than UID-scoped variable names:
WFBE_P_HAS_CONNECTED_AT_LAUNCH_ACKWFBE_CLIENT_HAS_CONNECTED_AT_LAUNCHWFBE_C_PLAYER_OBJECTAFKthresholdExceededNameCLIENT_INIT_READY
Owner-targeted sends reduce some blast radius, but the names themselves are shared. Future hardening should prefer UID/payload-scoped values where possible and validate sender/player ownership in handlers.
The launch-connect path is especially important because the client publishes a player object through WFBE_CLIENT_HAS_CONNECTED_AT_LAUNCH, and the shipped BattlEye filter only covers kickAFK. Treat launch-side storage as client-pushed until the handler validates sender/UID/side/object consistency.
AFK enforcement is client-local: the client timer publishes AFKthresholdExceededName and calls failMission "END1". The server handler logs the name. It does not independently validate that the reported name/UID belongs to the publicVariable sender.
For public hosting, treat AFK as a client UX kick plus BattlEye/logging signal, not a fully server-authoritative enforcement model.
| Finding | Evidence | Patch shape |
|---|---|---|
WFBE_SE_PLAYERLIST update index bug |
Source Chernarus and maintained Vanilla Takistan now have _i = 0 before the loop at playerObjectsList.sqf:17. |
Source and maintained Vanilla propagated; smoke reconnect/JIP replacement. Disconnect removal/update behavior for stale UID rows remains patch-ready. |
Disconnect delete-then-setPos contradiction |
Server_OnPlayerDisconnected.sqf:102 deletes _old_unit; :122 later calls _old_unit setPos. |
Decide whether the unit should be deleted or relocated, then keep only one behavior. Verify in RPT because deleted-object setPos behavior may be engine-sensitive. |
| Stale supply player rows |
playerObjectsList.sqf:31-35 appends when no valid match updates; Server_OnPlayerDisconnected.sqf does not remove WFBE_SE_PLAYERLIST rows. |
Add UID-based disconnect cleanup and ignore/null-prune stale object refs before supply completion lookup. |
| Stale disconnect cleanup race |
Server_OnPlayerDisconnected.sqf:128-129 clears wfbe_uid / wfbe_teamleader after a 0.5-second delay. |
Before clearing, confirm the variables still match the disconnecting UID and old player object. |
| Raw lifecycle ACK names are global | Lifecycle ACK/request names above are not UID-scoped. | Use payload arrays or UID-scoped state; validate owner/player when Arma 2 OA gives enough context. |
| Launch-connect side signal is client-pushed |
clientHasConnectedAtLaunch.sqf:1-15 records side from the client-published player object and owner-targets the ACK. |
Validate sender/UID/side/object consistency before storing WFBE_PLAYER_%UID_CONNECTED_AT_LAUNCH; log mismatches once per UID. |
| AntiStack disconnect writes are unchecked |
Server_OnPlayerDisconnected.sqf:151-176 calls store-side/score wrappers and ignores return codes. |
Log failures, consider one bounded retry and expose degraded persistence in the AntiStack audit/performance state. |
| AFK PV trusts a name string |
AFKthresholdExceededName carries the client-reported name. |
Send [player, uid, name] or derive from owner where possible; log mismatches rather than trusting the string. |
- First join with teamswap protection enabled and disabled.
- Launch players on both sides; verify launch-side ACK is owner-specific.
- Fast disconnect/reconnect with the same UID; confirm no stale cleanup clears the new team record.
- Supply mission player-object list updates the matching UID row after reconnect; stale-entry removal is still a separate hardening task.
- Commander disconnect clears commander state exactly once.
- AntiStack enabled/disabled disconnect paths both avoid wrapper errors.
- AntiStack enabled disconnect path reports DB write failure instead of silently treating it as success.
- Launch-connect spoof attempt with mismatched object/side is ignored and logged.
- AFK timeout logs the correct player and cannot be spoofed by another client.
Previous: Lifecycle wait-chain | Next: AntiStack database extension audit
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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.
- 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
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- 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
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- 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
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- AI commander tunable constants
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- ICBM nuke client VFX & radiation
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- Deployable bipod / weapon resting
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- Server-init deadspawn & airfield probe
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- Batch AI spawner orchestrator
- Client funds/income HUD readout
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- Town runtime tuning constants
- Client input/hotkey handler
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- 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
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- Headless delegation and failover
- Commander reassignment call shape
- GUER Director living-resistance pitch
- Quality and operations
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- Commander vote/reassignment
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- Deep review findings
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- Cleanup and work lanes
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- Client UI, HUD and menus
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- 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
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- 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
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- Miksuu archive: Changelog
- Miksuu archive: Development process
- Miksuu archive: Discord bot
- Miksuu archive: Gameplay videos
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- 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