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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; on current master the update index still resets inside the loop (_i = 0; at :18, the first statement in the forEach at :17) so reconnect always overwrites slot 0 — see the Patch-Ready Findings row — and disconnect cleanup still does not prune stale rows. |
| AFK intersection |
Client/FSM/updateclient.sqf:28-31,117-160, Client/Module/AFKkick/monitorAFK.sqf:24-30, Client/Module/AFKkick/handleKeys.sqf:11-15, Server/Module/afkKick/initAFKkickHandler.sqf:9-12, BattlEyeFilter/publicvariable.txt:1-2. |
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. The client ACK receiver stores the full public-variable event tuple (_this) into WFBE_P_HAS_CONNECTED_AT_LAUNCH_ACK, not only the boolean payload, so consumers that only need truthiness work but future code should not assume the variable is a plain bool (Client/Module/AntiStack/hasConnectedAtLaunchACK.sqf:1-7).
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.
origin/claude/b745@29ca9519 is still source-Chernarus-only for this join/enrollment evidence. The older included 4d16fad70 batch adds a primitive team-roster path for late joiners whose side wfbe_teams group-object array is slow, empty or broken on the client; no matching WFBE_JIP_ROSTER_PRIMS, ROSTER-PUSH or CLIENTROSTER symbols were found in current stable origin/master@f8a76de34, current B74.2 origin/claude/b74.2-aicom@21b62b04, miksuu/master@b8389e74 or the maintained Vanilla Takistan checked paths. B74.7 commit 1cc995246 adds a server-side enrollment fallback for the same late-join failure family: the 712a7a668..1cc995246 delta changes only source Chernarus Server_OnPlayerConnected.sqf, Rsc/Dialogs.hpp and WASP/actions/FPSPicker/FPSPicker_Open.sqf. The later B74.7.1 top commit 29ca9519 is AICOM-only and does not touch checked join/vote/FPS picker paths.
| Surface | B745 source evidence | What to verify before promotion |
|---|---|---|
| B74.7 server enrollment lookup |
Server_OnPlayerConnected.sqf:25 raises the half-second lookup budget from 60 to 240; :34-45 falls back from playableUnits to scanning each present side's side-logic wfbe_teams slot groups by getPlayerUID; :51,54-65 adds raw diag_log resolve/bail/retry breadcrumbs before the existing bounded re-dispatch. Checked current stable, B74.2, B69, B74, Miksuu, perf and previous B74.6 head have no exact [WFBE][B746 CONNECT] or wfbe_teams fallback symbols in the maintained roots. |
Dedicated heavy-AI or mid-game late join should prove EAST and WEST get team membership, funds, marker feeds and vote roster state. RPT should show resolve/retry/bail breadcrumbs without unbounded retry loops, wrong-side group adoption or duplicate money/session writes. |
| Server connect push |
Server_OnPlayerConnected.sqf:70-80 re-broadcasts side-logic wfbe_teams for the joining owner; :82-113 builds a side-keyed primitive payload [count, rows] and sends WFBE_JIP_ROSTER_%1 with publicVariableClient. Rows are [leaderName, isPlayer, funds, groupId]; WEST/EAST only because GUER has no commander-vote menu. |
Dedicated late-join/reconnect under heavy AI load must show the targeted roster push in server RPT and no stale/wrong-side payload on the other side. |
| Early client receiver |
initJIPCompatible.sqf:225-247 installs WEST/EAST public-variable handlers before the B56 wfbe_teams wait and before Init_Client; :248-266 polls once for a payload that arrived before handler install, then stores WFBE_JIP_ROSTER_PRIMS / WFBE_JIP_ROSTER_COUNT. |
Join before and after team registration; prove the receiver or poll-adopt path fires before the vote menu opens. |
| Client safe empty state |
Client/Init/Init_Client.sqf:284 defaults clientTeams to [] instead of nil so broken JIP clients avoid forEach nil in vote/marker loops and can still take the primitive-roster path. |
RPT should stay clean for missing WFBE_%1TEAMS; funds/markers/vote UI must recover once live groups arrive, not stay permanently primitive. |
| Vote UI consumer |
GUI_VoteMenu.sqf:10-35,75-99,119-125 and GUI_Commander_VoteMenu.sqf:10-32,69-91 render primitive names until live player-led groups exist, then rebuild from real team indexes. |
Smoke both vote menus; primitive rows should not blank out, should not be pruned within one tick, and should hand over to live team rows before treating selected player rows as normal vote/reassign targets. |
Side identity is split across several layers. Do not treat any one of them as the whole authority model:
| Surface | Evidence | Meaning |
|---|---|---|
| Playable slots |
mission.sqm playable unit blocks. |
Engine/editor side selection and slot availability. |
| Client side cache | Client/Init/Init_Client.sqf:5-9,221-223 |
The client sets sideJoined / side text from side player. |
| Server team objects | Server/Init/Init_Server.sqf:465-501 |
Server groups/teams carry wfbe_side, UID and teamleader state. |
| Join gate | Server/PVFunctions/RequestJoin.sqf:17-89 |
Team-swap and AntiStack checks decide accepted side for JIP/reconnect. |
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.
Commander disconnect is intentionally only a cleanup edge here. The commander ownership, UI reaction and no-auto-reassignment caveat live in Commander/HQ lifecycle.
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.
The periodic player-list flush prefers confirmed join side from WFBE_JIP_USER%UID_TEAM_JOINED. If that does not exist but a launch-side record exists, the current code uses the launch record only as an existence check and sends current side _x, not the stored WFBE_PLAYER_%UID_CONNECTED_AT_LAUNCH value (AntiStack/flushLoop.sqf:32-40). That distinction matters for teamswap/side-audit fixes.
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.
BattlEye asymmetry is deliberate in the shipped tree: BattlEyeFilter/publicvariable.txt contains only 5 "kickAFK", while AFKthresholdExceededName, WFBE_CLIENT_HAS_CONNECTED_AT_LAUNCH and WFBE_P_HAS_CONNECTED_AT_LAUNCH_ACK are unfiltered mission public variables. Do not describe the included filter as broad lifecycle hardening.
AFK enforcement is client-local and currently has two live paths:
- The client FSM path reads
WFBE_C_AFK_TIME, whose current Chernarus parameter default is 15 minutes (Rsc/Parameters.hpp:44-48).updateclient.sqfconverts it to seconds, marksWASP_AFK, warns players during the final 10 minutes, switches to per-30-second hints while more than 120 seconds remain, then per-tick second hints under 120 seconds. When elapsed inactivity exceeds the threshold it logs locally and publisheskickAFK, which the in-repo BattlEye publicVariable rule is expected to kick (Client/FSM/updateclient.sqf:28-31,117-160;BattlEyeFilter/publicvariable.txt:1-2). - The older AFKkick module is also started by client init (
Init_Client.sqf:256-264). It uses keypresses to reset a minute counter, publishesAFKthresholdExceededNameand callsfailMission "END1"afterWFBE_CO_VAR_AFKkickThreshold = 30minutes (monitorAFK.sqf:19-30). The server handler only logs the reported name (initAFKkickHandler.sqf:9-12).
For public hosting, treat AFK as client UX plus BattlEye/logging signals, not a fully server-authoritative enforcement model. The dual-path shape is also a maintenance risk: future cleanup should decide whether the old AFKthresholdExceededName/failMission path is still wanted or whether the BattlEye kickAFK path should be the single owner.
| Finding | Evidence | Patch shape |
|---|---|---|
WFBE_SE_PLAYERLIST update index bug |
playerObjectsList.sqf:17 opens the forEach block ({); line 18 _i = 0; is the first statement inside it — the index resets every iteration in both Chernarus and Vanilla Takistan on master. _arrayPosMatch is always 0 when a UID match is found, so reconnect always overwrites slot 0 rather than the correct slot. |
Move _i = 0 to before the {…} forEach block (after _arrayPosMatch = 0; on line 9). Apply to both Chernarus and Vanilla Takistan. Smoke: reconnect/JIP replacement must update the correct slot. Stale UID row removal/update remains a separate patch. |
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 ACK stores the event tuple |
hasConnectedAtLaunchACK.sqf:4-6 assigns _this to WFBE_P_HAS_CONNECTED_AT_LAUNCH_ACK, while clientHasConnectedAtLaunch.sqf:13-15 publishes boolean true as the payload. |
Normalize the ACK receiver to _this select 1 or document tuple truthiness wherever it is consumed. |
| Join and launch ACK retries are unbounded |
Init_Client.sqf:416-430 resends RequestJoin every 30-second warning cycle until WFBE_P_CANJOIN; :442-456 repeats WFBE_CLIENT_HAS_CONNECTED_AT_LAUNCH until WFBE_P_HAS_CONNECTED_AT_LAUNCH_ACK. |
Add bounded retry/backoff and a clear degraded-server message/log path so missing PV handlers do not leave clients in an endless retry loop. |
| 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. |
| Player-list flush does not reuse stored launch side |
flushLoop.sqf:32-40 sends confirmed WFBE_JIP_USER%UID_TEAM_JOINED when present, otherwise checks for a launch record and sends current side _x. |
Decide whether the DB player list should represent confirmed accepted side, current engine side or stored launch side, then make the fallback explicit. |
| 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 has two active client-local enforcement paths |
Init_Client.sqf:256-264 starts the older monitorAFK.sqf path, while updateclient.sqf:28-31,117-160 also runs the parameterized kickAFK BattlEye path. |
Pick one canonical AFK owner or deliberately document the two-stage policy. If keeping both, align thresholds, warning cadence, logging and disconnect validation. |
| AFK PV trusts a name string |
AFKthresholdExceededName carries the client-reported name and kickAFK carries a client-formatted name string. |
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.
- Temporarily suppress the join/launch server reply in a test copy; verify clients get bounded diagnostics instead of an infinite retry loop.
- 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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- 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