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Server Authority Migration Map
This page is the design map for moving A2 Wasp Warfare from trusted client affordances toward server-owned gameplay authority.
Scope: Chernarus source mission first, Arma 2 Operation Arrowhead 1.64 behavior only, then LoadoutManager propagation. All source paths below are relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted.
Use this with Hardening roadmap, Networking and public variables, Economy, towns and supply, Commander/HQ lifecycle, Upgrades and research atlas, Feature status, Testing workflow and agent-test-plan.schema.json.
Page ownership: this page owns the design model for authority migrations: principles, flow table, handler checklist, "do not migrate casually" notes and validation expectations. Hardening roadmap owns canonical patch order and branch sequencing. Focused playbooks own detailed implementation shape.
Many high-impact findings are not isolated bugs. They are the same ownership problem repeated across different mission systems:
- client UI validates affordability, role or range;
- client or payload chooses side, target, class, position, amount or reward;
- server executes a legitimate handler with limited recomputation;
- BattlEye filters in the repo do not provide a shipped fallback authority layer; see External integrations for the canonical shipped-posture evidence.
Do not patch seven spend/effect paths in seven unrelated styles. Pick an authority model first, then migrate flows in a consistent order.
| Principle | Rule for future patches |
|---|---|
| Client UI is affordance | Menus may show prices, buttons and hints, but the server owns final acceptance, debit and effect. |
| Server recomputes truth | Recompute side, role, funds, supply, cost, upgrade state, object validity, range and placement from server-held state. |
| Harden dispatch before payloads | Replace dispatch-time Call Compile in PVF handlers with validated namespace lookup before deeper per-handler rewrites. |
| Direct PV channels are separate |
ATTACK_WAVE_INIT, side supply temps, supply mission PVs and marker/state PVs bypass the generic PVF dispatcher. |
| Arma 2 OA sender identity is weak | A publicVariable event handler does not hand the server a clean sender identity. If a handler needs authority, include a requester/player/team object where safe and cross-check group, side, ownership and UID when available. |
| Keep old UI until confirmation | Let the client request work and show feedback, but do not mutate final funds/effects until the server accepts or rejects. |
| Log compactly | Use small INFORMATION logs for accepted high-value transactions and WARNING logs for rejected malformed or unauthorized requests. Avoid hot-loop spam. |
| BattlEye is defense in depth | Public server filters can reduce attack surface, but they are not the mission's source of authority. Canonical shipped-filter evidence lives in External integrations. |
Canonical patch sequencing lives in Hardening roadmap. Use this page when designing or reviewing a specific authority migration, then return to the roadmap or machine backlog to claim work.
| Need | Open |
|---|---|
| Prioritized patch order | Hardening roadmap |
| Machine-readable work packages | agent-hardening-backlog.jsonl |
| Generic PVF dispatcher patch | PVF dispatch implementation |
ICBM/Nuke RequestSpecial patch |
ICBM authority |
| Direct attack-wave channel patch | Attack-wave authority |
| Economy first cut | Economy authority first cut |
| Upgrade request authority | Upgrades and research atlas |
| Town/camp capture reward authority | Towns/camps/capture atlas |
| Commander/HQ repair and recovery authority | Commander/HQ lifecycle |
| Supply truck/heli authority cleanup | Supply mission authority cleanup |
This table is the post-dispatch work queue. It assumes the generic PVF dispatcher has already stopped compiling arbitrary sender-provided handler strings. These registered commands still need their own payload, requester and authority checks because a valid command name can still carry forged state.
Registration source: Common/Init/Init_PublicVariables.sqf:9-21 registers 13 server-bound commands, while :50-51 compiles each SRVFNC* handler and adds WFBE_PVF_<Command> server PVEHs.
| Handler | Current server behavior | Authority status | First validation rule |
|---|---|---|---|
RequestVehicleLock |
Applies _vehicle lock _locked, then broadcasts SetVehicleLock (RequestVehicleLock.sqf:6-8). |
Payload-authoritative object effect. | Validate requester, side, ownership/role, lockable class and range before changing lock state. |
RequestOnUnitKilled |
Re-derives some kill context, trashes bodies, updates statistics, awards score/bounty and may call RequestChangeScore (RequestOnUnitKilled.sqf:51-92). |
Partly server-derived but event-payload sensitive. | Re-derive killed side from object state where possible, reject stale/null/duplicate kill reports and set a killed-object idempotency flag before award paths. |
RequestChangeScore |
Replaces the target unit's score by removing old score and adding _newScore, then broadcasts ChangeScore (RequestChangeScore.sqf:7-13). |
High-risk direct score overwrite. | Replace caller-stamped absolute score with server-owned award reasons/deltas; never accept arbitrary target/new-score payload from clients. |
RequestCommanderVote |
Starts side vote when side logic wfbe_votetime <= 0, using payload side/name (RequestCommanderVote.sqf:14-22). |
Payload-side workflow trigger. | Validate requester belongs to the side, derive name from requester, and rate-limit or ignore duplicate vote starts. |
RequestNewCommander |
Sets side logic wfbe_commander, spawns commander assignment and broadcasts new-commander-assigned (RequestNewCommander.sqf:12-14). |
High-impact commander mutation. | Accept only from the server vote/assignment path or validate requester authority, side, candidate team membership and vote state. |
RequestStructure |
Looks up side structure names, announces building start for major classes and executes Construction_<script>.sqf with payload class/side/pos/dir (RequestStructure.sqf:8-21). |
DR-6 construction authority gap. | Validate requester commander/repair-truck role, side, funds, class allowlist, HQ/base area, placement and debit before ExecVM. |
RequestDefense |
Finds payload defense class in side defense names and calls ConstructDefense with payload side/pos/dir/manned flag (RequestDefense.sqf:2-10). |
DR-6 defense authority gap. | Validate requester, funds, class allowlist, manned-defense permission, position/range and debit before construction. |
RequestJoin |
Checks UID team history, launch side and optional AntiStack DB/team skill before sending join-answer; stores side on accept (RequestJoin.sqf:18-89). |
Real server-side gate, with object/UID shape assumptions. | Preserve this as a server-owned pattern; add null/UID/object shape guards and keep team-swap protection independent from AntiStack DB availability. |
RequestMHQRepair |
Forwards side-only payload to MHQRepair (RequestMHQRepair.sqf:1). |
HQ repair/recovery authority gap. | Include requester and repair/recovery context; server validates dead HQ, side, vehicle/range/class, repair count, funds and one-time WASP recovery flags. |
RequestSpecial |
Spawns HandleSpecial, which multiplexes group, support, UAV, ICBM, HC, town delegation, camp repair and bookkeeping tags (RequestSpecial.sqf:1; Server_HandleSpecial.sqf:6-168). |
Broad mixed-risk router; ICBM is P0. | Split by tag. Harden "ICBM" first; then validate support fees/upgrades/cooldowns, HC identity, town-delegation vehicle ownership, camp repair side/object state and HQ-kill payload shape. |
RequestTeamUpdate |
Applies behavior/combat/formation/speed to a payload group array or all teams on a payload side (RequestTeamUpdate.sqf:9-25). |
Commander/team-control payload mutation. | Validate requester is commander or authorized leader for the requested groups/side; allowlist behavior/combat/formation/speed values. |
RequestUpgrade |
Raw-spawns WFBE_SE_FNC_ProcessUpgrade with side/id/level payload (RequestUpgrade.sqf:5). |
DR-23 upgrade authority gap. | Validate commander/team, side, current level, requested next level, dependencies, cost and funds before spawning the upgrade worker. |
RequestAutoWallConstructinChange |
Sets global isAutoWallConstructingEnabled from payload and replies to payload player (RequestAutoWallConstructinChange.sqf:3-7). |
Low/medium CoIn workflow toggle. | Validate requester/player object and side/commander/build context before changing the global toggle; keep response targeted. |
Do not patch RequestSpecial as one giant rewrite. It is a tag router with materially different authority needs:
| Tag family | Current behavior | First hardening gate |
|---|---|---|
Bookkeeping: update-teamleader, group-query, upgrade-sync, update-clientfps, track-playerobject
|
Mutates teamleader, group join, upgrade sync flags, HC/client FPS records or player-object lists from payloads (Server_HandleSpecial.sqf:6-41,67-83,133-144). |
Shape-check objects/UIDs/groups and ensure the requester can speak for the team/player record. |
Support effects: Paratroops, ParaVehi, ParaAmmo, uav, RespawnST, repair-camp
|
Spawns support scripts, kills supply trucks or recreates camp bunkers from payload side/position/object state (Server_HandleSpecial.sqf:43-64,147-168). |
Recompute fee, cooldown, upgrade, side, target object and position server-side before effect. |
Delegation/HC: update-town-delegation, connected-hc
|
Registers HC groups and appends delegated vehicles to town active-vehicle state (Server_HandleSpecial.sqf:86-94,117-128). |
Validate HC identity/owner and ensure delegated vehicle lists belong to the expected town/HC handoff. |
HQ/endgame-sensitive: process-killed-hq
|
Forwards payload killed event into WFBE_SE_FNC_OnHQKilled (Server_HandleSpecial.sqf:114-115). |
Validate killed object is the side HQ/MHQ being tracked and reject duplicate killed-event processing. |
P0 special weapon: ICBM
|
Trusts side/base/target/team payload, waits for target death and spawns NukeDammage (Server_HandleSpecial.sqf:97-111). |
Use ICBM authority before any other RequestSpecial hardening claim. |
| Flow | Client entrypoint | Current server/current handler | Current trust | Target authority owner | Patch shape | First validation |
|---|---|---|---|---|---|---|
| PVF dispatch | Any WFBE_CO_FNC_SendToServer, SendToClient or SendToClients command |
Server_HandlePVF.sqf:14, Client_HandlePVF.sqf:22, registry in Init_PublicVariables.sqf:23-51
|
Dispatchers run Spawn (Call Compile _script) on command strings from the PV payload; init already compiles SRVFNC* and CLTFNC*. |
Validated handler lookup in missionNamespace. |
Use missionNamespace getVariable [_script, {}], reject non-CODE and unregistered names, keep Spawn until scheduled handler needs are audited. |
Valid RequestJoin or RequestVehicleLock, valid LocalizeMessage or HandleSpecial, bogus handler rejected and logged once. |
| ICBM / nuke | Client/Module/Nuke/nukeincoming.sqf:23 |
Server/PVFunctions/RequestSpecial.sqf:1, "ICBM" in Server_HandleSpecial.sqf:97-111
|
Client supplies side, base/target object, cruise object and team; server later spawns NukeDammage. |
Server special-weapons authority. | Use ICBM authority: validate commander/team, side, module/upgrade state, funds/cost and impact anchor server-side; server owns debit and launch acceptance. | Valid commander launch still works; forged non-commander, wrong-side, dead/invalid target and invalid base do not spawn NukeDammage. |
| Construction and defenses | Client/Module/CoIn/coin_interface.sqf |
Server/PVFunctions/RequestStructure.sqf:3-20, RequestDefense.sqf:2-8
|
DR-6 owns exact payload-trust proof; construction atlas owns the runtime map. | Server base-construction authority. | Include requester context, validate side and commander/repair-truck authority, funds, HQ/base area, placement, class allowlist and manned-defense permission; server debit before build. | Accepted HQ/factory/defense builds still work; wrong-side, unaffordable, out-of-base and disallowed manned-defense requests reject. |
| Player factory buy | Client/GUI/GUI_Menu_BuyUnits.sqf:102-156 |
No registered RequestBuyUnit; Client/Functions/Client_BuildUnit.sqf:217,249,411-450 creates units/vehicles locally |
Client checks funds, spawns BuildUnit, debits with ChangePlayerFunds, and creates units/vehicles locally. |
Large redesign: server buy authority, or explicit public-server dependency on BattlEye script filters while locality is preserved. | Prefer a server-validated buy request for high-value purchases. If preserving client locality temporarily, document it as not server-authoritative and harden with BE scripts.txt outside mission code. |
Buy infantry and vehicles on hosted/dedicated; forged createVehicle/createUnit path must be constrained by chosen authority model or BE posture. |
| Upgrades |
Client/GUI/GUI_UpgradeMenu.sqf and upgrade menu send path |
Server/PVFunctions/RequestUpgrade.sqf:5, Server_ProcessUpgrade.sqf:12-18,40-44,85-87
|
Raw payload selects side, upgrade id and level; server processes timing and state but cost/dependency authority is client-side. | Server upgrade authority. | Use Upgrades and research atlas: server validates commander/team, side, current level, requested next level, dependencies, cost and funds/supply; server owns debit and state transition. | Valid upgrade completes; invalid id/level, skipped dependency, insufficient funds and wrong-side/role reject. |
| Town/camp capture rewards |
Client/PVFunctions/TownCaptured.sqf:37-81, Client/PVFunctions/CampCaptured.sqf:19-40
|
Server-owned capture state in Server/FSM/server_town.sqf:226-241 and server_town_camp.sqf:122-138
|
Server owns town/camp side transitions, but client PV handlers award funds locally and request score after the capture broadcast. | Server reward authority. | Keep ownership/capture server-owned; move bounty eligibility, distance/participation, commander bonus and score/funds mutation to server-side reward handling or explicitly constrain with public-server policy. | Valid nearby capture still pays once; distant, replayed, wrong-side or forged reward attempts do not change funds/score. |
| Side supply | Common ChangeSideSupply callers |
Common_ChangeSideSupply.sqf:24-30, Server_ChangeSideSupply.sqf:1-45
|
Common side broadcasts signed temp amount; server recomputes _change but the negative floor can turn overspend into a windfall, and the temp handlers trust payload side instead of channel suffix. |
Server side-supply ledger. | Fix negative clamp to zero/valid floor, validate side/channel/amount consistency, restrict supply mutation callers, and prefer server-owned supply mutations for spend/reward flows. | Positive reward still applies; overspend cannot increase supply; west/east side mismatch rejects; resistance owner decision documented. |
| Supply missions | Client/Module/supplyMission/supplyMissionStart.sqf:20-39 |
supplyMissionStarted.sqf:1-65, supplyMissionCompleted.sqf:2-34
|
Client stamps SupplyFromTown and SupplyAmount on vehicle; completion reads those vars and rewards side supply. |
Server logistics authority. | Server re-derives source town/reward from trusted state where possible, standardizes cooldown casing, avoids duplicate loops/handlers, and narrows broad object scans. | Truck mission complete/repeat/JIP cooldown; forged reward/source ignored; PR #1 destruction reward pays once. |
| Attack waves |
Client/FSM/updateclient.sqf:240, Common/Functions/Common_AttackWaveActivate.sqf:3-8
|
Server_AttackWave.sqf:1-38, Server/PVFunctions/AttackWave.sqf:1-62
|
Client/common side sends ATTACK_WAVE_INIT = [_supply, _side]; server uses _supply to compute discount and duration. ATTACK_WAVE_DETAILS also trusts _side, _priceModifier and _attackLength. |
Server support-mode authority. | Treat direct PVs as request/detail surfaces; server re-derives side supply, validates requester side/permission, deducts intended cost and clamps modifier/duration before starting wave, then protects the detail handler from forged payloads. | Legit wave starts; forged exaggerated supply/detail payload cannot change modifier, duration, side or cost; wrong-side requests reject; late-join attack-wave state remains documented. |
| Gear, EASA and service |
GUI_BuyGearMenu.sqf:421-441, GUI_Menu_EASA.sqf:40-49, GUI_Menu_Service.sqf:126-230
|
Mostly no server handler; support scripts run from client service menu | Gear/EASA/service affordability and effects are client-local. Service rearm/refuel debit unconditionally when action selected. | Server equipment/service ledger or explicit local-only trust decision. | Add server request/acceptance for public-server hardening. As a small correctness patch only, use Service menu affordability guards for local price/funds/context parity. | Gear buy, EASA equip, service repair/rearm/refuel/heal; unaffordable and wrong-context requests reject or are BE-constrained. |
| Structure sale | Client/GUI/GUI_Menu_Economy.sqf |
No server sale PVF found in current docs/findings | Client commander check, refund and destruction are local. | Server economy/base authority. | Add sale request with server commander, ownership, object type, refund and destruction validation; server owns refund/effect. | Valid sale works once; wrong-side/non-commander/stale object sale rejects. |
| Normal MHQ repair | Client/Action/Action_RepairMHQ.sqf:5-35 |
Server/PVFunctions/RequestMHQRepair.sqf:1, Server_MHQRepair.sqf:7-79
|
Client checks dead HQ/range/repair count/funds, debits locally and sends only side; server creates repaired MHQ from side state. | Server HQ repair authority. | Include requester and repair-vehicle context; server validates dead HQ, vehicle range/class, side, repair count and funds, then debits and creates the MHQ. | Valid repair works; wrong-side, alive-HQ, far-vehicle, exhausted-count and insufficient-funds requests reject. |
| WASP HQ recovery | WASP/actions/Action_RepairMHQDepot.sqf:8-28 |
RequestMHQRepair server path plus client-side cashrepaired and town supply reset |
Client checks/debits cash, sends side-only repair request, sets public flags, moves HQ wreck and resets town supplyvalue. |
Server HQ recovery authority. | Include requester context; server validates dead HQ, commander/side, one-time flag, funds, recovery/drop position and town-SV side effects before repair. | Valid recovery works once; wrong-side, insufficient-funds and second repair reject; town supply reset is server-owned. |
Use this checklist for every authority-sensitive handler before writing code:
| Check | Ask |
|---|---|
| Requester | Which player, unit or group is asking? Can the server verify that object is alive, local enough to inspect, and belongs to the claimed side? |
| Role | Must the requester be commander, driver, repair-truck user, team leader, support user or side member? |
| Side | Is side derived from server-known group/player/object state instead of a payload scalar/string? |
| Funds/supply | Does the server recompute price, balance and resulting floor/cap? |
| Object validity | Are object refs non-null, alive where required, the expected class, and not stale from a previous action? |
| Locality | Does the effect need to run on server, client owner, headless client or all clients? |
| Position/range | Is the target/base/source within valid distance and terrain/build constraints? |
| Class allowlist | Is the requested class/name in the side's server-held allowlist? |
| Upgrade/dependency | Does the requested level match current state and dependencies? |
| Idempotency | Can duplicate PVs, duplicate event handlers, JIP replays or retries apply the effect twice? |
| State broadcast | Does accepted server state need object variables, side logic vars, marker replay or pull-based JIP sync? |
| Logging | Is there one compact accepted/rejected log at the transition point? |
| BattlEye | Does production need a matching filter update as defense in depth? |
| Test record | Is a future or actual test entry compatible with agent-test-plan.schema.json? |
| Area | Why |
|---|---|
| Client-local player factory buys | Moving createUnit/createVehicle authority can change locality, queue ownership, AI group ownership and buyer disconnect behavior. Design the request/acceptance model first. |
| Gear/EASA/service | Many UI/effect paths mutate inventory, weapons, magazines, fuel, damage and vehicle state locally. Quick local guards are not a full authority migration. |
| Modded missions | Napf, Eden and Lingor are divergent forks; other modded folders are stubs. Source fixes do not automatically make all modded missions safe. |
| Autonomous AI logistics | Supply truck/heli AI work sits on partially disabled/missing logistics code. Finish the owner decision before reviving autonomous behavior. |
| BattlEye posture | Filters usually live outside the mission PBO. Confirm production BEpath before claiming public-server hardening; use External integrations for in-repo evidence. |
Until server authority is implemented, do not describe the repo as public-server hardened.
Minimum interim posture:
- Harden PVF dispatch lookup first.
- Add production BattlEye publicVariable and scripts filters for the highest-risk request/effect paths.
- Treat
RequestSpecial"ICBM", construction/defense, upgrades, side supply, player buys, structure sale, supply rewards, attack waves, gear/EASA/service and WASP HQ recovery as a single trust-boundary class. - Record which flows are still client-authoritative in Feature status.
- For every patch, record validation level in Testing workflow terms.
Every server-authority patch should produce a test record or planned test record shaped like agent-test-plan.schema.json.
Recommended minimum coverage by phase:
| Phase | Minimum evidence |
|---|---|
| PVF foundation |
source-only registry check plus hosted or dedicated PV smoke. |
| ICBM and attack waves |
dedicated-smoke; live-server-sensitive if BattlEye or production config changes. |
| Economy ledger |
dedicated-smoke for each migrated flow; hosted/listen smoke if locality changes. |
| Supply and support systems |
dedicated-smoke, jip-smoke for cooldown/state, PR #1 vehicle reuse/destruction tests when relevant. |
| HC/AI-adjacent migrations |
hc-smoke if group ownership, delegation or AI spawning changes. |
Agents should read this page before claiming any agent-hardening-backlog.jsonl item with network-authority, economy, gameplay-security, support-systems or BattlEye categories. For BattlEye-specific shipped evidence, start with External integrations.
This page does not change mission behavior. It is the source-backed design layer for future implementation branches such as hardening/pvf-dispatch, hardening/icbm-authority, hardening/economy-ledger, hardening/supply-missions and hardening/attack-wave-authority. For the order in which those branches should be claimed, use Hardening roadmap.
Dedicated playbook: ICBM authority expands the DR-27 row into an implementation-ready patch shape for RequestSpecial "ICBM", NukeIncoming, Server_HandleSpecial.sqf and NukeDammage.
Dedicated playbook: Attack-wave authority expands the DR-41 row into an implementation-ready patch shape, including the current all-side-supply spend model.
First implementation cut: Economy authority first cut sequences the broad economy class into side-supply clamp, upgrade authority, construction/defense authority and deferred player-buy redesign.
Dedicated atlas: Upgrades and research expands the upgrade row into the live menu, side config, server worker, AI commander worker, stale legacy dialog and server-authority migration shape.
Previous: Hardening roadmap | Next: ICBM authority playbook
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- 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