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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, Feature status, Testing workflow and agent-test-plan.schema.json.
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.
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. The repo currently ships only a minimal BattlEyeFilter/publicvariable.txt AFK-related rule. |
| Phase | Target | Patch shape |
|---|---|---|
| 1 | PVF foundation | Harden Server/Functions/Server_HandlePVF.sqf and Client/Functions/Client_HandlePVF.sqf against sender-chosen handler strings. Add a rejection log convention and validate one server PVF plus one client PVF. |
| 1 | Ledger decision | Decide where server funds, side supply and accepted transaction records live before migrating individual spend flows. |
| 2 | Highest blast radius | Migrate RequestSpecial "ICBM" and direct attack-wave activation first. These can create server-side mass effects or global price modifiers. |
| 2 | Release correctness | Fix victory/endgame double-fire and winner correctness before relying on public releases or statistics. |
| 3 | Economy ledger | Move upgrades, construction/defense, side supply and player factory buys toward server-owned debit/effect decisions. |
| 4 | Supports and logistics | Migrate supply missions, PR #1 supply helicopter mechanics, gear/EASA/service and WASP HQ recovery after the ledger model is stable. |
| 5 | Cleanup | Remove dead twins, stale marker receivers and abandoned paths once their owner decision is clear. Keep generated mission propagation explicit. |
| 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. | Server validates commander/team, side, module/upgrade state, funds/cost, base/target object shape and range; 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
|
Client sends side, class/name, position, direction and manned flag; server mostly resolves class arrays and builds. | 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. | 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. |
| 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. |
Server side-supply ledger. | Fix negative clamp to zero/valid floor, restrict supply mutation callers, and prefer server-owned supply mutations for spend/reward flows. | Positive reward still applies; overspend cannot increase supply; west/east both covered; 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:1-55
|
Client/common side sends ATTACK_WAVE_INIT = [_supply, _side]; server uses _supply to compute discount and duration. DR-41 shows forged _supply >= 70000 can drive side-wide unit price modifier to zero or negative. |
Server support-mode authority. | Treat direct PV as a request; server re-derives side supply, validates requester side/permission, deducts intended cost and clamps modifier/duration before starting wave. | Legit wave starts; forged exaggerated supply cannot change modifier, duration 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, add local affordability guards for service rearm/refuel 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. |
| 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 and resets town supplyvalue. |
Server HQ recovery authority. | Include requester context; server validates dead HQ, commander/side, one-time flag, funds 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. |
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.
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.
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.
Previous: Hardening roadmap | Next: Attack-wave authority playbook
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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
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- AICOM stuck-recovery v2
- LoadoutManager data-model contributor guide
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- Group bool getVariable A2-OA trap
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- Old WarfareBE FPS comparison
- AI commander autonomy audit
- Upstream BE 2073 AICOM delta
- Parent 2.073 divergence audit
- AI commander capture & fun plan
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- Server gameplay runtime atlas
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- Audit findings queue (2026-06-03)
- Deep review findings
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- Performance gain simulation
- Self-host testing field notes
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- Hardening and authority
- UI / player workflows
- Client UI, HUD and menus
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- Player UI workflow map
- Client UI systems atlas
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- UI theme palette and style macros
- UI design inspiration 2026-07
- Available-actions client gate FSM
- Gear/loadout/EASA atlas
- Gear template profile filter
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- Tooling release readiness audit
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- External integrations
- Integration trust boundary audit
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- Community & Dev
- Community & Dev
- Miksuu upstream wiki import / archive index
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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
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- 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