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Server Gameplay Runtime Atlas
Upstream-history note: Miksuu commit clusters show that server runtime changes around town AI, JIP and performance often need follow-up fixes. Read Developer history and upstream lessons before altering long-running server loops or wakeup logic.
This atlas maps long-running server gameplay loops and runtime surfaces that future owners should treat carefully. Paths are relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/.
For deployment, packaging, BattlEye, extension and RPT collection questions, use Server runtime and operations to route to the correct operations page instead of expanding this runtime atlas.
| Runtime surface | Source anchors | Notes |
|---|---|---|
| Town capture loop |
Server/Init/Init_Server.sqf:510; Server/FSM/server_town.sqf
|
Server-owned capture, supply value changes, camp side updates and performance audit rows. |
| Town AI loop |
Server/Init/Init_Server.sqf:512-514; Server/FSM/server_town_ai.sqf
|
Defender/occupation activation, town AI delegation, static defense operation and despawn behavior. |
| Resource loop |
Server/Init/Init_Server.sqf:531; Server/FSM/updateresources.sqf:20-75
|
Side supply/player funds/commander funds. The _supply < WFBE_C_ECONOMY_SUPPLY_MAX_TEAM_LIMIT gate wraps all three payout paths, so economy-cap changes can suppress paychecks and AI commander funds as well as side-supply growth. |
| Victory loop |
Server/Init/Init_Server.sqf:528; Server/FSM/server_victory_threeway.sqf
|
Winner inversion/double-fire hazards live here; route through DR-11/DR-36 before patching. |
| Supply mission tracking |
Server/Module/supplyMission/supplyMissionStarted.sqf; Server/Module/supplyMission/supplyMissionCompleted.sqf
|
Client-stamped cargo/reward state remains an authority cleanup lane; completion calls ChangeSideSupply, so rewards hit the DR-44 wfbe_supply_temp_<side> final mutation channel. Scan narrowing is docs/source propagated; use Current source status snapshot before making stable-master or release claims. |
| Cleanup/restoration workers |
Server/Init/Init_Server.sqf:535-560; Server/FSM/server_collector_garbage.sqf; Server/FSM/emptyvehiclescollector.sqf; Server/FSM/cleaners/*; Server/FSM/restorers/buildings_restorer.sqf
|
Server-owned object lifecycle workers for dead objects, empty vehicles, dropped items, craters, ruins, buildings and tracked mines. Full cadence, PerformanceAudit labels and patch-ready cleanup findings live in Marker cleanup/restoration. |
| HQ killed processing |
Server/Construction/Construction_HQSite.sqf:89,91; Client/Init/Init_Client.sqf:500-503; Server/Functions/Server_OnHQKilled.sqf:46-81,96-114
|
Mobile-HQ killed EHs can fire from multiple owning-side clients; Server_OnHQKilled.sqf currently has no processed-once guard before score awards, messages and HQ marker/state broadcasts. Canonical finding: Deep-review findings DR-20. |
| Server FPS publishing |
Server/GUI/serverFpsGUI.sqf; Server/Module/serverFPS/monitorServerFPS.sqf; Server/Init/Init_Server.sqf:578,595
|
Current docs/source exits both publishers on !isDedicated; Arma smoke and branch-scope proof still decide release status. Canonical finding: Deep-review findings DR-19. |
| Side radio/message pipeline |
Server/Init/Init_Server.sqf:32; Server/Functions/Server_SideMessage.sqf; callers in server_town.sqf:199,230,233, Server_BuildingKilled.sqf:92 and Server_ProcessUpgrade.sqf:85
|
Server-owned HQ-radio/kbTell messages for towns, bases, strongpoints, construction, commander votes and upgrades. Keep this separate from LocalizeMessage chat/PVF effects. See SideMessage pipeline shape. |
Server init is one dense startup cluster around Server/Init/Init_Server.sqf:507-626. Runtime edits should be reviewed as a worker set rather than isolated scripts; use AI runtime/HC loop map for AI/HC loop tables, Marker cleanup/restoration for object lifecycle maintenance loops, External integrations for AntiStack/DB deployment and Testing workflow for smoke scope.
SideMessage is a server-compiled radio wrapper, not the same path as client LocalizeMessage. Server init compiles it from Server/Functions/Server_SideMessage.sqf (Server/Init/Init_Server.sqf:32). The handler reads the side, message key and optional parameters (Server_SideMessage.sqf:3-5), resolves the side radio HQ speaker/receiver/topic from side logic (:7-11) and then calls kbTell through a compact switch (:13-64).
The payload shape is message-family dependent:
| Message family | Expected shape | Representative callers |
|---|---|---|
| Town object messages | [_side, "Lost" / "Captured" / "HostilesDetectedNear", _townLogic] |
town lost/captured uses server_town.sqf:230,233; town-AI activation uses server_town_ai.sqf:134. |
| Nearby strongpoint/town messages | [_side, "LostAt" / "CapturedNear", ["Strongpoint", _townLogic]] |
camp side changes use server_town_camp.sqf:127,130; handler expects select 0 as a spoken label and select 1 as the town logic (Server_SideMessage.sqf:23-30). |
| Base or town attack/construction messages |
[_side, "Constructed" / "Destroyed" / "Deployed" / "Mobilized" / "IsUnderAttack", ["Base", _structure]] or ["Town", _townLogic]
|
construction/HQ paths use Construction_SmallSite.sqf:115, Construction_MediumSite.sqf:130, Construction_HQSite.sqf:35,88; base damage/kill/HQ kill use Server_BuildingDamaged.sqf:13, Server_BuildingKilled.sqf:92, Server_OnHQKilled.sqf:53; town attack uses server_town.sqf:199. |
| No-parameter radio topics | [_side, "VotingForNewCommander" / "NewIntelAvailable" / "MMissionFailed" / "NewMissionAvailable"] |
commander vote uses RequestCommanderVote.sqf:20; upgrade completion uses Server_ProcessUpgrade.sqf:85. |
| Parameterized mission/extraction topics | [_side, "MMissionComplete" / "ExtractionTeam" / "ExtractionTeamCancel", [spokenText, dubbingClass]] |
handled by Server_SideMessage.sqf:61-62; source-check the current caller before adding one. |
Do not collapse this into LocalizeMessage. LocalizeMessage is registered as a client PVF (Common/Init/Init_PublicVariables.sqf:32) and its client handler can show chat/title text or mutate local funds for some tags, for example Teamkill, SecondaryAward and HeadHunterReceiveBounty (Client/PVFunctions/LocalizeMessage.sqf:49,53,57-68). SideMessage is the server-owned radio/dubbing path. If you add radio lines, dubbing classes or new side-message keys, smoke each payload family in Arma 2 OA and inspect both the side radio output and the adjacent LocalizeMessage path if the same gameplay event also emits chat/economy feedback.
| Risk | Status | Owner route |
|---|---|---|
| Hosted/listen FPS busy loop | Docs/source propagated; stable/release branch status and Arma smoke decide shipped state; DR-19 | Hosted server FPS loop sleep, Current source status snapshot and Deep-review findings DR-19 |
| Supply command-center broad scan | Docs/source propagated; stable/release branch status and Arma smoke decide shipped state | Supply mission scan narrowing |
| Supply reward/cooldown authority | Open hardening; includes DR-44 final side-supply mutation channel | Supply mission authority cleanup |
| Victory double-fire/winner inversion | Open correctness | Deep-review findings DR-11/DR-36 |
| HQ-killed duplicate processing / score exploit | Open correctness; DR-20 | Deep-review findings DR-20 |
| Direct PV authority | Open hardening | Public variable channel index |
| Side-message payload shape | Source-cited runtime surface | Use SideMessage pipeline shape. SideMessage takes different parameter shapes for town, strongpoint, base/construction and no-parameter radio topics; keep it separate from LocalizeMessage before adding radio/dubbing or changing message text. |
| AntiStack/database loops | High-sensitivity lifecycle surface | External integrations, AntiStack database extension audit and AI runtime/HC loop map |
| Dormant maintenance hooks |
Init_Server.sqf:36 comments UpdateSupplyTruck; :567 comments groupsMonitor; :65,88-92 retain older commented AFK/server-FPS/MASH compile remnants. |
Keep disabled hooks documented as historical or deliberately revive them with owner-scoped smoke. Duplicate live bind cleanup is tracked in Server init bind cleanup. |
- Do not remove sleeps or change scan cadence without measuring gameplay and performance effects.
- Keep Arma 2 OA hosted/dedicated/headless differences explicit; do not import Arma 3 locality/JIP examples.
- Treat publicVariable handlers as lacking a trusted sender identity unless source proves a server-owned anchor.
- When gameplay code is requested later, patch source Chernarus first and propagate generated Vanilla Takistan through LoadoutManager.
Systems: Gameplay systems atlas | Performance: Performance opportunity sweep | Current truth: Current source status snapshot
Home | Agent Guide | Current live state | Release 1.2.2 (B91) | Quickstart | Progress | Lifecycle wait-chain | Join/disconnect | Parameters/build | Assets/config | SQF atlas | PV index | Modules | Support/specials | Commander/HQ | Commander vote/reassign | Construction/CoIn | Construction cleanup | WDDM compositions | Factory/purchase | Upgrades/research | Towns/camps/capture | Victory/endgame | Markers/cleanup | Server runtime | AI runtime/HC | AI commander audit | HC delegation | Town AI safety | Commander reassignment | Resistance supply | Player UI workflow | UI atlas | Respawn/death | Gear template filter | Vehicle cargo loop | Service guards | UI IDD repair | UI design inspiration | WASP overlay | Feature status | Source propagation | release readiness | Tooling readiness | Integration trust | AntiStack DB | Owner decisions | Shelved registry | Abandoned feature revival | Hardening roadmap | PVF dispatch | Server authority | ICBM authority | Attack-wave authority | Telemetry families | AICOM V2 cutover | Consumer port map | Testing workflow | Server ops | Web tools | Ecosystem repos | Arma 2 OA refs | A2 traps | OA compatibility audit | Coverage ledger | Navigation inventory | Pruning ledger | Knowledge roadmap | Agent context | Collab protocol | Worklog | Audit archive 2026-07 | Briefing reference | Utes invasion concept
- Shelved AICOM concepts - revivable someday ideas (owner-shelved 2026-07-03)
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
- Codebase coverage ledger
- Bottleneck removal queue
- Current source status
- Wiki mirror reconciliation
- Navigation inventory
- Registers
- Agent orchestration
- 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
- Auxiliary/SF/civilian unit catalog
- Gear store loadout route catalog
- 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
- Performance audit writer
- Site clearance (bulldozer)
- Factory queue cancel & refund
- AI commander tunable constants
- Experimental feature-flag constants
- Flag system quick reference
- Mission tunable constants catalog
- Gear parsing & cargo capacity
- Structure dressing function
- Paradrop delivery functions
- ICBM nuke client VFX & radiation
- Server HandleSpecial router
- LocalizeMessage chat router
- Gear buy-menu render & price functions
- Server broadcast & telemetry loops
- Per-unit client init pipeline
- Vehicle marking & texture pipeline
- Defense category & budget
- Legacy AI order primitives
- Commander-team driver
- AICOM command verbs
- AICOM behavior fix taxonomy
- AI commander wildcard deck reference
- AICOM aircraft and airfield system
- Static-defense manning
- End-of-game stats screen
- AI commander execution loop
- Deployable bipod / weapon resting
- Town-economy getters
- Server-init deadspawn & airfield probe
- GUER VBIED detonate action
- Resource income-tick engine
- AI commander treasury accessors
- PVF send-helper contracts
- 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