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Server Gameplay Runtime Atlas
For town object startup, capture/SV, camp capture, marker visibility and town-AI activation ownership, use Towns, camps and capture atlas. For commander vote/reassignment, HQ deploy/mobilize, HQ destruction, wreck markers and MHQ repair ownership, use Commander/HQ lifecycle. For match-end detection, winner/loser semantics and win-stat logging, use Victory/endgame atlas. This page stays the broader server-loop router.
This page maps the long-running server gameplay systems from source: town capture, town AI, camps, economy/resources, commander/team state, victory checks, supply mission trust boundaries and server performance loops.
All paths are relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/.
flowchart TD
IJ["initJIPCompatible.sqf"] --> Common["Common init + PVF registration"]
IJ --> TownInit["Common town discovery"]
IJ --> Server["Server/Init/Init_Server.sqf"]
Server --> SideState["Side logic: HQ, teams, commander, upgrades, supply"]
TownInit --> TownState["Town logics: sideID, SV, camps, defenses"]
Server --> TownLoop["server_town.sqf capture/SV"]
Server --> CampLoop["server_town_camp.sqf camps"]
Server --> TownAI["server_town_ai.sqf activation/despawn"]
Server --> Economy["updateresources.sqf income/supply/funds"]
Server --> Victory["server_victory_threeway.sqf end state"]
Server --> Perf["FPS publishers + PerformanceAudit"]
Lifecycle ownership note: Lifecycle wait-chain owns the flag table, boot ordering, JIP waits and client/HC wait hazards. This atlas only lists the server runtime owners that start after Init_Server.sqf reaches its long-running loop phase.
Server/Init/Init_Server.sqf is the central server owner. It guards repeated execution at :1, compiles server functions at :10-103, initializes side/HQ/team state at :302-503, then starts long-running systems.
| System | Server entrypoint |
|---|---|
| Town capture and supply value loop |
Init_Server.sqf:509-510 starts Server/FSM/server_town.sqf. |
| Town AI activation/despawn |
Init_Server.sqf:512-516 starts Server/FSM/server_town_ai.sqf. |
| Camp capture manager |
Common/Init/Init_Town.sqf:129-130 registers camp workers; Server/FSM/server_town_camp.sqf:8-25 runs one singleton manager. |
| Commander/HQ lifecycle |
Init_Server.sqf:313-371,622, Construction_HQSite.sqf, Server_OnHQKilled.sqf, Server_MHQRepair.sqf; deep map in Commander/HQ lifecycle. |
| Resources and economy |
Init_Server.sqf:526-532 starts Server/FSM/updateresources.sqf. |
| Victory/end state |
Init_Server.sqf:526-529 starts Server/FSM/server_victory_threeway.sqf. |
| Garbage, empty vehicles and cleaners |
Init_Server.sqf:535-559. |
| Server FPS monitors |
Init_Server.sqf:577-595. |
| AntiStack loops |
Init_Server.sqf:597-614; deep map in AntiStack database extension audit. |
| Commander vote bootstrap |
Init_Server.sqf:622. |
| Data | Owner | Evidence |
|---|---|---|
| Town list | Global towns array populated by Common/Init/Init_Town.sqf. |
Init_Town.sqf:165 |
| Town static vars | Town logic objects: name, range, startingSupplyValue, maxSupplyValue, lastSupplyMissionRun, supplyMissionCoolDownEnabled, wfbe_town_type. |
Init_Town.sqf:31-40 |
| Town server vars | Town logic objects: camps, wfbe_town_defenses, sideID, supplyValue. |
Init_Town.sqf:63-64, :87-89
|
| Town AI state | Town logic objects: wfbe_active, wfbe_active_air, wfbe_active_sideIDs, wfbe_inactivity, wfbe_active_override, wfbe_active_vehicles, wfbe_town_teams. |
server_town_ai.sqf:21-32 |
| Side/commander state | Side logic objects: wfbe_commander, wfbe_hq, wfbe_structures, wfbe_aicom_running, wfbe_aicom_funds, wfbe_upgrades, wfbe_upgrading, wfbe_votetime, wfbe_ai_supplytrucks, wfbe_commander_percent. |
Init_Server.sqf:356-389 |
| Team list | Side logic wfbe_teams. |
Init_Server.sqf:500-501 |
| Team/group vars | Group variables: wfbe_funds, wfbe_side, wfbe_queue, wfbe_vote, wfbe_autonomous, wfbe_respawn, wfbe_teamtype, wfbe_teammode, wfbe_teamgoto. |
Init_Server.sqf:474-483 |
| Side supply | Mission namespace wfbe_supply_<side> plus temporary public variables wfbe_supply_temp_<side>. |
Init_Server.sqf:386, Common_ChangeSideSupply.sqf:28-30, Server_ChangeSideSupply.sqf:1-47
|
Server/FSM/server_town.sqf scans town ranges with nearEntities (:57), sleeps per town (:259) and per cycle (:270), then records performance audit data (:262-266).
Server/FSM/server_town_ai.sqf avoids aircraft in activation scans (:84-93), despawns inactive town AI (:191-222) and records audit data (:244-248). This is spawn/delete distance activation, not simulation caching.
Server/FSM/server_town_camp.sqf centralizes camp capture into a singleton manager. It registers workers and prevents duplicate managers at :8-13, then scans on a one-second cadence at :22-25 and :157.
Common/Functions/Common_PerformanceAudit.sqf is local RPT logging, not network sync. It snapshots FPS/player/AI/unit/vehicle/town-active counts (:28-105), records aggregate call stats (:159-193) and flushes every 60 seconds by default (:221-239).
Ampere's runtime pass confirmed that the major loops are cooperative rather than tight in the normal dedicated-server path: town capture, town AI, camps, resources, victory, garbage and empty-vehicle collection all have sleeps or per-cycle yields. The FPS publisher hosted/listen exception is now patched in source Chernarus; generated propagation and any restored AI supply-truck path remain review targets.
| Risk | Evidence | Development note |
|---|---|---|
| Low-FPS sleep inversion |
Common_GetSleepFPS.sqf:5-9 shortens sleeps under lower FPS. |
Overloaded servers may run some loops more often, not less. Verify before reusing this helper. |
| Hosted-server FPS busy loop | Init_Server.sqf:578 starts Server/GUI/serverFpsGUI.sqf and :595 starts Server/Module/serverFPS/monitorServerFPS.sqf; source Chernarus now exits on !isDedicated before entering their loops. | Source patched; generated propagation remains. Dedicated publishing is preserved. See Hosted server FPS loop sleep. |
| Town scans |
server_town.sqf:57 uses nearEntities per town. |
Preserve per-town/per-cycle sleeps and audit records. |
| Garbage scan |
server_collector_garbage.sqf:4-32 scans allDead every 0.5s. |
Avoid adding more all-world scans nearby. |
| Empty vehicle scan |
emptyvehiclescollector.sqf:4-30 polls every 0.5s. |
Keep cleanup conditions cheap. |
| AntiStack DB loop |
Server/Module/AntiStack/mainLoop.sqf:15-43 iterates allUnits and performs DB retrieve/store per player. |
Extension/database latency is live-server sensitive; AntiStack database extension audit owns the procedure/guard table. |
flowchart LR
ClientStart["Client supplyMissionStart.sqf"] --> TruckVars["Truck vars: SupplyFromTown, SupplyAmount"]
ClientStart --> StartPV["WFBE_Client_PV_SupplyMissionStarted"]
StartPV --> ServerStart["Server supplyMissionStarted.sqf"]
TruckVars --> Completion["Server supplyMissionCompleted.sqf"]
Completion --> Reward["Funds + supply reward"]
Completion --> Cooldown["Town LastSupplyMissionRun"]
Supply mission start is not fully server-authoritative. Client code sets SupplyFromTown and SupplyAmount on the truck at Client/Module/supplyMission/supplyMissionStart.sqf:20-34, then sends WFBE_Client_PV_SupplyMissionStarted at :38-39. Completion later trusts truck variables in Server/Module/supplyMission/supplyMissionCompleted.sqf:9-27.
Cooldown casing detail is canonical in Deep-review findings DR-18 and the Supply mission architecture page. This atlas keeps only the runtime owner map.
AI commander support is partially present. Boyle's second-pass review corrected the earlier shorthand: the upgrade worker and AI commander funds are real, but no obvious live scheduler was found that drives the full autonomous commander loop or sets wfbe_aicom_running = true. The detailed revival audit and source table now live in AI commander autonomy audit.
Evidence:
- Constants expose AI commander settings at
Common/Init/Init_CommonConstants.sqf:91-100. - Side logic state and funds exist at
Server/Init/Init_Server.sqf:364-365. -
WFBE_SE_FNC_AI_Com_Upgradeis compiled atServer/Init/Init_Server.sqf:48;Server/Functions/Server_AI_Com_Upgrade.sqf:12-50reads upgrade order, checks funds/supply and debits throughChangeAICommanderFunds/ChangeSideSupply. - Commander vote/assign code stops AI commander when a player commander exists at
Server/Functions/Server_VoteForCommander.sqf:54-57. - No active loop/FSM was found that starts and drives AI commander automation.
Treat AI commander production and autonomous logistics as partial until a dedicated implementation pass proves or restores the runtime owner. In particular, AIBuyUnit appears latent and UpdateSupplyTruck is broken under the supply-system-0 + AI commander branch. Rsc/Parameters.hpp:92-97 also gives the AI commander mission parameter default as 0, while Init_CommonConstants.sqf:91 is only a nil fallback; use the audit before making default-state claims.
Server/FSM/server_victory_threeway.sqf:23-57 ends the mission when victory conditions are met. Victory/endgame atlas owns the exact implementation map, risk register and smoke checklist. The broad end-state pattern is:
- HQ is dead and no factories remain, or a side holds all towns.
- Server publishes endgame state, sets winner data such as
WF_Winner, and flipsgameOver/WFBE_GameOver. - Optional AntiStack persistence may run.
- Mission ends through
failMission "END1".
Canonical correctness findings are routed through Victory/endgame atlas, with raw evidence in Deep-review findings DR-11 and DR-36. Runtime summary: the loop is server-authoritative and DR-36 found its Perf/JIP/HC posture clean, but the end-condition guard, winner semantics and no-break side loop still need the atlas fix before match results are trusted.
| Area | Evidence | Status |
|---|---|---|
| AI supply truck system |
UpdateSupplyTruck compile is commented at Init_Server.sqf:36, but spawn remains under supply system 0 + AI commander at :381-383; script calls missing Server/FSM/supplytruck.fsm at Server/AI/AI_UpdateSupplyTruck.sqf:17. |
Config-gated broken path; see AI commander autonomy audit. |
| AI commander automation | State/funds/constants exist, but no active AI commander loop/FSM was found. | Partial/latent; see AI commander autonomy audit. |
Server_AssignNewCommander call shape |
_side = _this then _commander = _this select 1 in Server_AssignNewCommander.sqf:3-5; caller passes [_side, _assigned_commander] from RequestNewCommander.sqf:12-14. |
Confirmed bug; use commander reassignment call shape. |
| Supply mission cooldown casing | DR-18 confirms lastSupplyMissionRun / LastSupplyMissionRun mismatch. |
Correctness bug; route details through Supply mission architecture and DR-18. |
| Supply mission reward authority | Client sets truck SupplyFromTown and SupplyAmount; server completion trusts truck vars. |
Hardening gap. |
| Resistance supply handler gap | Common sender can format wfbe_supply_temp_<side> generically, but server handlers only exist for west/east. |
Partially scaffolded but unsupported for live economy; use resistance supply scaffold. |
| Paratrooper markers | Server sends HandleParatrooperMarkerCreation, client receiver file exists, command is missing from client PVF list. |
Broken/dead receiver path. |
| MASH markers | Server rebroadcast exists, client receiver compile is commented, and DR-34 found no client broadcast of WFBE_CL_MASH_MARKER_CREATED. |
Broken/dead on both ends; MASH respawn itself is separate and mapped in Respawn/death lifecycle. Revive markers with a server-held marker list and JIP replay, or remove. |
| Victory/endgame guard |
server_victory_threeway.sqf:23 plus the per-side loop are the DR-36 root-cause surface for DR-11/DR-13. |
Correctness bug; use Victory/endgame atlas for the developer map and Deep-review findings DR-11/DR-36 for raw evidence. |
- New server loops should start from
Init_Server.sqfonly after common/town initialization is complete and should set a visible lifecycle flag if clients or headless code wait on it. - Add performance audit records around any loop that scans towns, all units, all dead objects, vehicles or players.
- Keep side-owned state on side logic objects and team-owned state on group variables; do not introduce parallel globals unless a public-variable sync path needs them.
- For supply/economy changes, make the server recompute authoritative reward/cooldown data from trusted town/truck state rather than client-provided amounts.
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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.
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- Miksuu archive: Home
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- Arma 2 OA external reference guide
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