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Server HandleSpecial Request Router Reference
Source-verified 2026-06-21 against master 0139a346. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.
Server_HandleSpecial.sqf is the server's central special-request router. It is a single switch over the first element of the incoming payload (_args select 0), dispatching 27 distinct case labels that cover player/group bookkeeping, support specials (paradrops, UAV, ICBM, supply-truck respawn), upgrade sync, headless-client (HC) lifecycle, AI-commander team registry, side patrols, camp/HQ structures, object tracking, and the GUER player VBIED. Most cases are tiny state writes; a handful (commandbar-cleanup-dead-unit, guer-vbied-detonate, the paradrops) hand off to a spawned worker so the router thread stays cheap.
This page documents the routing contract — entry point, payload tuple shape per case, side effects, locality — that the scattered case-specific deep-dive pages (Side Patrol, ICBM, HC delegation, Group-Join) each cover only in part. For a single case's full mechanics, follow the Continue Reading links.
A client raises a special request with ["RequestSpecial", [<case>, ...]] Call WFBE_CO_FNC_SendToServer; the payload reaches this router by the PV round-trip below. There is no validation layer between the wrapper and the switch — the case label and tuple positions ARE the contract.
| Stage | Path | Behavior |
|---|---|---|
| Client send | Common/Functions/Common_SendToServer.sqf:12 |
Wraps the request as SRVFNCRequestSpecial and either sets WFBE_PVF_RequestSpecial + publicVariable (dedicated) or spawns WFBE_SE_FNC_HandlePVF directly (hosted). |
| Server PVF | Server/PVFunctions/RequestSpecial.sqf:1 |
Entire file is _this Spawn HandleSpecial; — forwards the tuple into the router in a fresh thread. |
| Router compile | Server/Init/Init_Server.sqf:37 |
HandleSpecial = Compile preprocessFile "Server\Functions\Server_HandleSpecial.sqf"; |
| Parser | Server_HandleSpecial.sqf:1,3,5 |
Private['_args']; _args = _this; switch (_args select 0) do {...} — the whole body is one switch; _args select 0 is the case label, _args select 1..N the payload. |
Note the parser quirk: the router reads _args everywhere, but the upgrade-sync case mixes _args select 1 with _this select 2/_this select 3 (Server_HandleSpecial.sqf:69-71). Because _args = _this at line 3, both resolve to the same tuple today, so the mix is latent debt, not a live break.
| Case | Payload _args
|
Side effect / locality | Source |
|---|---|---|---|
update-teamleader |
[_, _team, _leader] |
_team setVariable ["wfbe_teamleader", _leader] — records the team's leader group-var (no broadcast). Sent on kill and on client init. |
:6-12; senders Client/Functions/Client_OnKilled.sqf:64, Client/Init/Init_Client.sqf:371
|
group-query |
[_, _group, _player, _side] |
Group-join handshake. If leader _group is a player, forwards group-join-request to that leader's client. If AI-led and wfbe_uid is nil (AI group), calls WFBE_CO_FNC_ChangeUnitGroup then sends group-join-accept to _player. Vanilla path uses SendToClients by UID, OA path uses SendToClient by object. |
:13-41; sender Client/Functions/Client_FNC_Groups.sqf:126,131
|
commandbar-cleanup-dead-unit |
[_, _requester, _unit] |
Authoritative detach of a dead AI unit stuck in a leader's command bar on dedicated servers. spawns a 75-line worker that validates (alive requester, dead non-player _unit, requester is its group leader), then loops up to 21 attempts (for "_attempt" from 0 to 20): if local _unit, joinSilent grpNull; else setOwner (owner _requester) and every 4th attempt re-sends commandbar-force-dead-cleanup to the requester client. Logs ACCEPTED / DETACHED / STILL_STUCK with re-entrancy guards. sleep 0.25 between attempts. |
:138-214 |
These cases are thin: they spawn a compiled worker bound in Init_Server.sqf. The worker owns the actual effect, fee log, and cleanup.
| Case | Payload | Dispatch | Worker bind | Source |
|---|---|---|---|---|
Paratroops |
full _args
|
_args spawn KAT_Paratroopers |
Init_Server.sqf:47 → Server\Support\Support_Paratroopers.sqf
|
:43-45 |
ParaVehi |
full _args
|
_args spawn KAT_ParaVehicles |
Init_Server.sqf:48 → Support_ParaVehicles.sqf
|
:47-49 |
ParaAmmo |
full _args
|
_args spawn KAT_ParaAmmo |
Init_Server.sqf:46 → Support_ParaAmmo.sqf
|
:51-53 |
uav |
full _args
|
_args spawn KAT_UAV |
Init_Server.sqf:49 → Support_UAV.sqf
|
:63-65 |
RespawnST |
[_, _side] |
Force-respawns that side's AI supply trucks: reads wfbe_ai_supplytrucks off the side logic, then driver _x setDammage 1; _x setDammage 1 on each. Logs the forced respawn. |
(inline) | :55-61 |
ICBM |
[_, _side, _base, _target, _playerTeam] |
Logs the nuke call, exitWith if _target null/dead, waitUntil {!alive _target ...}, then [_base] Spawn NukeDammage. NukeDammage is compiled server-side at Client/Module/Nuke/ICBM_Init.sqf:13 from damage.sqf. |
:117-132 |
| Case | Payload | Side effect | Source |
|---|---|---|---|
connected-hc |
[_, _hc] |
Registers a headless client. Reads owner _hc and getPlayerUID _hc; logs `HCSIDE |
v1 |
hc-preseat |
[_, [_name, _engineSide]] |
Pure RPT telemetry: `diag_log "HCSIDE | v1 |
hc-reseat-result |
[_, [_name, _result, _sideNow]] |
Pure RPT telemetry: `diag_log "HCSIDE | v1 |
update-clientfps |
[_, _uid, _fps] |
Updates WFBE_AI_DELEGATION_<uid> slot 0 with the reported client FPS (delegation load metric); no-op if the var is nil. |
:75-85 |
update-town-delegation |
[_, _town, _teams, _vehicles] (or legacy [_, _town, _vehicles]) |
Town-AI delegation report. Back-compat: if count _args > 3 reads teams+vehicles, else vehicles only. Adds non-duplicate _teams into wfbe_town_teams, appends _vehicles to wfbe_active_vehicles, logs TOWN_AI_HC_CLEANUP, then spawn WFBE_SE_FNC_HandleEmptyVehicle per vehicle and flags each WFBE_Taxi_Prohib. |
:86-116 |
These maintain WFBE_ACTIVE_AICOM_TEAMS (a publicVariable-broadcast list of [leader, sideID, dir, team] rows that clients draw as direction arrows) and the side-logic team accounting.
| Case | Payload | Side effect | Source |
|---|---|---|---|
aicom-team-created |
[_, _sideID, _team] |
Decrements wfbe_aicom_pending (min 0), appends _team to side-logic wfbe_teams, and if leader exists pushes [leader, sideID, getDir, team] onto WFBE_ACTIVE_AICOM_TEAMS + publicVariable. Logs via WFBE_CO_FNC_AICOMLog. |
:215-238 |
aicom-team-ended |
[_, _sideID, _team] |
Drops this team's arrow row (and null leftovers) and re-broadcasts. If _team null: just releases the pending slot. Else removes from wfbe_teams; if the team has 0 units clears wfbe_persistent so the 60s group GC reaps the empty husk (group-cap leak fix); clears wfbe_aicom_garrison if it matched. |
:239-273 |
aicom-team-heading |
[_, [_team, _dir]] |
Patches the team's arrow heading: updates slot 2 only when the signed angle delta > 7 deg, then publicVariable (PV-spam throttle). |
:277-302 |
aicom-vehicle-abandoned |
[_, _veh] |
Enrolls an abandoned alive hull into the empty-vehicle collector by appending to WF_Logic "emptyVehicles" (the producer list, not the emptyQueu dedupe set), guarded against duplicates. The collector owns dedupe + delete timer. |
:310-328 |
aicom-heli-refunded |
[_, _sideID, _cost] |
Refunds an off-map-flown empty transport's build cost to the side's AI-commander treasury via [_rSide, _rCost] Call ChangeAICommanderFunds, gated on _rSide in [east,west,resistance] && _cost > 0. |
:334-344 |
These maintain WFBE_ACTIVE_PATROLS ([leader, sideID] rows, same arrow-marker pattern as the aicom list).
| Case | Payload | Side effect | Source |
|---|---|---|---|
sidepatrol-started |
[_, _sideID, _unit] |
Appends [_unit, _sideID] to WFBE_ACTIVE_PATROLS + publicVariable. |
:345-354 |
sidepatrol-ended |
[_, _sideID, _unit] |
Releases the side-logic patrol slot (wfbe_side_patrols min 0), re-arms wfbe_side_patrol_last = time, drops the ended unit's row + null leftovers, re-broadcasts. |
:355-373 |
sidepatrol-convoy-stop |
[_, _sideID, _town] |
Convoy reached a town: pays the owning side. Pool = WFBE_C_PATROL_CONVOY_PAY (default 750), split among alive same-side players, paid via [_cSide, "BankPayout", [_cShare]] Call WFBE_CO_FNC_SendToClients. |
:375-388 |
| Case | Payload | Side effect | Source |
|---|---|---|---|
process-killed-hq |
[_, _hq] |
(_args select 1) Spawn WFBE_SE_FNC_OnHQKilled (bound Init_Server.sqf:72). |
:134-136 |
track-playerobject |
[_, _uid, _object] |
Appends _object to WFBE_CLIENT_<uid>_OBJECTS (creating the list if nil, scrubbing objNull). Server-side ownership ledger of client-spawned objects. |
:436-449 |
repair-camp |
[_, _logic, _repairSideID] |
Rebuilds a destroyed camp bunker. exitWith if wfbe_camp_bunker still alive; else createVehicle the WFBE_C_CAMP model at the logic with WFBE_C_CAMP_RDIR offset, attaches killed/handleDamage (WFBE_C_CAMP_HEALTH_COEF) EHs, stores it. If sideID != _repairSideID, flips sideID and sends CampCaptured to all clients. |
:450-473 |
guer-vbied-detonate |
[_, _veh, _driver] |
GUER player suicide-VBIED. Gate-guarded (WFBE_C_GUER_PLAYERSIDE > 0, driver match, side _driver == resistance, typeOf _veh == WFBE_C_GUER_VBIED_TYPE OR typeOf _veh == WFBE_C_GUER_VBIED_M113_TYPE). Spawns a worker that snapshots living WEST/EAST targets within WFBE_C_GUER_VBIED_BLAST_RADIUS (default 60), then _veh setDamage 1 + 3x "Bo_FAB_250" createVehicle, sleep 4, and pays the driver's GUER team unitPrice * WFBE_C_GUER_KILL_BOUNTY_COEF (default 0.5) per blast kill via WFBE_CO_FNC_ChangeTeamFunds. Unit price read at array index QUERYUNITPRICE. |
:484-524; sender Client/Action/Action_GuerVbiedDetonate.sqf
|
| Observation | Detail | Source |
|---|---|---|
| No central validation | The switch trusts the case label and tuple shape verbatim; per-case gates (e.g. GUER, aicom-heli side check) are the only guards. Hardening must happen inside each case. |
:5 (no pre-switch guard) |
| Every case runs in a spawned thread |
RequestSpecial.sqf does _this Spawn HandleSpecial, so each request is already on its own thread before the switch; cases that spawn again (paradrops, commandbar cleanup, guer-vbied) do so to avoid blocking that thread on sleep/waitUntil. |
Server/PVFunctions/RequestSpecial.sqf:1 |
| Two broadcast list patterns |
WFBE_ACTIVE_AICOM_TEAMS and WFBE_ACTIVE_PATROLS are both append-and-publicVariable arrow-marker registries with matching create/end/prune logic; clients consume them in Client/FSM/updateaicommarkers.sqf. |
:233, :352
|
upgrade-sync mixed parser |
Reads _args select 1 then _this select 2/3; harmless today (_args = _this) but should be normalized to one payload shape. |
:67-73 |
-
Side-Patrol-Runtime-And-Convoy-Mechanics — the
sidepatrol-*cases in full (spawn cooldown, convoy payout). -
ICBM-Authority-Playbook — the
ICBMcase and the NukeDammage blast path. -
Headless-Delegation-And-Failover-Playbook —
connected-hc,update-town-delegation,update-clientfpsand HC registry hygiene. -
Player-Squad-Group-Join-Protocol — the
group-queryjoin handshake end to end. - Support-Specials-And-Tactical-Modules-Atlas — the paradrop/UAV support workers and their fee/cooldown gating.
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