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Server Init Bind Cleanup
Status: docs-ready branch-split low-risk cleanup lane. No gameplay source changed by this page.
This page owns DR-43b: duplicate compile/bind rows in Server/Init/Init_Server.sqf. The issue is not runtime-critical today because each live duplicate points at the same file and the second bind silently wins. The risk is maintenance drift: a future edit can change only one copy, hide a stale function target, or confuse nearby victory/endgame cleanup. Current docs head a0a86da2 is source-unchanged from the earlier 2f2132f8 matrix for the checked init paths below.
| Scope | Live duplicate binds | Commented duplicate remnants | Development meaning |
|---|---|---|---|
docs checkout a0a86da2 Chernarus |
WFBE_CO_FNC_LogGameEnd (Init_Server.sqf:64,89), WFBE_SE_FNC_PlayerObjectsList (:69,91), WFBE_SE_FNC_AwardScorePlayer (:83,93). |
AFK kick (:63,88), server FPS monitor (:65,90), MASH marker (:70,92). |
De-duplicate live binds and either remove or clearly mark commented remnants. |
docs checkout a0a86da2 maintained Vanilla |
Same line shape as source Chernarus. | Same line shape. | Propagate/source-sync cleanup with Chernarus; do not leave Vanilla with the old init block. |
stable origin/master cf2a6d6a
|
One live bind per function in both maintained roots: WFBE_CO_FNC_LogGameEnd (Init_Server.sqf:65), WFBE_SE_FNC_PlayerObjectsList (:70), WFBE_SE_FNC_AwardScorePlayer (:83). |
Commented AFK/server-FPS remnants remain; active AFK startup stays at :593 and the old monitor publisher is not live. |
Stable already has the live duplicate-bind cleanup; preserve it when merging older docs/Miksuu code. |
Miksuu b8389e74
|
Same old live duplicates as docs checkout in both maintained roots (:64,89, :69,91, :83,93). |
Same old AFK/server-FPS/MASH remnants; MASH marker also has the active first bind at :70. |
Upstream still needs the cleanup or a careful merge from stable/release. |
origin/perf/quick-wins 0076040f
|
Chernarus has one live bind per function (:64, :69, :83) plus an explanatory cleanup comment around :88; maintained Vanilla still has the old duplicate shape. |
Chernarus comment remnants differ from Vanilla; monitor startup still execs later. | Perf is partial propagation: do not claim the branch fixed Vanilla until regenerated/reviewed. |
release origin/release/2026-06-feature-bundle a96fdda2
|
One live bind per function in both maintained roots: WFBE_CO_FNC_LogGameEnd (Init_Server.sqf:65), WFBE_SE_FNC_PlayerObjectsList (:70), WFBE_SE_FNC_AwardScorePlayer (:83). |
Commented AFK/server-FPS remnants remain; redundant monitor publisher stays removed/commented around :595. |
Release carries maintained-root duplicate-bind parity; preserve this shape when backporting or merging. |
- Keep one live compile/bind for each function.
- Remove or intentionally annotate commented duplicate remnants instead of leaving them as apparent half-patches.
- Keep
WFBE_CO_FNC_LogGameEndpointed atServer/Functions/Server_LogGameEnd.sqf; do not wire the staleServer/PVFunctions/LogGameEnd.sqftwin. - Keep behavior cleanup separate from init hygiene unless the branch explicitly smokes the touched behavior.
- Victory/endgame:
WFBE_CO_FNC_LogGameEndsits next to DR-11/DR-13/DR-36 work. De-duplicating the bind is safe; changing win/loss semantics is not part of this lane. - Supply mission:
WFBE_SE_FNC_PlayerObjectsListis live and currently owns supply player-object rows. De-duplicating the bind should not change the supply authority work. - Score awards:
WFBE_SE_FNC_AwardScorePlayeris live economy/score plumbing. De-duplicating the bind should not change award validation. - AFK/FPS/MASH: commented duplicate remnants should not be re-enabled as a cleanup shortcut. AFK, server FPS and MASH each have their own owner pages.
Source checks:
- On the target branch/root, one live
WFBE_CO_FNC_LogGameEndcompile remains. - On the target branch/root, one live
WFBE_SE_FNC_PlayerObjectsListcompile remains. - On the target branch/root, one live
WFBE_SE_FNC_AwardScorePlayercompile remains. - Commented duplicate remnants are removed or explicitly labelled historical.
-
Server/PVFunctions/LogGameEnd.sqfremains unregistered unless a separate victory/endgame owner intentionally retires or rewires it.
Runtime smoke, if code is changed:
- Dedicated server boots through server init.
- Victory/endgame still calls the live win-stat logger once for the tested scenario.
- Supply mission start/completion still updates player-object rows.
- Score award path still works for kill/capture/reward flows.
- AFK handling, server FPS HUD and MASH marker status do not regress from their current documented owner states.
Previous: Server gameplay runtime atlas | Next: Victory and endgame atlas
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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
- 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
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- 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 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