-
Notifications
You must be signed in to change notification settings - Fork 0
Service Menu Affordability Guards
This page is a focused implementation guide for the vehicle/person service menu debit checks. It is a local correctness patch, not a replacement for the broader server-authority redesign documented in Server authority migration map.
All source paths are relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/.
The service menu controls rearm, repair, refuel, crew heal and EASA entry. The menu displays prices and disables buttons when the current client thinks the player cannot afford an action, but the action branches do not consistently re-check price, funds and usable vehicle state before debiting money and starting the support script.
That creates a normal-client correctness bug: a stale MenuAction, stale price, or quickly changed funds/context can debit an unaffordable action. It also explains why this is not real anti-cheat: the whole flow remains client-side, so public-server hardening still needs a server ledger or BattlEye posture decision.
| Root / branch | Service menu status | EASA status | Practical meaning |
|---|---|---|---|
| Current docs/source Chernarus | Buttons still use cached prices before recalculation (GUI_Menu_Service.sqf:130-190); rearm/refuel debit without action-time funds/context guards, while repair/heal only check positive price (:196-233). |
Purchase still uses strict _funds > price and client-side ChangePlayerFunds (GUI_Menu_EASA.sqf:40-53). |
Patch-ready and source-unpatched. Fix Chernarus first if this lane becomes code work. |
| Maintained Vanilla Takistan | Same source shape as Chernarus for service and EASA. | Same strict exact-funds rejection and client-side debit as Chernarus. | Must be propagated deliberately; do not call a Chernarus-only fix complete. |
Stable origin/master / Miksuu upstream |
Newer service controller recomputes prices before enabling buttons, but action branches still debit from client state: rearm/refuel debit directly and repair/heal only check positive price (GUI_Menu_Service.sqf:311-360 on both remotes). |
Exact-funds rejection remains (GUI_Menu_EASA.sqf:47-50). |
Upstream narrows stale-button behavior but does not close the local action-time guard or authority issue. |
origin/release/2026-06-feature-bundle |
Release Chernarus partially guards rearm/refuel with _funds >= _price (GUI_Menu_Service.sqf:444-468), but repair/heal still lack fresh affordability/context guards; release Vanilla keeps the old unguarded rearm/refuel shape. |
Release Chernarus and Vanilla still use strict _funds > price for EASA (GUI_Menu_EASA.sqf:76 / :47). |
Treat release as partial Chernarus QoL, not a complete service/EASA affordability fix. |
The small local fix is still useful, but it is only a correctness patch. Full public-server hardening belongs to Server authority migration map and Economy authority first cut.
| Step | Source | Behavior |
|---|---|---|
| Service dialog loads controller | Rsc/Dialogs.hpp:2873 |
RscMenu_Service runs Client/GUI/GUI_Menu_Service.sqf. |
| Support functions are compiled | Client/Init/Init_Client.sqf:71-74 |
Compiles SupportHeal, SupportRearm, SupportRefuel and SupportRepair. |
| Menu reads current funds | Client/GUI/GUI_Menu_Service.sqf:126 |
_funds = Call GetPlayerFunds. |
| Vehicle action buttons use cached prices | GUI_Menu_Service.sqf:140-148 |
Buttons require _canBeUsed and _funds >= _price, but prices are recalculated later in the same loop. |
| Prices are recalculated | GUI_Menu_Service.sqf:155-190 |
Repair, rearm and refuel prices are updated after the enable checks. |
| Rearm action | GUI_Menu_Service.sqf:196-201 |
Debits _rearmPrice and spawns SupportRearm with no action-time price/funds/context check. |
| Repair action | GUI_Menu_Service.sqf:205-212 |
Checks _repairPrice > 0, then debits/spawns; no action-time affordability check. |
| Refuel action | GUI_Menu_Service.sqf:217-222 |
Debits _refuelPrice and spawns SupportRefuel with no action-time price/funds/context check. |
| Heal action | GUI_Menu_Service.sqf:226-233 |
Checks _healPrice > 0, then debits/spawns; no action-time affordability check. |
| Support scripts re-check world context |
Client_SupportRearm.sqf:56-72, Client_SupportRefuel.sqf:61-77, Client_SupportRepair.sqf:56-72, Client_SupportHeal.sqf:56-76
|
Timed scripts re-check support distance, vehicle alive state and airborne state before applying effects, but they do not know whether the player could afford the already-debited action. |
The person heal branch has the same stale-price shape: GUI_Menu_Service.sqf:130-133 enables the heal button before recomputing _healPrice.
| Action | Current debit guard | Missing local guard |
|---|---|---|
| Rearm | None before -_rearmPrice Call ChangePlayerFunds. |
_rearmPrice > 0, fresh _funds >= _rearmPrice, current _canBeUsed, valid selection/support context. |
| Repair |
_repairPrice > 0. |
Fresh _funds >= _repairPrice, current _canBeUsed, valid selection/support context. |
| Refuel | None before -_refuelPrice Call ChangePlayerFunds. |
_refuelPrice > 0, fresh _funds >= _refuelPrice, current _canBeUsed, valid selection/support context. |
| Heal |
_healPrice > 0. |
Fresh _funds >= _healPrice, current usable context for vehicles, valid selection/support context. |
| EASA entry | Button is enabled by service/EASA context and driver/upgrade checks, then MenuAction == 7 opens EASA from the same loop snapshot. |
Re-check current vehicle/support context before opening EASA; action-time EASA purchase/equip still belongs with the broader gear/EASA authority work. |
Keep the first patch deliberately small:
- Recompute prices before
ctrlEnableand before the action branches, or add a fresh action-time_funds = Call GetPlayerFundsand use the currently displayed price after recalculation. - Guard each debit/spawn branch with price, affordability and usable-context checks.
- Apply the guard before
ChangePlayerFunds. - If the action is rejected, reset
MenuAction = -1and show a short hint; do not start the support thread. - Patch source Chernarus first, then propagate Vanilla with LoadoutManager from a correctly named
a2waspwarfarecheckout.
Minimal action branch pattern:
if (MenuAction == 1) then {
MenuAction = -1;
_funds = Call GetPlayerFunds;
if (_canBeUsed && _rearmPrice > 0 && _funds >= _rearmPrice) then {
-_rearmPrice Call ChangePlayerFunds;
[_veh,_nearSupport select _curSel,_typeRepair,_spType] Spawn SupportRearm;
} else {
hint "Unable to rearm: insufficient funds or invalid service state.";
};
};Use the same shape for refuel, repair and heal. For Man healing, _canBeUsed is not defined in the current branch, so either use a separate _canHealMan boolean or make the action guard branch-specific.
- Do not mark gear/EASA/service as server-authoritative after this patch.
- Do not claim a public-server exploit class is closed; clients still own service effects and money mutation.
- Do not combine this with a full server ledger migration unless that larger design is explicitly claimed.
- Do not hand-edit generated Takistan or modded folders as a substitute for LoadoutManager propagation.
| Scenario | Expected result |
|---|---|
| Player has enough funds and valid service context | Rearm, repair, refuel and heal still debit once and start their support scripts. |
| Player cannot afford rearm/refuel | No debit, no support thread, short rejection feedback. |
| Player cannot afford repair/heal | No debit, no support thread, short rejection feedback. |
| Vehicle is airborne or moving too fast at action time | No debit and no support thread for vehicle actions. |
| Price is zero because the action is unnecessary | No debit and no support thread. |
| Support object moves/dies during timed work | Existing support scripts still fail the action without applying the final effect. |
| Arma smoke/RPT | No undefined-variable or out-of-range errors from the new guards. |
This page is the small local guard for DR-28's service-menu inconsistency. The larger economy authority class still lives in:
- Server authority migration map
- Economy authority first cut
- Gear, loadout and EASA atlas
- Feature status register
[
{"fact":"service_menu_stale_enable_prices","source":"GUI_Menu_Service.sqf:140-190","summary":"Service action buttons are enabled from funds and cached price variables before the loop recalculates repair/rearm/refuel prices."},
{"fact":"service_rearm_refuel_unconditional_debit","source":"GUI_Menu_Service.sqf:196-222","summary":"Rearm and refuel action branches debit money and spawn support threads without price, affordability or action-time usable-state guards."},
{"fact":"service_support_scripts_no_funds_check","source":"Client_SupportRearm.sqf:56-72; Client_SupportRefuel.sqf:61-77; Client_SupportRepair.sqf:56-72; Client_SupportHeal.sqf:56-76","summary":"Support scripts re-check distance/alive/airborne state during timed work, but funds were already debited by the menu."},
{"fact":"service_easa_branch_matrix_2026_06_05","source":"origin/master and miksuu/master GUI_Menu_Service.sqf:311-360; origin/release/2026-06-feature-bundle GUI_Menu_Service.sqf:444-468; GUI_Menu_EASA.sqf:47/76","summary":"Stable/upstream improve button-enable order but keep client-side action debit risks; release Chernarus partially guards rearm/refuel, release Vanilla lags, and exact-funds EASA rejection remains everywhere checked."}
]Previous: Vehicle cargo equip loop bounds | Next: Tools/build workflow
Main map: Home | Gear map: Gear/loadout/EASA atlas | Authority map: Server authority migration map
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