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Source Fix Propagation Queue
This page tracks mission-code fixes that have reached the Chernarus source mission and the maintained generated Vanilla Takistan target, but still need Arma 2 OA smoke before they can be called release-complete. Agents can load the compact mirror in agent-release-readiness.json.
All source paths are relative to the repo root.
Missions/[55-2hc]warfarev2_073v48co.chernarus is the source mission. Missions_Vanilla/[61-2hc]warfarev2_073v48co.takistan is the maintained generated/copy target. A fix is not release-complete until:
- The Chernarus source patch is present.
- LoadoutManager propagation has run.
- Generated diffs are inspected.
- Relevant Arma 2 OA smoke is recorded.
LoadoutManager root discovery now supports both the old ancestor-folder rule and normal repo checkouts: Tools/LoadoutManager/FileManagement/FileManager.cs accepts either an ancestor folder named a2waspwarfare or a root containing Missions, Missions_Vanilla and Tools/LoadoutManager/LoadoutManager.csproj. Packaging can be skipped for propagation-only runs with A2WASP_SKIP_ZIP=1; see Tools/build workflow.
Checked on 2026-06-02 after the LoadoutManager root-discovery and skip-zip patch. Codex ran:
$env:A2WASP_SKIP_ZIP = "1"
dotnet run --project Tools\LoadoutManager\LoadoutManager.csprojResult: generation/copy completed for Chernarus and Takistan, _MISSIONS.7z packaging was intentionally skipped, and the maintained Vanilla Takistan diffs now contain all five source fixes. The run printed The specified content was not found in the file. once per terrain from BaseTerrain.ReplaceGUIMenuHelp; this is a non-fatal help-menu text replacement warning because Client/GUI/GUI_Menu_Help.sqf is skip-listed and terrain-specific.
| Fix | Rechecked evidence | Result |
|---|---|---|
| Paratrooper marker revival | Source and Vanilla Common/Init/Init_PublicVariables.sqf:39 include HandleParatrooperMarkerCreation. |
Chernarus carries it, Vanilla carries it, smoke pending. |
| Client skill init idempotency | Source and Vanilla Client/Init/Init_Client.sqf now run one Skill_Init.sqf compile and then WFBE_SK_FNC_Apply; the duplicate post-apply compile is removed. |
Chernarus carries it, Vanilla carries it, smoke pending. |
| Hosted server FPS loop sleep | Source and Vanilla serverFpsGUI.sqf:1 and monitorServerFPS.sqf:1 exit on !isDedicated. |
Chernarus carries it, Vanilla carries it, smoke pending. |
| Supply mission scan narrowing | Source and Vanilla supplyMissionStarted.sqf:28 scan only ["Base_WarfareBUAVterminal"] for the 80m command-center check. |
Chernarus carries it, Vanilla carries it, smoke pending. |
| Supply player-object list indexing | Source and Vanilla playerObjectsList.sqf:17 initialize _i = 0 before the WFBE_SE_PLAYERLIST loop. |
Chernarus carries it, Vanilla carries it, smoke pending. |
The propagation table above describes the docs/source branch state, not a stable-master or release-branch guarantee. Current source-status recheck used docs/source HEAD 4163faba, origin/master 2cdf5fb8, and origin/release/2026-06-feature-bundle a9219d88.
| Lane | Stable origin/master
|
Release a9219d88
|
Practical rule |
|---|---|---|---|
| Paratrooper marker revival | Handler registration absent in Chernarus/Vanilla Common/Init/Init_PublicVariables.sqf. |
Handler registration absent in release Chernarus (NukeIncoming at :41) and release Vanilla (NukeIncoming at :39). |
Do not assume this lane is in release builds until the release branch carries it in both maintained missions. |
| Client skill init idempotency | Duplicate Skill_Init.sqf remains in Chernarus/Vanilla at Client/Init/Init_Client.sqf:561 and :585. |
Duplicate Skill_Init.sqf remains in release Chernarus at :565/:589 and release Vanilla at :561/:585. |
Treat release/master as still needing the single-init change. |
| Hosted server FPS loop sleep | Chernarus/Vanilla still use branch-only sleeps inside the loop. | Release Chernarus has the guarded publisher and removed/commented monitor path; release Vanilla still has the old loop shape. | Release branch is Chernarus-only for this lane. |
| Supply mission scan narrowing | Chernarus/Vanilla still use the broad 80m command-center scan. | Release Chernarus has the heli-aware narrowed command-center scan; release Vanilla still uses the broad 80m scan. | Release branch is Chernarus-only for this lane. |
| Lane | Source status | Vanilla status | Smoke status | Evidence | Next action |
|---|---|---|---|---|---|
| Paratrooper marker revival | Chernarus registers HandleParatrooperMarkerCreation in the client PV list. |
Vanilla Init_PublicVariables.sqf now registers the handler too. |
Pending Arma smoke. | Source/Vanilla Common/Init/Init_PublicVariables.sqf:39; sender Server/Support/Support_Paratroopers.sqf:117. |
Smoke a paratrooper support drop and confirm the client marker appears. |
| Client skill init idempotency | Chernarus runs Skill_Init.sqf once, then calls WFBE_SK_FNC_Apply. |
Vanilla duplicate compile removed. | Pending Arma smoke. | Source/Vanilla Client/Init/Init_Client.sqf:547,571; skill cap mutation Client/Module/Skill/Skill_Init.sqf:49. |
Smoke Soldier/non-Soldier AI cap and respawn skill reapply. |
| Hosted server FPS loop sleep | Chernarus FPS publishers exit immediately on !isDedicated. |
Vanilla FPS publishers have the same early exit. | Pending dedicated/hosted smoke. | Source/Vanilla Server/GUI/serverFpsGUI.sqf:1; source/Vanilla Server/Module/serverFPS/monitorServerFPS.sqf:1. |
Smoke dedicated FPS publish and hosted/listen no-spin behavior. |
| Supply mission scan narrowing | Chernarus 80m command-center scan uses nearestObjects [..., ["Base_WarfareBUAVterminal"], 80]. |
Vanilla uses the same narrowed 80m scan. | Pending truck/heli smoke. | Source/Vanilla Server/Module/supplyMission/supplyMissionStarted.sqf:25-28; broad nearby-player 8m scan remains intentional. |
Smoke delivery near command centers and no completion near unrelated objects. |
| Supply player-object list indexing | Chernarus initializes _i = 0 before the WFBE_SE_PLAYERLIST loop so reconnecting UIDs replace their real row. |
Vanilla has the same counter placement. | Pending reconnect/supply smoke. | Source/Vanilla Server/Module/supplyMission/playerObjectsList.sqf:17-29; consumers supplyMissionStarted.sqf:57+ and supplyMissionActive.sqf:51+. |
Smoke reconnect/JIP player-object replacement and supply mission completion lookup. |
These have source-backed playbooks but are not current code fixes yet. Do not mix them into a propagation run unless the code owner explicitly claims the patch.
| Lane | Status | Canonical page | Why separate |
|---|---|---|---|
| Factory queue counter/token cleanup | Patch-ready, current code still carries the defect. | Factory queue cleanup | A code patch is still needed in Client_BuildUnit.sqf before propagation. |
| Commander reassignment call shape | Patch-ready, current code still carries the defect. | Commander reassignment call shape | Needs a source edit plus one notification-owner decision. |
| Construction small-site logic cleanup | Patch-ready, current code still carries the defect. | Construction logic list cleanup | Needs the one-line SmallSite add-to-remove edit, then Vanilla propagation and construction smoke. |
| RHUD/endgame title display handle split | Patch-ready, current code still carries the defect. | UI IDD collision repair | Needs a title display-variable split or RHUD/action-icon endgame gate before propagation; keep separate from broader UI IDD cleanup and smoke RHUD/action icons/endgame stat bars together. |
| Gear template profile filter | Patch-ready, current code still carries the defect. | Gear template profile filter | Needs _u_upgrade replacement in Client_UI_Gear_SaveTemplateProfile.sqf. |
| Vehicle cargo equip loop bounds | Patch-ready, current code still carries the defect. | Vehicle cargo equip loop bounds | Needs five loop-bound edits before propagation. |
| Service menu affordability guards | Patch-ready, current code still carries the defect. | Service menu affordability guards | Needs action-time price/funds/context guards before propagation. |
| WASP marker wait cleanup | Opportunity, source implementation still needed. | WASP marker wait cleanup | Small performance cleanup, but still requires map-marker smoke. |
- Start from a clean or intentionally understood worktree.
- For propagation-only runs, set
A2WASP_SKIP_ZIP=1. - Run
dotnet run --project Tools\LoadoutManager\LoadoutManager.csprojfrom the repo root, ordotnet runfromTools/LoadoutManager. - Inspect
Missions_Vanilla/[61-2hc]warfarev2_073v48co.takistandiffs for the intended source fixes. - Treat
The specified content was not found in the file.fromReplaceGUIMenuHelpas a non-fatal warning unless a future diff shows help-menu title replacement was expected for that terrain. - Do not claim
Modded_Missions/*propagation; current tooling does not actively maintain those folders. - Run or record the relevant smoke from Testing workflow, especially the propagated fix smoke pack.
- Update this page, Progress dashboard,
agent-release-readiness.json,agent-feature-status.jsonl,agent-hardening-backlog.jsonlandagent-knowledge.jsonl.
| Fix | Minimum smoke |
|---|---|
| Paratrooper marker revival | Trigger paratrooper support; marker is created on the requesting client and no unregistered-client-PVF error appears. See the dedicated smoke row in Testing workflow. |
| Client skill init idempotency | Soldier class receives one AI-cap boost, non-Soldier keeps configured cap, and respawn still reapplies skill effects. See the hosted/respawn row in Testing workflow. |
| Hosted server FPS loop sleep | Dedicated server still publishes SERVER_FPS_GUI / WFBE_VAR_SERVER_FPS; hosted/listen run does not spin the FPS publisher loops. See the dedicated/hosted row in Testing workflow. |
| Supply mission scan narrowing | Supply truck/heli completes at a real command center; unrelated nearby objects do not complete the mission; JIP cooldown behavior remains unchanged. See the supply scan row in Testing workflow. |
| Supply player-object list indexing | A reconnecting/JIP player with an existing UID updates the matching WFBE_SE_PLAYERLIST row, not row 0, and supply completion still finds the correct nearby player object. See the reconnect row in Testing workflow. |
[
{"fact":"loadoutmanager_root_discovery","source":"Tools/LoadoutManager/FileManagement/FileManager.cs","summary":"LoadoutManager now accepts either an ancestor named a2waspwarfare or a normal repo root containing Missions, Missions_Vanilla and Tools/LoadoutManager/LoadoutManager.csproj."},
{"fact":"loadoutmanager_skip_zip","source":"Tools/LoadoutManager/ZipManager.cs","summary":"Set A2WASP_SKIP_ZIP to 1, true or yes to run generation/copy without packaging _MISSIONS.7z."},
{"fact":"current_propagated_fixes","source":"Init_PublicVariables.sqf:39; Init_Client.sqf:547,571; serverFpsGUI.sqf:1; monitorServerFPS.sqf:1; supplyMissionStarted.sqf:25-28; playerObjectsList.sqf:17-29","summary":"Paratrooper marker registration, duplicate Skill_Init removal, hosted FPS loop exits, supply command-center scan narrowing and supply player-object list indexing are present in Chernarus source and maintained Vanilla Takistan after the 2026-06-02 LoadoutManager run."},
{"fact":"latest_propagation_run","source":"Source-Fix-Propagation-Queue.md#latest-propagation-run","summary":"2026-06-02 LoadoutManager run completed generation/copy for Chernarus and Takistan with A2WASP_SKIP_ZIP=1; all five tracked fixes propagated, Arma smoke remains pending."}
]Previous: Testing workflow | Next: Tools/build workflow
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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
- Coordination board
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- Architecture
- Architecture overview
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- Mission parameters/localization/build inputs
- Stringtable localization key-family catalog
- Source inventory
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- 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