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Supply Mission Authority Cleanup Playbook
This is the implementation handoff for the supply-mission-authority-cleanup lane. It covers the existing truck flow and PR #1-style supply helicopters/cash runs/interdiction rewards that extend the same trust model.
Scope: patch source Chernarus first, then propagate generated missions with Tools/LoadoutManager. Paths are relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/.
Upstream-history companion: Developer history and upstream lessons documents the PR #10 -> #11 -> #12 supply-run sequence: remote activation exploit fix, too-far feedback, then JIP notification regression fix. The deeper history pass also found supply-performance reverts (7bc4b7ac -> 3c2efb8a, 008ac5aa -> 33fb2676) where server-side optimization used the wrong object context. Keep both sequences in mind when changing supply mission start/reward behavior.
Branch-scope update (2026-06-23): do not collapse the supply branches. The canonical branch/root table lives in Supply mission architecture. Short version: docs/source
15563691carries the truck-only typed scan; current stable/B74.1origin/master@f8a76de34, B74.2origin/claude/b74.2-aicom@21b62b04, current B69 and adjacent B74 carry the heli-aware typed scan, guarded killed-handler setup, cooldown casing fix and dead-twin removal/comment in both maintained roots; direct current Miksuub8389e748243andperf/quick-wins0076040fstill enumerate the 80 m command-center scan withnearestObjects [..., [], 80]and then post-filter byBase_WarfareBUAVterminal. Historical release commitsa96fdda2/7ff18c49carry release-line typed-scan evidence, but current origin exposes no liverelease/*head. Still open across public-baseline hardening: server-owned mission state, duplicate-start guard, server-side cargo validation, friendly-side delivery-CC checks, player-object rescan/disconnect cleanup and runtime smoke for repeated load/deliver/destroy cycles.
| Item | Status | Notes |
|---|---|---|
| Truck supply mission map | Working but risky | Server tracks return-to-base, but start cargo facts are client-stamped. |
| Supply helicopter extension | Partial / owner-risk | Additive feature shape needs loaded-state and Killed handler cleanup before public baseline. |
| Cooldown model | Partial | Pull-based JIP query is useful, but casing and start-time race need cleanup. |
| Dead twin script | Branch-scoped | Still present/compiled in docs/source, Miksuu and perf; current stable/B74.1 f8a76de34 and B74.2 21b62b04 comment the compile at source Chernarus Init_Server.sqf:105 and maintained Vanilla :99, then remove the twin files in both maintained roots. Historical release commits do the same with older line drift. Do not patch it as the live handler. |
| Authority posture | Open hardening | A small server-owned mission record can improve integrity without redesigning all economy flows. |
| Command-center scan narrowing | Current stable/B74-shaped source-present / Miksuu-perf old-shape | Docs/source 15563691 has the truck-only typed scan at supplyMissionStarted.sqf:25,28,44; current stable/B74.1 origin/master@f8a76de34, B74.2 21b62b04, B69 and adjacent B74 have the heli-aware typed scan at :7,55,61,83; direct current Miksuu b8389e748243 and perf 0076040f still use broad enumeration/post-filter at :25,28,44. Use Supply mission architecture for the matrix. |
2026-07-01 PR #125 side-supply channel guard: codex/release-command-center-20260630@78ba49d54065f20d9f13ec7242514a00ee4e4467 includes the server wfbe_supply_temp_west/east/resistance payload validator in both maintained terrains. The handler rejects non-array payloads, short payloads, non-SIDE side fields, side/channel mismatches, non-scalar amounts, and normalizes blank/non-string reasons before applying the same clamp/update/publicVariable flow. This is useful direct-channel sanity checking and reduces accidental or malformed supply mutations; it is not full sender authentication for a malicious same-channel publish. The matching static smoke gate is Side-supply channel authority guard.
- SpecOps action wiring runs
Client/Module/supplyMission/supplyMissionStart.sqf; the local condition checks town distance and supply truck/heli class or upgrade gates. - Client start code asks the server for cooldown, immediately reads local cached cooldown state, validates cursor target class/distance, stamps
SupplyFromTown,SupplyByHeliandSupplyAmounton the vehicle, then sendsWFBE_Client_PV_SupplyMissionStarted. - Server start handler records cooldown, attaches a
Killedhandler, starts the timer and loops while the vehicle is alive. - The loop checks command-center proximity, then emits
WFBE_Server_PV_SupplyMissionCompleted. - Completion reads vehicle object vars for source/amount/heli state, pays side supply or commander funds, clears amount/source vars and broadcasts presentation.
| Finding | Evidence | Why it matters |
|---|---|---|
| Client-stamped cargo remains authority-bearing. |
supplyMissionStart.sqf stamps object vars; supplyMissionCompleted.sqf reads them for reward. |
Forged or stale values can influence reward unless the server owns accepted mission state. |
Killed handler lifecycle still needs a public-baseline decision. |
Current docs/source truck flow has no interdiction Killed handler; PR/release heli code guards attachment with wfbe_supply_killed_eh_set, but no handler-ID removal/re-arm policy is documented. |
The old "stacked handler" claim is stale for current PR/release code; keep repeated load/deliver/destroy smoke and decide whether persistent guard state is intended. |
| Duplicate starts are not explicitly guarded. | Start and tracking scripts can be reached again for a reused/rapidly reloaded vehicle. | Parallel loops and repeated handlers can appear without server-owned state. |
| Cooldown key casing is inconsistent. | ✅ FIXED 2026-06-03 (release 4cf443fe): Init_Town.sqf now seeds LastSupplyMissionRun to match the server read/write key. |
Was: town init seeded lowercase lastSupplyMissionRun so the first cooldown check read nil. |
| Start flow races the cooldown response. | Client requests cooldown and immediately reads local cache. | Keep JIP pull model, but make server start the authority decision. |
| Older performance attempts regressed authority context. |
7bc4b7ac reverted by 3c2efb8a; 008ac5aa reverted by 33fb2676; upstream history notes server supply logic checking getPos player rather than the truck position. |
Performance changes must use authoritative mission objects and dedicated-server/JIP smoke, not implicit client globals. |
| Client notification/action guards have JIP history. | PR #12 / b76f9645 fixed a "too far" notification firing during JIP/non-truck contexts. |
Snapshot cursorTarget, type-check before distance messages and gate feedback on actual player action. |
| Command-center scan status is branch-scoped. | Docs/source 15563691 uses ["Base_WarfareBUAVterminal"] at supplyMissionStarted.sqf:28; current stable/B74.1 origin/master@f8a76de34, B74.2 21b62b04, B69 and adjacent B74 use ["Base_WarfareBUAVterminal"] plus heli 400/truck 80 at :61; current Miksuu b8389e748243 and perf 0076040f still use broad nearestObjects [..., [], 80] at :28 and post-filter at :25. Historical release commits a96fdda2 and 7ff18c49 also carry the heli-aware typed scan. The 8 m nearby-player/object scan remains intentionally broad. |
Do not reopen the typed scan on current stable/B74-shaped refs. During authority rewrites, preserve the terminal post-filter and keep Miksuu/perf old-shape ports separate from server-owned reward/cargo hardening. |
supplyMissionActive.sqf is a dead twin in docs/source, Miksuu and perf; current stable and historical release remove it. |
Docs/source, Miksuu and perf compile it as WFBE_SE_FNC_SupplyMissionActive, but the live start path is supplyMissionStarted.sqf; current stable comments the compile at Init_Server.sqf:103 and removes the twin plus checkCCProximity.sqf from both maintained roots. |
Future owners should not patch the wrong script as the live path; either retire it in old-shape targets or keep it clearly marked as dead until merged. |
- Add server-owned mission state before changing reward math: loaded/tracking flags, source town, amount, heli/cash-run state, owner UID and
Killedhandler identity. - Guard idempotency: reject/no-op already-loaded or already-tracking vehicles, attach at most one
Killedhandler, and clear state on completion, death or rejection. - Standardize cooldown casing, preferably around the live server read/write key
LastSupplyMissionRun, and seed the same key in town init. - Recompute or validate cargo on the server: requester side, friendly source town, range, vehicle class, upgrade gate and amount.
- Preserve intended PR #1 semantics unless the owner asks for a design change: truck/light heli side supply, heavy heli upgrade-3 cash run, no-commander fallback and one-time interdiction reward.
- If touching the command-center search on old-shape targets, port or recreate the current-stable typed scan deliberately. Current stable already uses the heli-aware typed command-center scan; current Miksuu/perf still enumerate
nearestObjects [..., [], 80]before the terminal post-filter. Keep the 8 m nearby-player/object scan broad unless runtime evidence says otherwise. - Retire or explicitly mark
supplyMissionActive.sqfas dead twin in old-shape targets; current stable already removed/commented it in both maintained roots.
| Gate | Checks |
|---|---|
| Source-only | Start handler owns accept/reject; repeated starts cannot stack loops or handlers; cooldown key is consistent; command-center search preserves the terminal class guard and ports the release typed scan only if that cleanup is in scope. |
| Hosted/dedicated smoke | Truck mission loads, delivers and rewards once; cooldown rejection works; reused truck does not duplicate delivery or handlers. |
| Helicopter smoke | Supply helicopter class/upgrade gates work; heavy-heli cash run and no-commander fallback behave as intended. |
| JIP/disconnect/HC | Confirm in OA smoke that JIP cooldown display remains correct, starter disconnect does not orphan loaded state, and HC presence does not change server/client supply flow. |
| Generated mission | Run LoadoutManager after source edits and inspect generated Vanilla Takistan diff before publishing. |
Architecture: Supply mission architecture | Scan sub-step: Supply mission scan narrowing | Current truth: Current source status snapshot
- PR #5 / commit 91d0f36
- PR #10 / commit 97dfff26
- PR #11 / commit 8164cc33
- PR #12 / commit 86ec28d6
- PR #5/10/11/12 fixed multiple transport/runtime edges that were then moved out of the "unpatched" lane state.
- Remaining source-hardening priorities are replay/idempotency and one-sided authority proof: loaded-state record, duplicate handler dedupe and command-origin validation.
- Supply completion path still uses client-attached mission vars (SupplyAmount, SupplyByHeli, SupplyFromTown) as direct reward inputs.
- Start/dead handlers can register repeatedly depending on mission restart behavior, creating duplicate event paths.
- Commander assignment still emits duplicate new-commander events in request + assign layers.
- Introduce server-owned mission state object; deny completion when client vars do not match the server snapshot.
- Keep supply run completion reward logic single-entry only in supplyMissionCompleted.sqf with explicit idempotent transaction flags.
- Gate commander assignment/notification flow to one authoritative branch.
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