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Town AI Vehicle Despawn Safety
Implementation playbook for Deep-review findings DR-45, the confirmed town-AI vehicle cleanup bug in the maintained source missions.
Scope: source Chernarus Missions/[55-2hc]warfarev2_073v48co.chernarus plus maintained Vanilla Missions_Vanilla/[61-2hc]warfarev2_073v48co.takistan. Apply gameplay patches to source Chernarus first, then propagate generated missions with Tools/LoadoutManager or a deliberate maintained-Vanilla port.
| Field | Value |
|---|---|
| Finding | Confirmed bug; formal record is Deep-review findings DR-45 |
| Backlog id | town-ai-vehicle-despawn-safety |
| Primary file | Server/FSM/server_town_ai.sqf |
| Risk | A town-AI vehicle can be deleted while a player is aboard if that player is not the group leader. |
| Patch type | Small server-side cleanup guard |
B74.2 current-head follow-up town-ai-vehicle-despawn-b742-current-head-followup-2026-06-24 rechecked the maintained roots after B74.2 advanced from origin/claude/b74.2-aicom@d472da6a to origin/claude/b74.2-aicom@21b62b04. Current stable/B74.1/B74.2 still carry the tracked-vehicle crew guard in source Chernarus only; maintained Vanilla remains unsafe. The scoped d472da6a..21b62b04 town-AI file diff is empty, so the branch advance does not change DR-45 status. Docs/source, Miksuu, perf, historical release and the live AI fleet branch remain old-shape unsafe in both maintained roots. origin/claude/upstream-town-defense-diag-sync@cde1f1fc remains delegated-cleanup diagnostics evidence, not DR-45 closure.
| Branch / root | Evidence | Status |
|---|---|---|
Docs/source HEAD@ce3cf871e1e7 Chernarus and maintained Vanilla |
server_town_ai.sqf initializes wfbe_active_vehicles at :30, appends server-created/delegated vehicles at :161,:179, deletes tracked inactive vehicles with only !(isPlayer leader group _x) at :214, clears at :219, and does not check player crew. Checked paths are source-unchanged from 2a4020586 and 3a9ba92e (git diff --name-status 2a4020586..HEAD / 3a9ba92e..HEAD is empty for both maintained-root files). |
Patch-ready DR-45 still present in both maintained roots. |
Current stable/B74.1 origin/master@f8a76de34 / origin/claude/b74.1-aicom@f8a76de34
|
Source Chernarus initializes at :41, appends at :242,:261, skips player units in town-team cleanup at :312, and deletes tracked vehicles only when ({isPlayer _x} count crew _x) == 0 at :325. Maintained Vanilla has the same activation/append line shape but still deletes units without !isPlayer at :309 and tracked vehicles with only !(isPlayer leader group _x) at :319. No checked Server_CleanupExpiredTownDefenseAssets.sqf path exists. |
Partial source-present candidate: Chernarus carries the DR-45 crew guard; maintained Vanilla remains patch-ready. Do not call current stable closed until Vanilla propagation and Arma smoke are done. |
Current B74.2 origin/claude/b74.2-aicom@21b62b04
|
Source Chernarus keeps the previous B74.2 DR-45 line shape: initializes at :43, appends at :254,:273, skips player units at :324, and keeps the crew-count vehicle delete at :337. Maintained Vanilla has no checked delta from current stable and remains leader-only at :319. git diff --name-status d472da6a..origin/claude/b74.2-aicom is empty for both checked server_town_ai.sqf paths; origin/master..origin/claude/b74.2-aicom line-drifts source Chernarus only. |
Branch-only source Chernarus line drift over the same partial candidate; maintained Vanilla still needs the guard. |
Miksuu upstream b8389e748243 Chernarus and maintained Vanilla |
Same tracked-vehicle cleanup shape with line drift: initialize :28, append :140,:159, delete at :195, clear at :201; no checked Server_CleanupExpiredTownDefenseAssets.sqf path. |
Upstream still needs the tracked-vehicle occupancy guard. |
origin/perf/quick-wins@0076040f Chernarus and maintained Vanilla |
Same tracked-vehicle cleanup shape with line drift: initialize :30, append :166,:184, delete at :219, clear at :224; no checked persistent-defense helper. |
Perf branch does not rescue this safety bug. |
Historical release commit a96fdda2 Chernarus and maintained Vanilla |
Same tracked-vehicle cleanup shape with line drift: initialize :28, append :145,:164, delete at :200, clear at :206; no checked persistent-defense helper. Current origin exposes no release/* head on 2026-06-23. |
Historical release evidence still needs the player-occupancy guard before release-ready safety wording. |
origin/feat/aicom-fleet-improvements@cc5090bed4ad Chernarus and maintained Vanilla |
Same unsafe tracked-vehicle cleanup shape as the older stable-era line drift: initialize :28, append :152,:171, delete at :207, clear at :213. |
The live AI feature branch does not close DR-45. |
origin/claude/b69@8d465fce and adjacent B74 origin/claude/b74-aicom-spend@b23f557f
|
git diff --name-status origin/claude/b69..origin/claude/b74-aicom-spend is empty for checked server_town_ai.sqf paths. Both match current stable/B74.1 for this lane: source Chernarus preserves player units at :312 and deletes tracked vehicles only when ({isPlayer _x} count crew _x) == 0 at :325; maintained Vanilla remains unsafe at unit cleanup :309 and vehicle cleanup :319. |
Same Chernarus-only candidate as current stable/B74.1; maintained Vanilla and smoke remain open. |
origin/claude/upstream-town-defense-diag-sync@cde1f1fc |
Merge-base with current stable is be2bbd084. Its diff is delegated cleanup/diagnostics work (Client_CleanupDelegatedTownAI.sqf, Common_CreateTownUnits.sqf, constants and init paths; +176/-67 across checked maintained roots), and git diff --check is clean. It does not change checked server_town_ai.sqf semantics from current stable: source Chernarus keeps the crew guard at :325; maintained Vanilla remains leader-only at :319. |
Branch-only delegated-cleanup diagnostics evidence, not DR-45 closure. Preserve as adjacent branch intel only. |
| File | Evidence |
|---|---|
Common/Functions/Common_CreateTownUnits.sqf |
Town teams are created from templates, vehicles returned by WFBE_CO_FNC_CreateTeam are appended to _town_vehicles, each server-local vehicle starts WFBE_SE_FNC_HandleEmptyVehicle, and the function returns [_town_teams, _town_vehicles]. |
Server/FSM/server_town_ai.sqf |
On activation, server-created town vehicles are appended to the town variable wfbe_active_vehicles; on inactivity, the same variable is iterated for cleanup. |
Server/FSM/server_town_ai.sqf:205-219 on docs/source HEAD@ce3cf871e1e7; current stable/B74.1 Chernarus line drift :305-331; current stable/B74.1 Vanilla :305-325; current B74.2 Chernarus :317-343
|
Inactivity cleanup deletes town team units/groups, then town vehicles, then clears wfbe_active_vehicles. |
Server/FSM/server_town_ai.sqf:214 on docs/source HEAD@ce3cf871e1e7; current stable/B74.1/current B74.2 Vanilla line drift :319
|
Vehicle deletion on old-shape and maintained Vanilla paths checks alive _x and !(isPlayer leader group _x), but does not inspect vehicle crew/cargo/turret occupants. Current stable/B74.1/B74.2 source Chernarus instead uses the crew-count guard at :325 / :337. |
Server/Functions/Server_HandleEmptyVehicle.sqf |
Separate empty-vehicle cleanup loop resets its timer while {alive _x} count crew _vehicle > 0; this is not the source of the town inactivity bug. |
Server/Functions/Server_OperateTownDefensesUnits.sqf |
Static defense removal has its own gunner/operator handling and should be validated separately from town vehicle despawn. |
The unsafe delete path exists when all of these are true:
| Condition | Source-backed reason |
|---|---|
| Town becomes inactive |
time - (_town getVariable "wfbe_inactivity") > WFBE_C_TOWNS_UNITS_INACTIVE. |
| Vehicle is still tracked | The vehicle remains in _town getVariable 'wfbe_active_vehicles'. |
| Vehicle is alive | Cleanup only enters the delete branch under if (alive _x). |
| Player is aboard but not leader | Existing guard only checks isPlayer leader group _x. |
| Vehicle has a player in crew/cargo/turret | Existing cleanup does not check crew _vehicle, so any non-leader player occupant can be missed. |
This is a player-experience correctness bug, not a generic empty-vehicle timeout bug. Server_HandleEmptyVehicle.sqf:26-30 is already crew-aware; the unsafe delete lives in the town inactivity branch and is tracked as DR-45.
Earlier 89ae9dad-era docs recorded a town-defense diagnostics / captured-defender persistence batch with Server_CleanupExpiredTownDefenseAssets.sqf. A fresh 2026-06-24 ref scan found no Server_CleanupExpiredTownDefenseAssets.sqf path in docs/source HEAD@ce3cf871e1e7, current stable/B74.1 origin/master@f8a76de34, current B74.2 origin/claude/b74.2-aicom@21b62b04, current Miksuu b8389e748243, origin/perf/quick-wins@0076040f, historical release commit a96fdda2, origin/feat/aicom-fleet-improvements@cc5090bed4ad, current B69 origin/claude/b69@8d465fce, adjacent B74 origin/claude/b74-aicom-spend@b23f557f or live origin/claude/upstream-town-defense-diag-sync@cde1f1fc.
Keep that helper evidence as historical/branch-specific until a target branch actually contains the file again. It is not a substitute for this DR-45 fix:
- captured-defender persistence, when present on a branch, is a separate cleanup surface that also needs player-occupancy review;
- DR-45 guards inactivity-time deletion of an already tracked
wfbe_active_vehiclesentry with a player aboard; - both cleanup surfaces should be smoke-tested together if a future branch reintroduces the persistence helper.
DR-48 remains useful historical evidence for 89ae9dad-era branches, even though the helper is absent from the 2026-06-13 checked heads above:
| Branch / file | Evidence | Why it matters |
|---|---|---|
89ae9dad Chernarus and maintained Vanilla |
Server/Init/Init_Server.sqf:55 compiles WFBE_SE_FNC_CleanupExpiredTownDefenseAssets; server_town_ai.sqf:61 calls it per town; server_town.sqf:238,241,260,324 tracks captured defender persistence through wfbe_persistent_town_defense_assets. |
Any branch carrying this helper has a second cleanup surface beyond the tracked inactive vehicle loop. |
89ae9dad Server_CleanupExpiredTownDefenseAssets.sqf:58,62-63 in both maintained roots |
The GROUP path deletes every unit in the group at :58; the OBJECT path checks only isPlayer _asset and isPlayer leader group _asset before deleteVehicle _asset at :62-63. |
If this helper is reintroduced, audit player crew / cargo / turret occupancy for object assets and player units in group assets before release wording. |
Use an explicit vehicle local variable so the nested crew count does not reuse the outer _x accidentally:
//--- Teams vehicles.
{
private ["_vehicle", "_hasPlayerCrew"];
_vehicle = _x;
if (alive _vehicle && {local _vehicle}) then {
_hasPlayerCrew = ({isPlayer _x} count crew _vehicle) > 0;
if (!_hasPlayerCrew && !(isPlayer leader group _vehicle)) then {deleteVehicle _vehicle};
};
} forEach (_town getVariable 'wfbe_active_vehicles');The leader group guard is behavior-preserving. If a future code owner wants the simpler rule, the target behavior can become:
if (({isPlayer _x} count crew _vehicle) == 0) then {deleteVehicle _vehicle};That simpler version is easier to reason about, but it is a behavioral change because it removes the current leader-based exception. Prefer the behavior-preserving guard first unless testing proves the exception is redundant.
| Edge case | Expected result |
|---|---|
| Empty AI-only town vehicle | Deleted during town inactivity cleanup. |
| AI-crewed town vehicle with no player aboard | Deleted during town inactivity cleanup. |
| Player driver | Vehicle survives cleanup. |
| Player gunner/commander/turret occupant | Vehicle survives cleanup. |
| Player cargo/passenger | Vehicle survives cleanup. |
| Player group leader near but not aboard | Existing leader guard may still preserve old behavior; decide whether this is desired before simplifying. |
| Static defense gunner | Unchanged; static defenses are handled by Server_OperateTownDefensesUnits.sqf. |
| Gate | Check |
|---|---|
| Static source check | Confirm server_town_ai.sqf no longer deletes wfbe_active_vehicles without a crew player check. |
| In-game smoke | Spawn/wake a town with vehicle templates, board a town-AI vehicle as cargo/gunner, force or wait for town inactivity, and verify the vehicle is not deleted while occupied. |
| Regression smoke | Let the same town despawn with empty AI-only vehicles and verify cleanup still removes them. |
| RPT | No scheduler or undefined-variable errors around town AI despawn. |
| Generated missions | After a gameplay patch, run dotnet run from Tools/LoadoutManager in a correctly named a2waspwarfare checkout; missing 7za is packaging-only unless deployment packaging is required. |
- Use Bohemia Interactive Arma 2 OA scripting semantics; do not assume Arma 3 commands or event behavior.
- Use
-LiteralPathin PowerShell when reading or editing[55-2hc]paths. - Keep gameplay changes in the Chernarus source mission first.
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Missions_Vanillaby hand unless the LoadoutManager path is explicitly unavailable and the user approves manual propagation. - If adding diagnostics, keep detailed logs behind
WF_Debug; a small always-onWARNINGis only justified if testers need to confirm a state transition in RPT.
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