Skip to content

Upstream Miksuu Commit Intel

rayswaynl edited this page Jun 3, 2026 · 13 revisions

Upstream Miksuu Commit Intel

This page indexes source-backed upstream history from Miksuu/a2waspwarfare for documentation and future implementation planning. It is intentionally evidence-first: use it to find proven developer intent, then re-check current source before patching.

Research snapshot: upstream master at 8bcc42b1 (2026-06-02), GitHub PRs #1-#12, branch list from GitHub, and local fetched upstream refs.

PR Ledger

PR State Merge / head evidence Developer-intent clue Lesson
#1 Merge separated codebases Closed unmerged head MergeWithMiksuu; body calls it a huge merge between separated codebases. Large merge shape was not accepted. Avoid wholesale branch imports; split current-source patches.
#2 Merge separated codebases (with correct folder structure) Closed unmerged head MergeWithMiksuu, base MergeFromEzcoo. Folder-structure correction still did not land. Repo layout and mission-copy shape matter as much as code content.
#3 Add increasing cost of repairing HQ Merged merge fbf988ed into v25102023. Early economy/repair-cost tuning. Repair/economy changes belong in balance + authority review.
#4 Spawn new players on the latest built factory Merged merge e649beae. Spawn placement was feature-worthy enough to isolate. Spawn/JIP behavior deserves dedicated tests.
#5 Add supply runs (Support class) Merged merge 26f9fa3e; files include Client/Module/supplyMission/*, Server/Module/supplyMission/*, side-supply functions and town init. Supply runs landed as a broad client/server/economy feature. Treat supply as cross-cutting, not a client action only.
#6 Buy Units menu improvements Merged merge 4e248dff; title mentions hints and disabling driver slot by default. UI affordance and AI driver behavior were coupled. Buy-menu UX changes can alter AI/runtime defaults.
#7 Commander assist hint after vote Merged merge 7b55e7b7 recorded by GitHub; files include commander/endgame UI and sound resources. Commander UX needed post-vote guidance. Commander flows need clear feedback, but authority remains server-side.
#8 Merge countdown kick Merged merge 657dbe44; commit deed0184 increases countdown kick to 2 minutes. Intro/welcome timing affected kick behavior. Timing constants should be tested with intro/JIP flow.
#9 Add endgame music Closed unmerged head MergeToEzcooV3; files include endgame music/sound changes. Media/UI change was not merged as that PR. Closed feature PRs are not current behavior.
#10 Supply run remote activation glitch fix Merged merge 97dfff26; PR body names remote truck/remote CC exploit. Supply run exploit was real and player-facing. Server-side validation is required for economy-bearing supply actions.
#11 Add "supply truck too far" notification Merged merge 8164cc33; commit 86c8f89c; Chernarus + Vanilla file changed. UX feedback followed exploit guard. Add feedback, but check JIP and spawn contexts.
#12 Fix "supply truck too far" notification being run during JIP Merged merge 86ec28d6; commit b76f9645; PR body calls the fix "a bit hacky". The PR #11 UX guard regressed JIP spawn. Any action-condition notification needs late-join smoke.

Commit Clusters

Supply Missions And Economy

Evidence Files / area Finding
d086863c "Add supply mission (still missing mission.sqm class descriptions)" supply mission client/server modules Initial supply run work landed before all mission metadata was complete.
65fa3332 "Fix remote supply truck glitch" and 0542edf8 "Improve reliability of supply truck detection" Client/Module/supplyMission/supplyMissionStart.sqf in Chernarus and Vanilla Client-side start detection was exploit-sensitive and needed follow-up reliability changes.
b76f9645 "Fix 'supply truck too far' notification being run during JIP" same start file UX checks can accidentally fire during spawn/JIP lifecycle.
db317706 "Player is not defined on server -> move reward fnc call to client" supply completion message/server active file Server/client identity assumptions caused a reward-flow correction.
6861e310 "Add score for supply run only to the player having completed it" supplyMissionCompletedMessage.sqf Reward targeting needed correction to avoid broad awards.
87cef74b, 78d86810, 994150da supply amount modifiers/upgrades/Takistan Supply reward math changed over time and had to be propagated.

JIP / Client Lifecycle

Evidence Files / area Finding
b02782f1 "Move main logic of heavy attack mode to server to avoid JIP issues" Common_AttackWaveActivate.sqf, Server_AttackWave.sqf, updateclient.sqf Server-owned main logic was chosen after JIP complexity emerged.
a9044821 "Refactor logic of JIP during heavy attack feature" Init_Client.sqf, Server_OnPlayerConnected.sqf, AttackWave.sqf Join flow needed explicit wiring for active attack waves.
6eb09dc3 "Make JIP players spawn at HQ or factories only" client lifecycle/spawn paths Spawn behavior was tightened for late joiners.

Performance And Town AI

Evidence Files / area Finding
88e0749a, ff1ea838, 62becdda, 49aa1e53 performance audit/analyzer Diagnostics preceded major performance work.
4aaa814a server_town_camp.sqf, server_town_ai.sqf, town-unit creation/delegation Server loop and town-AI optimizations intentionally reduced scans and marker work.
6189f3c5 server_town_ai.sqf Scan budgeting added per-cycle and per-town cadence.
a20a5a0f, 84b1b684, ea0bff2e, 913ecdf6 server_town.sqf, server_town_ai.sqf, delegation/static-defense helpers Town defense activation needed restoration, defender filtering and diagnostics after performance changes.

UI, Markers And Locality

Evidence Files / area Finding
9a550b7a reverts 1b23132d "Do group leaders need actually global marker vars? Only few know." Client/FSM/updateteamsmarkers.sqf Marker variable scope is fragile and was reverted quickly.
9c72a281 marker cache optimization Cache changes broke unit marker tracking.
951e72cb player squad markers Disconnect cleanup needed explicit repair.
332874fd and 9a963c19 town SV marker visibility Side-specific marker visibility leaked and needed fixes.
a5fc24f4 WF menu action refresh Vehicle transitions could hide menu actions until explicitly refreshed.

Negative Knowledge

Evidence Affected area What not to assume
97da2aeb, 993e8ed5 revert accelerated day/night cycle day/night runtime, parameters, server init Configurable acceleration was not safe as first merged.
9424f0c8 reverts Marty_repair_camp_menu repair camp actions, unit init, skill apply Repair-camp menu revival needs new validation.
PR #9 closed unmerged endgame music and sound changes Closed media/UI PR is not baseline behavior.
Branch families A3_*, dev_*, 0=1_*, oldMasterBranch broad repo archaeology Branch presence is not authority; use current master and merged PRs first.

Current Documentation Impact

Follow-Up Investigation

  • Compare reverted accelerated day/night commits with the later hybrid day/night synchronization line to capture the exact failure mode.
  • Inspect RPT/server notes, if available, for why Marty_repair_camp_menu was reverted.
  • Build a branch-family index for high-value unmerged branches only after an owner asks to revive one.

Sidebar

Clone this wiki locally