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Variable And Naming Conventions
Claude-owned reference (2026-06-02). The WASP/WFBE (Benny Warfare BE) codebase uses systematic prefixes for globals, functions, and per-object variables. They are consistent across the mission but were never collected in one place, so every agent session re-derived them from context. This is the canonical glossary. Paths are relative to
Missions/[55-2hc]warfarev2_073v48co.chernarus/. Arma 2 OA 1.64.
| Prefix | Meaning | Scope / machine | Representative source |
|---|---|---|---|
WFBE_C_* |
Config constant / parameter (gameplay tunables, gates) | Common; set once at boot, read everywhere |
Common/Init/Init_CommonConstants.sqf:723 (WFBE_C_ECONOMY_SUPPLY_MAX_TEAM_LIMIT = 50000); module gates like WFBE_C_MODULE_WFBE_*, WFBE_C_ANTISTACK_ENABLED
|
WFBE_CO_FNC_* |
Common/shared function name (usually runs on any machine, but the prefix is not a strict compile-owner guarantee) | Mostly compiled in Common/Init/Init_Common.sqf; a few shared names are compiled earlier or from server init |
WFBE_CO_FNC_LogContent is defined early at initJIPCompatible.sqf:38; most helper names are in Common/Init/Init_Common.sqf:94-160; server-owned shared names include WFBE_CO_FNC_InitAFKkickHandler / WFBE_CO_FNC_LogGameEnd (Server/Init/Init_Server.sqf:63-64,89) and HC delegation helpers (:99-100) |
WFBE_SE_FNC_* |
Server function (server-only logic) | Server; compiled in Server/Init/Init_Server.sqf
|
Server/Init/Init_Server.sqf:53 (WFBE_SE_FNC_HandlePVF = … Server_HandlePVF.sqf) |
WFBE_CL_FNC_* |
Client function (client-local logic) | Client + HC (HC reuses the client receive path); compiled in Client/Init/Init_Client.sqf
|
Client/Init/Init_Client.sqf:110 (WFBE_CL_FNC_HandlePVF = … Client_HandlePVF.sqf) |
SRVFNC<Name> |
Pre-compiled server PVFunction handler (one global per registered command) | Server; built at boot from Server/PVFunctions/<Name>.sqf
|
Common/Init/Init_PublicVariables.sqf:49 (SRVFNC%1 = compile preprocessFileLineNumbers 'Server\PVFunctions\%1.sqf') |
CLTFNC<Name> |
Pre-compiled client PVFunction handler | Client; built at boot from Client/PVFunctions/<Name>.sqf
|
Common/Init/Init_PublicVariables.sqf:44 (CLTFNC%1 = compile preprocessFileLineNumbers 'Client\PVFunctions\%1.sqf') |
WFBE_PVF_<Name> |
Registered publicVariable channel name for a PVF command; the addPublicVariableEventHandler key |
network (server- and client-bound) |
Common/Init/Init_PublicVariables.sqf:45,50 (Format['WFBE_PVF_%1',_x] addPublicVariableEventHandler {…}) |
wfbe_* (lowercase) |
Replicated object/group state key set via setVariable (often broadcast with the true global flag -> JIP-persistent) |
attached to side logic, town/building objects and team/group objects depending on key | side logic examples: wfbe_commander and wfbe_structures at Server/Init/Init_Server.sqf:592,599; group funds: wfbe_funds at Server/Init/Init_Server.sqf:713 and Common/Functions/Common_ChangeTeamFunds.sqf:8
|
WFBE_HEADLESSCLIENTS_ID, WFBE_PRESENTSIDES, WFBE_GameOver, … |
Top-level runtime globals (no functional prefix) | mixed; see usage | scattered; e.g. WFBE_PRESENTSIDES gates client init (initJIPCompatible.sqf:225) |
-
WFBE_C_MODULE_WFBE_<X>gates a module — mostClient/Module/*andCommon/Module/*subsystems are config-gated by one of these (e.g.WFBE_C_MODULE_WFBE_EASA,WFBE_C_MODULE_WFBE_FLARES,WFBE_C_MODULE_WFBE_ICBM,WFBE_C_MODULE_WFBE_IRSMOKE). See the Modules atlas. -
Short legacy globals and newer
WFBE_CO_FNC_*names can point at the same helper file —Init_Common.sqf:24-63compiles old names such asGetSideID/GetTeamFunds, while:94-160compiles newer prefixed names such asWFBE_CO_FNC_GetSideID/WFBE_CO_FNC_GetTeamFunds. Treat this as naming-era overlap and maintenance debt, not two independent implementations unless the target file differs. -
WFBE_CO_FNC_*is mostly common, not exclusivelyInit_Common—WFBE_CO_FNC_LogContentmust exist before common init starts, soinitJIPCompatible.sqf:37compiles it early; server init also compiles a fewWFBE_CO_FNC_*names for AFK kick, game-end logging and headless delegation. Use the actual compile site as authority. -
SRVFNC*/CLTFNC*are pre-compiled once at boot; the dispatchersServer_HandlePVF.sqf/Client_HandlePVF.sqfresolve the sender-provided command string viamissionNamespace getVariable _scriptandSpawnthe resulting CODE object — the pre-compiled globals are used, but an attacker who controls_scriptcan resolve any missionNamespace variable name (DR-1 attack surface). There is no per-messageCall Compile(DR-38 characterisation is incorrect). See Networking. -
wfbe_*withsetVariable [..., true]is the replication mechanism — the "true" makes the value global and JIP-synced; this is also why the economy ledger is replicated client state rather than a server source of truth (the economy-authority class, DR-6/14/16/22/23/27/28/41/44). -
Not every replicated key uses the
wfbe_prefix — factory queues use the legacy key"queu"on building objects (Client/Functions/Client_BuildUnit.sqf:169-172,Server/Functions/Server_BuyUnit.sqf:21-24). Do not use that key as an example of the lowercasewfbe_*convention. -
SQF identifiers are case-insensitive, but
setVariable/getVariablekeys are case-SENSITIVE — the source of DR-18 (lastSupplyMissionRunvsLastSupplyMissionRun). Watch casing onwfbe_*keys specifically.
PV channels: Public variable channel index | Dispatch: Networking | Map: Home
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- 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
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- Economy system reference
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- Empty-side supply income stagnation
- Towns, camps and capture atlas
- Victory and endgame atlas
- Victory conditions reference
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- Marker cleanup and restoration
- Marker loop engine and registries
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- 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 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
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- ICBM nuke client VFX & radiation
- Server HandleSpecial router
- LocalizeMessage chat router
- Gear buy-menu render & price functions
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- Vehicle marking & texture pipeline
- Defense category & budget
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- Commander-team driver
- AICOM command verbs
- AICOM behavior fix taxonomy
- AI commander wildcard deck reference
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- End-of-game stats screen
- AI commander execution loop
- Deployable bipod / weapon resting
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- Server-init deadspawn & airfield probe
- GUER VBIED detonate action
- Resource income-tick engine
- AI commander treasury accessors
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- 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
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- 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