Skip to content

Roadmap

github-actions[bot] edited this page Aug 7, 2026 · 32 revisions

Roadmap

AI / AGENT ROADMAP GATE - READ BEFORE ACTING

Mandatory: read AI Start Here before implementing any roadmap item.

When Architect says "read the GitHub", "read the roadmap", "get caught up", "resume XCSV", or equivalent, enter READ_ONLY_BOOTSTRAP first.

Roadmap status is intent, not implementation proof. Reconcile the target against the authoritative desktop roadmap, RAG/history, local working trees, local commits, GitHub remote/submodule pointers and relevant live/runtime evidence. Classify it as VERIFIED_DONE, PRESENT_UNVERIFIED, PARTIAL, PLANNED_ONLY, STALE_OR_CONFLICTED, or BLOCKED. Then identify the smallest remaining delta.

Never build substantially equivalent functionality twice. If implementation already exists, verify/extend/repair/document that path instead of creating a parallel subsystem unless Architect explicitly authorizes replacement.

The authoritative, full-length roadmap is ARMA3_EXILE_CODEX\ROADMAP.md in the Obsidian vault - it carries the reasoning, the struck-through wrong turns and the measurements. This page is the summary you can link to.

2026-08-07 planning sync - RECONCILED. The GUARD / Gauntlet planning backlog originated here and has now been absorbed into the authoritative desktop roadmap as Phase 15 (work ID XCSV-AI-001). The desktop/Obsidian ROADMAP.md remains authoritative for priority, evidence and refuted hypotheses; this page remains the durable summary. Documentation state is SYNCED.

Guiding rule: performance before content, always.

Done

phase outcome
0 - Stabilise restart-loop/PBO corruption class repaired; runaway RPT/extDB architecture corrected; credentials/reboot survival addressed
1.5 - Lootbox deadlock LB_WaitSysBusy 40 -> 15; map population completed; major settled-FPS improvement
2.3 - FuMS on HC FuMS live on server/HC; first Tanoa mission slice active; A3XAI/FuMS handoff observed on HC owner 4
2.4 - x64/extDB3 production production migrated to arma3server_x64.exe + extDB3 with -maxMem=12288
2.5 - Memory/RAG first slice vault/wiki memory index generated
2.6 - RAG pulse in GUARD GUARD exposes local RAG status/pulse
2.7 - GUARD database views grouped read-only DB presets for overview, players, territories, vehicles and economy
2.8 - GUARD release/capture subsystem build numbering, current-release manifests, controlled Desktop deployment and capture tooling
4.7 - Out-of-band alerts & noise filter disconnect/restart notifications and centralized benign RPT filtering
10.1.2 - Player Inspector (App20) admin XM8 account/territory inspector plus extended extra-app grid source
7.5 - Stack orchestration dependency-ordered start/stop for database, server, HC and local model
8 - Mistake prevention project AI rules, executable doctor assertions, wiki and Lessons discipline

In flight / retained

  • richer GUARD AI/mission drilldowns and alerts
  • richer structured GUARD database browser
  • HC hardening and real-load ownership observation
  • BattlEye staged enforcement
  • infiSTAR cloud 403 diagnosis while local logs remain authoritative
  • artifact versioning beyond GUARD itself

2026-08-07 development programme

Detailed design: XCSV GUARD Development Plan.

A. XCSV Gauntlet

Create one canonical versioned protocol for Claude Code, OpenCode, Antigravity and development-local LLMs:

TARGET LOCK -> RECON -> DECOMPOSE -> WORKERS -> ADVERSARIAL CRITICS -> INTEGRATION -> MEASUREMENT -> EVIDENCE -> VERDICT

Depth scales G0-G4 by risk. Workers do not self-certify. Keep EVIDENCED / INFERRED / UNKNOWN separate. Refuted hypotheses become durable knowledge. Deterministic rules should become executable checks.

B. GUARD restart-safe state model

Primary invariant:

Closing XCSV GUARD must never erase operational truth. Reopening it must reconstruct the same server state from authoritative sources and continue supervising it without duplicates, reset schedules, fabricated health or false incidents.

Classify state as:

  • Durable — settings, UI context, restart deadline/warning state, saved DB views/history, incident acknowledgements, action journal, artifact/experiment metadata
  • Reconstructable — process/PID/memory, RCon/players, current logs, integrity, missions/AI ownership, DB contents, RAG/model state
  • Ephemeral — transient UI mechanics

C. Config/state durability

  • separate xcsv_guard.json configuration from operational durable state
  • prefer a small GUARD-local SQLite store for history/state
  • add config/state schema versions and explicit migrationsdone for configuration, GUARD-STATE-001 (2026-08-07)
  • write critical config/state atomically with known-good fallbackdone for configuration, GUARD-STATE-001
  • never silently default a corrupt state into apparently healthy operationdone for configuration, GUARD-STATE-001

GUARD-STATE-001 covered the configuration half: config_schema_version read from raw JSON before deserialization, ordered v(n) -> v(n+1) migrations over the document, atomic save (validate → temp → sync_all → promote known-good → rename), and distinguishable load outcomes with an interlock that refuses automatic saves over a corrupt or newer-schema file. See XCSV_GUARD/src/config_store.rs.

Still open in C: the operational-state store itself. It was deliberately not built — GUARD persists no operational state today, so nothing yet forces SQLite. Build it when the first real consumer arrives (restart deadlines are the likely first, from section B).

D. Startup reconciliation + desired/observed state

Before READY, rediscover database, server, HC, model, RPTs, integrity, missions, RCon, players, restart state, infiSTAR/BattlEye and RAG/docs.

Model desired state vs observed state so GUARD knows the difference between intentionally disabled and unexpectedly missing components.

Closing GUARD is not Stop Everything.

E. Restart survival and Safe Mode

Persist wall-clock restart deadlines, warnings already sent and relaunch intent.

Add Safe Mode for corrupt config/state or untrusted startup conditions: read-mostly diagnostics/logs/integrity/docs available; no automatic production mutation.

F. Backend backplane + tab contracts

Move toward:

Collectors -> Evidence/Observations -> Derived Services -> UI

Create stable process/stack, RCon/player, telemetry, mission/AI, database, integrity/artifact, notification and docs/RAG services.

Every tab defines sources, freshness, states, actions and delivery proof. Standard states: LOADING / HEALTHY / DEGRADED / STALE / OFFLINE / ERROR. UNKNOWN must never be rendered as zero.

G. Test harness, Replay Mode and failure fixtures

  • mocked tab contract tests plus live integration checks
  • GUARD self-diagnostics screen
  • offline Replay Mode using captured RPT/log/RCon/process/metrics/PBO/DB/artifact evidence
  • convert serious failures into permanent regression fixtures where practical

Rule: a production failure should be allowed to surprise XCSV once.

H. Operator Action Journal

Record consequential GUARD actions with timestamp, target, GUARD build, result and evidence reference. Feed these records into Incident Mode and Replay Mode.

I. UI/UX refoundation

Task-oriented groups:

  • OPERATE: Overview, Players, Restarts
  • INTELLIGENCE: AI/Missions, Metrics, future map
  • DIAGNOSTICS: Integrity, Server Log, Consoles, infiSTAR
  • ADMIN/DATA: Database, RCon
  • KNOWLEDGE: Docs/RAG
  • SYSTEM: Settings, Diagnostics

Consider two information-density modes:

  • Operations Mode — health, players, incidents, missions, restarts
  • Engineering Mode — integrity, artifacts, profiling, experiments, deployment diff, logs, DB and RAG/docs

Overview should emphasize attention rather than green noise. Add navigable status chips, consistent consequence-based confirmations, optional command palette, and a universal entity inspector for Player/Territory/Vehicle/Mission/Process/Artifact/Incident.

J. Evidence/history, SLOs and headroom

Add GUARD-local historical telemetry separate from the gameplay DB.

Track operating phases such as BOOTING / POPULATING / SETTLING / STEADY STATE / DEGRADED / RESTARTING.

Define practical XCSV health objectives: settled FPS/floor, boot-to-joinable, HC handoff time, RCon recovery, GUARD reconciliation, RPT growth and integrity expectations.

Add a capacity/headroom view for FPS, CPU, RAM, disk, RPT growth, world objects, AI ownership and DB latency.

K. Experiment-driven server optimization

Hypothesis -> Baseline -> Bounded Change -> Gauntlet -> Runtime Observation -> Result -> Durable Memory

Use profiler/slow-frame capture when ordinary metrics stop converging. Maintain budgets for AI, world objects, scheduler work, network activity and database load. Do not add HC2 without evidence.

L. Database/operator objects

Evolve Database toward structured sortable/filterable tables, saved views/history and useful comparisons.

Build GUARD-side Player, Territory and Vehicle entities. Player Inspector should become a central operator concept, not only an XM8 app.

M. Incident Mode + Tanoa operations map

Incident Mode correlates metrics, RPT/HC RPT, ownership, process state, operator actions and deployment identity chronologically.

Build a read-only Tanoa operations map for source-backed missions, AI ownership/concentration, crashes, events, trader/territory information and other known markers.

N. Artifact Registry, deployment diff and rollback

Extend release identity across mission/server PBOs, addons, scripts, BattlEye filters, extDB query files and bundles.

Track artifact ID, version/build, source commit, timestamp, SHA256, deployed SHA256 and status.

Before deployment show production-vs-candidate diff, affected surfaces, validation/BattlEye/DB/network implications and exact rollback artifact. Surface CURRENT and PREVIOUS VERIFIED identities.

O. State drift, provenance and compatibility

Build deterministic drift checks for roadmap/backlog state, README counts, submodules, release manifests and deployed hashes.

Create addon/script provenance metadata: original author/source/license, upstream status, XCSV modifications, maintainer, compatibility, dependencies, performance/security exposure, deployed state and replacement candidate.

Maintain a compatibility matrix for x64, extDB3, Tanoa, HC, BattlEye and XCSV verification.

P. Change Impact Graph

Map shared override/network/database/deployment dependencies so the Gauntlet can answer what could this change break? before mutation. Prioritize CfgExileCustomCode, client/server network paths, DB queries, BattlEye surfaces and GUARD observation dependencies.

Q. Staging path for G3/G4 work

Support a temporary isolated integration instance with alternate ports/profiles and copied/synthetic DB where feasible. Use it for network changes, DB mutations, BattlEye rules, write-capable XM8 flows and major upgrades before production evidence.

R. Curated player development

Prioritize coherence over raw addon count:

  1. Territory Manager
  2. Contract / Job Board
  3. Bounty system
  4. meaningful faction-standing integration
  5. Server Chronicle
  6. asynchronous community/message system
  7. choreographed rotating events
  8. investigate ZCP/Capture Points before another heavy AI framework

Keep Zombies/Vcom parked until measured headroom changes the decision.

S. AI evidence boundary

Development AI may consume exported GUARD evidence, replays, metrics, manifests and tests.

Preferred direction:

GUARD -> evidence -> development AI

not unrestricted production authority through GUARD controls. Runtime local model remains tool-less and non-load-bearing.

Recommended sequence

  1. Gauntlet architecture
  2. canonical AI rule distribution/drift detection
  3. config/state schema versioning + atomic persistence
  4. durable/reconstructable/ephemeral state model
  5. startup reconciliation + desired/observed state
  6. restart persistence + RCon auto-reconnect
  7. backend backplane/health registry
  8. tab contracts + self-diagnostics
  9. Replay Mode + failure fixtures
  10. Operator Action Journal + Safe Mode
  11. shell/navigation + Operations/Engineering UX
  12. Overview + universal entity inspector
  13. structured DB/operator objects
  14. telemetry/history + SLO/headroom + experiments
  15. Incident Mode
  16. operations map
  17. Artifact Registry + deployment diff + rollback
  18. provenance/compatibility + Change Impact Graph
  19. staging path
  20. curated player progression/content

Later / deliberately parked

  • second HC only after measured need
  • player chat with AI only under strict isolation/non-load-bearing rules
  • deeper RAG/search and CI
  • Zombies/Vcom only if performance evidence changes the decision

Governing principles

GUARD should never need to remember that the server is healthy. It should be able to prove the server is healthy again every time it starts.

Green is quiet. Problems are loud. UNKNOWN is never zero.

A production failure should surprise XCSV once; afterward it becomes evidence, a fixture or an executable check.

Never begin from what the roadmap says needs building. Begin by proving what remains to be built.

Related

Clone this wiki locally