Capture current mission, AI, map and administration development
Include the current addon, terrain integrations, tools, regression tests and recorded development evidence.
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# Guard work slicing — 8 October 2026
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The reviewed live log `logs_2026-10-08_16-41-19` contained 981 ms update gaps and
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856 ms guard/garrison scopes in the latest played round's 20 stable, populated
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windows. Its journal flush peak was 7 ms. These are elapsed wall times, not proof
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of CPU attribution or a complete explanation of every stall.
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The source now uses a shared 100 ms background worker for town/object guards.
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It alternates services and discovery/placement work, caches 250 m static-world
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cells, resumes ground and roof candidate searches, and loads resources/creates
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soldiers individually. Distance is checked before and after native creation;
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placement clearance is checked immediately before creation. Exhausted searches
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wait before retrying. Shutdown removes the callback. A native call remains
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indivisible, so no hard maximum frame time is promised.
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`native-fixture.c` overrides observer positions to represent an approach to St
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Philippe on Everon; it leaves guard queries, navigation, physics, RHS infantry
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allocation and Cessna flight intact. It suppresses unrelated procedural site
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generation after initial startup. A first attempt without that isolation was
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terminated by `No safe terrain or valid authored fallback for required site
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everon-medical-1`; this change does not fix that separate generation failure.
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The completed Reforger 1.8.0.13 fixture admitted two town squads (7 and 8 soldiers)
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without unsafe birth positions. It performed 1,349 guard work slices, totaling
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613 ms and peaking at 19 ms. The optional Cessna took off with RHS_AFRF aircrew and
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patrolled. The emitted telemetry includes `garrison_work_ms` and a measured
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`performance_flush_ms` sample of 1 ms. Pending final telemetry windows are not
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included when the runner terminates.
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This is a component test on different hardware/terrain/population from the live
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Chernarus session. It is not a matched performance benchmark, an assurance of
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lag-free gameplay, or reproduction of the live Cessna startup failure. Retained
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native `error.log` includes existing resource warnings; no claim of a completely
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clean engine log is made.
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Cessna preparation now checks at 250 ms rather than scanning crew inventories on
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every 50 ms control callback. Timeout reasons distinguish unready crew, seating,
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missing manpacks and engine startup. Three consecutive pre-service failures
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pause further allocations until the next round. Loss of an aircraft that entered
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service still schedules its normal replacement. The real server's old generic
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timeout did not identify its failed gate; the isolated RHS test did not reproduce
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that failure.
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`report.json` records final source hashes. The private runner requires the local
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engine/addon caches named in it and never connects to or modifies the live server.
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Focused town policy/HQ registration checks and the source-bundle audit passed.
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No publication or server restart was performed.
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A second native fixture deliberately moved its observer into a partly prepared
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squad's next spawn position and forced every Cessna preparation to fail. It
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verified at most one birth per slice, cancellation/removal of the partial squad,
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exactly three aircraft failures followed by a pause, and no further guard
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callbacks after HQ shutdown. The final marker is retained in `fault-summary.log`.
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The injected failures test the retry limit, not the cause of the real failure.
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