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jakub 6a667d8deb Capture current mission, AI, map and administration development
Include the current addon, terrain integrations, tools, regression tests and recorded development evidence.
2026-10-13 22:52:53 +02:00

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{
"requested_workflow": "Server owner enables Escape and island addon, selects an existing scenario shipped by the island, and enables Escape gameplay. Neither author modification nor terrain-specific addon dependency.",
"scenario": "{469880DFE1B48F95}Missions/Nogova_TerrainTest.conf",
"terrain_modified": false,
"production_escape_modified": false,
"server_modified": false,
"result": "Staged takeover and offline prisoner spawn proven on the original Nogova exploration world. Prototype only; not ready for deployment.",
"findings": [
"Existing island scenario loads with both mods enabled; no Escape world-switching mechanism is required.",
"OnWorldPostProcess can replace the registered game mode and start terrain-independent Escape placement.",
"Immediate replacement leaves catalog/data-collector references to the deleted old mode. Native unregister callbacks also run later and report conflicting managers.",
"Both replication-aware and direct entity deletion reproduced the lifecycle errors.",
"The local -noBackend listen-server controller has no authenticated identity and correctly receives no prisoner; this is not multiplayer admission evidence.",
"First two probes had compiler errors from incorrect World casts; corrected CastFrom compiles.",
"Probe 5 failed compilation because an override argument name differed from the engine signature; probe 6 failed because ArmaReforgerScripted cannot be a CallLater callback target.",
"Probe 7 schedules the two transition stages from OnUpdate, ends the original mode, clears its catalog/data-collector references and waits for old native registrations to drain. All 16 Nogova sites and 230 physical stock items became ready and the mission entered PRISON. No stale-manager errors or VM exceptions appeared; backend-free listen admission correctly remained refused.",
"Probe 8 repeated the staged handover in Workbench using the original unmodified Nogova world. It compiled with no script errors and started the mission, but cached player-controller spawn handlers pointed at the deleted mode, producing unsupported-spawn warnings. No prisoner spawned.",
"Probe 9 resolves cached controller spawn handlers against the replacement mode. Workbench loaded the original Nogova exploration world, generated all 16 sites and 230 physical stock items, entered PRISON, completed scene/asset preload and spawned player 1. Zero script errors, zero VM exceptions and no unsupported-spawn warnings. Terrain source hashes are unchanged; private process cleanup is confirmed. Existing third-party resource/schema errors remain recorded in the raw log."
],
"next_required": "Harden the prototype with bounded readiness checks, world-cleanup reset, validated admission queue and owner-side configuration/airport coordinates. Then validate real dedicated joins, late joins, reconnects and restart, plus additional existing scenario types. A clean Nogova exploration test does not establish compatibility with arbitrary Conflict or scripted scenarios.",
"initial_result": "Prototype rejected; do not deploy.",
"production_limitations": [
"Temporary scripts are archived only under evidence; no takeover script has been added to the shipped Escape addon.",
"Prototype uses two fixed 500ms delays, a CLI opt-in, and hardcoded Nogova airport coordinates.",
"Queued native admissions store numeric connection IDs only; a production queue must also validate controller identity against disconnect/reconnect and world changes.",
"Client replication and native backend sessions have not been validated.",
"The shared prefab is in Escape; the Workbench project is only a test harness that loads both addons, not a shipped terrain connector."
],
"tested_scope": {
"nogova_existing_header_listen_server": "Mission reached PRISON; no-backend identity was correctly refused.",
"nogova_existing_world_workbench": "Offline prisoner spawned through existing Escape admission and preload logic.",
"dedicated_server": false,
"remote_client": false,
"late_join": false,
"reconnect": false,
"restart": false,
"other_scenario_types": false,
"shipped_takeover_code": false
}
}