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GAREA_Leaderboard

GAREA Leadboard - Built for everyone! A lightweight leaderboard that supports both PVP and PVE Completely free for the Day-Z Community ♥ Does not require any cloud service (Directly processed by the Day-Z server) Learn more about this mod under https://www.yourgamearea.de/mods/dayz-garea_leaderboard Plugins (server) GAREA_Leaderboard_P_CZD for CrimsonZamboniDeathmatch… (more)

GAREA Leadboard - Built for everyone! A lightweight leaderboard that supports both PVP and PVE Completely free for the Day-Z Community ♥ Does not require any cloud service (Directly processed by the Day-Z server) Learn more about this mod under https://www.yourgamearea.de/mods/dayz-garea_leaderboard Plugins (server) GAREA_Leaderboard_P_CZD for CrimsonZamboniDeathmatch https://steamcommunity.com/sharedfiles/filedetails/?id=2858261725 Repacking is allowed with one exception => Monetization, one buy option or anything else to gain money of a repacked version of this mod is forbidden and will be punished! (This mod must be free for every one) Do you like to contribute? Here you are https://github.com/Maxallica/DayZ_GAREA_Leaderboard

Workshop 2846987884 · mod updated 2023-03-31 · analyzed 2026-10-03 08:55 UTC · history · 25 script files

CharacterEnvironmentEquipmentPropsServer Workshop tags, chosen by the author

Stall risks
1 pattern

Patterns that can stall a single frame regardless of the load figure — see below.

Compatibility
Chain-safe

Every server-visible override preserves its chain.

Structural footprint 1.1
A
clean
Heavier than 63% of 328 scripted mods analyzed.

0.0075% of each server frame at 100 players (0.075 ms/s). Counts hook dispatch and timers only, not what the hooks do inside. Methodology.

Where this mod sits

Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 16 others share it. Ranked list.

20
40
60
  • 24 mods
    0.0000022 to 0.0000046 ms/s · grade A
  • 7 mods
    0.0000046 to 0.00001 ms/s · grade A
  • 1 mod
    0.00001 to 0.000022 ms/s · grade A
  • 1 mod
    0.000022 to 0.000046 ms/s · grade A
  • 37 mods
    0.0001 to 0.00022 ms/s · grade A
  • 26 mods
    0.00022 to 0.00046 ms/s · grade A
  • 33 mods
    0.00046 to 0.001 ms/s · grade A
  • 22 mods
    0.001 to 0.0022 ms/s · grade A
  • 13 mods
    0.0022 to 0.0046 ms/s · grade A
  • 10 mods
    0.0046 to 0.01 ms/s · grade A
  • 5 mods
    0.01 to 0.022 ms/s · grade A
  • 18 mods
    0.022 to 0.046 ms/s · grade A
  • This mod
  • 41 mods
    0.1 to 0.22 ms/s · grade A
  • 26 mods
    0.22 to 0.46 ms/s · grade A
  • 28 mods
    0.46 to 1 ms/s · grade A
  • 8 mods
    1 to 2.2 ms/s · grade A to B
  • 10 mods
    2.2 to 4.6 ms/s · grade B
  • 1 mod
    4.6 to 10 ms/s · grade B to C
A316
B11
C1
D0
E0
ms/s, log scale: each labelled step is ten times the one before. Letter grade and mods holding it below the axis.
Where the load comes from

Per-player hooks carry 99% of this mod's structural load. 0.075 ms/s in all.

99%Per-player hooks · 99%
1 hook · 0.074 ms/s
Event hooks · 0.8%
3 hooks · 0.00059 ms/s
Lifecycle hooks · <0.1%
3 hooks · 0.000006 ms/s
Per-player hooksrun about 30 times a second for each player 1 hook 0.074 ms/s 99% DayZPlayerImplement.CommandHandler
Event hooksrun when something happens: an inventory move, a hit, an action 3 hooks 0.00059 ms/s 0.8% ActionUnpin.ActionCondition, AnimalBase.EEHitBy, PlayerBase.EEHitBy
Lifecycle hooksrun when an entity is created, loaded or deleted 3 hooks 0.000006 ms/s <0.1% AnimalBase.EEKilled, PlayerBase.EEKilled, ZombieBase.EEKilled

Counts how often each hook is dispatched and how many timers stay alive, not what the code inside does. Some rates are order-of-magnitude estimates; the methodology lists which.

Where this mod runs often

Hooks on per-frame and high-rate surfaces, with what their bodies call. Body work, not the hook itself, is what costs frame time.

CommandHandler on DayZPlayerImplement
about 30× per player per second
no I/O, timers or RPC
EEHitBy × 2 classes
per event
no I/O, timers or RPC
ActionCondition on ActionUnpin
per event
no I/O, timers or RPC

Other findings

What this report can tell you

Which vanilla methods the mod hooks, which of them drop the chain, how often each hook fires, and which risky calls sit inside hot hooks.

What it cannot

How long hook bodies take, network cost, or engine-side load. Measured across live fleets, most server lag comes from the engine and world state, not mod script chains — a light footprint does not clear a mod of lag, and a heavy one does not convict it. Methodology.

Everything else

All 17 overrides

Surface is the dispatch tier the rubric can price (— = unpriced); server is whether the override exists on a dedicated server; super() shows whether the vanilla chain is preserved on a server.

methodsurfaceserversuper()where
ActionUnpin.ActionCondition T2 yes ✓ GAREA_Leaderboard.pbo::scripts\4_World\GAREA_Leaderboard\Entities\ItemBase\Grenade_Base.c:3
AnimalBase.EEHitBy T2 yes ✓ GAREA_Leaderboard.pbo::scripts\4_World\GAREA_Leaderboard\Entities\Creatures\Animals\AnimalBase.c:6
AnimalBase.EEKilled T3 yes ✓ GAREA_Leaderboard.pbo::scripts\4_World\GAREA_Leaderboard\Entities\Creatures\Animals\AnimalBase.c:16
BearTrap.OnSteppedOn — yes ✓ GAREA_Leaderboard.pbo::scripts\4_World\GAREA_Leaderboard\Entities\ItemBase\TrapBase\Trap_Bear.c:6
DayZPlayerImplement.CommandHandler T1 yes ✓ GAREA_Leaderboard.pbo::scripts\4_World\GAREA_Leaderboard\Entities\DayZPlayerImplement.c:3
Grenade_Base.OnUnpin — yes ✓ GAREA_Leaderboard.pbo::scripts\4_World\GAREA_Leaderboard\Entities\ItemBase\Grenade_Base.c:69
Grenade_Base.OnPin — yes ✓ GAREA_Leaderboard.pbo::scripts\4_World\GAREA_Leaderboard\Entities\ItemBase\Grenade_Base.c:75
LandMineTrap.StartActivate — yes ✓ GAREA_Leaderboard.pbo::scripts\4_World\GAREA_Leaderboard\Entities\ItemBase\TrapBase\Trap_LandMine.c:6
MissionGameplay.OpenGAREALeaderboardGUIPVP — yes ✗ none GAREA_Leaderboard.pbo::scripts\5_Mission\GAREA_Leaderboard\Mission\MissionGameplay.c:16
MissionGameplay.OpenGAREALeaderboardGUIPVE — yes ✗ none GAREA_Leaderboard.pbo::scripts\5_Mission\GAREA_Leaderboard\Mission\MissionGameplay.c:48
PlayerBase.EEHitBy T2 yes ✓ GAREA_Leaderboard.pbo::scripts\4_World\GAREA_Leaderboard\Entities\ManBase\PlayerBase.c:8
PlayerBase.OnUnconsciousStart — yes ✓ GAREA_Leaderboard.pbo::scripts\4_World\GAREA_Leaderboard\Entities\ManBase\PlayerBase.c:17
PlayerBase.OnUnconsciousStop — yes ✓ GAREA_Leaderboard.pbo::scripts\4_World\GAREA_Leaderboard\Entities\ManBase\PlayerBase.c:61
PlayerBase.EEKilled T3 yes ✓ GAREA_Leaderboard.pbo::scripts\4_World\GAREA_Leaderboard\Entities\ManBase\PlayerBase.c:71
PlayerBase.OnConnect — yes ✓ GAREA_Leaderboard.pbo::scripts\4_World\GAREA_Leaderboard\Entities\ManBase\PlayerBase.c:80
PlayerBase.OnDisconnect — yes ✓ GAREA_Leaderboard.pbo::scripts\4_World\GAREA_Leaderboard\Entities\ManBase\PlayerBase.c:94
ZombieBase.EEKilled T3 yes ✓ GAREA_Leaderboard.pbo::scripts\4_World\GAREA_Leaderboard\Entities\Creatures\Infected\ZombieBase.c:4
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
DayZPlayerImplement.CommandHandlerT1 3000.0measured0.0744
AnimalBase.EEHitByT2 8.0placeholder0.0002
ActionUnpin.ActionConditionT2 8.0placeholder0.0002
PlayerBase.EEHitByT2 8.0placeholder0.0002
AnimalBase.EEKilledT3 0.1placeholder0.0000
ZombieBase.EEKilledT3 0.1placeholder0.0000
PlayerBase.EEKilledT3 0.1placeholder0.0000

Includes 0.001 ms/s from placeholder-rated surfaces.

Load-order constraints (CfgPatches)

What each PBO declares: its addon identity and the addons it requires to be loaded first (requiredAddons). A partial load-order signal from the mod's own metadata.

GAREA_Leaderboard.pbo

  • GAREA_Leaderboard requiredVersion 0.1 — requires DZ_Data

census 1.1 · findings 1.1 · hash 564dd902bd2b1fed