Highwatch CF
**Title:** Highwatch CF (RPC counter for Community Framework) ``` Highwatch CF Server-side only. Requires Highwatch and Community Framework. Players do not need to subscribe. A small add-on for the Highwatch server mod. Community Framework handles its RPC channels (RPCManager, notifications, networked variables) inside DayZGame.OnRPC without calling super, so Highwatch on its own never sees them. This add-on loads… (more)
**Title:** Highwatch CF (RPC counter for Community Framework) ``` Highwatch CF Server-side only. Requires Highwatch and Community Framework. Players do not need to subscribe. A small add-on for the Highwatch server mod. Community Framework handles its RPC channels (RPCManager, notifications, networked variables) inside DayZGame.OnRPC without calling super, so Highwatch on its own never sees them. This add-on loads after Community Framework, counts those RPCs, then hands over. Nothing else changes. What you get The Network view in the Highwatch desk shows Community Framework traffic by type and by player beside everything else, and the RPC flood detector sees the whole picture. Payloads are never read. Install Needs @Highwatch 0.14.0 or newer and @CF on the server. -serverMod=@YourOtherMods;@CF;@Highwatch;@Highwatch-CF No config. The desk's Network tab reports the add-on as loaded. Do not load it without Community Framework. A missing required addon stops the server. If your server runs DayZ Expansion, use Highwatch Expansion instead; loading both is harmless, nothing is counted twice. Highwatch Discord ```
No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.
Every server-visible override preserves its chain.
less than 0.001% of each server frame at 100 players (0.000 ms/s). Counts hook dispatch and timers only, not what the hooks do inside. Methodology.
Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 36 others share it. Ranked list.
Event hooks carry 99.8% of this mod's structural load. 0.000 ms/s in all.
1 hook · 0.0002 ms/s
| Event hooksrun when something happens: an inventory move, a hit, an action | 1 hook | 0.0002 ms/s | 99.8% | DayZGame.OnRPC |
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.
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.
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 1 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.
| method | surface | server | super() | where |
|---|---|---|---|---|
DayZGame.OnRPC |
T2 | yes | ✓ | HighwatchCF.pbo::scripts\3_Game\hw_rpc_cf.c:15 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
DayZGame.OnRPC | T2 | 8.0 | placeholder | 0.0002 |
Includes 0.000 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.
HighwatchCF.pbo
HighwatchCFrequiredVersion 0.1 — requiresHighwatch,JM_CF_Scripts
census 1.1 · findings 1.1 · hash f5c2f3c34b3fcfae