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lake-dayz

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An MCP server that pre-flights DayZ Enforce mods — compiler-style pass/fail checks that catch boot-crashing mistakes (deprecated/commented-out classes, wrong config classes, bad modded/overrides) before you pack a PBO.

🎮 Built while making dayzlake.online — a DayZ territory-control (점령전) server.


Why

DayZ Enforce has no offline compile check — a broken mod only reveals its error when you launch the game.

A real incident:

modded class ActionFishing { override string GetText() { ... } }

→ on boot: Can't compile World script module! Unknown type 'ActionFishing' → the whole game UI dies.

The cause was not "ActionFishing was removed." DayZ leaves deprecated code commented out instead of deleting it — lines 1–52 of actionfishing.c are one /* ... */ block, and the live class is ActionFishingNew. A raw grep "class ActionFishing" catches the dead code inside the comment"oh, the code exists!" → modding it = dead boot.

Lesson: "defined ≠ alive." Is it commented out? Defined but unused? You have to check the usage, not just the name.

check_modded("ActionFishing")ㄴㄴ (no) in one line. That's why this exists.


Related MCP server: DayZ API MCP Server

What it does

Every tool is verdict/evidence first — the first line is the conclusion (ㅇㅇ = pass / ㄴㄴ = no).

Tool

Purpose

find_hook(target, ref_dir)

Where do I hook this? — answers from your own working source: prior art (file/class/method + the hook form used), plus the original set-sites and whether a getter exists (3-line redirect vs rewriting a 50-line Init())

check_env()

Pre-flight the environment before writing code — index DB, mod-source mount, and the exact commands to mount P: / extract game data (both run unattended)

check_addon(module_dir, addons_dir)

Whole-module preflight for silent failures — requiredAddons is a CfgPatches name (not a pbo filename), #ifdef guard really exists (a typo deletes the block), script folder declared in files[] (undeclared = never compiled), $PREFIX$ hygiene

check_modded(class)

Pre-flight a modded class — exists? commented-out (deprecated)? which module? already modded by whom? used anywhere?

enforce_lint(code|path)

Static check — unknown-type (incl. commented), C-style casts, string+bool, widget-method existence, name collisions, platform-gated overrides

check_config(path)

config.cpp validity — is an item declared under the right CfgXxx? (WRONG-CFG = model-less phantom → won't spawn)

check_pbo(pbo, source_dir, contains, also)

Post-pack/deploy proof — stale-vs-source (FileBank silently skips locked pbos and still exits 0), prefix trailing-separator trap, string presence, copy-to-copy hash

symbol_lookup(name)

Symbol card: per-source definition / parent / module / file:line / commented-out / modded status

class_info(name)

Parent chain (local source = authority) + children + member signatures

find_usages(symbol)

Where it's used: vanilla reference Referenced-by/References + live grep over your mod source

search_symbols(pattern)

LIKE pattern search (ActionFish%, %Teleport%)

enforce_doc(topic)

Enforce syntax / modding design patterns (curated guide section search)


How it works

index_local.py  ─ P:\scripts + (optional) your mod source, comment-aware parse (commented_out flag) ─┐
index_config.py ─ P:\DZ\**\config.cpp → item→CfgXxx mapping                                          ├→ data/dayz_scripts.db
DayZ-script Doxygen reference ─ members + signatures + References/Referenced-by                       ─┘  (pre-built into the DB)
server.py       ─ serves the tools from that DB (stdio MCP)
  • commented_out flag — whether code is commented-out dead code, plus file:line. P:\ is the authority source, kept in sync with the game.

  • members / cross-references — extracted from a DayZ-script Doxygen (comment code excluded), pre-built and shipped in the DB, so it works out of the box.

  • Inheritance authority = local source.

  • Current DB: 7,378 symbols / 31,877 methods / 32,259 members / 75,548 cross-refs / 90,870 config classes.


Install

The DB (data/dayz_scripts.db) ships with the repo, so it works right after cloning. You can query/validate without DayZ or DayZ Tools installed; you only need DayZ Tools' extracted P:\ to rebuild the DB for a new game version.

A. Native (simplest)

cd <repo>
python -m venv .venv
.venv\Scripts\python.exe -m pip install -r requirements.txt

claude mcp add -s user lake-dayz ^
  <repo>\.venv\Scripts\python.exe ^
  <repo>\server.py

B. Docker (server only)

docker build -t lake-dayz .

claude mcp add -s user lake-dayz -- ^
  docker run -i --rm ^
    -v "<repo>\data:/data:ro" ^
    -v "<your-mod-source-root>:/modset:ro" ^
    -v "<dir-with-enforce-script-guide.md>:/docs:ro" ^
    -v "<your-addons-dir>:/addons:ro" ^
    lake-dayz

check_pbo inspects packed PBOs, so mount the folder your PBOs land in (/addons) too — otherwise it can only hand back the command for you to run. Running natively (option A) needs no mounts: it sees the host directly and probes DayZ Tools / P: itself.

Mounts are read-only, so rebuilding the DB on the host is picked up automatically. Env vars: DAYZ_MCP_DB / DAYZ_MCP_MODSET / DAYZ_MCP_GUIDE.

enforce_doc serves enforce-script-guide.md — put it at the repo root (or DAYZ_MCP_GUIDE) for native, or the /docs mount for Docker.


Updating data (after a game update)

.venv\Scripts\python.exe index_local.py     REM re-index P:\scripts (+ modset if DAYZ_MCP_MODSET is set)
.venv\Scripts\python.exe index_config.py    REM re-index P:\DZ config
  1. Game updates → re-extract P:\ with DayZ Tools (P:\ is the authority source).

  2. index_local.py — almost always just this (the core data for modded-class verdicts).

  3. To cover your own mod, set DAYZ_MCP_MODSET to your mod source root (e.g. @YourMod\source); each subfolder = one mod.


Rule of use

Call them in workflow order. Each step stops a different kind of death.

When

Call

Stops

Before starting

check_env

Getting stuck because the toolchain isn't set up

Before writing code

find_hook

Hooking the wrong place, or rewriting 50 lines when a getter exists

Before packing

check_modded · enforce_lint · check_config

Dead boot (compile errors)

Before packing

check_addon

Silent failure — it compiles, and then nothing happens

Right after pack/deploy

check_pbo

Believing a change shipped when it didn't

Any code with modded class X / class X : Y / extends Y must pass check_modded(X) + enforce_lint(file) before packing. Item config overrides: check_config. Whole module: check_addon.

If the verdict is ㄴㄴ (no), don't pack.

One step stays human: start the server and read profiles/script.log — that's the only place compile results show up. check_pbo hands you that request line too.


Background

This started while building dayzlake.online, a DayZ territory-control server. I kept getting bitten by Enforce mistakes that only blow up after you launch the game — so I got fed up and built this MCP to catch them before packing. Hoping DayZ keeps growing, the Korean community included. Drop by the server sometime. 🇰🇷


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