client_compile_check
Compile the client half of DayZ scripts and run a time-boxed diagnostic to detect client-only errors—broken menus, widgets, or actions—that server checks miss. Returns a job ID.
Instructions
Compile the CLIENT half of the scripts and judge the result. Returns a job id.
A server boot never compiles anything behind the client-only guard, so a
broken menu, a broken widget or a broken client-side action passes every
server check and then breaks in front of a player. This runs the diagnostic
client for wait_seconds, stops it, and judges what it wrote -- and the
verdict does not accept a clean log on its own: the game's own "Module:
Mission" line has to appear, otherwise "no errors" only means "not that far
yet" and the job says so.
The client runs against a THROWAWAY -profiles directory inside this job's artifacts, so it never reads or writes the test stand. It also joins nothing: this is a compile pass, not a session. For the live client that connects to the stand -- and for looking at it, acting through it, and judging its .RPT -- the tools are client_start and its siblings, and log_verdict(source="client") reads THIS job's log while client_verdict reads the live client's.
extra_mods appends to the -mod list for this run only, for checking that
a mod still compiles alongside another one.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| extra_mods | No | ||
| wait_seconds | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| ok | Yes | ||
| data | No | ||
| hint | No | ||
| error | No |