Count only completed games in player leaderboards
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+9
-7
@@ -5,9 +5,11 @@ with one entry per GUID combining Black Ops I (T5) and Black Ops II (T6). Game
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and map filters limit which matches contribute to each player's statistics and
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rank. Choose a ranking, search a name or GUID, and share the page URL with its
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filters intact. Results refresh while the page is visible.
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Matches only appear in server/global history and leaderboard map options once
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they reach round 2. Player records only contribute to leaderboards, summaries,
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profiles and player history once that player is observed at round 2 or later.
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Matches only appear in server/global history once they reach round 2.
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Leaderboards, summaries, map options, profiles and player history include only
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completed matches with a received `game_end`. Active and interrupted matches do
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not contribute. A player must also be observed at round 2 or later; players who
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left before a completed game's end retain their recorded stats.
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This also excludes existing round 1 records. Early telemetry is retained so
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qualifying games keep their start time, roster and cumulative counters.
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@@ -32,7 +34,7 @@ score are the highest reported values within the match, not necessarily its fina
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scoreboard. Active and interrupted matches remain listed without results links.
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Match pages remain available after the original server is removed.
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The leaderboard uses the existing three telemetry events; no reporter change is
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The leaderboard uses the existing telemetry events; no reporter change is
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required. The leaderboard and profiles identify a player by **GUID**, displaying
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the latest reported name across both games, regardless of game or map filters.
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Different names for the same GUID do not split their leaderboard entry or
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@@ -47,7 +49,7 @@ leaderboard and profiles require no storage migration. GUIDs stay strings.
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| Highest round | Highest round reported with that player present, including players who joined mid-game. |
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| Total kills, headshots, revives, downs | Sum of each player's highest reported counter in each game. Round snapshots are cumulative, so they are never added together within a game. |
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| Total rounds | Round progression during observed participation, added across games. A player observed at game start and then round 8 receives seven rounds. A player first seen at round 8 gets a highest-round record of 8, but zero total rounds; reaching round 9 then adds one. |
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| Games played | Games in which a stats report at round 2 or later contains the player. Start-only and round 1 participation do not count. |
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| Games played | Completed games in which a stats report at round 2 or later contains the player, even if they left before the end. Start-only and round 1 participation do not count. |
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| Games completed | Games whose `game_end` roster contains the player. Disconnected players retain earlier stats without receiving completion credit. |
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| Best game kills | Highest kill count recorded in any one game. |
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| Highest reported score | Highest observed score balance. Spending points can lower the score, so this is not cumulative points earned. |
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@@ -59,8 +61,8 @@ across both games when unfiltered. Summary cards describe the same selection,
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regardless of the search text. Player counts include each qualifying GUID once,
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including when they have records in both games. Summary rounds are
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player-rounds: four players progressing from game start to round 8 contribute 28.
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Highest-round records always use the round reached, including the final round
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and players who joined mid-game.
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Highest-round records always use the round reached in a completed match,
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including the final round and players who joined mid-game.
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Round totals require the player to appear in consecutive observations. If a
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report omits them, their return starts a new participation interval and the gap
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