Preserve fleet match timing across empty telemetry
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2026-10-09 19:41:55 -04:00
parent d1f581d6a8
commit ce6dba17e6
12 changed files with 171 additions and 53 deletions
+6
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@@ -190,6 +190,12 @@ an end closes the match. Receipt order determines the latest report. This small
protocol does not attempt to identify delayed events from earlier games or
provide exactly-once delivery across games.
Match timing is independent of player count: an empty `game_start` still records
the start, and empty rosters or RCON polls do not erase it. Fleet can display a
fresh reported round even when the start was missed; match duration stays unknown
in that case. When match history identifies a new match from subsequent gameplay,
Fleet clears the previous match's timing rather than carrying it into the new one.
Reports also feed the persistent [Leaderboard](leaderboard.md), independently
of beta activity. That page documents cumulative stat accounting, round credit,
and the limits of identifying matches from this protocol.