# Leaderboard Open **Leaderboard** in the main navigation to compare players across the fleet, with one entry per GUID combining Black Ops I (T5) and Black Ops II (T6). Game and map filters limit which matches contribute to each player's statistics and rank. Choose a ranking, search a name or GUID, and share the page URL with its filters intact. Results refresh while the page is visible. Matches only appear in server/global history once they reach round 2. Leaderboards, summaries, map options, profiles and player history include only completed matches with a received `game_end`. Active and interrupted matches do not contribute. A player must also be observed at round 2 or later; players who left before a completed game's end retain their recorded stats. This also excludes existing round 1 records. Early telemetry is retained so qualifying games keep their start time, roster and cumulative counters. Click a player's name to open their shareable profile at `/leaderboard/players/[guid]`. Profiles combine Black Ops I (T5) and Black Ops II (T6) records for the same GUID. Existing `/leaderboard/players/[game]/[guid]` links redirect to the combined profile. Profiles show all ten lifetime statistics, headshots as a percentage of kills, kills per down, average kills and observed rounds per game, and completion rate. Each map has its own complete set of records; map records and match history identify their game. Match history shows individual counters, server, date and completion credit in pages of 25 matches across both games. Map names link back to that map's leaderboard in its game. Use **Refresh stats** to load the latest reports. Ratios with a zero denominator display a dash. Profiles always cover all recorded maps across both games. Completed matches link to their own results page at `/matches/[id]` from global Match History, server history, and player profiles. The page shows the recorded map and server, final round, start/end times, duration when the start was observed, player counts, and the full saved roster. Players missing from the final report retain their earlier counters; players with no stats display dashes. Counters and score are the highest reported values within the match, not necessarily its final scoreboard. Active and interrupted matches remain listed without results links. Match pages remain available after the original server is removed. The leaderboard uses the existing telemetry events; no reporter change is required. The leaderboard and profiles identify a player by **GUID**, displaying the latest reported name across both games, regardless of game or map filters. Different names for the same GUID do not split their leaderboard entry or profile; identical names with different GUIDs remain separate. Stored player records remain keyed by **game + GUID** for telemetry ingestion; the combined leaderboard and profiles require no storage migration. GUIDs stay strings. ## Recorded statistics | Statistic | Meaning | | --- | --- | | Highest round | Highest round reported with that player present, including players who joined mid-game. | | 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. | | 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. | | 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. | | Games completed | Games whose `game_end` roster contains the player. Disconnected players retain earlier stats without receiving completion credit. | | Best game kills | Highest kill count recorded in any one game. | | Highest reported score | Highest observed score balance. Spending points can lower the score, so this is not cumulative points earned. | Every ranking sorts highest first, including downs (a count, not an efficiency rating). Equal values share a rank; name and GUID provide a stable display order. Searching preserves the player's rank for the selected game/map filters, or across both games when unfiltered. Summary cards describe the same selection, regardless of the search text. Player counts include each qualifying GUID once, including when they have records in both games. Summary rounds are player-rounds: four players progressing from game start to round 8 contribute 28. Highest-round records always use the round reached in a completed match, including the final round and players who joined mid-game. Round totals require the player to appear in consecutive observations. If a report omits them, their return starts a new participation interval and the gap is not credited. The payload cannot tell whether a present player was alive, spectating, or absent between reports. Mid-game snapshots still contribute their reported kills and other counters, even when earlier participation is unknown. ## Persistence and match boundaries Match and player records live in SQLite alongside the rest of Electric Cherry. They persist across app restarts and server deletion, and are not subject to campaign history retention. The latest scoreboard and leaderboard update in the same transaction. Each match keeps player counters even after someone leaves. A `game_start` opens a match; `game_end` completes it. A changed map, a lower round, or a round report after a completed game can also establish a new match when the start was missed. Superseded active matches remain in history as interrupted. Repeated starts before any stats belong to the same match. Identical consecutive payloads (ignoring receipt time and roster order) do not add records. Repeated snapshots in a match cannot increase counters or rounds twice. The first upgrade imports the latest stored full scoreboard from each server once. That provides the available counters and highest round, but not discarded earlier games or unobserved round progression. Old round-only snapshots have no player identity and cannot be imported. Tracking continues from future reports. T6 selections sharing an engine map, such as Town Survival and TranZit, remain separate using the server's registered map variant. Unknown variants remain explicitly identified instead of being labeled as a known selection. A match retains the game/map identity recorded at ingestion even if the server is later reconfigured or removed. The current protocol sends events in gameplay order and has no match ID, event ID, or source sequence. A late report from an older game cannot be reliably distinguished from a new game. Likewise, identical starts before any stats are indistinguishable from retries. Send reports once in order. Within a match, counter decreases use the previous high-water mark; if a reconnect resets a player's counters, subsequent activity may be undercounted until those counters pass their earlier maxima. Exact replay handling and counter-reset accounting would require additional reporter identity/ordering information. ## Read API `GET /api/leaderboard` accepts optional `game` (`t5` or `t6`), `map` (the opaque key returned in `maps`), `metric` (default `highestRound`), `q` (name/GUID search), `limit` (1–100, default 50), and `offset` (default 0). It returns ranked `entries`, available `maps`, the matching player `total`, pagination values, and `summary`. Each entry represents one GUID and combines its qualifying matches within the game/map filters. Entries have no game field; map options retain their game identity. Both `total` and `summary.players` count unique GUIDs; only `total` is limited by the player search. Metric keys are `highestRound`, `kills`, `roundsSurvived`, `headshots`, `revives`, `downs`, `gamesPlayed`, `gamesCompleted`, `bestKills`, and `bestScore`.