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Leaderboard

Open Leaderboard in the main navigation to compare players across the fleet, or filter by game and map. 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 and leaderboard map options once they reach round 2. Player records only contribute to leaderboards, summaries, profiles and player history once that player is observed at round 2 or later. 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/[game]/[guid]. 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; match history shows individual counters, server, date and completion credit in pages of 25 games. Map names link back to that map's leaderboard. Use Refresh stats to load the latest reports. Ratios with a zero denominator display a dash. Profiles always cover all recorded maps for that game and player.

The leaderboard uses the existing three telemetry events; no reporter change is required. Each player is identified by game + GUID, with their latest reported name displayed. Different names for the same GUID do not split their records; identical names with different GUIDs remain separate. 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 Games in which a stats report at round 2 or later contains the player. 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 within the selected game/map. Summary cards describe that game/map, regardless of the search text. Summary rounds are player-rounds: four players progressing from game start to round 8 contribute 28. Highest-round records always use the round reached, 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.

Metric keys are highestRound, kills, roundsSurvived, headshots, revives, downs, gamesPlayed, gamesCompleted, bestKills, and bestScore.