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v1.6.2 - RP reliability fixes
v1.6.2 — RP reliability fixes
Diagnosed from a week of live data: some tracked players got a 0 out of
nowhere, one row had an impossible −243, a fast back-to-back pair both got
the same −65, and a couple of rows carried literal 0 RP totals. Three
root causes, three fixes:
Fixed
- Bogus ALS readings are now rejected. EA/ALS occasionally serves
rankScore: 0for a player who very much has RP. That glitch used to poison
the baseline, fake a "season reset", and fabricate deltas. It now counts as a
failed poll — the tracker keeps the last good reading. - Baselines are chained across matches, durably (new
rp_chain.json). The
next match's baseline is corrected against the previous match's observed
end value. This fixes two real bugs from the data:- fast back-to-back games no longer attribute the same RP movement to both
matches (the second game's snapshot froze before the first game's RP had
propagated); - a squadmate who dies and leaves early no longer gets a false 0 (their RP
posts before the summary screen is read, so the old baseline already
contained their gain).
The chain survives restarts and even a cleared pending queue.
- fast back-to-back games no longer attribute the same RP movement to both
- A 0 is only recorded with pre-match evidence. If the tracker never
observed the baseline before the match ended (e.g. it was started on the
summary screen), a flat reading proves nothing — the match resolves as an
honest blank instead of a fabricated 0. This kills the
"first game of the night is always 0" bug. - Last-ditch sanity: nothing beyond a believable single-game loss and no
zero/negative RP totals can ever be written, whatever upstream produced them.
Install / update
Click Update now in the app, or download ApexTracker_share.zip, unzip
anywhere, and run Start Tracker.bat. Settings and match history are kept.