Implement real player active time intervals and historical KPM

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devRaGonSa
2026-06-11 12:09:23 +02:00
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## Scope
This analysis covers the player table inside `historico-partida.html` for historical match detail.
This document defines how real historical KPM works for the match detail served to `historico-partida.html`.
## Question
## Why KPM Was Not Safe Before
Can the UI add a `Kills por minuto` column now without reintroducing false KPM?
## Short Answer
No.
## Why It Cannot Be Implemented Honestly Yet
The current historical match detail payload exposes player combat totals and match-level timing, but it does not expose a trustworthy player-level active time.
Available today:
Historical match detail already exposed:
- per player:
- `kills`
- `deaths`
- `teamkills`
- `kd_ratio` or enough data to derive it
- `top_weapons`
- `most_killed`
- `death_by`
- weapon and matchup counters
- per match:
- `duration_seconds`
- `started_at`
- `ended_at`
- `duration_seconds`
Missing for real KPM:
What it did not expose was player-level active time. Because of that, dividing by total match duration would have produced a false player KPM.
- `player_active_seconds`
- real played minutes per player
- presence intervals
- a quality flag that tells whether playtime is exact, observed, estimated or unknown
## Real KPM Rule
## Data Review
`build_historical_match_detail_payload()` serves `item` from the RCON historical read model when available.
`historico-partida.js` currently renders the player table with:
- `Jugador`
- `Equipo`
- `Kills`
- `Muertes`
- `TK`
- `KD`
There is no frontend or payload field for honest KPM.
## Important Constraint
Real KPM must mean:
Real KPM means:
```text
kills / (player_active_seconds / 60)
```
It must not mean:
It does not mean:
```text
kills / match_duration_minutes
```
unless the product intentionally introduces a different metric with a clearly different label.
## Source of Truth
## Existing Design Reference
The current implementation uses connection intervals reconstructed from the materialized RCON AdminLog match model.
`docs/REAL_KPM_PLAYER_ACTIVE_SECONDS_DESIGN.md` already documents the correct long-term direction:
Reliable interval signals:
- materialize `player_active_seconds`
- carry a playtime quality classification
- compute KPM in backend read models and snapshots
- never compute real KPM in frontend JavaScript
- `connected`
- `disconnected`
- `match_start`
- `match_end`
## Recommendation
Supporting evidence still stored in the player fact:
Do not add the column now.
- `first_seen_server_time`
- `last_seen_server_time`
Safe next step:
The persisted field is:
1. Add real `player_active_seconds` to the historical player detail model.
2. Expose it in the match detail payload.
3. Add `Kills por minuto` only when backed by that field.
- `player_active_seconds`
Optional weaker alternative, only with explicit product approval:
The source label is:
- `Kills/min partida`
- clearly labeled as match-duration-based
- never presented as player KPM
- `active_time_source = "event_log"`
## Persistence
Forward-only persistence now stores on `rcon_match_player_stats`:
- `player_active_seconds INTEGER NULL`
- `active_time_source TEXT`
Legacy rows remain valid. If they were materialized before these columns existed, they keep `player_active_seconds = NULL` until new materialization or new matches populate the field.
## Calculation
Observed active time is now:
```text
sum(connected_interval_seconds clamped to [match_start, match_end])
```
Rules:
- if the player connects during the match:
- open interval at `connected.server_time`
- if the player disconnects during the match:
- close interval at `disconnected.server_time`
- if the player was already connected before `match_start` and there is no later pre-match disconnect:
- open interval at `match_start`
- if the player is still connected at `match_end`:
- close interval at `match_end`
- if the player reconnects multiple times:
- sum all non-overlapping intervals
This is still observed presence, not exact telemetry down to every silent second.
KPM is exposed only when:
- `player_active_seconds` exists
- `player_active_seconds >= HLL_KPM_MIN_ACTIVE_SECONDS`
Default:
- `HLL_KPM_MIN_ACTIVE_SECONDS = 60`
## Payload Contract
Historical match detail player rows may now expose:
- `player_active_seconds`
- `player_active_minutes`
- `kpm`
- `kpm_status`
- `active_time_source`
`active_time_source` values currently used:
- `connection_intervals`
- `connection_intervals_carryover`
- `event_span_fallback`
- `unavailable`
`kpm_status` values:
- `ready`
- `missing_active_time`
- `insufficient_active_time`
- `missing_connection_intervals`
Rules:
- missing active time:
- `kpm = null`
- `kpm_status = "missing_active_time"`
- fallback event span without reliable connection intervals:
- `kpm = null`
- `kpm_status = "missing_connection_intervals"`
- active time below threshold:
- `kpm = null`
- `kpm_status = "insufficient_active_time"`
- valid active time:
- `kpm = round(kills / (player_active_seconds / 60), 2)`
- `kpm_status = "ready"`
- only when `active_time_source` is `connection_intervals` or `connection_intervals_carryover`
## Historical Matches Already Stored
Old matches are not backfilled with fake KPM.
For those rows:
- `player_active_seconds` can remain `null`
- `kpm` stays `null`
- frontend must not render `0.00` as if the value were real
- rows rematerialized without reliable connection intervals can still expose
`event_span_fallback`, but that fallback must not be shown as real KPM
## Frontend Rule
`historico-partida.js` renders KPM only when:
- `kpm_status == "ready"`
If the value is missing or below threshold, the panel stays clean and does not show a fake metric.
## Limitations
- This is observed active time from AdminLog connection evidence, not exact join/leave telemetry for every silent second.
- Quiet players with kills/chat/team switches but no reliable connection chain can expose `event_span_fallback`; that span is intentionally blocked from KPM.
- Legacy matches remain without KPM unless rematerialized from stored AdminLog evidence.
- We do not discount time spent without squad/unit/role yet because there is no audited historical source for that dimension in this implementation.