Do not send gaia stats for rated games.
This was SVN commit r16292.
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486094298e
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@ -977,7 +977,7 @@ function reportGame(extendedSimState)
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// Tribute
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playerStatistics.tributesSent = "";
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playerStatistics.tributesReceived = "";
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// Total
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// Total
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playerStatistics.economyScore = "";
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playerStatistics.militaryScore = "";
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playerStatistics.totalScore = "";
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@ -992,8 +992,11 @@ function reportGame(extendedSimState)
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var teamsLocked = true;
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// Serialize the statistics for each player into a comma-separated list.
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for each (var player in extendedSimState.players)
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// Ignore gaia
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for (let i = 1; i < extendedSimState.players.length; ++i)
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{
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let player = extendedSimState.players[i];
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playerStates += player.state + ",";
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playerCivs += player.civ + ",";
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teams += player.team + ",";
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@ -1066,4 +1069,3 @@ function reportGame(extendedSimState)
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Engine.SendGameReport(reportObject);
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}
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@ -362,8 +362,6 @@ class ReportManager():
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split = rawGameReport[key].split(",")
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# Remove the false split positive.
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split.pop()
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# We just delete gaia for now.
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split.pop(0)
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statToJID = {}
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for i, part in enumerate(split):
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statToJID[JIDs[i]] = part
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@ -403,8 +401,8 @@ class ReportManager():
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# Find a key in the report which holds values for multiple players.
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for key in rawGameReport:
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if rawGameReport[key].find(",") != -1:
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# Count the number of values, minus one for gaia and one for the false split positive.
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return len(rawGameReport[key].split(","))-2
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# Count the number of values, minus one for the false split positive.
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return len(rawGameReport[key].split(","))-1
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# Return -1 in case of failure.
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return -1
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