As mentioned in https://wildfiregames.com/forum/index.php?/topic/24325-gdpr/ there is this UserReport function which is
- not used
- not mentioned in the disclaimer userreport.txt but would have to be for GDPR compliance (EDIT: it says Performance details: a snapshot of timing data a few seconds after you start a match or change graphics settings.)
- allows mods to upload arbitrary data (such as the lobby password or ingame chatlogs) to arbitrary servers without modifying any C++ code
- incomplete if it were used, because the players civs, nomad setting, difficulty setting, AIs for example are also determining the mapgeneration and performance, not only seed and size
- could be implemented more safely in C++ rather than exposing this to JS
- inherently too much data, as the code comment says:
this information isn't currently useful for anything much and it generates a massive amount of data to transmit and store
Removal was discussed with Philip and Imarok on 2016-06-26-QuakeNet-#0ad-dev.log:
16:00 < elexis> rP16213 I guess we can nuke that
16:01 < elexis> introduced in rP8939
16:02 < elexis> even if someone would look at that data, its not really useful
16:02 < elexis> measures the performance only at second 5 and 60, that doesnt say much
16:05 < Philip> elexis: It was mainly for checking graphics performance, which is most consistently measured near the start of the game
16:06 < elexis> Philip: want to keep that?
16:08 < elexis> Philip: depends on what you want to measure. compare individual clients? players have different amounts of models in the initial view. want to measure the performance of one client? then do more measurements
16:11 < Philip> elexis: I wanted to measure stuff like http://zaynar.co.uk/0ad-pub/performance-20110317.png (which in that case showed we were doing something that gave terrible performance on R600)
16:12 < Philip> i.e. a very rough comparison of lots of GPUs
So something similar to that could be useful, but the problems above should be solved prior to committing that code.