Discussion: Bug - xp and xp_max in players.fullInfo

I don't know if this is intentional or not.. But the readouts from xp and xp_max do not match.
When you use players.stats they are correct, this one is Read scope though.

Did I miss something or?
The xp attribute is for the user's current xp, and the xp_max is amount necessary to reach the next level. So unlike the "health" player attributes which increase and decrease, the xp/xp_max range increases only.
Sorry, I wasn't really clear, I guess.

What I mean is that the xp data in players.fullinfo is 'old'. It's not current or up to date. 
The xp data in players.stats is up to date with the game.
How out of date does the data seem to you? I'm querying fullInfo on a regular basis and it seems like it updates near real-time for me. I see the XP increase quite quickly when the player earns some.
At the moment I'm online in the game.
It says: 20.679 of 25,550

players.fullinfo says:
"stats" : { "level" : 19, "xp" : 112522, "xp_max" : 117393, "currants" : 32278, "energy" : 179, "energy_max" : 480, "mood" : 344, "mood_max" : 480 },It doesn't even make sense.
Princess Sarah, the XP amounts you're seeing in game are the amounts to get to the next level, while the amounts in players.fullinfo are the all-time totals.
Is there an algorithm to change all-time to current?
Princess Sarah: Seems to me that you'd need to cache the previous xp_max (before the user leveled), and subtract that from each of the current xp and xp_max attributes in order to determine the current. Otherwise, Tiny Speck would need to give us a breakdown of the xp required for each level.
I have a list of levels 1 - 60 and their required XP to level up. Let me know if you need that list.

-Foil
Yeah, that would be nice.

Drop it here or over at the Developers group