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osu-lazer/osu.Game/Screens/Play/SoloPlayer.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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#nullable disable
using System;
using System.Diagnostics;
using System.Threading.Tasks;
using osu.Framework.Bindables;
using osu.Game.Beatmaps;
using osu.Game.Extensions;
using osu.Game.Online.API;
using osu.Game.Online.Rooms;
using osu.Game.Online.Solo;
using osu.Game.Scoring;
using osu.Game.Screens.Play.HUD;
namespace osu.Game.Screens.Play
{
public partial class SoloPlayer : SubmittingPlayer
{
public SoloPlayer()
: this(null)
{
}
protected SoloPlayer(PlayerConfiguration configuration = null)
: base(configuration)
{
}
protected override APIRequest<APIScoreToken> CreateTokenRequest()
{
int beatmapId = Beatmap.Value.BeatmapInfo.OnlineID;
int rulesetId = Ruleset.Value.OnlineID;
if (beatmapId <= 0)
return null;
if (!Ruleset.Value.IsLegacyRuleset())
return null;
return new CreateSoloScoreRequest(Beatmap.Value.BeatmapInfo, rulesetId, Game.VersionHash);
}
public readonly BindableList<ScoreInfo> LeaderboardScores = new BindableList<ScoreInfo>();
protected override GameplayLeaderboard CreateGameplayLeaderboard() =>
new SoloGameplayLeaderboard(Score.ScoreInfo.User)
{
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AlwaysVisible = { Value = false },
Scores = { BindTarget = LeaderboardScores }
};
protected override bool HandleTokenRetrievalFailure(Exception exception) => false;
protected override Task ImportScore(Score score)
{
// Before importing a score, stop binding the leaderboard with its score source.
// This avoids a case where the imported score may cause a leaderboard refresh
// (if the leaderboard's source is local).
LeaderboardScores.UnbindBindings();
return base.ImportScore(score);
}
protected override APIRequest<MultiplayerScore> CreateSubmissionRequest(Score score, long token)
{
IBeatmapInfo beatmap = score.ScoreInfo.BeatmapInfo;
Debug.Assert(beatmap.OnlineID > 0);
return new SubmitSoloScoreRequest(score.ScoreInfo, token, beatmap.OnlineID);
}
}
}