1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-14 18:47:27 +08:00
osu-lazer/osu.Game/Online/Solo/CreateSoloScoreRequest.cs
Dean Herbert 634b6cdbbe Send beatmap has to server on solo score request
Right now, the client does nothing to ensure a beatmap is in a valid
state before requesting to submit a score. There is further work to be
done client-side so it is more aware of this state (already handled for
playlists, but not for the solo gameplay loop), but the solution I have
in mind for that is a bit more involved.

This is not used server-side yet, but I want to get this sending so we
can start using it for some very basic validation.

Will resolve the basic portion of #11922 after implemented server-side.
2022-07-02 12:16:17 +09:00

41 lines
1.3 KiB
C#

// 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.
#nullable disable
using System.Globalization;
using System.Net.Http;
using osu.Framework.IO.Network;
using osu.Game.Beatmaps;
using osu.Game.Online.API;
using osu.Game.Online.Rooms;
namespace osu.Game.Online.Solo
{
public class CreateSoloScoreRequest : APIRequest<APIScoreToken>
{
private readonly BeatmapInfo beatmapInfo;
private readonly int rulesetId;
private readonly string versionHash;
public CreateSoloScoreRequest(BeatmapInfo beatmapInfo, int rulesetId, string versionHash)
{
this.beatmapInfo = beatmapInfo;
this.rulesetId = rulesetId;
this.versionHash = versionHash;
}
protected override WebRequest CreateWebRequest()
{
var req = base.CreateWebRequest();
req.Method = HttpMethod.Post;
req.AddParameter("version_hash", versionHash);
req.AddParameter("beatmap_hash", beatmapInfo.MD5Hash);
req.AddParameter("ruleset_id", rulesetId.ToString(CultureInfo.InvariantCulture));
return req;
}
protected override string Target => $@"beatmaps/{beatmapInfo.OnlineID}/solo/scores";
}
}