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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.
41 lines
1.3 KiB
C#
41 lines
1.3 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System.Globalization;
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using System.Net.Http;
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using osu.Framework.IO.Network;
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using osu.Game.Beatmaps;
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using osu.Game.Online.API;
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using osu.Game.Online.Rooms;
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namespace osu.Game.Online.Solo
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{
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public class CreateSoloScoreRequest : APIRequest<APIScoreToken>
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{
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private readonly BeatmapInfo beatmapInfo;
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private readonly int rulesetId;
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private readonly string versionHash;
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public CreateSoloScoreRequest(BeatmapInfo beatmapInfo, int rulesetId, string versionHash)
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{
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this.beatmapInfo = beatmapInfo;
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this.rulesetId = rulesetId;
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this.versionHash = versionHash;
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}
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protected override WebRequest CreateWebRequest()
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{
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var req = base.CreateWebRequest();
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req.Method = HttpMethod.Post;
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req.AddParameter("version_hash", versionHash);
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req.AddParameter("beatmap_hash", beatmapInfo.MD5Hash);
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req.AddParameter("ruleset_id", rulesetId.ToString(CultureInfo.InvariantCulture));
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return req;
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}
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protected override string Target => $@"beatmaps/{beatmapInfo.OnlineID}/solo/scores";
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}
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}
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