For now it's one per account.
I registered it for osu!userbar, but I also use it for my "Big ugly white signature", they are not on the same webserver, but it works fineDamnae wrote:
I guess I'll update my userbar too when I find some time.
Before I apply and pick a name that cannot be changed, is the API key going to be global to my osu! account or is it set up in a way that I can have a second API key if I make another app/tool ?
So that's what the CountX values mean. Thanks for that.Winshley wrote:
@Repflez: I tried using your API-powered signature and I get something weird.
Since I only aim for SS, I have 100% Accuracy all the time, and the Accuracy display is weird.
(I now know that despite having all-SS records, the note hit count for getting 50s and 100s are still counted all the time )
Yeah. At first I thought that there was something wrong with the API showing 50s and 100s despite having 100% Accuracy, until I actually calculated all 300s + 100s + 50s = "Total Hits" on our profile.Repflez wrote:
So that's what the CountX values mean. Thanks for that.
I plan to change that to the Total Hit Count once I finish with some things with the API interface that the image uses.Winshley wrote:
When you reached 10 millions of 300 hits, the last number is cut off. Cookiezi has 17 millions of 300 hits.
The API says that you "full" stats in osu!mania:Winshley wrote:
I'm not sure how the level bar breaking happens though... I was thinking that it probably because I don't have any ranked score on osu!mania?
Array
(
[0] => Array
(
[user_id] => 864895
[username] => Winshley
[count300] => 7164
[count100] => 23
[count50] => 12
[playcount] => 338
[ranked_score] => 0
[total_score] => 144063600
[pp_rank] => 0
[level] => 28.0984
[pp_raw] => 0
[accuracy] => 0
[country] => ID
)
)
number_format(substr(unround_number($user[level],true),0,3)*0.264,0)
I plan on adding caching, if I ever learn how to.peppy wrote:
@Avail: you are currently doing *no* caching. That means every time that image is displayed, it is consuming huge resources on your server (and doing an underlying API call to osu!). best work on that if you plan on letting many people use it :p.
Say some guys app tracks names primarily (me, it cycles through logs for usernames not UIDs and editing the username to UID would use way too much in resources and would break logging, unless you want logs like <39283> Hi there greg) it'd make migrating a user from the old username to the new much easier/faster. As for the user profile, a quick view of source tells me I'm dumb and I need to hover over the username, didn't know that. Whoops.peppy wrote:
what for? and it is still in user profiles
Not as easy as that seeing how my stuff comes directly from IRC with no middleman for conversion. If there was a version of Bancho that used UID; I'd use it and create a postprocessor for converting the UID to real name but its a pain creating a preprocessor to convert to UID and a postprocessor to convert from for human readable format especially seeing the quantity people talk in all channels and the amount of API calls that'll be, even with caching it'll still be heavy.peppy wrote:
Logging based on username is horribly wrong. You should be using user id from the start..
get_user
Don't share your key. Request your users to enter their own API key. It's as simple as that.magnontobi wrote:
What I mean is what would happen if people were to get hold of your api key and abuse it. Would that ban me on osu! for trying to make a cool application?
That is one option. One that I have been thinking about at that. However, to get an API key you have to apply for access. The form on which you do so is quite obviously meant for developers only. Really, what I'd like is to have Peppy's opinion on what to do for this one.XPJ38 wrote:
Request your users to enter their own API key.
https://osu.ppy.sh/p/api ^^EMENCII wrote:
So... Can I?
Yes, but... Isn't it too much data?oliebol wrote:
https://osu.ppy.sh/p/api ^^EMENCII wrote:
So... Can I?