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As a client developer, I'd like to be able to fetch the achievements/leaderboards/rich presence data for a game using the same server call as resolving the hash.
Almost every time a hash is resolved via the gameid API, the next thing to do is to call the patch API with the resulting game ID.
I'd like to propose passing the hash to the patch API and have it return the patch data (which includes the game ID) if the hash resolves, or a null PatchData if the hash does not resolve (possibly even a Success=false,Error='Unknown Hash'). The API currently returns empty arrays when passed a non-existant game ID. This would also be acceptable as long as the PatchData.ID field is not set, it's obvious the game doesn't exist.
As a client developer, I'd like to be able to fetch the achievements/leaderboards/rich presence data for a game using the same server call as resolving the hash.
Almost every time a hash is resolved via the
gameid
API, the next thing to do is to call thepatch
API with the resulting game ID.I'd like to propose passing the hash to the
patch
API and have it return the patch data (which includes the game ID) if the hash resolves, or a nullPatchData
if the hash does not resolve (possibly even a Success=false,Error='Unknown Hash'). The API currently returns empty arrays when passed a non-existant game ID. This would also be acceptable as long as thePatchData.ID
field is not set, it's obvious the game doesn't exist.This would avoid a second server request when loading a game, making it load just a little bit faster.
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