Java library for the League of Legends RTMPS API (built on top of LoLRTMPSClient by Gabriel Van Eyck)
LeagueLib is built to power efficient, scalable, concurrent League of Legends web applications. Best served on a framework like Play.
This is the stuff we built to replace the backend that runs LoLTeam and LoLTalk. Our original code did its job, but wasn't scalable or efficient enough to meet our rising traffic. In response, we started building a new, highly scalable, massively concurrent framework for these applications, to serve tens of thousands of players all over the world. And we're making it open source so that other developers like us can make awesome League of Legends apps.
We intend to put up a better form of documentation in the future, but until then, here are some basic implementation notes. * LeagueLib doesn't embed any kind of thread/job scheduling or distributed computing architecture. We figured more than enough of these exist and we instead chose to build something that could plug into any of them easily. For LoLTeam and LoLTalk, we simply wrote a layer on top of LeagueLib that plugs it into Play Framework's asynchronous job scheduling built on top of Akka, which runs on multiple processes distributed across the cloud via Heroku. * LeagueLib was designed with the primary goal of giving us scaffolding to build LoLTeam and LoLTalk on top of. As such, it is robust but not necessarily completely feature complete. We're going to keep adding on to it. * The LeagueSummoner object is the focus of everything in LeagueLib as it is right now. The very fundamental summoner service API calls return empty summoner containers with names and IDs and nothing else. As you request different types of information from different services, they get filled into your single summoner object in place. You should not be maintaining multiple copies of a summoner or throwing them away for no reason.
LeagueLib is licensed under the GNU GPL v3. You may use this code for commercial or non-commercial purposes.
You may: * Use LeagueLib in personal or commercial products, with attribution. * Modify and distribute LeagueLib, with attribution.
You may NOT: * Sell any portion of LeagueLib. * Use or distribute any portion of LeagueLib without the included licensing information, or without attribution.
LeagueLib is still currently in development. We would advise against using it in production applications until it's ready.
Code pulled off the master branch should always work correctly and pass all tests. We intend to put up sample code soon, but until then you should hopefully be able to figure out how to use LeagueLib by viewing MainTest.java or by reading through the comments on the LeagueConnection, LeagueAccount, and *Service.java classes.