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Chau Nguyen edited this page May 31, 2017 · 50 revisions

Kindred

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Node.js League of Legends v3 API wrapper with built-in rate-limiting (enforced per region, burst/spread, follows retry headers), caching (in-memory, Redis), automatic retries, and parameter checking on top of Riot's League of Legends API.

Treat my versioning as 0.x.y!

Refer to Wiki for Complete Documentation and Working Examples!

Table of Contents:

Core Features

  • All standard endpoints covered but tournament endpoints.
  • Supports both callbacks and promises.
  • Burst/Spread rate limiter that is enforced per region and follows retry headers.
    • Retries on 429 and >= 500 until all calls are successful. (Doesn't retry on 404)
  • Built-in parameter checks so you can hopefully refer to documentation less! :)
  • Built-in caching (in-memory and Redis).
    • Customized expiration timers. You can set a timer for each endpoint type. Refer to Caching for more info.
  • Designed to be simple but convenient. For example, you can call an exclusively by-id endpoint (such as grabbing the runes of a player) with just the summoner name.

How the Methods Work

All list and by.xxx functions will have standard parameters.

Any other method will always take in an object as the first parameter, and an optional callback as the second.

These methods can work with different type of parameters (id, name, accountId) when applicable.

For example, Match.get, and Status.get.

What I specifically like about the functions that take object parameters is that you can declare config objects and pass in things really cleanly instead of worrying about the order of parameters in standard function.

These functions take in an optional region and an optional options parameter (whenever possible) WITHIN the same first parameter. Most of the time, when they're called, they look like this:

Object and Callback Functions

const id = 32932398 // summonerId
const name = 'Contractz'
const accId = 47776491

k.Matchlist.get({ id }, KindredAPI.print)
k.Matchlist.get({ name }, KindredAPI.print)
k.Matchlist.get({ accId }, KindredAPI.print)

k.Summoner.get({ id }, KindredAPI.print)
k.Summoner.get({ name }, KindredAPI.print)
k.Summoner.get({ accId }, KindredAPI.print)

// Want to use more regular-looking functions? Scroll to the `Standard Functions` section!

const config = {
    id: 6323,
    region: REGIONS.NORTH_AMERICA,
    options: {
        masteryData: ['image', 'sanitizedDescription']
    }
}

k.Static.mastery(config, KindredAPI.print)

const matchlistConfig = {
    name: 'Contractz',
    options: {
        queue: QUEUES.TEAM_BUILDER_RANKED_SOLO, // 420
        champion: 67
    }
}

k.Matchlist.get(matchlistConfig, KindredAPI.print)

const runesConfig = {
  options: {
    locale: 'es_ES',
    runeListData: 'stats'
  },
  region: REGIONS.NORTH_AMERICA
}

k.Static.runes(runesConfig, KindredAPI.print)

const championsConfig = {
  options: {
    champListData: 'all',
    version: '7.9.1'
  }
}

k.Static.champions(championsConfig, KindredAPI.print)

const koreaChampListConfig = {
  options: {
    champListData: 'all'
  },
  region: REGIONS.KOREA
}

k.Static.champions(koreaChampListConfig)
        .then(data => console.log(data))
        .catch(error => console.error(error))

const rakanConfig = {
  id: 497,
  options: {
    champData: 'all'
  },
  region: REGIONS.BRAZIL
}

k.Static.champion(rakanConfig)
        .then(data => console.log(data))
        .catch(err => console.error(err))

// As you can see in the above, all functions that aren't named `list` or `by-id`
// will take in an object parameter as the first parameter ALWAYS.

Standard Functions

const QUEUES = KindredAPI.QUEUE_TYPES

k.Summoner.by.name('Contractz', KindredAPI.print)
k.Summoner.by.id(32932398, KindredAPI.print)

// The way these functions handle parameters is:
// Optimal parameters can be excluded, but it's in a left -> right order.
// For example, not including options when it's possible
// would mean whatever you place in there will be in region.
// function(
//  <id>|<name>|<accId>, type varies, existence depends on endpoint, not optional
//  <options>, object, existence depends on endpoint, optional
//  <region>, string, in every function, optional
//  <callback>, function, in every function, optional
//)

k.Summoner
 .by.account(47776491)
 .then(data => console.log(data))
 .catch(error => console.error(error))

const opts = {
  queue: [QUEUES.TEAM_BUILDER_RANKED_SOLO, QUEUES.RANKED_FLEX_SR],
  champion: 81 // Ezreal
}

k.Matchlist.by.name('Contractz', opts, KindredAPI.print)

k.Matchlist.by.name('Contractz', KindredAPI.print)

k.Matchlist
 .by.name('Contractz')
 .then(data => console.log(data))
 .catch(error => console.error(error))

k.Matchlist
 .by.name('sktt1peanut', REGIONS.KOREA)
 .then(data => console.log(data))
 .catch(error => console.error(error))

k.Matchlist
 .by.name('sktt1peanut', opts, REGIONS.KOREA)
 .then(data => console.log(data))
 .catch(error => console.error(error))

k.Static.Champion.list({ champListData: 'all' }, KindredAPI.print)
k.Static.Champion.list(KindredAPI.print)
k.Static.Champion.list(REGIONS.KOREA, KindredAPI.print)
k.Static.Champion.list({ champListData: 'all' }, REGIONS.KOREA, KindredAPI.print)

// Notice how parameters are somewhat flexible! This is the case for all functions.

Make sure to check out the Wiki for working, copy-pastable examples.

Quickstart

  • Debug on
  • Dev key rate limiting per region
  • In-memory (JS) cache with default settings on for quick scripts
  • Burst Rate Limiter

For Custom Initialization (caching, spread rate limiter), refer to wiki.

var KindredAPI = require('kindred-api')
var REGIONS = KindredAPI.REGIONS
var QUEUES = KindredAPI.QUEUE_TYPES // numbers for match endpoints
var debug = true
var k = KindredAPI.QuickStart('YOUR_KEY', REGIONS.NORTH_AMERICA, debug)
var Q_STRINGS = KindredAPI.QUEUE_STRINGS // strings for editor convenience

// Make sure to read `How the methods work` to understand the difference between
// get/noun functions VS by.id/list.
k.Challenger.list(Q_STRINGS.RANKED_SOLO_5x5)

/* Summoners! */
k.Summoner.get({ id: 32932398 }, KindredAPI.print)
k.Summoner.get({ name: 'Contractz' }, KindredAPI.print)
k.Summoner.by.id(32932398, KindredAPI.print)
k.Summoner.by.name('Contractz', REGIONS.NORTH_AMERICA, KindredAPI.print)

/* How to pass in options 101. */
const runesConfig = {
  options: {
    locale: 'es_ES',
    runeListData: 'stats'
  },
  region: REGIONS.NORTH_AMERICA,
}

k.Static.runes(runesConfig, KindredAPI.print)

var name = 'caaaaaaaaaria'
var region = REGIONS.NORTH_AMERICA
var options = {
  // no need for joins or messy strings
  queue: [QUEUES.TEAM_BUILDER_RANKED_SOLO, QUEUES.RANKED_FLEX_SR],
  // array values will always be joined into a string
  champion: 79
  // option params should be spelled and capitalized the same as it is in Riot's docs!
  // ex: Matchlist params in Riot's docs include `champion`, `beginIndex`, `beginTime`, `season`
}

k.Summoner
 .get({ name, region })
 .then(data => k.Matchlist.get(
   { accId: data.accountId, options }
   )
 )
 .then(data => console.log(data))
 .catch(err => console.error(err))

/*
    Instead of chaining requests like in the above, you can simply call
    k.Matchlist.get with the `name` param or the `id` (summonerId) param.
    Any function that targets just Ids or accountIds can use all three
    different type of params (summonerId, accountId, name).
*/
k.Matchlist
 .get({ name, region, options })
 .then(data => console.log(data))
 .catch(err => console.error(err))

var accId = 47776491
var id = 32932398 // summonerId
k.Matchlist.get({ name }, KindredAPI.print)
k.Matchlist.get({ accId }, KindredAPI.print)
k.Matchlist.get({ id }, KindredAPI.print)

/* Up to preference. */
k.Runes.get({ name }, KindredAPI.print)
k.Summoner.runes({ name }, KindredAPI.print)

k.Matchlist.get({ name }, KindredAPI.print) // full matchlist
k.Summoner.matchlist({ name }, KindredAPI.print)

k.Matchlist.recent({ name }, KindredAPI.print)
k.Summoner.matchHistory({ name }, KindredAPI.print) // recent matches (20)

const koreaChampListConfig = {
  options: {
    champListData: 'all'
  },
  region: REGIONS.KOREA
}

k.Static.champions(koreaChampListConfig)
        .then(data => console.log(data))
        .catch(error => console.error(error))

const rakanConfig = {
  id: 497,
  options: {
    champData: 'all'
  },
  region: REGIONS.BRAZIL
}

k.Static.champion(rakanConfig)
        .then(data => console.log(data))
        .catch(err => console.error(err))

k.Static.Champion
        .list({ champListData: 'all' }, REGIONS.KOREA)
        .then(data => console.log(data))
        .catch(error => console.error(error))

k.Static.Champion
        .by.id(497, { champData: 'all' })
        .then(data => console.log(data))
        .catch(error => console.error(err))

Known Issues

Good explanation by Matviy##4429 in #RiotAPIDevCommunity

The issue with the "burst and stop" method is that the API queues all incoming requests and can only process them so fast. If the requests get stale in the queue (few seconds), then the API won't even try processing them and will just return an error 500 instead.
You'll see this if you burst more than a few hundred requests or so at once, a couple will go through, and then suddenly you'll get a few hundred 500 errors all at once

This is now in the TODO.

Both caches currently (JS in-memory, Redis) are primitive implementations, and can possibly exceed memory limitations.

I haven't had to deal with this in my smaller applications (One Tricks for example) and scripts, but I'm guessing some people might use this library for bigger applications. I can add an LRU cache (and MongoDB) as well as a reset() function or something if people start asking.

One Tricks is simple, but does take a lot of requests currently (probably 25000~ if nothing's cached).

However, I simply use the cache to store all the summoner information and champion information, grind the stats information, and put the algorithmically-processed data in my database.

The difference between my site and other applications people seem to be working on is everyone seems to be doing some mini-op.gg type of thing which would probably demand a more concrete library with better tools, especially with the deprecation of the Stats endpoint.

Rate Limiter is not as optimized as it should be. (FIXED 2.0.33)

This is problematic because certain calls such as getCurrentGame, which will hit 404's often, will always retry up to 3 times.

This means it'll send a request, get a 404, and then send three more requests for a total of 3 unnecessary requests.

k.CurrentGame.get({ name: 'Contractz' })

/*
200 https://na1.api.riotgames.com/lol/summoner/v3/summoners/by-name/contractz?api_key=
{ 'x-app-rate-limit-count': '1:10,1:600',
  'x-method-rate-limit-count': '1:10,2:600',
  'x-rate-limit-count': '1:10,1:600',
  'retry-after': undefined }

404 Not Found https://na1.api.riotgames.com/lol/spectator/v3/active-games/by-summoner/32932398?api_key=
{ 'x-app-rate-limit-count': '2:10,2:600',
  'x-method-rate-limit-count': '1:10,5:600',
  'x-rate-limit-count': '2:10,2:600',
  'retry-after': undefined }

404 Not Found https://na1.api.riotgames.com/lol/spectator/v3/active-games/by-summoner/32932398?api_key=
{ 'x-app-rate-limit-count': '3:10,3:600',
  'x-method-rate-limit-count': '2:10,6:600',
  'x-rate-limit-count': '3:10,3:600',
  'retry-after': undefined }

404 Not Found https://na1.api.riotgames.com/lol/spectator/v3/active-games/by-summoner/32932398?api_key=
{ 'x-app-rate-limit-count': '4:10,4:600',
  'x-method-rate-limit-count': '3:10,7:600',
  'x-rate-limit-count': '4:10,4:600',
  'retry-after': undefined }

404 Not Found https://na1.api.riotgames.com/lol/spectator/v3/active-games/by-summoner/32932398?api_key=
{ 'x-app-rate-limit-count': '5:10,5:600',
  'x-method-rate-limit-count': '4:10,8:600',
  'x-rate-limit-count': '5:10,5:600',
  'retry-after': undefined }
*/