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How it works
When you spectate a game in League of Legends, you tell the client to use a HTTP server, and make HTTP requests to it to retrieve data in chunks which make up a game. But what if you could return back the exact same data at a later time, simulating the spectate but viewing it at anytime? That's the concept behind replays and that's how they work.
Can someone teach me how to download the replays into the mac book? I only know I can watch the replays in the client, but I want to save good replays in my mac book. For League of Legends on the PC, a GameFAQs message board topic titled 'How do you save a replay forever?'
There is some behavior in the API which I do not fully understand yet, so there are if statements to catch these edge cases.
Current game information
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Before you can even get the game's metadata, you'll need to retrieve necessary information for the game. This call is part of the official Riot Games API.
Example Full URL:
The data you'll need to record games at this stage are
- The game ID
['gameId']
- The encryption key
['observers']['encryptionKey']
(You won't actually use this to record with, but you need it to play the recording back) - The platform ID
['platformId']
The unofficially documented API
From this point on, you'll be using API calls outside of the officially documented API, they will all be under the base URL of the spectate server you're trying to record from, plus
/observer-mode/rest/consumer
. These API calls will not require your API key.You can find a list of these base URLs here.
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So for example, the base URL for NA will be:
In the next section, I will state that the endpoint for getting the version of the game is found under
/version
, which you need to append to the base URL and really means:This also applies to
makeSpectatorCall()
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Storing the data
All the data from this point on that you retrieve, will need to be stored somehow, and needs to be able to be converted into a flat file. A really easy way of doing this storing the data encoded in base64, into a dictionary whose keys will be the URL endpoint of where the data came from, which will later on be encoded in JSON and saved to the filesystem. These files will become about 15 MB in size, each.
So for example in the next section, I will state you need to get and store the version from calling
/version
. What this guide will assume that you're doing is taking the data from /version
, encoding it in base64, then storing it an dictionary which has a key of /version
.Here's an example in JavaScript:
Make sure that you do encoded the data in base64! As often there will be binary data which cannot be stored easily/safely in JSON.
Retrieving metadata
Before you start recording any real gameplay, you need to download some metadata about the game and its state, so you know what to record next.
The first call you need to make and store is
/version
. Note that recordings are not compatiable between patches (Ex. a recording of a game in patch 5.14 will [probably] not be comptiable with a client which is running on patch 5.16).The next couple of calls, is more complex, and as a result I will use JavaScript style psuedocode instead as it's harder to explain in words.
The practices in the pseudocode I write is not the best! Please do not use them as a direct example of what you should write, specifically the
getAndStore
functions which uses gameData
as if it's global, when it really should be local to the game that's being recorded.Here are the functions which will be used:
Here's the code logic:
Retrieving game data
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Now we're onto the hardest part of the recording, retrieving all the game data.
Here are the functions which will be used:
Again, here's the pseudocode in JavaScript:
Playing back game data
WIP, to be completed one day. I may not have time to finish this, here's some code you can look at instead:
- Reading replays: https://github.com/1lann/LoL-Replay/blob/master/app/models/replay/replay.go
- Returning the replay data as HTTP (The controller): https://github.com/1lann/LoL-Replay/blob/master/app/controllers/app.go
- Paths/Endpoints to link to the controller: https://github.com/1lann/LoL-Replay/blob/master/conf/routes
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As a summary, you need to read back the replay data, and return the appropriate data, and add any necessary HTTP headers.