gangplank

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gangplank

Gangplank #
Gangplank is a package designed to ease the use of the LCU (League client update) API.
It provides multiple functionalities that are described below.
This package ONLY supports windows and macOS at the moment.
Example app using Gangplank #


Features #

LCUWatcher watches your League client and will notify you when the client is started and/or closed.
LCUSocket is responsible for the websocket connection. It connects to the League client. You can subscribe to events you want to listen to.
LCUHttpClient provides the most common HTTP methods to send HTTP requests to the League client (e.g. create a lobby, start matchmaking etc.).
LCULiveGameWatcher watches your League gameclient and will notify in several ways (more below).

Usage #
Beforehand #
The LCUWatcher, LCUSocket, LCUHttpClient and LCULiveGameWatcher shall be solely instantiated by using the Gangplank class. That ensures everything is working as expected. If you try to create an instance of one service multiple times using the same Gangplank instance it will throw an assert error.
final gp = Gangplank(
// DISABLE LOGGING FOR WHOLE PACKAGE

disableLogging: true,
);

final watcher = gp.createLCUWatcher(
config: LCUWatcherConfig(
// DISABLE LOGGING ONLY FOR LCUWATCHER
disableLogging: true,

// THE INTERVAL USED TO CHECK WHETHER THE LEAGUE OF LEGENDS PROCESS EXISTS OR NOT
processCheckerInterval: const Duration(seconds: 2),
)
);
final socket = gp.createLCUSocket();
final httpClient = gp.createLCUHttpClient();
final liveGameWatcher = gp.createLCULiveGameWatcher();
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Every service listed can take a config object allowing you to change the behaviour.
HttpOverrides #
Before you start using this package, make sure you override HTTP globally to prevent handshake exceptions when connecting to the LCU.
void main() {
HttpOverrides.global = GangplankHttpOverrides();

runApp(const GangplankExampleApp());
}
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LCUWatcher and LCUSocket #
The LCUWatcher is the first instance you need to use for the other services to work correctly. It watches your League client and extracts the needed credentials to connect to the League client. You CANNOT use the LCUSocket or LCUHttpClient before the onClientStarted event fired. After the LCUWatcher fired the onClientStarted event you can connect to the socket. When the socket is successfully connected the onConnect event will be fired. If the League client is closed and opened again all services will work again naturally, no need to handle anything yourself :)
final gp = Gangplank();
final watcher = gp.createLCUWatcher();
final socket = gp.createLCUSocket();

watcher.onClientStarted.listen((credentials) {
// IS CALLED WHEN THE LCUWATCHER FOUND A RUNNING LEAGUE CLIENT INSTANCE
// NOW YOU CAN SAFELY USE THE LCUHTTPCLIENT

/* THE CLIENT IS STARTED, YOU CAN NOW START CONNECTING TO THE WEBSOCKET THAT THE LEAGUE CLIENT EXPOSES*/
// WHEN THE SOCKET SUCCESSFULLY CONNECTED IT WILL FIRE THE onConnect event

socket.connect();
});

watcher.onClientClosed.listen((_) {
// THE LEAGUE CLIENT IS CLOSED
});

socket.onConnect.listen((_) {
// THE SOCKET IS NOW CONNECTED
});

socket.onDisconnect.listen((_) {
// THE SOCKET IS NOW DISCONNECTED
});

// START WATCHING

watcher.watch();
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If you want to you can also manually make the LCUWatcher stop watching or disconnect the LCUSocket.
watcher.stopWatching();
socket.disconnect();
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Subscribe to socket events #
You can subscribe to the same events multiple times in your application if you need it in different widgets/components/services. If the LCUSocket disconnects and reconnects the subscriptions will stay and will not be disposed. That means subscribing once is enough.
socket.subscribe('*', (event) {
// HERE YOU RECEIVE ALL EVENTS THE LEAGUE CLIENT FIRES
});

socket.subscribe('/lol-lobby/v2/*', (event) {
// YOU CAN USE WILDCARDS AT THE END OF THE GIVEN PATH
});

socket.subscribe('*/v2/lobby', (event) {
// YOU CAN USE WILDCARDS AT THE START OF THE GIVEN PATH
});

socket.subscribe('/lol-chat/v1/conversations/*/messages', (event) {
// YOU CAN USE WILDCARDS IN-BETWEEN THE GIVEN PATH
});

socket.subscribe('/lol-chat/*/conversations/*/messages', (event) {
// YOU CAN USE MULTIPLE WILDCARDS
});

socket.subscribe('/lol-lobby/v2/lobby', (event) {
// YOU CAN ALSO JUST MATCH THE PATH COMPLETELY
});

// UNSUBSCRIBE FROM EVENT
socket.unsubscribe('/lol-lobby/v2/lobby');

// SUBSCRIBE AND UNSUBSCRIBE FROM A SPECIFIC EVENT LISTENER BY FUNCTION (NO ANONYMOUS FUNCTION)

socket.subscribe('/lol-lobby/v2/lobby', onLobbyEvent);

socket.unsubscribeSpecific(onLobbyEvent);

void onLobbyEvent(EventResponse data) => print(data);

// FIRE AN EVENT MANUALLY TO TEST AND MOCK EVENT LISTENERS

socket.fireEvent(
'/lol-lobby/v2/lobby',
ManualEventResponse(
uri: '/lol-lobby/v2/lobby',
data: { 'mockedData': true }
),
);

// UPPER WILL RESULT THIS EVENT LISTENER TO FIRE AND EMIT THE DATA GIVEN ABOVE

socket.subscribe('/lol-lobby/v2/lobby', (event) {
// EVENT.uri = '/lol-lobby/v2/lobby';
// EVENT.data = {'mockedData': true };
});
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LUCHttpClient (perform HTTP requests) #
As mentioned above, HTTP requests are only safe to perform when the onClientStarted event was fired. Otherwise an assert error will be thrown. The LCUHttpClient uses it's own exception class. This exception class called LCUHttpClientException includes the error message, the http status and error code provided by the League client when an error occurs.
Create a lobby or leave it #
final gp = Gangplank();

// OF COURSE ONLY USABLE AFTER THE WATCHER FIRED THE ONCLIENTSTARTED EVENT

// YOU CAN PASS ENDPOINT ROUTES THAT SHALL BE CACHED AND FOR HOW LONG
// YOU CAN ALSO SUPPLY WILDCARDS FOR MATCHING
// THE CACHE EXPIRATION IS OPTIONAL, IT WILL DEFAULT TO THE GLOBAL CACHE EXPIRATION THEN

final httpClient = gp.createLCUHttpClient(
config: LCUHttpClientConfig(
getRoutesToCache: [
LCUGetRouteToCache(
route: '/lol-summoner/v1/*',
cacheExpiration: const Duration(minutes: 120),
),
],
cacheExpiration: const Duration(minutes: 20),
),
);

try {
// QUEUEID 440 WILL RESULT IN A FLEX RANKED LOBBY

await httpClient.post('/lol-lobby/v2/lobby', body: { 'queueId': 440 });
} catch (err) {
// USING TOSTRING() WILL PRINT ALL PROPERTIES OF THE EXCEPTION

print(err.toString());
}

try {
// LEAVE THE CURRENT LOBBY

await httpClient.delete('/lol-lobby/v2/lobby');
} catch (err) {
// USING TOSTRING() WILL PRINT ALL PROPERTIES OF THE EXCEPTION

print(err.toString());
}
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LCULiveGameWatcher #
The LCULiveGameWatcher communicates with the game client api. The game client is the actual application that is launched after champselect in which you actively play the game. The LCULiveGameWatcher works independently from the other services and can be used without dependencies unlike the LCUSocket and LCUHttpClient which rely on the League client to be running first. This service will expose the following API.
Subscribe to a stream which emits ..

When an ongoing game is found or terminated
When an ongoing game is fully loaded and started (the player can interact ingame)
When you receive an update on data exposed by the gameclient (gameSummaryUpdate)
When the ingame timer changes

Following data is requested on gameSummaryUpdate:

The gamestats (endpoint: gamestats)
The eventdata (endpoint: eventdata)
The whole playerlist (endpoint: playerlist) <-- Can be disabled

final gp = Gangplank();

final liveGameWatcher = gp.createLCULiveGameWatcher();

liveGameWatcher.onGameFound.listen((_) {
// EMITS WHEN AN ONGOING GAME IS FOUND
});

liveGameWatcher.onGameEnded.listen((_) {
// EMITS WHEN THE ONGOING GAME ENDS OR IS TERMINATED
});

liveGameWatcher.onGameStarted.listen((gameTime) {
// EMITS WHEN THE ONGOING GAME ACTUALLY STARTED WITH THE CURRENT GAMETIME
});

liveGameWatcher.onGameSummaryUpdate.listen((summary) {
/* EMITS A GAMESUMMARY OF DATA EXPOSED BY THE GAMECLIENT
EMITS IN AN INTERVAL YOU CAN CONFIGURE YOURSELF */
});

liveGameWatcher.onGameTimerUpdate.listen((time) {
// EMITS WHEN THE GAME TIMER IS UPDATED -> EVERY SECOND ONCE

/* THIS FUNCTION WILL CONVERT SECONDS INTO THE MM:SS FORMAT
WHICH CAN BE USED TO DISPLAY THE CURRENT INGAME TIMER*/

print(liveGameWatcher.formatSecondsToMMSS(time));
});

// START WATCHING FOR THE GAMECLIENT

liveGameWatcher.watch();
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You can also pass in a config object to the createLCULiveGameWatcher function.
final liveGameWatcher = gp.createLCULiveGameWatcher(
config: LCULiveGameWatcherConfig(
disableLogging: true,
fetchPlayerList: false,
gamePresenceCheckerInterval: const Duration(seconds: 5),
gameSummaryInterval: const Duration(seconds: 10),
emitNullForGameSummaryUpdateOnGameEnded: false,
emitResettedGameTimerOnGameEnded: false,
),
);
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If you want to you can also manually make the LCULiveGameWatcher stop watching.
liveGameWatcher.stopWatching();
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Dispose resources #
Most likely the Gangplank instance will be used the whole lifetime of your application in most cases, but if you decide to only use it as a part of your application be sure to call the dispose function on the Gangplank instance.
gp.dispose();
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License:

For personal and professional use. You cannot resell or redistribute these repositories in their original state.

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