Open lodravenn opened 1 year ago
example match.matchInfo
data
"matchId": "aec8a794-fc39-438b-b062-dbf8abc4f1f4",
"mapId": "/Game/Maps/Duality/Duality",
"gamePodId": "aresriot.aws-euw2-prod.eu-gp-london-1",
"gameLoopZone": "aresriot.aws-euc1-prod.eu-glz-eu-1",
"gameServerAddress": "",
"gameVersion": "release-06.10-shipping-9-885592",
"gameLengthMillis": 2651698,
"gameStartMillis": 1685281517068, // timestamp of Match Found screen appears
"provisioningFlowID": "Matchmaking",
"isCompleted": true,
"customGameName": "",
"forcePostProcessing": false,
"queueID": "competitive",
"gameMode": "/Game/GameModes/Bomb/BombGameMode.BombGameMode_C",
"isRanked": true,
"isMatchSampled": false,
"seasonId": "2de5423b-4aad-02ad-8d9b-c0a931958861",
"completionState": "Completed",
"platformType": "PC",
"premierMatchInfo": {},
"partyRRPenalties": {
"374fb668-158b-45da-8f7a-b8c0eaf5fc73": 0,
"43e74475-8618-4510-9d93-a3d0c98cca73": 0,
"4e134395-edfd-4985-81d6-d3bbdabf210a": 0,
"54ff4c85-e20c-4406-804f-83f13a19fc3f": 0,
"5d72ce8d-4ab9-46c8-a0d4-f04618253fe1": 0,
"6a743a57-ff1b-420c-81e1-ff05ddd9467a": 0,
"e9da6c6d-9977-46bd-99d3-14f15cddbf6d": 0,
"f0a37dc9-ed7e-4ca3-8fc5-6f491c0e1642": 0
},
"shouldMatchDisablePenalties": false
}
Same issue as #771
Quick Work around, you can work off round time for the first round object in the match details
Quick Work around, you can work off round time for the first round object in the match details
the roundTime
is the number of milisec from when the buy phase end, ex: 4000 // mean 4 sec from when buy phase ended.
You can't calculate the game start time based on that alone. You also need to consider how long the loading screen takes.
the game start of "timeSinceGameStartMillis" is just around in loading screen time, not exactly. So we don't know duration of hero selection and loading screen takes.
all riot has to do is to add 1 more property in their api, how hard can it be?
all riot has to do is to add 1 more property in their api, how hard can it be?
maybe it's just a bug, hope they will update in v2
all riot has to do is to add 1 more property in their api, how hard can it be?
Unfortunately, it's not that simple. Even seemingly minor changes have an approval process to go through that can involve numerous internal teams.
has any Rioter read this?
Bug Description Currently, there are issues with
gameStartMillis
in the/val/match/v1/matches/{matchId}
endpoint of the Valorant API. The providedgameStartMillis
timestamp corresponds to when the Match Found screen appears, which is not the actual start time of the game. There seems to be no way to retrieve the accurate start time of the game when it actually begins. In contrast, the League of Legends Timeline API provides the first index timestamp, which indicates the exact start time of the game at 00:00. It would be beneficial for the Valorant API to include a similar feature in thematch.kills
data.Steps to Reproduce:
Expected Behavior: The current
gameStartMillis
timestamp should be renamed tomatchFoundStartMillis
. A new variable,inGameStartMillis
, should be introduced in the response to hold the timestamp of when the game actually starts.Actual Behavior: The
gameStartMillis
timestamp in the Valorant API corresponds to when the Match Found screen appears, which is not the actual start time of the game. There is no variable available that represents the actual start time of the game.Additional Information: It would greatly improve the usability of the Valorant API if the actual start time of the game could be obtained through the API. This information is crucial for various purposes, such as analyzing game data accurately, calculating game durations, and synchronizing events with the game timeline. Including a timestamp that represents the exact start time of the game, similar to the first index timestamp in the League of Legends timeline API, would be highly beneficial for developers utilizing the Valorant API.