Closed ryancole closed 9 years ago
HTTP is just a part of it. It's used during the login sequence. Most of the actual interaction with the server API to retrieve the recent games and such uses TLS/RTMP/AMF0/AMF3.
Other libraries are used, yes. Standard .NET framework ones and also FluorineFX for the TLS/RTMP/AMF stuff.
This particular project did an independent reverse engineering effort, yes. We started out as two people but the other guy left. I've quit this project, too. The lack of a login queue implementation and the whole FluorineFx bollocks just blow.
I only found out about Jabe's incomplete Java library (lacks static Riot classes etc) later: http://code.google.com/p/lolrtmpsclient/
There's also a C# port of his library by Raler at https://github.com/raler/PVPNetConnect - oh, I forgot, he took it down. There were many forks of it, though. I made one, too. My version doesn't work but you can reconstruct his original state from it:
https://github.com/epicvrvs/PVPNetCorrect
Right now there's no open source library that implements the protocol that does it "properly" by my standards. raler's library has polling hacks, leaks resources and uses an insane amount of threads.
Woops, didn't mean to close it
I've been looking over your library. I'm trying to get a sense of how much work is required to emulate the pvp.net client and get a listing of a player's recent games. I see the login portion looks like it's all HTTP-based requests. Is everything HTTP-based, or once you login do you have to start using additional libraries for other protocols?
Where did you learn how the login process and emulation of the pvp.net client works? Did you reverse engineer it yourself, or is there a forum somewhere with this laid out?
Can I get this listing of games just using LibOfLegends? I can see the Example project does it, but it appears to make use of some COM objects or something?
Thanks