GrrrLCU is a wrapper for the LCU API which is unofficially provided by Riot Games.
This library is currently compatible with .NET 8 and higher for Windows.
Grrr, GRRR. x3
dotnet install BlossomiShymae.GrrrLCU
A demonstration of GrrrLCU with more code examples can be found here.
To run the demo, clone the repo and then do:
dotnet run --project BlossomiShymae.GrrrLCU.Demo
This library uses the System.Net.Http.HttpClient
interface via LcuHttpClient
. It comes with a built-in handler that takes care of the request path and authorization header.
Note
The built-in handler will attempt to refresh the port and auth if a HttpRequestException
is encountered on request. InvalidOperationException
will be thrown if the port of the current LCU process cannot be found or the port cannot be connected to.
var client = Connector.GetLcuHttpClientInstance();
var response = await client.SendAsync(new(HttpMethod.Get, "/lol-summoner/v1/current-summoner"));
var me = await response.Content.ReadFromJsonAsync<Summoner>();
var me = await client.GetFromJsonAsync<Summoner>("/lol-summoner/v1/current-summoner");
var response = await client.PostAsJsonAsync("/player-notifications/v1/notifications", playerNotificationResource);
var resource = await response.Content.ReadFromJsonAsync<PlayerNotificationResource>();
Warning
ProcessFinder.IsActive()
does not necessarily mean that the LCU process port is open for requests. Use ProcessFinder.IsPortOpen()
instead.
var leagueClientProcess = ProcessFinder.GetProcess();
var processInfo = ProcessFinder.GetProcessInfo();
var isActive = ProcessFinder.IsActive();
var isPortOpen = ProcessFinder.IsPortOpen();
var riotAuthentication = new RiotAuthentication(processInfo.RemotingAuthToken);
This library uses the Websocket.Client
wrapper.
Create a client:
var client = Connector.CreateLcuWebsocketClient();
Listen to events, disconnections, or reconnection messages:
using System; // Include to avoid compiler errors CS1503, CS1660.
// You may or may not need this.
client.EventReceived.Subscribe(msg =>
{
Console.WriteLine(msg?.Data?.Uri);
});
client.DisconnectionHappened.Subscribe(msg =>
{
if (msg.Exception != null) throw msg.Exception;
});
client.ReconnectionHappened.Subscribe(msg =>
{
Console.WriteLine(msg.Type);
});
Use it:
// This starts the client in a background thread. You will need an event loop
// to listen to messages.
await client.Start();
// Subscribe to every event that the League Client sends.
var message = new EventMessage(EventRequestType.Subscribe, EventKinds.OnJsonApiEvent);
client.Send(message);
// We will need an event loop for the background thread to process.
while(true) await Task.Delay(TimeSpan.FromSeconds(1));
Warning
Whenever a public application is made with GrrrLCU, graceful reconnection is needed as the end-user may restart, exit, or open the League client. The built-in reconnection handler will not be enough for this case.
An example pattern using threads is provided to show how reconnection can be done.
public class ExampleViewModel
{
public WebsocketClient? Client { get; set; }
public ExampleViewModel()
{
new Thread(InitializeWebsocket) { IsBackground = true }.Start();
}
private void InitializeWebsocket()
{
while (true)
{
try
{
var client = Connector.CreateLcuWebsocketClient();
client.DisconnectionHappened.Subscribe(OnDisconnection);
client.Start();
client.Send(new EventMessage(EventRequestType.Subscribe, EventKinds.OnJsonApiEvent));
Client = client;
return;
}
catch (Exception) { }
Thread.Sleep(TimeSpan.FromSeconds(5));
}
}
private void OnDisconnection(DisconnectionInfo info)
{
Client?.Dispose();
new Thread(InitializeWebsocket) { IsBackground = true }.Start();
}
}