C# Library for the Riot Games API
Camille's goals are speed, reliability, and maintainability. Camille handles rate limits and large requests with ease. Data classes are automatically generated from the Riot API Reference (Swagger).
- Fast, asynchronous, thread-safe.
- Automatically retries failed requests.
- Automatic up-to-date nightlies, reflecting Riot API changes within 24 hours.
- Multi-targeted: .NET Standard 1.1+, .NET Framework 4.5+, .NET Core 2.0, .NET Standard 2.1+, .NET Core 3.0+.
- Highly-configurable.
- Riot API LOL-V4, TFT, LOR support.
- C# 8 nullable support.
Install via NuGet (MingweiSamuel.Camille
).
All API interactions are done using a RiotApi
instance.
RiotApi.NewInstance
takes either just an API key (for default settings) or a IRiotApiConfig
instance (for custom settings).
var riotApi = RiotApi.NewInstance("RGAPI-12345678-abcd-1234-abcd-123456abcdef");
// OR
var riotApi = RiotApi.NewInstance(
new RiotApiConfig.Builder("RGAPI-12345678-abcd-1234-abcd-123456abcdef")
{
MaxConcurrentRequests = 200,
Retries = 10,
// ...
}.Build()
);
You can find all configuration options here.
API methods are divided up into respective endpoints, corresponding to the left bar of the API reference.
// Get summoners by name synchronously. (using async is faster).
var summoners = new[]
{
riotApi.SummonerV4().GetBySummonerName(Region.NA, "jAnna kendrick"),
riotApi.SummonerV4().GetBySummonerName(Region.NA, "lug nuts k")
};
foreach (var summoner in summoners)
{
Console.WriteLine($"{summoner.Name}'s Top 10 Champs:");
var masteries =
riotApi.ChampionMasteryV4().GetAllChampionMasteries(Region.NA, summoner.Id);
for (var i = 0; i < 10; i++)
{
var mastery = masteries[i];
// Get champion for this mastery.
var champ = (Champion) mastery.ChampionId;
// print i, champ id, champ mastery points, and champ level
Console.WriteLine("{0,3}) {1,-16} {2,10:N0} ({3})", i + 1, champ.Name(),
mastery.ChampionPoints, mastery.ChampionLevel);
}
Console.WriteLine();
}
Output (2019-02-06):
Janna Kendrick's Top 10 Champs:
1) Ekko 1,280,476 (7)
2) Master Yi 89,871 (7)
3) Jinx 59,238 (6)
4) Yasuo 58,625 (7)
5) Poppy 52,140 (7)
6) Maokai 46,567 (6)
7) Ezreal 44,604 (6)
8) Lulu 42,794 (6)
9) Kennen 42,500 (7)
10) Zilean 41,710 (6)
LugnutsK's Top 10 Champs:
1) Zyra 548,939 (7)
2) Soraka 73,675 (6)
3) Morgana 59,828 (5)
4) Sona 50,001 (6)
5) Nami 44,775 (6)
6) Brand 42,108 (5)
7) Janna 41,923 (5)
8) Taric 37,916 (6)
9) Ekko 35,837 (5)
10) Poppy 31,457 (5)
This example takes advantage of C#'s async
/await
tasks to fetch 10 matches all at once.
var summonerNameQuery = "lugnutsk";
// Get summoners data (blocking).
var summonerData = await riotApi.SummonerV4().GetBySummonerNameAsync(Region.NA, summonerNameQuery);
if (null == summonerData)
{
// If a summoner is not found, the response will be null.
Console.WriteLine($"Summoner '{summonerNameQuery}' not found.");
return;
}
Console.WriteLine($"Match history for {summonerData.Name}:");
// Get 10 most recent matches (blocking).
// Queue ID 420 is RANKED_SOLO_5v5 (TODO)
var matchlist = await riotApi.MatchV4().GetMatchlistAsync(
Region.NA, summonerData.AccountId, queue: new[] { 420 }, endIndex: 10);
// Get match results (done asynchronously -> not blocking -> fast).
var matchDataTasks = matchlist.Matches.Select(
matchMetadata => riotApi.MatchV4().GetMatchAsync(Region.NA, matchMetadata.GameId)
).ToArray();
// Wait for all task requests to complete asynchronously.
var matchDatas = await Task.WhenAll(matchDataTasks);
for (var i = 0; i < matchDatas.Count(); i++)
{
var matchData = matchDatas[i];
// Get this summoner's participant ID info.
var participantIdData = matchData.ParticipantIdentities
.First(pi => summonerData.Id.Equals(pi.Player.SummonerId));
// Find the corresponding participant.
var participant = matchData.Participants
.First(p => p.ParticipantId == participantIdData.ParticipantId);
var win = participant.Stats.Win;
var champ = (Champion) participant.ChampionId;
var k = participant.Stats.Kills;
var d = participant.Stats.Deaths;
var a = participant.Stats.Assists;
var kda = (k + a) / (float) d;
// Print #, win/loss, champion.
Console.WriteLine("{0,3}) {1,-4} ({2})", i + 1, win ? "Win" : "Loss", champ.Name());
// Print champion, K/D/A
Console.WriteLine(" K/D/A {0}/{1}/{2} ({3:0.00})", k, d, a, kda);
}
Output (2019-02-19):
Match history for LugnutsK:
1) Win (Zyra)
K/D/A 2/3/11 (4.33)
2) Win (Zyra)
K/D/A 5/1/13 (18.00)
3) Loss (Zyra)
K/D/A 2/5/1 (0.60)
4) Win (Sona)
K/D/A 1/13/23 (1.85)
5) Win (Zyra)
K/D/A 3/1/5 (8.00)
6) Win (Zyra)
K/D/A 6/3/16 (7.33)
7) Win (Zyra)
K/D/A 2/4/7 (2.25)
8) Loss (Zyra)
K/D/A 1/10/8 (0.90)
9) Loss (Zyra)
K/D/A 0/11/5 (0.45)
10) Win (Zyra)
K/D/A 4/5/15 (3.80)
Automatically generated API Reference
Source code is located in the
src/
directory, corresponding
to the MingweiSamuel.Camille
namespace.
RiotApi.cs
is the main
point of entry for interfacing with Camille, however this source file is only a partial class. The remainder
of the class is automatically generated and not commited to the master
branch, but is viewable as described
below in the "Generated Classes" section.
Files in the
src/util
directory/MingweiSamuel.Camille.Util
namespace
are internal classes used for sending requests and handling rate limits.
The majority of the code in Camille is automatically generated. The generated sources are not commited to
the master branch, but
are available in the gh-pages
branch in the _gen/
directory.
GeneratedClasses.cs contains all endpoints, and therefore endpoint methods, as well as all the data transfer objects corresponding to the JSON returned by the Riot API.
Champion.cs is an enum for working with champion IDs.
RiotApiConfig.cs is the configuration builder
code for creating RiotApi
instnaces with custom settings.
The actual code for generating these classes is in the
src/gen
folder.
The C#-generating code is in *.cs.dt
files and is written in NodeJS, using
doT.js templates.