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League Sandbox's Game Server

License: GNU Affero General Public License v3.0

C# 100.00%
league-of-legends game-server league-sandbox sandbox private-server moba hacktoberfest

gameserver's Introduction

League Sandbox Game Server

This repository is now closed to further contributions

Message from @MythicManiac

(You can find the old readme here)

What happened?

On August 9th 2022, Riot Games issued a cease & desist to me personally, demanding that this GitHub repository and the associated Discord server to be taken down on the basis of them supposedly infringing Riot's copyright. I have no reason to believe the repository is violating Riot's copyright rights, and I’m not operating and haven’t operated a private League of Legends server. While I'm glad to help protect Riot's copyright rights, it’s not clear to me what rights they think have been violated and what they think my role might have been in that regard. I’m also a huge advocate of Open Source and GitHub collaboration. I informed them regarding all of this.

Like any content creator, Riot has every right to enforce its copyrights. Even though their demand letter was vague, I think it was sent out in good faith. It would be a different matter if Riot was sending out false claims and abusing the legal system for their gain, but I don't believe that to be the case here. In any event, it looks like they had a simple misconception about the extent of my involvement with this project.

What's next?

Legal allegations aside, this incident has had me re-think my involvement with the project. Given that I haven't been an active participant since 2018, it doesn't feel right for me to retain administrator permissions in the main fork of the project.

Likewise it's in the spirit of open source for maintainers to change over time, and I believe that's long overdue in this case. In fact you could say the maintainer already changed in 2018, I just didn't transfer them my admin credentials.

Based on these reasons, and in light of Riot's wishes, I've decided the best course of action is to archive this project, closing it to further contributions.

I believe archival to be a good solution as that ensures any prior contributors can still use their contributions e.g. as a part of their portfolio (something I know older contributors have done & continue to do) while still signaling the end of my role in its entirety.

Finally, I suggest anyone who dislikes the way copyright laws work currently to get more politically active in favor of creative freedom, and to support organizations such as the EFF.

gameserver's People

Contributors

abosma avatar cabeca1143 avatar chutch1122 avatar danil179 avatar davidivkovic avatar dawiss2 avatar deudly avatar diego4458 avatar drunderscore avatar eddy5641 avatar fighter19 avatar furkans1821 avatar harmfulbreeze avatar harrebarre avatar horato avatar jason300 avatar killfrra avatar kubeer avatar lzardy avatar matthewfrench avatar maufeat avatar moonshadow565 avatar mythicmaniac avatar neekhaulas avatar nitroxenon avatar sasharyder avatar superewald avatar t1ti avatar thewebs avatar veykril avatar

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gameserver's Issues

Custom map support

Add support for custom maps (and newer ones, like Butcher's bridge or the proper SR update)

Reconnecting is not working

The server never marks a player as disconnected even when the disconnect message is received. It also prevents a new connection to a player's ID if the player is already connected. This results in reconnecting being impossible.

Runes and Masteries

Runes

  • Loading the Runes from "GameInfo.json" to the respective player
  • Code the Logic. Apply Stats, etc.
  • Fixing the PlayerInfo Packet

Masteries

  • Loading the Masteries from "GameInfo.json" to the respective player
  • Code the Logic. Apply Stats, etc.
  • Fixing the PlayerInfo Packet

All turrets (normal/azir) should use the same code

Currently Azir turret and regular turrets use copypasted duplicate code. This should be implemented in a way that both classes refer to the same code, so create a BaseTurret class and make both objects extend from that.

Repair multiplayer

When you run a multiplayer server, all but the first client to connect crash. It seems that come from a packet which is not good. Check 61ba930 on dev branch, it will allow you to connect with more than 1 player.

Download replays for patch 4.20

Download at least 3 replays from the patch 4.20 for each champion that was live at the time.

Create a new repository for said replays and push them there

codecov coverage aka Tests

title

There are still issues for some (including me) who can't run tests locally due to FormatExcpetions that throws on ~8 tests when testing local.

Ezreal Ult isnt synchronized

When you use R of Ezreal appears 2 ults:

  • One is generated by the client and doesnt do damage
  • The other is the projectile generated by the server

Fix appveyor

Appveyor fails since it's running the tests on x86 mode, and they're only x64 compatible.

While at it, disable the file copy stdout spam

Minions path problems (a lot)

  • Minions accumulate in places (all of them go to the same place)
  • When destroying inhibitors they stop there and they dont do nothing
  • They sometimes stop moving.

Probably there are more bugs to discover with minions

[Roadmap] Development Tooling

  • High Priority
    • New/Improved GUI Packet Parser for pcapdecrypt, or even better, an all in one lrf to parsed packets GUI
  • Medium Priority
    • RAF/PackageManifest tool which allows adding new files to the manifest for adding old maps or custom content
    • Sound file extracting/importing/modification tools
  • Low Priority
    • Working lrf tool to allow watching replays again (difficult and only useful for context hence low priority)

StacksOverflowException

I am a very new developer I might have messed up a step here and there however I synced everything however every single time I launch the server I get the StacksOverflowException which terminates the server and I am not much of a debugger... I would appreciate any help fixing this.. Thank you. #

Units with 0% crit chance can crit

This can be fixed by making:
(Unit.cs line 197)
nextAutoIsCrit = new Random().Next(0, 100) <= stats.CriticalChance.Total * 100; to:
nextAutoIsCrit = new Random().Next(0, 100) < stats.CriticalChance.Total * 100;

Since big changes are expected this night and im busy with another stuff, I wrote it here.

Client autoattack animation desyncing with server

Title

It is possible to desynchronize the client's autoattack animation with the server. When this happens, you can just right click a target(minion in this case) and have it die with no action being taken by the client.

I'm speculating the reason to be that the server doesn't reset autoattack timer on movement commands.

The way I produced this was by autoattacking enemy minions with Ezreal while flashing around mid-autoattack.

Pathfinding

Replacing the old A* grid based pathfinding system with a new one that uses nav meshes.

Towers are destroyed easily!

Towers are destroyed easily!

  • Towers should have their 4 items
  • Towers stats are bad (they havent got armor for example) They have since #165 is merged

New Version

Can someone send me all the gameclient launch args for the latest lol version

Having problems with league updating :/

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