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https://gitter.im/League-JS/Lobby](https://badges.gitter.im/League-JS/Lobby.svg)](https://gitter.im/League-JS/Lobby?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge)\n\nA Javascript Wrapper for the League of Legends API.\nOriginated from [ClaudioWilson/LeagueJS](https://github.com/claudiowilson/LeagueJS) but after a complete rework now published under leaguejs and using RIOT API V3\n\nNote: Tournament API is not included at this time\n\n## Table of Content\n- [Quickstart](#quickstart)\n- [Library Structure](#library-structure)\n\t- [Naming conventions](#naming-conventions)\n\t- [Endpoints](#endpoints)\n\t- [Static Data](#static-data)\n\t- [Utility methods](#utility-methods)\n- [Environment Variables](#environment-variables)\n- [Rate Limiting](#rate-limiting)\n- [Request retries](#request-retries)\n- [Caching](#caching)\n- [Developer](#developer)\n\n### Quickstart\n```\nnpm install leaguejs --save\n```\n\n```\n// setting default platformId to be used if you don't specify it on the endpoint method\nprocess.env.LEAGUE_API_PLATFORM_ID = 'euw1'\n\nconst LeagueJs = require('../lib/LeagueJS.js');\nconst api = new LeagueJs(process.env.LEAGUE_API_KEY);\n\napi.Summoner\n\t.gettingByName('EldoranDev')\n\t.then(data => {\n\t\t'use strict';\n\t\tconsole.log(data);\n\t})\n\t.catch(err => {\n\t\t'use strict';\n\t\tconsole.log(err);\n\t});\n\napi.Summoner\n\t.gettingByAccount(22177292, 'euw')\n\t.then(data => {\n\t\t'use strict';\n\t\tconsole.log(data);\n\t})\n\t.catch(err => {\n\t\t'use strict';\n\t\tconsole.log(err);\n\t});\n```\n\n### Library Structure\n\n#### Naming conventions\nEndpoints and their methods are named in alignment to the [API documentation](https://developer.riotgames.com/api-methods/).\n\nMethods returning a promise are named in present progressive (gettingXY) while synchronous methods are called in present tense (getXY)\n\n#### Endpoints\nEach Endpoint is located in it's own class, accessible by its name on the leagueJS object.\n```\napi.Champion\napi.ChampionMastery\napi.League\napi.LolStatus\napi.Masteries\napi.Match\napi.Runes\napi.Spectator\napi.StaticData\napi.Summoner\n```\n\n#### Static Data\nLeagueJS provides the DataDragonHelper class to handle DataDragon files.\nPlease also refer to the [module readme](/lib/DataDragon/README.md) and the respective [unit-tests](/test/DataDragonHelper.test.js)\nfor additional usage info.\n\nTo use it, either require it directly (if you have to for some reason), or use\n\n```\n// DataDragonHelper will use the provided path to store the downloaded files\n// you have multiple possibilities to set the path\n\nleagueJS.setupDataDragonHelper('absolute/path/for/files')\nleagueJS.setupDataDragonHelper('./relative/path/for/files')\nleagueJS.setupDataDragonHelper([__dirname, '../', 'pathSegments', 'to/be/resolved'])\n\n// to enable logging to the console, pass `true` as second parameter\n// (otherwise you'll need to add listeners to respective leagueJS.DataDragonHelper.events)\nleagueJS.setupDataDragonHelper('absolute/path/for/files', true)\n\n// xxxList methods will take care of downloading the needed files for the requested version.\n// by default, the latest available version will be used with the locale 'en_US'\nleagueJS.DataDragonHelper.gettingItemList()\n\n// will default to 'en_US' locale\nleagueJS.DataDragonHelper.gettingItemList('8.14.1')\n\n// takes version + locale as parameter\nleagueJS.DataDragonHelper.gettingItemList('8.14.1', 'de_DE')\n```\n\nNOTE: all methods besides `gettingXXXList' can be subject to change at this point (2018-07-17)\nas it's not very well designed yet. Please open an Issue if you have suggestions for improvements.\nBreaking changes are unlikely though, and will be documented acchordingly if needed.\n\n#### Utility methods\nUtility methods are located within ```/lib/util``` separated into thematic groups. They can be accessed in 2 ways:\n```\nconst LeagueJSUtil = api.util\nconst Util = require('leaguejs/lib/util')\n```\n\nAll Utility methods are implemented as static and pure functions\n\n### Environment Variables\n\n*LEAGUE_API_PLATFORM_ID* The value of this environmental variable will be used as default platformId. If not provided, 'na1' is used.\n\nAlternatively they can be provided to the League constructor within the options parameter\n```\nconst leagueApi = new League(<Your Api key>, {PLATFORM_ID: <default api region>})\n```\n\nWe recommend you read the API key from your environment variables too and pass that to the LeagueJS constructor\n\n```\nconst leagueApi = new League(process.env.LEAGUE_API_KEY)\n```\n\n### Rate Limiting\nRate limiting will be handled for you by default using [RiotRateLimiter-node](https://github.com/Colorfulstan/RiotRateLimiter-node).\nCode created with LeagueJS < 1.5.0 should not be affected other then that the default limiting strategy now is SPREAD\n(see [RiotRateLimiter-node docs](https://github.com/Colorfulstan/RiotRateLimiter-node#choosing-the-right-strategy) for details.), which means your code might execute slower then before.\n\nYou can change the limiting strategy in two ways:\n```\nconst LeagueJs = require('../lib/LeagueJS.js');\n\n// passing in allowBursts: true on instantiation\n\nconst api = new LeagueJs(process.env.LEAGUE_API_KEY, {\n\tlimits: {allowBurst: true}\n});\n\n// updating the limiter\napi.updateRateLimiter({allowBursts: true})\n```\n\n### Request retries\nBy default, we will retry requests to the API that respond with 500, 503\nand 429 that are not caused by the API-edge servers (so missing additional information about retry and limits).\n\nUp to 3 retries will be done by default, starting at a timeout of 1000 MS.\n\nFirst retry will be done with the timeout given in config.limits.intervalRetryMS.\n\nAll subsequent retries will be done with a timeout of 2* the previous one (so with initial intervalRetryMS of 1000 it\nwill be 1000, 2000, 4000 MS for the first 3 retries respectively.\n\nYou can configure this behaviour by passing the relevant options into the LeagueJS constructor on instantiation:\n```\nconst LeagueJs = require('../lib/LeagueJS.js');\nconst api = new LeagueJs(process.env.LEAGUE_API_KEY, {\n\tlimits: {\n\t\t'allowBursts': false,\n\n\t\t// maximum amount of retries done when encountering 429 without retry-after header or 503 / 500\n\t\t'numMaxRetries': 3,\n\n\t\t// starting retry backoff time on RIOT service overload (not related to API key limits)\n\t\t// will be increased exponentially with every retry\n\t\t'intervalRetryMS': 1000,\n\n\t\t// per default, retry is enabled on all endpoints\n\t\t// pass in an Array with the Names of the Endpoints you want to ENABLE retries on\n\t\t// if you see the need.\n\t\t// See [Endpoints](#Endpoints) above\n\t\t'retryEndpoints': LeagueJS.util.EndpointUtil.getEndpointNames()\n\t}\n});\n```\n\n\n### Caching\n\nBy default, caching is disabled.\n\nIf enabled, the default caching is using node-cache with the request-urls as caching-key\nThe easiest way to setup caching is to pass a minimum set of caching options to LeagueJS on instantiation\n\n```\nconst leagueJS = new LeagueJS({\n\t...\n\tcaching: {\n\t\t\tisEnabled: true, // enable basic caching\n\t\t\tdefaults: {stdTTL: 120} // add a TTL to all Endpoints you think is appropriate (you can tune it later per Endpoint)\n\t\t}\n\t...\n})\n```\n\nYou can setup caching globally or on an Endpoint basis\n```\n// replacing Cache-options within Summoner endpoint (overwrites global options for that Endpoint)\nleagueJS.Summoner.setCache({ stdTTL: 120})\n\nleagueJS.Summoner.enableCaching();\nleagueJS.Summoner.disableCaching();\n\n// Set caching options for all endpoints (overwrites previously set options)\nleagueJS.setCache({ stdTTL: 120}, MyCache)\nleagueJS.setCache({ stdTTL: 120})\nleagueJS.enableCaching();\nleagueJS.disableCaching();\n```\n\nOptions not explicitly set use following defaults (found in ```/lib/Config.js```)\n```\n{\n\t/** the standard ttl as number in seconds for every generated cache element.\n\t * (default: 0)\n\t * */\n\tstdTTL: 0,\n\n\t/**\n\t * The period in seconds, as a number, used for the automatic delete check interval.\n\t * 0 = no periodic check.\n\t * (default: 600)\n\t */\n\tcheckperiod: 600,\n\n\t/**\n\t * en/disable throwing or passing an error to the callback if attempting to .get a missing or expired value.\n\t * (default: false)\n\t */\n\terrorOnMissing: false,\n\n\t/**\n\t * en/disable cloning of variables. If true you'll get a copy of the cached variable.\n\t * If false you'll save and get just the reference.\n\t * Note: true is recommended, because it'll behave like a server-based caching.\n\t * You should set false if you want to save mutable objects or other complex types\n\t * with mutability involved and wanted.\n\t */\n\tuseClones: true\n}\n\n```\n\nYou can set your own Caching implementation if you like\n**NOTE: make sure the public interface of your caching implementation is the same as node-cache uses to prevent incompatibilities.**\n\n```\nconst MyCache = require('myCache')\n\n// replacing Cache during instantiation (for all endpoints)\nconst leagueJS = new LeagueJS({\n\t...\n\tcaching: {\n\t\t\tisEnabled: true, // enable caching\n\t\t\tconstructor: MyCache, // set a custom Caching implementation\n\t\t},\n\t...\n\t})\n\n\n// replacing Cache globally (overwrites previously set options on endpoints)\nleagueJS.setCache({ stdTTL: 120}, MyCache)\n\n// replacing Cache within specific endpoint (overwrites global options for that Endpoint)\nleagueJS.Summoner.setCache({ stdTTL: 120}, MyCache)\n```\n\n# Developer\n\n## LeagueJS Gulp Commands\n// TODO: propably rework this doc-part\n\nGulp.js is a streaming build system. Thanks to it's simplicity and code-over-configuration\nwe are able to create a simple, efficient and more intuitive build process.\n\n### To get started you need to install Gulp.js globally:\n- `npm install -g gulp`\n\n#### Available gulp commands and their descriptions:\n\n- [] TODO: check if all are working and update description if neccessary\n\nRun JSLint on all js files:\n\n- `gulp lint`\n\nRun BDD tests:\n\n- `gulp test`\n\nRun istabul to generate a code coverage report:\n\n- `gulp test-coverage`\n\nRun plato to generate a code analysis report:\n\n- `gulp code-report`\n\nRuns both istanbul and plato in with one command:\n\n- `gulp reports`\n\nRemoves both coverage and report directories created by istanbul and plato\n\n- `gulp clean-reports`\n\nSets up a development environment that will watch for code changes then run JSLint and BDD tests upon saving:\n\n- `gulp 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test"},"main":"lib/LeagueJS.js","repository":{"type":"git","url":"git+https://github.com/Colorfulstan/LeagueJS.git"},"dependencies":{"bluebird":"~3.5.1","deepmerge":"~1.3.2","node-cache":"~4.1.1","node-mkdirs":"0.0.1","request":"~2.83.0","request-promise":"~4.2.2","riot-ratelimiter":"~0.1.3"},"devDependencies":{"chai":"^4.1.2","chai-as-promised":"^7.1.1","gulp":"~3.9.1","gulp-clean":"~0.3.2","gulp-exec":"~2.1.3","gulp-istanbul":"~1.1.2","gulp-jshint":"~2.0.4","gulp-mocha":"~4.3.1","isparta":"~4.0.0","mocha":"~4.0.1","plato":"~1.7.0","sinon":"~4.0.2"},"maintainers":[{"name":"colorfulstan","email":"npm@krispin.it"}],"readmeFilename":"README.md","bugs":{"url":"https://github.com/Colorfulstan/LeagueJS/issues"},"homepage":"https://github.com/Colorfulstan/LeagueJS","readme":"LeagueJS\r\n========\r\n\r\n[![Join the chat at https://gitter.im/League-JS/Lobby](https://badges.gitter.im/League-JS/Lobby.svg)](https://gitter.im/League-JS/Lobby?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge)\r\n\r\nA Javascript Wrapper for the League of Legends API.\r\nOriginated from [ClaudioWilson/LeagueJS](https://github.com/claudiowilson/LeagueJS) but after a complete rework now published under leaguejs and using RIOT API V3\r\n\r\nNote: Tournament API is not included at this time\r\n\r\n## Table of Content\r\n- [Quickstart](#quickstart)\r\n- [Library Structure](#library-structure)\r\n\t- [Naming conventions](#naming-conventions)\r\n\t- [Endpoints](#endpoints)\r\n\t- [Static Data](#static-data)\r\n\t- [Utility methods](#utility-methods)\r\n- [Environment Variables](#environment-variables)\r\n- [Rate Limiting](#rate-limiting)\r\n- [Request retries](#request-retries)\r\n- [Caching](#caching)\r\n- [Developer](#developer)\r\n\r\n### Quickstart\r\n```\r\nnpm install leaguejs --save\r\n```\r\n\r\n```\r\n// setting default platformId to be used if you don't specify it on the endpoint method\r\nprocess.env.LEAGUE_API_PLATFORM_ID = 'euw1'\r\n\r\nconst LeagueJs = require('../lib/LeagueJS.js');\r\nconst api = new LeagueJs(process.env.LEAGUE_API_KEY);\r\n\r\napi.Summoner\r\n\t.gettingByName('EldoranDev')\r\n\t.then(data => {\r\n\t\t'use strict';\r\n\t\tconsole.log(data);\r\n\t})\r\n\t.catch(err => {\r\n\t\t'use strict';\r\n\t\tconsole.log(err);\r\n\t});\r\n\r\napi.Summoner\r\n\t.gettingByAccount(22177292, 'euw')\r\n\t.then(data => {\r\n\t\t'use strict';\r\n\t\tconsole.log(data);\r\n\t})\r\n\t.catch(err => {\r\n\t\t'use strict';\r\n\t\tconsole.log(err);\r\n\t});\r\n```\r\n\r\n### Library Structure\r\n\r\n#### Naming conventions\r\nEndpoints and their methods are named in alignment to the [API documentation](https://developer.riotgames.com/api-methods/).\r\n\r\nMethods returning a promise are named in present progressive (gettingXY) while synchronous methods are called in present tense (getXY)\r\n\r\n#### Endpoints\r\nEach Endpoint is located in it's own class, accessible by its name on the leagueJS object.\r\n```\r\napi.Champion\r\napi.ChampionMastery\r\napi.League\r\napi.LolStatus\r\napi.Masteries\r\napi.Match\r\napi.Runes\r\napi.Spectator\r\napi.StaticData\r\napi.Summoner\r\n```\r\n\r\n#### Static Data\r\nLeagueJS provides the DataDragonHelper class to handle DataDragon files.\r\nPlease also refer to the [module readme](/lib/DataDragon/README.md) and the respective [unit-tests](/test/DataDragonHelper.test.js)\r\nfor additional usage info.\r\n\r\nTo use it, either require it directly (if you have to for some reason), or use\r\n\r\n```\r\n// DataDragonHelper will use the provided path to store the downloaded files\r\n// you have multiple possibilities to set the path\r\n\r\nleagueJS.setupDataDragonHelper('absolute/path/for/files')\r\nleagueJS.setupDataDragonHelper('./relative/path/for/files')\r\nleagueJS.setupDataDragonHelper([__dirname, '../', 'pathSegments', 'to/be/resolved'])\r\n\r\n// to enable logging to the console, pass `true` as second parameter\r\n// (otherwise you'll need to add listeners to respective leagueJS.DataDragonHelper.events)\r\nleagueJS.setupDataDragonHelper('absolute/path/for/files', true)\r\n\r\n// xxxList methods will take care of downloading the needed files for the requested version.\r\n// by default, the latest available version will be used with the locale 'en_US'\r\nleagueJS.DataDragonHelper.gettingItemList()\r\n\r\n// will default to 'en_US' locale\r\nleagueJS.DataDragonHelper.gettingItemList('8.14.1')\r\n\r\n// takes version + locale as parameter\r\nleagueJS.DataDragonHelper.gettingItemList('8.14.1', 'de_DE')\r\n```\r\n\r\nNOTE: all methods besides `gettingXXXList' can be subject to change at this point (2018-07-17)\r\nas it's not very well designed yet. Please open an Issue if you have suggestions for improvements.\r\nBreaking changes are unlikely though, and will be documented acchordingly if needed.\r\n\r\n#### Utility methods\r\nUtility methods are located within ```/lib/util``` separated into thematic groups. They can be accessed in 2 ways:\r\n```\r\nconst LeagueJSUtil = api.util\r\nconst Util = require('leaguejs/lib/util')\r\n```\r\n\r\nAll Utility methods are implemented as static and pure functions\r\n\r\n### Environment Variables\r\n\r\n*LEAGUE_API_PLATFORM_ID* The value of this environmental variable will be used as default platformId. If not provided, 'na1' is used.\r\n\r\nAlternatively they can be provided to the League constructor within the options parameter\r\n```\r\nconst leagueApi = new League(<Your Api key>, {PLATFORM_ID: <default api region>})\r\n```\r\n\r\nWe recommend you read the API key from your environment variables too and pass that to the LeagueJS constructor\r\n\r\n```\r\nconst leagueApi = new League(process.env.LEAGUE_API_KEY)\r\n```\r\n\r\n### Rate Limiting\r\nRate limiting will be handled for you by default using [RiotRateLimiter-node](https://github.com/Colorfulstan/RiotRateLimiter-node).\r\nCode created with LeagueJS < 1.5.0 should not be affected other then that the default limiting strategy now is SPREAD\r\n(see [RiotRateLimiter-node docs](https://github.com/Colorfulstan/RiotRateLimiter-node#choosing-the-right-strategy) for details.), which means your code might execute slower then before.\r\n\r\nYou can change the limiting strategy in two ways:\r\n```\r\nconst LeagueJs = require('../lib/LeagueJS.js');\r\n\r\n// passing in allowBursts: true on instantiation\r\n\r\nconst api = new LeagueJs(process.env.LEAGUE_API_KEY, {\r\n\tlimits: {allowBurst: true}\r\n});\r\n\r\n// updating the limiter\r\napi.updateRateLimiter({allowBursts: true})\r\n```\r\n\r\n### Request retries\r\nBy default, we will retry requests to the API that respond with 500, 503\r\nand 429 that are not caused by the API-edge servers (so missing additional information about retry and limits).\r\n\r\nUp to 3 retries will be done by default, starting at a timeout of 1000 MS.\r\n\r\nFirst retry will be done with the timeout given in config.limits.intervalRetryMS.\r\n\r\nAll subsequent retries will be done with a timeout of 2* the previous one (so with initial intervalRetryMS of 1000 it\r\nwill be 1000, 2000, 4000 MS for the first 3 retries respectively.\r\n\r\nYou can configure this behaviour by passing the relevant options into the LeagueJS constructor on instantiation:\r\n```\r\nconst LeagueJs = require('../lib/LeagueJS.js');\r\nconst api = new LeagueJs(process.env.LEAGUE_API_KEY, {\r\n\tlimits: {\r\n\t\t'allowBursts': false,\r\n\r\n\t\t// maximum amount of retries done when encountering 429 without retry-after header or 503 / 500\r\n\t\t'numMaxRetries': 3,\r\n\r\n\t\t// starting retry backoff time on RIOT service overload (not related to API key limits)\r\n\t\t// will be increased exponentially with every retry\r\n\t\t'intervalRetryMS': 1000,\r\n\r\n\t\t// per default, retry is enabled on all endpoints\r\n\t\t// pass in an Array with the Names of the Endpoints you want to ENABLE retries on\r\n\t\t// if you see the need.\r\n\t\t// See [Endpoints](#Endpoints) above\r\n\t\t'retryEndpoints': LeagueJS.util.EndpointUtil.getEndpointNames()\r\n\t}\r\n});\r\n```\r\n\r\n\r\n### Caching\r\n\r\nBy default, caching is disabled.\r\n\r\nIf enabled, the default caching is using node-cache with the request-urls as caching-key\r\nThe easiest way to setup caching is to pass a minimum set of caching options to LeagueJS on instantiation\r\n\r\n```\r\nconst leagueJS = new LeagueJS({\r\n\t...\r\n\tcaching: {\r\n\t\t\tisEnabled: true, // enable basic caching\r\n\t\t\tdefaults: {stdTTL: 120} // add a TTL to all Endpoints you think is appropriate (you can tune it later per Endpoint)\r\n\t\t}\r\n\t...\r\n})\r\n```\r\n\r\nYou can setup caching globally or on an Endpoint basis\r\n```\r\n// replacing Cache-options within Summoner endpoint (overwrites global options for that Endpoint)\r\nleagueJS.Summoner.setCache({ stdTTL: 120})\r\n\r\nleagueJS.Summoner.enableCaching();\r\nleagueJS.Summoner.disableCaching();\r\n\r\n// Set caching options for all endpoints (overwrites previously set options)\r\nleagueJS.setCache({ stdTTL: 120}, MyCache)\r\nleagueJS.setCache({ stdTTL: 120})\r\nleagueJS.enableCaching();\r\nleagueJS.disableCaching();\r\n```\r\n\r\nOptions not explicitly set use following defaults (found in ```/lib/Config.js```)\r\n```\r\n{\r\n\t/** the standard ttl as number in seconds for every generated cache element.\r\n\t * (default: 0)\r\n\t * */\r\n\tstdTTL: 0,\r\n\r\n\t/**\r\n\t * The period in seconds, as a number, used for the automatic delete check interval.\r\n\t * 0 = no periodic check.\r\n\t * (default: 600)\r\n\t */\r\n\tcheckperiod: 600,\r\n\r\n\t/**\r\n\t * en/disable throwing or passing an error to the callback if attempting to .get a missing or expired value.\r\n\t * (default: false)\r\n\t */\r\n\terrorOnMissing: false,\r\n\r\n\t/**\r\n\t * en/disable cloning of variables. If true you'll get a copy of the cached variable.\r\n\t * If false you'll save and get just the reference.\r\n\t * Note: true is recommended, because it'll behave like a server-based caching.\r\n\t * You should set false if you want to save mutable objects or other complex types\r\n\t * with mutability involved and wanted.\r\n\t */\r\n\tuseClones: true\r\n}\r\n\r\n```\r\n\r\nYou can set your own Caching implementation if you like\r\n**NOTE: make sure the public interface of your caching implementation is the same as node-cache uses to prevent incompatibilities.**\r\n\r\n```\r\nconst MyCache = require('myCache')\r\n\r\n// replacing Cache during instantiation (for all endpoints)\r\nconst leagueJS = new LeagueJS({\r\n\t...\r\n\tcaching: {\r\n\t\t\tisEnabled: true, // enable caching\r\n\t\t\tconstructor: MyCache, // set a custom Caching implementation\r\n\t\t},\r\n\t...\r\n\t})\r\n\r\n\r\n// replacing Cache globally (overwrites previously set options on endpoints)\r\nleagueJS.setCache({ stdTTL: 120}, MyCache)\r\n\r\n// replacing Cache within specific endpoint (overwrites global options for that Endpoint)\r\nleagueJS.Summoner.setCache({ stdTTL: 120}, MyCache)\r\n```\r\n\r\n# Developer\r\n\r\n## LeagueJS Gulp Commands\r\n// TODO: propably rework this doc-part\r\n\r\nGulp.js is a streaming build system. Thanks to it's simplicity and code-over-configuration\r\nwe are able to create a simple, efficient and more intuitive build process.\r\n\r\n### To get started you need to install Gulp.js globally:\r\n- `npm install -g gulp`\r\n\r\n#### Available gulp commands and their descriptions:\r\n\r\n- [] TODO: check if all are working and update description if neccessary\r\n\r\nRun JSLint on all js files:\r\n\r\n- `gulp lint`\r\n\r\nRun BDD tests:\r\n\r\n- `gulp test`\r\n\r\nRun istabul to generate a code coverage report:\r\n\r\n- `gulp test-coverage`\r\n\r\nRun plato to generate a code analysis report:\r\n\r\n- `gulp code-report`\r\n\r\nRuns both istanbul and plato in with one command:\r\n\r\n- `gulp reports`\r\n\r\nRemoves both coverage and report directories created by istanbul and plato\r\n\r\n- `gulp clean-reports`\r\n\r\nSets up a development environment that will watch for code changes then run JSLint and BDD tests upon saving:\r\n\r\n- `gulp 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https://gitter.im/League-JS/Lobby](https://badges.gitter.im/League-JS/Lobby.svg)](https://gitter.im/League-JS/Lobby?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge)\r\n\r\nA Javascript Wrapper for the League of Legends API.\r\nOriginated from [ClaudioWilson/LeagueJS](https://github.com/claudiowilson/LeagueJS) but after a complete rework now published under leaguejs and using RIOT API V3\r\n\r\nNote: Tournament API is not included at this time\r\n\r\n## Table of Content\r\n- [Quickstart](#quickstart)\r\n- [Library Structure](#library-structure)\r\n\t- [Naming conventions](#naming-conventions)\r\n\t- [Endpoints](#endpoints)\r\n\t- [Static Data](#static-data)\r\n\t- [Utility methods](#utility-methods)\r\n- [Environment Variables](#environment-variables)\r\n- [Rate Limiting](#rate-limiting)\r\n- [Request retries](#request-retries)\r\n- [Caching](#caching)\r\n- [Developer](#developer)\r\n\r\n### Quickstart\r\n```\r\nnpm install leaguejs --save\r\n```\r\n\r\n```\r\n// setting default platformId to be used if you don't specify it on the endpoint method\r\nprocess.env.LEAGUE_API_PLATFORM_ID = 'euw1'\r\n\r\nconst LeagueJs = require('../lib/LeagueJS.js');\r\nconst api = new LeagueJs(process.env.LEAGUE_API_KEY);\r\n\r\napi.Summoner\r\n\t.gettingByName('EldoranDev')\r\n\t.then(data => {\r\n\t\t'use strict';\r\n\t\tconsole.log(data);\r\n\t})\r\n\t.catch(err => {\r\n\t\t'use strict';\r\n\t\tconsole.log(err);\r\n\t});\r\n\r\napi.Summoner\r\n\t.gettingByAccount(22177292, 'euw')\r\n\t.then(data => {\r\n\t\t'use strict';\r\n\t\tconsole.log(data);\r\n\t})\r\n\t.catch(err => {\r\n\t\t'use strict';\r\n\t\tconsole.log(err);\r\n\t});\r\n```\r\n\r\n### Library Structure\r\n\r\n#### Naming conventions\r\nEndpoints and their methods are named in alignment to the [API documentation](https://developer.riotgames.com/api-methods/).\r\n\r\nMethods returning a promise are named in present progressive (gettingXY) while synchronous methods are called in present tense (getXY)\r\n\r\n#### Endpoints\r\nEach Endpoint is located in it's own class, accessible by its name on the leagueJS object.\r\n```\r\napi.Champion\r\napi.ChampionMastery\r\napi.League\r\napi.LolStatus\r\napi.Masteries\r\napi.Match\r\napi.Runes\r\napi.Spectator\r\napi.StaticData\r\napi.Summoner\r\n```\r\n\r\n#### Static Data\r\nLeagueJS provides the DataDragonHelper class to handle DataDragon files.\r\nPlease also refer to the [module readme](/lib/DataDragon/README.md) and the respective [unit-tests](/test/DataDragonHelper.test.js)\r\nfor additional usage info.\r\n\r\nTo use it, either require it directly (if you have to for some reason), or use\r\n\r\n```\r\n// DataDragonHelper will use the provided path to store the downloaded files\r\n// you have multiple possibilities to set the path\r\n\r\nleagueJS.setupDataDragonHelper('absolute/path/for/files')\r\nleagueJS.setupDataDragonHelper('./relative/path/for/files')\r\nleagueJS.setupDataDragonHelper([__dirname, '../', 'pathSegments', 'to/be/resolved'])\r\n\r\n// to enable logging to the console, pass `true` as second parameter\r\n// (otherwise you'll need to add listeners to respective leagueJS.DataDragonHelper.events)\r\nleagueJS.setupDataDragonHelper('absolute/path/for/files', true)\r\n\r\n// xxxList methods will take care of downloading the needed files for the requested version.\r\n// by default, the latest available version will be used with the locale 'en_US'\r\nleagueJS.DataDragonHelper.gettingItemList()\r\n\r\n// will default to 'en_US' locale\r\nleagueJS.DataDragonHelper.gettingItemList('8.14.1')\r\n\r\n// takes version + locale as parameter\r\nleagueJS.DataDragonHelper.gettingItemList('8.14.1', 'de_DE')\r\n```\r\n\r\nNOTE: all methods besides `gettingXXXList' can be subject to change at this point (2018-07-17)\r\nas it's not very well designed yet. Please open an Issue if you have suggestions for improvements.\r\nBreaking changes are unlikely though, and will be documented acchordingly if needed.\r\n\r\n#### Utility methods\r\nUtility methods are located within ```/lib/util``` separated into thematic groups. They can be accessed in 2 ways:\r\n```\r\nconst LeagueJSUtil = api.util\r\nconst Util = require('leaguejs/lib/util')\r\n```\r\n\r\nAll Utility methods are implemented as static and pure functions\r\n\r\n### Environment Variables\r\n\r\n*LEAGUE_API_PLATFORM_ID* The value of this environmental variable will be used as default platformId. If not provided, 'na1' is used.\r\n\r\nAlternatively they can be provided to the League constructor within the options parameter\r\n```\r\nconst leagueApi = new League(<Your Api key>, {PLATFORM_ID: <default api region>})\r\n```\r\n\r\nWe recommend you read the API key from your environment variables too and pass that to the LeagueJS constructor\r\n\r\n```\r\nconst leagueApi = new League(process.env.LEAGUE_API_KEY)\r\n```\r\n\r\n### Rate Limiting\r\nRate limiting will be handled for you by default using [RiotRateLimiter-node](https://github.com/Colorfulstan/RiotRateLimiter-node).\r\nCode created with LeagueJS < 1.5.0 should not be affected other then that the default limiting strategy now is SPREAD\r\n(see [RiotRateLimiter-node docs](https://github.com/Colorfulstan/RiotRateLimiter-node#choosing-the-right-strategy) for details.), which means your code might execute slower then before.\r\n\r\nYou can change the limiting strategy in two ways:\r\n```\r\nconst LeagueJs = require('../lib/LeagueJS.js');\r\n\r\n// passing in allowBursts: true on instantiation\r\n\r\nconst api = new LeagueJs(process.env.LEAGUE_API_KEY, {\r\n\tlimits: {allowBurst: true}\r\n});\r\n\r\n// updating the limiter\r\napi.updateRateLimiter({allowBursts: true})\r\n```\r\n\r\n### Request retries\r\nBy default, we will retry requests to the API that respond with 500, 503\r\nand 429 that are not caused by the API-edge servers (so missing additional information about retry and limits).\r\n\r\nUp to 3 retries will be done by default, starting at a timeout of 1000 MS.\r\n\r\nFirst retry will be done with the timeout given in config.limits.intervalRetryMS.\r\n\r\nAll subsequent retries will be done with a timeout of 2* the previous one (so with initial intervalRetryMS of 1000 it\r\nwill be 1000, 2000, 4000 MS for the first 3 retries respectively.\r\n\r\nYou can configure this behaviour by passing the relevant options into the LeagueJS constructor on instantiation:\r\n```\r\nconst LeagueJs = require('../lib/LeagueJS.js');\r\nconst api = new LeagueJs(process.env.LEAGUE_API_KEY, {\r\n\tlimits: {\r\n\t\t'allowBursts': false,\r\n\r\n\t\t// maximum amount of retries done when encountering 429 without retry-after header or 503 / 500\r\n\t\t'numMaxRetries': 3,\r\n\r\n\t\t// starting retry backoff time on RIOT service overload (not related to API key limits)\r\n\t\t// will be increased exponentially with every retry\r\n\t\t'intervalRetryMS': 1000,\r\n\r\n\t\t// per default, retry is enabled on all endpoints\r\n\t\t// pass in an Array with the Names of the Endpoints you want to ENABLE retries on\r\n\t\t// if you see the need.\r\n\t\t// See [Endpoints](#Endpoints) above\r\n\t\t'retryEndpoints': LeagueJS.util.EndpointUtil.getEndpointNames()\r\n\t}\r\n});\r\n```\r\n\r\n\r\n### Caching\r\n\r\nBy default, caching is disabled.\r\n\r\nIf enabled, the default caching is using node-cache with the request-urls as caching-key\r\nThe easiest way to setup caching is to pass a minimum set of caching options to LeagueJS on instantiation\r\n\r\n```\r\nconst leagueJS = new LeagueJS({\r\n\t...\r\n\tcaching: {\r\n\t\t\tisEnabled: true, // enable basic caching\r\n\t\t\tdefaults: {stdTTL: 120} // add a TTL to all Endpoints you think is appropriate (you can tune it later per Endpoint)\r\n\t\t}\r\n\t...\r\n})\r\n```\r\n\r\nYou can setup caching globally or on an Endpoint basis\r\n```\r\n// replacing Cache-options within Summoner endpoint (overwrites global options for that Endpoint)\r\nleagueJS.Summoner.setCache({ stdTTL: 120})\r\n\r\nleagueJS.Summoner.enableCaching();\r\nleagueJS.Summoner.disableCaching();\r\n\r\n// Set caching options for all endpoints (overwrites previously set options)\r\nleagueJS.setCache({ stdTTL: 120}, MyCache)\r\nleagueJS.setCache({ stdTTL: 120})\r\nleagueJS.enableCaching();\r\nleagueJS.disableCaching();\r\n```\r\n\r\nOptions not explicitly set use following defaults (found in ```/lib/Config.js```)\r\n```\r\n{\r\n\t/** the standard ttl as number in seconds for every generated cache element.\r\n\t * (default: 0)\r\n\t * */\r\n\tstdTTL: 0,\r\n\r\n\t/**\r\n\t * The period in seconds, as a number, used for the automatic delete check interval.\r\n\t * 0 = no periodic check.\r\n\t * (default: 600)\r\n\t */\r\n\tcheckperiod: 600,\r\n\r\n\t/**\r\n\t * en/disable throwing or passing an error to the callback if attempting to .get a missing or expired value.\r\n\t * (default: false)\r\n\t */\r\n\terrorOnMissing: false,\r\n\r\n\t/**\r\n\t * en/disable cloning of variables. If true you'll get a copy of the cached variable.\r\n\t * If false you'll save and get just the reference.\r\n\t * Note: true is recommended, because it'll behave like a server-based caching.\r\n\t * You should set false if you want to save mutable objects or other complex types\r\n\t * with mutability involved and wanted.\r\n\t */\r\n\tuseClones: true\r\n}\r\n\r\n```\r\n\r\nYou can set your own Caching implementation if you like\r\n**NOTE: make sure the public interface of your caching implementation is the same as node-cache uses to prevent incompatibilities.**\r\n\r\n```\r\nconst MyCache = require('myCache')\r\n\r\n// replacing Cache during instantiation (for all endpoints)\r\nconst leagueJS = new LeagueJS({\r\n\t...\r\n\tcaching: {\r\n\t\t\tisEnabled: true, // enable caching\r\n\t\t\tconstructor: MyCache, // set a custom Caching implementation\r\n\t\t},\r\n\t...\r\n\t})\r\n\r\n\r\n// replacing Cache globally (overwrites previously set options on endpoints)\r\nleagueJS.setCache({ stdTTL: 120}, MyCache)\r\n\r\n// replacing Cache within specific endpoint (overwrites global options for that Endpoint)\r\nleagueJS.Summoner.setCache({ stdTTL: 120}, MyCache)\r\n```\r\n\r\n# Developer\r\n\r\n## LeagueJS Gulp Commands\r\n// TODO: propably rework this doc-part\r\n\r\nGulp.js is a streaming build system. Thanks to it's simplicity and code-over-configuration\r\nwe are able to create a simple, efficient and more intuitive build process.\r\n\r\n### To get started you need to install Gulp.js globally:\r\n- `npm install -g gulp`\r\n\r\n#### Available gulp commands and their descriptions:\r\n\r\n- [] TODO: check if all are working and update description if neccessary\r\n\r\nRun JSLint on all js files:\r\n\r\n- `gulp lint`\r\n\r\nRun BDD tests:\r\n\r\n- `gulp test`\r\n\r\nRun istabul to generate a code coverage report:\r\n\r\n- `gulp test-coverage`\r\n\r\nRun plato to generate a code analysis report:\r\n\r\n- `gulp code-report`\r\n\r\nRuns both istanbul and plato in with one command:\r\n\r\n- `gulp reports`\r\n\r\nRemoves both coverage and report directories created by istanbul and plato\r\n\r\n- `gulp clean-reports`\r\n\r\nSets up a development environment that will watch for code changes then run JSLint and BDD tests upon saving:\r\n\r\n- `gulp 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https://gitter.im/League-JS/Lobby](https://badges.gitter.im/League-JS/Lobby.svg)](https://gitter.im/League-JS/Lobby?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge)\r\n\r\nA Javascript Wrapper for the League of Legends API.\r\nOriginated from [ClaudioWilson/LeagueJS](https://github.com/claudiowilson/LeagueJS) but after a complete rework now published under leaguejs and using RIOT API V3\r\n\r\nNote: Tournament API is not included at this time\r\n\r\n## Table of Content\r\n- [Quickstart](#quickstart)\r\n- [Library Structure](#library-structure)\r\n\t- [Naming conventions](#naming-conventions)\r\n\t- [Endpoints](#endpoints)\r\n\t- [Static Data](#static-data)\r\n\t- [Utility methods](#utility-methods)\r\n- [Environment Variables](#environment-variables)\r\n- [Rate Limiting](#rate-limiting)\r\n- [Request retries](#request-retries)\r\n- [Caching](#caching)\r\n- [Developer](#developer)\r\n\r\n### Quickstart\r\n```\r\nnpm install leaguejs --save\r\n```\r\n\r\n```\r\n// setting default platformId to be used if you don't specify it on the endpoint method\r\nprocess.env.LEAGUE_API_PLATFORM_ID = 'euw1'\r\n\r\nconst LeagueJs = require('../lib/LeagueJS.js');\r\nconst api = new LeagueJs(process.env.LEAGUE_API_KEY);\r\n\r\napi.Summoner\r\n\t.gettingByName('EldoranDev')\r\n\t.then(data => {\r\n\t\t'use strict';\r\n\t\tconsole.log(data);\r\n\t})\r\n\t.catch(err => {\r\n\t\t'use strict';\r\n\t\tconsole.log(err);\r\n\t});\r\n\r\napi.Summoner\r\n\t.gettingByAccount(22177292, 'euw')\r\n\t.then(data => {\r\n\t\t'use strict';\r\n\t\tconsole.log(data);\r\n\t})\r\n\t.catch(err => {\r\n\t\t'use strict';\r\n\t\tconsole.log(err);\r\n\t});\r\n```\r\n\r\n### Library Structure\r\n\r\n#### Naming conventions\r\nEndpoints and their methods are named in alignment to the [API documentation](https://developer.riotgames.com/api-methods/).\r\n\r\nMethods returning a promise are named in present progressive (gettingXY) while synchronous methods are called in present tense (getXY)\r\n\r\n#### Endpoints\r\nEach Endpoint is located in it's own class, accessible by its name on the leagueJS object.\r\n```\r\napi.Champion\r\napi.ChampionMastery\r\napi.League\r\napi.LolStatus\r\napi.Masteries\r\napi.Match\r\napi.Runes\r\napi.Spectator\r\napi.StaticData\r\napi.Summoner\r\n```\r\n\r\n#### Static Data\r\nLeagueJS provides the DataDragonHelper class to handle DataDragon files.\r\nPlease also refer to the [module readme](/lib/DataDragon/README.md) and the respective [unit-tests](/test/DataDragonHelper.test.js)\r\nfor additional usage info.\r\n\r\nTo use it, either require it directly (if you have to for some reason), or use\r\n\r\n```\r\n// DataDragonHelper will use the provided path to store the downloaded files\r\n// you have multiple possibilities to set the path\r\n\r\nleagueJS.setupDataDragonHelper('absolute/path/for/files')\r\nleagueJS.setupDataDragonHelper('./relative/path/for/files')\r\nleagueJS.setupDataDragonHelper([__dirname, '../', 'pathSegments', 'to/be/resolved'])\r\n\r\n// to enable logging to the console, pass `true` as second parameter\r\n// (otherwise you'll need to add listeners to respective leagueJS.DataDragonHelper.events)\r\nleagueJS.setupDataDragonHelper('absolute/path/for/files', true)\r\n\r\n// xxxList methods will take care of downloading the needed files for the requested version.\r\n// by default, the latest available version will be used with the locale 'en_US'\r\nleagueJS.DataDragonHelper.gettingItemList()\r\n\r\n// will default to 'en_US' locale\r\nleagueJS.DataDragonHelper.gettingItemList('8.14.1')\r\n\r\n// takes version + locale as parameter\r\nleagueJS.DataDragonHelper.gettingItemList('8.14.1', 'de_DE')\r\n```\r\n\r\nNOTE: all methods besides `gettingXXXList' can be subject to change at this point (2018-07-17)\r\nas it's not very well designed yet. Please open an Issue if you have suggestions for improvements.\r\nBreaking changes are unlikely though, and will be documented acchordingly if needed.\r\n\r\n#### Utility methods\r\nUtility methods are located within ```/lib/util``` separated into thematic groups. They can be accessed in 2 ways:\r\n```\r\nconst LeagueJSUtil = api.util\r\nconst Util = require('leaguejs/lib/util')\r\n```\r\n\r\nAll Utility methods are implemented as static and pure functions\r\n\r\n### Environment Variables\r\n\r\n*LEAGUE_API_PLATFORM_ID* The value of this environmental variable will be used as default platformId. If not provided, 'na1' is used.\r\n\r\nAlternatively they can be provided to the League constructor within the options parameter\r\n```\r\nconst leagueApi = new League(<Your Api key>, {PLATFORM_ID: <default api region>})\r\n```\r\n\r\nWe recommend you read the API key from your environment variables too and pass that to the LeagueJS constructor\r\n\r\n```\r\nconst leagueApi = new League(process.env.LEAGUE_API_KEY)\r\n```\r\n\r\n### Rate Limiting\r\nRate limiting will be handled for you by default using [RiotRateLimiter-node](https://github.com/Colorfulstan/RiotRateLimiter-node).\r\nCode created with LeagueJS < 1.5.0 should not be affected other then that the default limiting strategy now is SPREAD\r\n(see [RiotRateLimiter-node docs](https://github.com/Colorfulstan/RiotRateLimiter-node#choosing-the-right-strategy) for details.), which means your code might execute slower then before.\r\n\r\nYou can change the limiting strategy in two ways:\r\n```\r\nconst LeagueJs = require('../lib/LeagueJS.js');\r\n\r\n// passing in allowBursts: true on instantiation\r\n\r\nconst api = new LeagueJs(process.env.LEAGUE_API_KEY, {\r\n\tlimits: {allowBurst: true}\r\n});\r\n\r\n// updating the limiter\r\napi.updateRateLimiter({allowBursts: true})\r\n```\r\n\r\n### Request retries\r\nBy default, we will retry requests to the API that respond with 500, 503\r\nand 429 that are not caused by the API-edge servers (so missing additional information about retry and limits).\r\n\r\nUp to 3 retries will be done by default, starting at a timeout of 1000 MS.\r\n\r\nFirst retry will be done with the timeout given in config.limits.intervalRetryMS.\r\n\r\nAll subsequent retries will be done with a timeout of 2* the previous one (so with initial intervalRetryMS of 1000 it\r\nwill be 1000, 2000, 4000 MS for the first 3 retries respectively.\r\n\r\nYou can configure this behaviour by passing the relevant options into the LeagueJS constructor on instantiation:\r\n```\r\nconst LeagueJs = require('../lib/LeagueJS.js');\r\nconst api = new LeagueJs(process.env.LEAGUE_API_KEY, {\r\n\tlimits: {\r\n\t\t'allowBursts': false,\r\n\r\n\t\t// maximum amount of retries done when encountering 429 without retry-after header or 503 / 500\r\n\t\t'numMaxRetries': 3,\r\n\r\n\t\t// starting retry backoff time on RIOT service overload (not related to API key limits)\r\n\t\t// will be increased exponentially with every retry\r\n\t\t'intervalRetryMS': 1000,\r\n\r\n\t\t// per default, retry is enabled on all endpoints\r\n\t\t// pass in an Array with the Names of the Endpoints you want to ENABLE retries on\r\n\t\t// if you see the need.\r\n\t\t// See [Endpoints](#Endpoints) above\r\n\t\t'retryEndpoints': LeagueJS.util.EndpointUtil.getEndpointNames()\r\n\t}\r\n});\r\n```\r\n\r\n\r\n### Caching\r\n\r\nBy default, caching is disabled.\r\n\r\nIf enabled, the default caching is using node-cache with the request-urls as caching-key\r\nThe easiest way to setup caching is to pass a minimum set of caching options to LeagueJS on instantiation\r\n\r\n```\r\nconst leagueJS = new LeagueJS({\r\n\t...\r\n\tcaching: {\r\n\t\t\tisEnabled: true, // enable basic caching\r\n\t\t\tdefaults: {stdTTL: 120} // add a TTL to all Endpoints you think is appropriate (you can tune it later per Endpoint)\r\n\t\t}\r\n\t...\r\n})\r\n```\r\n\r\nYou can setup caching globally or on an Endpoint basis\r\n```\r\n// replacing Cache-options within Summoner endpoint (overwrites global options for that Endpoint)\r\nleagueJS.Summoner.setCache({ stdTTL: 120})\r\n\r\nleagueJS.Summoner.enableCaching();\r\nleagueJS.Summoner.disableCaching();\r\n\r\n// Set caching options for all endpoints (overwrites previously set options)\r\nleagueJS.setCache({ stdTTL: 120}, MyCache)\r\nleagueJS.setCache({ stdTTL: 120})\r\nleagueJS.enableCaching();\r\nleagueJS.disableCaching();\r\n```\r\n\r\nOptions not explicitly set use following defaults (found in ```/lib/Config.js```)\r\n```\r\n{\r\n\t/** the standard ttl as number in seconds for every generated cache element.\r\n\t * (default: 0)\r\n\t * */\r\n\tstdTTL: 0,\r\n\r\n\t/**\r\n\t * The period in seconds, as a number, used for the automatic delete check interval.\r\n\t * 0 = no periodic check.\r\n\t * (default: 600)\r\n\t */\r\n\tcheckperiod: 600,\r\n\r\n\t/**\r\n\t * en/disable throwing or passing an error to the callback if attempting to .get a missing or expired value.\r\n\t * (default: false)\r\n\t */\r\n\terrorOnMissing: false,\r\n\r\n\t/**\r\n\t * en/disable cloning of variables. If true you'll get a copy of the cached variable.\r\n\t * If false you'll save and get just the reference.\r\n\t * Note: true is recommended, because it'll behave like a server-based caching.\r\n\t * You should set false if you want to save mutable objects or other complex types\r\n\t * with mutability involved and wanted.\r\n\t */\r\n\tuseClones: true\r\n}\r\n\r\n```\r\n\r\nYou can set your own Caching implementation if you like\r\n**NOTE: make sure the public interface of your caching implementation is the same as node-cache uses to prevent incompatibilities.**\r\n\r\n```\r\nconst MyCache = require('myCache')\r\n\r\n// replacing Cache during instantiation (for all endpoints)\r\nconst leagueJS = new LeagueJS({\r\n\t...\r\n\tcaching: {\r\n\t\t\tisEnabled: true, // enable caching\r\n\t\t\tconstructor: MyCache, // set a custom Caching implementation\r\n\t\t},\r\n\t...\r\n\t})\r\n\r\n\r\n// replacing Cache globally (overwrites previously set options on endpoints)\r\nleagueJS.setCache({ stdTTL: 120}, MyCache)\r\n\r\n// replacing Cache within specific endpoint (overwrites global options for that Endpoint)\r\nleagueJS.Summoner.setCache({ stdTTL: 120}, MyCache)\r\n```\r\n\r\n# Developer\r\n\r\n## LeagueJS Gulp Commands\r\n// TODO: propably rework this doc-part\r\n\r\nGulp.js is a streaming build system. Thanks to it's simplicity and code-over-configuration\r\nwe are able to create a simple, efficient and more intuitive build process.\r\n\r\n### To get started you need to install Gulp.js globally:\r\n- `npm install -g gulp`\r\n\r\n#### Available gulp commands and their descriptions:\r\n\r\n- [] TODO: check if all are working and update description if neccessary\r\n\r\nRun JSLint on all js files:\r\n\r\n- `gulp lint`\r\n\r\nRun BDD tests:\r\n\r\n- `gulp test`\r\n\r\nRun istabul to generate a code coverage report:\r\n\r\n- `gulp test-coverage`\r\n\r\nRun plato to generate a code analysis report:\r\n\r\n- `gulp code-report`\r\n\r\nRuns both istanbul and plato in with one command:\r\n\r\n- `gulp reports`\r\n\r\nRemoves both coverage and report directories created by istanbul and plato\r\n\r\n- `gulp clean-reports`\r\n\r\nSets up a development environment that will watch for code changes then run JSLint and BDD tests upon saving:\r\n\r\n- `gulp 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test"},"main":"lib/LeagueJS.js","repository":{"type":"git","url":"git+https://github.com/Colorfulstan/LeagueJS.git"},"dependencies":{"bluebird":"~3.5.1","deepmerge":"~1.3.2","node-cache":"~4.1.1","node-mkdirs":"0.0.1","request":"~2.83.0","request-promise":"~4.2.2","riot-ratelimiter":"~0.1.3"},"devDependencies":{"chai":"^4.1.2","chai-as-promised":"^7.1.1","gulp":"~3.9.1","gulp-clean":"~0.3.2","gulp-exec":"~2.1.3","gulp-istanbul":"~1.1.2","gulp-jshint":"~2.0.4","gulp-mocha":"~4.3.1","isparta":"~4.0.0","mocha":"~4.0.1","plato":"~1.7.0","sinon":"~4.0.2"},"maintainers":[{"name":"colorfulstan","email":"npm@krispin.it"}],"readmeFilename":"README.md","bugs":{"url":"https://github.com/Colorfulstan/LeagueJS/issues"},"homepage":"https://github.com/Colorfulstan/LeagueJS","readme":"LeagueJS\r\n========\r\n\r\n[![Join the chat at https://gitter.im/League-JS/Lobby](https://badges.gitter.im/League-JS/Lobby.svg)](https://gitter.im/League-JS/Lobby?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge)\r\n\r\nA Javascript Wrapper for the League of Legends API.\r\nOriginated from [ClaudioWilson/LeagueJS](https://github.com/claudiowilson/LeagueJS) but after a complete rework now published under leaguejs and using RIOT API V3\r\n\r\nNote: Tournament API is not included at this time\r\n\r\n## Table of Content\r\n- [Quickstart](#quickstart)\r\n- [Library Structure](#library-structure)\r\n\t- [Naming conventions](#naming-conventions)\r\n\t- [Endpoints](#endpoints)\r\n\t- [Static Data](#static-data)\r\n\t- [Utility methods](#utility-methods)\r\n- [Environment Variables](#environment-variables)\r\n- [Rate Limiting](#rate-limiting)\r\n- [Request retries](#request-retries)\r\n- [Caching](#caching)\r\n- [Developer](#developer)\r\n\r\n### Quickstart\r\n```\r\nnpm install leaguejs --save\r\n```\r\n\r\n```\r\n// setting default platformId to be used if you don't specify it on the endpoint method\r\nprocess.env.LEAGUE_API_PLATFORM_ID = 'euw1'\r\n\r\nconst LeagueJs = require('../lib/LeagueJS.js');\r\nconst api = new LeagueJs(process.env.LEAGUE_API_KEY);\r\n\r\napi.Summoner\r\n\t.gettingByName('EldoranDev')\r\n\t.then(data => {\r\n\t\t'use strict';\r\n\t\tconsole.log(data);\r\n\t})\r\n\t.catch(err => {\r\n\t\t'use strict';\r\n\t\tconsole.log(err);\r\n\t});\r\n\r\napi.Summoner\r\n\t.gettingByAccount(22177292, 'euw')\r\n\t.then(data => {\r\n\t\t'use strict';\r\n\t\tconsole.log(data);\r\n\t})\r\n\t.catch(err => {\r\n\t\t'use strict';\r\n\t\tconsole.log(err);\r\n\t});\r\n```\r\n\r\n### Library Structure\r\n\r\n#### Naming conventions\r\nEndpoints and their methods are named in alignment to the [API documentation](https://developer.riotgames.com/api-methods/).\r\n\r\nMethods returning a promise are named in present progressive (gettingXY) while synchronous methods are called in present tense (getXY)\r\n\r\n#### Endpoints\r\nEach Endpoint is located in it's own class, accessible by its name on the leagueJS object.\r\n```\r\napi.Champion\r\napi.ChampionMastery\r\napi.League\r\napi.LolStatus\r\napi.Masteries\r\napi.Match\r\napi.Runes\r\napi.Spectator\r\napi.StaticData\r\napi.Summoner\r\n```\r\n\r\n#### Static Data\r\nLeagueJS provides the DataDragonHelper class to handle DataDragon files.\r\nPlease also refer to the [module readme](/lib/DataDragon/README.md) and the respective [unit-tests](/test/DataDragonHelper.test.js)\r\nfor additional usage info.\r\n\r\nTo use it, either require it directly (if you have to for some reason), or use\r\n\r\n```\r\n// DataDragonHelper will use the provided path to store the downloaded files\r\n// you have multiple possibilities to set the path\r\n\r\nleagueJS.setupDataDragonHelper('absolute/path/for/files')\r\nleagueJS.setupDataDragonHelper('./relative/path/for/files')\r\nleagueJS.setupDataDragonHelper([__dirname, '../', 'pathSegments', 'to/be/resolved'])\r\n\r\n// to enable logging to the console, pass `true` as second parameter\r\n// (otherwise you'll need to add listeners to respective leagueJS.DataDragonHelper.events)\r\nleagueJS.setupDataDragonHelper('absolute/path/for/files', true)\r\n\r\n// xxxList methods will take care of downloading the needed files for the requested version.\r\n// by default, the latest available version will be used with the locale 'en_US'\r\nleagueJS.DataDragonHelper.gettingItemList()\r\n\r\n// will default to 'en_US' locale\r\nleagueJS.DataDragonHelper.gettingItemList('8.14.1')\r\n\r\n// takes version + locale as parameter\r\nleagueJS.DataDragonHelper.gettingItemList('8.14.1', 'de_DE')\r\n```\r\n\r\nNOTE: all methods besides `gettingXXXList' can be subject to change at this point (2018-07-17)\r\nas it's not very well designed yet. Please open an Issue if you have suggestions for improvements.\r\nBreaking changes are unlikely though, and will be documented acchordingly if needed.\r\n\r\n#### Utility methods\r\nUtility methods are located within ```/lib/util``` separated into thematic groups. They can be accessed in 2 ways:\r\n```\r\nconst LeagueJSUtil = api.util\r\nconst Util = require('leaguejs/lib/util')\r\n```\r\n\r\nAll Utility methods are implemented as static and pure functions\r\n\r\n### Environment Variables\r\n\r\n*LEAGUE_API_PLATFORM_ID* The value of this environmental variable will be used as default platformId. If not provided, 'na1' is used.\r\n\r\nAlternatively they can be provided to the League constructor within the options parameter\r\n```\r\nconst leagueApi = new League(<Your Api key>, {PLATFORM_ID: <default api region>})\r\n```\r\n\r\nWe recommend you read the API key from your environment variables too and pass that to the LeagueJS constructor\r\n\r\n```\r\nconst leagueApi = new League(process.env.LEAGUE_API_KEY)\r\n```\r\n\r\n### Rate Limiting\r\nRate limiting will be handled for you by default using [RiotRateLimiter-node](https://github.com/Colorfulstan/RiotRateLimiter-node).\r\nCode created with LeagueJS < 1.5.0 should not be affected other then that the default limiting strategy now is SPREAD\r\n(see [RiotRateLimiter-node docs](https://github.com/Colorfulstan/RiotRateLimiter-node#choosing-the-right-strategy) for details.), which means your code might execute slower then before.\r\n\r\nYou can change the limiting strategy in two ways:\r\n```\r\nconst LeagueJs = require('../lib/LeagueJS.js');\r\n\r\n// passing in allowBursts: true on instantiation\r\n\r\nconst api = new LeagueJs(process.env.LEAGUE_API_KEY, {\r\n\tlimits: {allowBurst: true}\r\n});\r\n\r\n// updating the limiter\r\napi.updateRateLimiter({allowBursts: true})\r\n```\r\n\r\n### Request retries\r\nBy default, we will retry requests to the API that respond with 500, 503\r\nand 429 that are not caused by the API-edge servers (so missing additional information about retry and limits).\r\n\r\nUp to 3 retries will be done by default, starting at a timeout of 1000 MS.\r\n\r\nFirst retry will be done with the timeout given in config.limits.intervalRetryMS.\r\n\r\nAll subsequent retries will be done with a timeout of 2* the previous one (so with initial intervalRetryMS of 1000 it\r\nwill be 1000, 2000, 4000 MS for the first 3 retries respectively.\r\n\r\nYou can configure this behaviour by passing the relevant options into the LeagueJS constructor on instantiation:\r\n```\r\nconst LeagueJs = require('../lib/LeagueJS.js');\r\nconst api = new LeagueJs(process.env.LEAGUE_API_KEY, {\r\n\tlimits: {\r\n\t\t'allowBursts': false,\r\n\r\n\t\t// maximum amount of retries done when encountering 429 without retry-after header or 503 / 500\r\n\t\t'numMaxRetries': 3,\r\n\r\n\t\t// starting retry backoff time on RIOT service overload (not related to API key limits)\r\n\t\t// will be increased exponentially with every retry\r\n\t\t'intervalRetryMS': 1000,\r\n\r\n\t\t// per default, retry is enabled on all endpoints\r\n\t\t// pass in an Array with the Names of the Endpoints you want to ENABLE retries on\r\n\t\t// if you see the need.\r\n\t\t// See [Endpoints](#Endpoints) above\r\n\t\t'retryEndpoints': LeagueJS.util.EndpointUtil.getEndpointNames()\r\n\t}\r\n});\r\n```\r\n\r\n\r\n### Caching\r\n\r\nBy default, caching is disabled.\r\n\r\nIf enabled, the default caching is using node-cache with the request-urls as caching-key\r\nThe easiest way to setup caching is to pass a minimum set of caching options to LeagueJS on instantiation\r\n\r\n```\r\nconst leagueJS = new LeagueJS({\r\n\t...\r\n\tcaching: {\r\n\t\t\tisEnabled: true, // enable basic caching\r\n\t\t\tdefaults: {stdTTL: 120} // add a TTL to all Endpoints you think is appropriate (you can tune it later per Endpoint)\r\n\t\t}\r\n\t...\r\n})\r\n```\r\n\r\nYou can setup caching globally or on an Endpoint basis\r\n```\r\n// replacing Cache-options within Summoner endpoint (overwrites global options for that Endpoint)\r\nleagueJS.Summoner.setCache({ stdTTL: 120})\r\n\r\nleagueJS.Summoner.enableCaching();\r\nleagueJS.Summoner.disableCaching();\r\n\r\n// Set caching options for all endpoints (overwrites previously set options)\r\nleagueJS.setCache({ stdTTL: 120}, MyCache)\r\nleagueJS.setCache({ stdTTL: 120})\r\nleagueJS.enableCaching();\r\nleagueJS.disableCaching();\r\n```\r\n\r\nOptions not explicitly set use following defaults (found in ```/lib/Config.js```)\r\n```\r\n{\r\n\t/** the standard ttl as number in seconds for every generated cache element.\r\n\t * (default: 0)\r\n\t * */\r\n\tstdTTL: 0,\r\n\r\n\t/**\r\n\t * The period in seconds, as a number, used for the automatic delete check interval.\r\n\t * 0 = no periodic check.\r\n\t * (default: 600)\r\n\t */\r\n\tcheckperiod: 600,\r\n\r\n\t/**\r\n\t * en/disable throwing or passing an error to the callback if attempting to .get a missing or expired value.\r\n\t * (default: false)\r\n\t */\r\n\terrorOnMissing: false,\r\n\r\n\t/**\r\n\t * en/disable cloning of variables. If true you'll get a copy of the cached variable.\r\n\t * If false you'll save and get just the reference.\r\n\t * Note: true is recommended, because it'll behave like a server-based caching.\r\n\t * You should set false if you want to save mutable objects or other complex types\r\n\t * with mutability involved and wanted.\r\n\t */\r\n\tuseClones: true\r\n}\r\n\r\n```\r\n\r\nYou can set your own Caching implementation if you like\r\n**NOTE: make sure the public interface of your caching implementation is the same as node-cache uses to prevent incompatibilities.**\r\n\r\n```\r\nconst MyCache = require('myCache')\r\n\r\n// replacing Cache during instantiation (for all endpoints)\r\nconst leagueJS = new LeagueJS({\r\n\t...\r\n\tcaching: {\r\n\t\t\tisEnabled: true, // enable caching\r\n\t\t\tconstructor: MyCache, // set a custom Caching implementation\r\n\t\t},\r\n\t...\r\n\t})\r\n\r\n\r\n// replacing Cache globally (overwrites previously set options on endpoints)\r\nleagueJS.setCache({ stdTTL: 120}, MyCache)\r\n\r\n// replacing Cache within specific endpoint (overwrites global options for that Endpoint)\r\nleagueJS.Summoner.setCache({ stdTTL: 120}, MyCache)\r\n```\r\n\r\n# Developer\r\n\r\n## LeagueJS Gulp Commands\r\n// TODO: propably rework this doc-part\r\n\r\nGulp.js is a streaming build system. Thanks to it's simplicity and code-over-configuration\r\nwe are able to create a simple, efficient and more intuitive build process.\r\n\r\n### To get started you need to install Gulp.js globally:\r\n- `npm install -g gulp`\r\n\r\n#### Available gulp commands and their descriptions:\r\n\r\n- [] TODO: check if all are working and update description if neccessary\r\n\r\nRun JSLint on all js files:\r\n\r\n- `gulp lint`\r\n\r\nRun BDD tests:\r\n\r\n- `gulp test`\r\n\r\nRun istabul to generate a code coverage report:\r\n\r\n- `gulp test-coverage`\r\n\r\nRun plato to generate a code analysis report:\r\n\r\n- `gulp code-report`\r\n\r\nRuns both istanbul and plato in with one command:\r\n\r\n- `gulp reports`\r\n\r\nRemoves both coverage and report directories created by istanbul and plato\r\n\r\n- `gulp clean-reports`\r\n\r\nSets up a development environment that will watch for code changes then run JSLint and BDD tests upon saving:\r\n\r\n- `gulp 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test"},"main":"lib/LeagueJS.js","repository":{"type":"git","url":"git+https://github.com/Colorfulstan/LeagueJS.git"},"dependencies":{"bluebird":"~3.5.1","deepmerge":"~1.3.2","node-cache":"~4.1.1","node-mkdirs":"0.0.1","request":"~2.83.0","request-promise":"~4.2.2","riot-ratelimiter":"~0.1.3"},"devDependencies":{"chai":"^4.1.2","chai-as-promised":"^7.1.1","gulp":"~3.9.1","gulp-clean":"~0.3.2","gulp-exec":"~2.1.3","gulp-istanbul":"~1.1.2","gulp-jshint":"~2.0.4","gulp-mocha":"~4.3.1","isparta":"~4.0.0","mocha":"~4.0.1","plato":"~1.7.0","sinon":"~4.0.2"},"maintainers":[{"name":"colorfulstan","email":"npm@krispin.it"}],"readmeFilename":"README.md","bugs":{"url":"https://github.com/Colorfulstan/LeagueJS/issues"},"homepage":"https://github.com/Colorfulstan/LeagueJS","readme":"LeagueJS\r\n========\r\n\r\n[![Join the chat at https://gitter.im/League-JS/Lobby](https://badges.gitter.im/League-JS/Lobby.svg)](https://gitter.im/League-JS/Lobby?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge)\r\n\r\nA Javascript Wrapper for the League of Legends API.\r\nOriginated from [ClaudioWilson/LeagueJS](https://github.com/claudiowilson/LeagueJS) but after a complete rework now published under leaguejs and using RIOT API V3\r\n\r\nNote: Tournament API is not included at this time\r\n\r\n## Table of Content\r\n- [Quickstart](#quickstart)\r\n- [Library Structure](#library-structure)\r\n\t- [Naming conventions](#naming-conventions)\r\n\t- [Endpoints](#endpoints)\r\n\t- [Static Data](#static-data)\r\n\t- [Utility methods](#utility-methods)\r\n- [Environment Variables](#environment-variables)\r\n- [Rate Limiting](#rate-limiting)\r\n- [Request retries](#request-retries)\r\n- [Caching](#caching)\r\n- [Developer](#developer)\r\n\r\n### Quickstart\r\n```\r\nnpm install leaguejs --save\r\n```\r\n\r\n```\r\n// setting default platformId to be used if you don't specify it on the endpoint method\r\nprocess.env.LEAGUE_API_PLATFORM_ID = 'euw1'\r\n\r\nconst LeagueJs = require('../lib/LeagueJS.js');\r\nconst api = new LeagueJs(process.env.LEAGUE_API_KEY);\r\n\r\napi.Summoner\r\n\t.gettingByName('EldoranDev')\r\n\t.then(data => {\r\n\t\t'use strict';\r\n\t\tconsole.log(data);\r\n\t})\r\n\t.catch(err => {\r\n\t\t'use strict';\r\n\t\tconsole.log(err);\r\n\t});\r\n\r\napi.Summoner\r\n\t.gettingByAccount(22177292, 'euw')\r\n\t.then(data => {\r\n\t\t'use strict';\r\n\t\tconsole.log(data);\r\n\t})\r\n\t.catch(err => {\r\n\t\t'use strict';\r\n\t\tconsole.log(err);\r\n\t});\r\n```\r\n\r\n### Library Structure\r\n\r\n#### Naming conventions\r\nEndpoints and their methods are named in alignment to the [API documentation](https://developer.riotgames.com/api-methods/).\r\n\r\nMethods returning a promise are named in present progressive (gettingXY) while synchronous methods are called in present tense (getXY)\r\n\r\n#### Endpoints\r\nEach Endpoint is located in it's own class, accessible by its name on the leagueJS object.\r\n```\r\napi.Champion\r\napi.ChampionMastery\r\napi.League\r\napi.LolStatus\r\napi.Masteries\r\napi.Match\r\napi.Runes\r\napi.Spectator\r\napi.StaticData\r\napi.Summoner\r\n```\r\n\r\n#### Static Data\r\nLeagueJS provides the DataDragonHelper class to handle DataDragon files.\r\nPlease also refer to the [module readme](/lib/DataDragon/README.md) and the respective [unit-tests](/test/DataDragonHelper.test.js)\r\nfor additional usage info.\r\n\r\nTo use it, either require it directly (if you have to for some reason), or use\r\n\r\n```\r\n// DataDragonHelper will use the provided path to store the downloaded files\r\n// you have multiple possibilities to set the path\r\n\r\nleagueJS.setupDataDragonHelper('absolute/path/for/files')\r\nleagueJS.setupDataDragonHelper('./relative/path/for/files')\r\nleagueJS.setupDataDragonHelper([__dirname, '../', 'pathSegments', 'to/be/resolved'])\r\n\r\n// to enable logging to the console, pass `true` as second parameter\r\n// (otherwise you'll need to add listeners to respective leagueJS.DataDragonHelper.events)\r\nleagueJS.setupDataDragonHelper('absolute/path/for/files', true)\r\n\r\n// xxxList methods will take care of downloading the needed files for the requested version.\r\n// by default, the latest available version will be used with the locale 'en_US'\r\nleagueJS.DataDragonHelper.gettingItemList()\r\n\r\n// will default to 'en_US' locale\r\nleagueJS.DataDragonHelper.gettingItemList('8.14.1')\r\n\r\n// takes version + locale as parameter\r\nleagueJS.DataDragonHelper.gettingItemList('8.14.1', 'de_DE')\r\n```\r\n\r\nNOTE: all methods besides `gettingXXXList' can be subject to change at this point (2018-07-17)\r\nas it's not very well designed yet. Please open an Issue if you have suggestions for improvements.\r\nBreaking changes are unlikely though, and will be documented acchordingly if needed.\r\n\r\n#### Utility methods\r\nUtility methods are located within ```/lib/util``` separated into thematic groups. They can be accessed in 2 ways:\r\n```\r\nconst LeagueJSUtil = api.util\r\nconst Util = require('leaguejs/lib/util')\r\n```\r\n\r\nAll Utility methods are implemented as static and pure functions\r\n\r\n### Environment Variables\r\n\r\n*LEAGUE_API_PLATFORM_ID* The value of this environmental variable will be used as default platformId. If not provided, 'na1' is used.\r\n\r\nAlternatively they can be provided to the League constructor within the options parameter\r\n```\r\nconst leagueApi = new League(<Your Api key>, {PLATFORM_ID: <default api region>})\r\n```\r\n\r\nWe recommend you read the API key from your environment variables too and pass that to the LeagueJS constructor\r\n\r\n```\r\nconst leagueApi = new League(process.env.LEAGUE_API_KEY)\r\n```\r\n\r\n### Rate Limiting\r\nRate limiting will be handled for you by default using [RiotRateLimiter-node](https://github.com/Colorfulstan/RiotRateLimiter-node).\r\nCode created with LeagueJS < 1.5.0 should not be affected other then that the default limiting strategy now is SPREAD\r\n(see [RiotRateLimiter-node docs](https://github.com/Colorfulstan/RiotRateLimiter-node#choosing-the-right-strategy) for details.), which means your code might execute slower then before.\r\n\r\nYou can change the limiting strategy in two ways:\r\n```\r\nconst LeagueJs = require('../lib/LeagueJS.js');\r\n\r\n// passing in allowBursts: true on instantiation\r\n\r\nconst api = new LeagueJs(process.env.LEAGUE_API_KEY, {\r\n\tlimits: {allowBurst: true}\r\n});\r\n\r\n// updating the limiter\r\napi.updateRateLimiter({allowBursts: true})\r\n```\r\n\r\n### Request retries\r\nBy default, we will retry requests to the API that respond with 500, 503\r\nand 429 that are not caused by the API-edge servers (so missing additional information about retry and limits).\r\n\r\nUp to 3 retries will be done by default, starting at a timeout of 1000 MS.\r\n\r\nFirst retry will be done with the timeout given in config.limits.intervalRetryMS.\r\n\r\nAll subsequent retries will be done with a timeout of 2* the previous one (so with initial intervalRetryMS of 1000 it\r\nwill be 1000, 2000, 4000 MS for the first 3 retries respectively.\r\n\r\nYou can configure this behaviour by passing the relevant options into the LeagueJS constructor on instantiation:\r\n```\r\nconst LeagueJs = require('../lib/LeagueJS.js');\r\nconst api = new LeagueJs(process.env.LEAGUE_API_KEY, {\r\n\tlimits: {\r\n\t\t'allowBursts': false,\r\n\r\n\t\t// maximum amount of retries done when encountering 429 without retry-after header or 503 / 500\r\n\t\t'numMaxRetries': 3,\r\n\r\n\t\t// starting retry backoff time on RIOT service overload (not related to API key limits)\r\n\t\t// will be increased exponentially with every retry\r\n\t\t'intervalRetryMS': 1000,\r\n\r\n\t\t// per default, retry is enabled on all endpoints\r\n\t\t// pass in an Array with the Names of the Endpoints you want to ENABLE retries on\r\n\t\t// if you see the need.\r\n\t\t// See [Endpoints](#Endpoints) above\r\n\t\t'retryEndpoints': LeagueJS.util.EndpointUtil.getEndpointNames()\r\n\t}\r\n});\r\n```\r\n\r\n\r\n### Caching\r\n\r\nBy default, caching is disabled.\r\n\r\nIf enabled, the default caching is using node-cache with the request-urls as caching-key\r\nThe easiest way to setup caching is to pass a minimum set of caching options to LeagueJS on instantiation\r\n\r\n```\r\nconst leagueJS = new LeagueJS({\r\n\t...\r\n\tcaching: {\r\n\t\t\tisEnabled: true, // enable basic caching\r\n\t\t\tdefaults: {stdTTL: 120} // add a TTL to all Endpoints you think is appropriate (you can tune it later per Endpoint)\r\n\t\t}\r\n\t...\r\n})\r\n```\r\n\r\nYou can setup caching globally or on an Endpoint basis\r\n```\r\n// replacing Cache-options within Summoner endpoint (overwrites global options for that Endpoint)\r\nleagueJS.Summoner.setCache({ stdTTL: 120})\r\n\r\nleagueJS.Summoner.enableCaching();\r\nleagueJS.Summoner.disableCaching();\r\n\r\n// Set caching options for all endpoints (overwrites previously set options)\r\nleagueJS.setCache({ stdTTL: 120}, MyCache)\r\nleagueJS.setCache({ stdTTL: 120})\r\nleagueJS.enableCaching();\r\nleagueJS.disableCaching();\r\n```\r\n\r\nOptions not explicitly set use following defaults (found in ```/lib/Config.js```)\r\n```\r\n{\r\n\t/** the standard ttl as number in seconds for every generated cache element.\r\n\t * (default: 0)\r\n\t * */\r\n\tstdTTL: 0,\r\n\r\n\t/**\r\n\t * The period in seconds, as a number, used for the automatic delete check interval.\r\n\t * 0 = no periodic check.\r\n\t * (default: 600)\r\n\t */\r\n\tcheckperiod: 600,\r\n\r\n\t/**\r\n\t * en/disable throwing or passing an error to the callback if attempting to .get a missing or expired value.\r\n\t * (default: false)\r\n\t */\r\n\terrorOnMissing: false,\r\n\r\n\t/**\r\n\t * en/disable cloning of variables. If true you'll get a copy of the cached variable.\r\n\t * If false you'll save and get just the reference.\r\n\t * Note: true is recommended, because it'll behave like a server-based caching.\r\n\t * You should set false if you want to save mutable objects or other complex types\r\n\t * with mutability involved and wanted.\r\n\t */\r\n\tuseClones: true\r\n}\r\n\r\n```\r\n\r\nYou can set your own Caching implementation if you like\r\n**NOTE: make sure the public interface of your caching implementation is the same as node-cache uses to prevent incompatibilities.**\r\n\r\n```\r\nconst MyCache = require('myCache')\r\n\r\n// replacing Cache during instantiation (for all endpoints)\r\nconst leagueJS = new LeagueJS({\r\n\t...\r\n\tcaching: {\r\n\t\t\tisEnabled: true, // enable caching\r\n\t\t\tconstructor: MyCache, // set a custom Caching implementation\r\n\t\t},\r\n\t...\r\n\t})\r\n\r\n\r\n// replacing Cache globally (overwrites previously set options on endpoints)\r\nleagueJS.setCache({ stdTTL: 120}, MyCache)\r\n\r\n// replacing Cache within specific endpoint (overwrites global options for that Endpoint)\r\nleagueJS.Summoner.setCache({ stdTTL: 120}, MyCache)\r\n```\r\n\r\n# Developer\r\n\r\n## LeagueJS Gulp Commands\r\n// TODO: propably rework this doc-part\r\n\r\nGulp.js is a streaming build system. Thanks to it's simplicity and code-over-configuration\r\nwe are able to create a simple, efficient and more intuitive build process.\r\n\r\n### To get started you need to install Gulp.js globally:\r\n- `npm install -g gulp`\r\n\r\n#### Available gulp commands and their descriptions:\r\n\r\n- [] TODO: check if all are working and update description if neccessary\r\n\r\nRun JSLint on all js files:\r\n\r\n- `gulp lint`\r\n\r\nRun BDD tests:\r\n\r\n- `gulp test`\r\n\r\nRun istabul to generate a code coverage report:\r\n\r\n- `gulp test-coverage`\r\n\r\nRun plato to generate a code analysis report:\r\n\r\n- `gulp code-report`\r\n\r\nRuns both istanbul and plato in with one command:\r\n\r\n- `gulp reports`\r\n\r\nRemoves both coverage and report directories created by istanbul and plato\r\n\r\n- `gulp clean-reports`\r\n\r\nSets up a development environment that will watch for code changes then run JSLint and BDD tests upon saving:\r\n\r\n- `gulp 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test"},"main":"lib/LeagueJS.js","repository":{"type":"git","url":"git+https://github.com/Colorfulstan/LeagueJS.git"},"dependencies":{"bluebird":"~3.5.1","deepmerge":"~1.3.2","node-cache":"~4.1.1","node-mkdirs":"0.0.1","request":"~2.83.0","request-promise":"~4.2.2","riot-ratelimiter":"~0.1.3"},"devDependencies":{"chai":"^4.1.2","chai-as-promised":"^7.1.1","gulp":"~3.9.1","gulp-clean":"~0.3.2","gulp-exec":"~2.1.3","gulp-istanbul":"~1.1.2","gulp-jshint":"~2.0.4","gulp-mocha":"~4.3.1","isparta":"~4.0.0","mocha":"~5.2.0","plato":"~1.7.0","sinon":"~6.1.4","sinon-chai":"~3.2.0"},"maintainers":[{"name":"colorfulstan","email":"npm@krispin.it"}],"readmeFilename":"README.md","bugs":{"url":"https://github.com/Colorfulstan/LeagueJS/issues"},"homepage":"https://github.com/Colorfulstan/LeagueJS","readme":"LeagueJS\n========\n\n[![Join the chat at https://gitter.im/League-JS/Lobby](https://badges.gitter.im/League-JS/Lobby.svg)](https://gitter.im/League-JS/Lobby?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge)\n\nA Javascript Wrapper for the League of Legends API.\nOriginated from [ClaudioWilson/LeagueJS](https://github.com/claudiowilson/LeagueJS) but after a complete rework now published under leaguejs and using RIOT API V3\n\nNote: Tournament API is not included at this time\n\n## Table of Content\n- [Quickstart](#quickstart)\n- [Library Structure](#library-structure)\n\t- [Naming conventions](#naming-conventions)\n\t- [Endpoints](#endpoints)\n\t- [Static Data](#static-data)\n\t- [Utility methods](#utility-methods)\n- [Environment Variables](#environment-variables)\n- [Rate Limiting](#rate-limiting)\n- [Request retries](#request-retries)\n- [Caching](#caching)\n- [Developer](#developer)\n\n### Quickstart\n```\nnpm install leaguejs --save\n```\n\n```\n// setting default platformId to be used if you don't specify it on the endpoint method\nprocess.env.LEAGUE_API_PLATFORM_ID = 'euw1'\n\nconst LeagueJs = require('../lib/LeagueJS.js');\nconst leagueJs = new LeagueJs(process.env.LEAGUE_API_KEY);\n\nleagueJs.Summoner\n\t.gettingByName('EldoranDev')\n\t.then(data => {\n\t\t'use strict';\n\t\tconsole.log(data);\n\t})\n\t.catch(err => {\n\t\t'use strict';\n\t\tconsole.log(err);\n\t});\n\nleagueJs.Summoner\n\t.gettingByAccount(22177292, 'euw')\n\t.then(data => {\n\t\t'use strict';\n\t\tconsole.log(data);\n\t})\n\t.catch(err => {\n\t\t'use strict';\n\t\tconsole.log(err);\n\t});\n```\n\n### Library Structure\n\n#### Naming conventions\nEndpoints and their methods are named in alignment to the [API documentation](https://developer.riotgames.com/api-methods/).\n\nMethods returning a promise are named in present progressive (gettingXY) while synchronous methods are called in present tense (getXY)\n\n#### Endpoints\nEach Endpoint is located in it's own class, accessible by its name on the leagueJs object.\n```\nleagueJs.Champion\nleagueJs.ChampionMastery\nleagueJs.League\nleagueJs.LolStatus\nleagueJs.Masteries\nleagueJs.Match\nleagueJs.Runes\nleagueJs.Spectator\nleagueJs.StaticData\nleagueJs.Summoner\n```\n\n#### Static Data\nLeagueJS uses DataDragonHelper for StaticData handling.\n\nNOTE: code using LeagueJS 1.9.x or earlier should check their usage of StaticData.gettingChampions, as the returned properties have changed.\nAll other StaticData methods can be used as dropin-replacement without any code changes.\n\nLeagueJS provides the DataDragonHelper class to handle DataDragon files.\nPlease also refer to the [module readme](/lib/DataDragon/README.md) and the respective [unit-tests](/test/DataDragonHelper.test.js)\nfor additional usage info.\n\nBy default, DataDragonHelper will store DDragonFiles within it's own module-directory.\nTo prevent this you can either set the appropriate path during instantiation\n```\nconst leagueJs = LeagueJs(process.env.LEAGUE_API_KEY, {STATIC_DATA_ROOT: ...});\n```\n\nor use the setup method within StaticData\n\n```\n// DataDragonHelper will use the provided path to store the downloaded files\n// you have multiple possibilities to set the path\n\nleagueJs.StaticData.setup('absolute/path/for/files')\nleagueJs.StaticData.setup('./relative/path/for/files')\nleagueJs.StaticData.setup([__dirname, '../', 'pathSegments', 'to/be/resolved'])\n\n// to enable logging to the console, pass `true` as second parameter\n// (otherwise you'll need to add listeners to respective leagueJs.DataDragonHelper.events)\nleagueJs.StaticData.setup('absolute/path/for/files', true)\n```\n\n#### Utility methods\nUtility methods are located within ```/lib/util``` separated into thematic groups. They can be accessed in 2 ways:\n```\nconst LeagueJSUtil = api.util\nconst Util = require('leaguejs/lib/util')\n```\n\nAll Utility methods are implemented as static and pure functions\n\n### Environment Variables\n\n*LEAGUE_API_PLATFORM_ID* The value of this environmental variable will be used as default platformId. If not provided, 'na1' is used.\n\nAlternatively they can be provided to the League constructor within the options parameter\n```\nconst leagueJs = new League(<Your Api key>, {PLATFORM_ID: <default api region>})\n```\n\nWe recommend you read the API key from your environment variables too and pass that to the LeagueJS constructor\n\n```\nconst leagueJs = new League(process.env.LEAGUE_API_KEY)\n```\n\n### Rate Limiting\nRate limiting will be handled for you by default using [RiotRateLimiter-node](https://github.com/Colorfulstan/RiotRateLimiter-node).\nCode created with LeagueJS < 1.5.0 should not be affected other then that the default limiting strategy now is SPREAD\n(see [RiotRateLimiter-node docs](https://github.com/Colorfulstan/RiotRateLimiter-node#choosing-the-right-strategy) for details.), which means your code might execute slower then before.\n\nYou can change the limiting strategy in two ways:\n```\nconst leagueJs = require('../lib/LeagueJS.js');\n\n// passing in allowBursts: true on instantiation\n\nconst api = new LeagueJs(process.env.LEAGUE_API_KEY, {\n\tlimits: {allowBurst: true}\n});\n\n// updating the limiter\napi.updateRateLimiter({allowBursts: true})\n```\n\n### Request retries\nBy default, we will retry requests to the API that respond with 500, 503\nand 429 that are not caused by the API-edge servers (so missing additional information about retry and limits).\n\nUp to 3 retries will be done by default, starting at a timeout of 1000 MS.\n\nFirst retry will be done with the timeout given in config.limits.intervalRetryMS.\n\nAll subsequent retries will be done with a timeout of 2* the previous one (so with initial intervalRetryMS of 1000 it\nwill be 1000, 2000, 4000 MS for the first 3 retries respectively.\n\nYou can configure this behaviour by passing the relevant options into the LeagueJS constructor on instantiation:\n```\nconst LeagueJs = require('../lib/LeagueJS.js');\nconst api = new LeagueJs(process.env.LEAGUE_API_KEY, {\n\tlimits: {\n\t\t'allowBursts': false,\n\n\t\t// maximum amount of retries done when encountering 429 without retry-after header or 503 / 500\n\t\t'numMaxRetries': 3,\n\n\t\t// starting retry backoff time on RIOT service overload (not related to API key limits)\n\t\t// will be increased exponentially with every retry\n\t\t'intervalRetryMS': 1000,\n\n\t\t// per default, retry is enabled on all endpoints\n\t\t// pass in an Array with the Names of the Endpoints you want to ENABLE retries on\n\t\t// if you see the need.\n\t\t// See [Endpoints](#Endpoints) above\n\t\t'retryEndpoints': LeagueJS.util.EndpointUtil.getEndpointNames()\n\t}\n});\n```\n\n\n### Caching\n\nBy default, caching is disabled.\n\nIf enabled, the default caching is using node-cache with the request-urls as caching-key\nThe easiest way to setup caching is to pass a minimum set of caching options to LeagueJS on instantiation\n\n```\nconst leagueJs = new LeagueJS({\n\t...\n\tcaching: {\n\t\t\tisEnabled: true, // enable basic caching\n\t\t\tdefaults: {stdTTL: 120} // add a TTL to all Endpoints you think is appropriate (you can tune it later per Endpoint)\n\t\t}\n\t...\n})\n```\n\nYou can setup caching globally or on an Endpoint basis\n```\n// replacing Cache-options within Summoner endpoint (overwrites global options for that Endpoint)\nleagueJs.Summoner.setCache({ stdTTL: 120})\n\nleagueJs.Summoner.enableCaching();\nleagueJs.Summoner.disableCaching();\n\n// Set caching options for all endpoints (overwrites previously set options)\nleagueJs.setCache({ stdTTL: 120}, MyCache)\nleagueJs.setCache({ stdTTL: 120})\nleagueJs.enableCaching();\nleagueJs.disableCaching();\n```\n\nOptions not explicitly set use following defaults (found in ```/lib/Config.js```)\n```\n{\n\t/** the standard ttl as number in seconds for every generated cache element.\n\t * (default: 0)\n\t * */\n\tstdTTL: 0,\n\n\t/**\n\t * The period in seconds, as a number, used for the automatic delete check interval.\n\t * 0 = no periodic check.\n\t * (default: 600)\n\t */\n\tcheckperiod: 600,\n\n\t/**\n\t * en/disable throwing or passing an error to the callback if attempting to .get a missing or expired value.\n\t * (default: false)\n\t */\n\terrorOnMissing: false,\n\n\t/**\n\t * en/disable cloning of variables. If true you'll get a copy of the cached variable.\n\t * If false you'll save and get just the reference.\n\t * Note: true is recommended, because it'll behave like a server-based caching.\n\t * You should set false if you want to save mutable objects or other complex types\n\t * with mutability involved and wanted.\n\t */\n\tuseClones: true\n}\n\n```\n\nYou can set your own Caching implementation if you like\n**NOTE: make sure the public interface of your caching implementation is the same as node-cache uses to prevent incompatibilities.**\n\n```\nconst MyCache = require('myCache')\n\n// replacing Cache during instantiation (for all endpoints)\nconst leagueJs = new LeagueJS({\n\t...\n\tcaching: {\n\t\t\tisEnabled: true, // enable caching\n\t\t\tconstructor: MyCache, // set a custom Caching implementation\n\t\t},\n\t...\n\t})\n\n\n// replacing Cache globally (overwrites previously set options on endpoints)\nleagueJs.setCache({ stdTTL: 120}, MyCache)\n\n// replacing Cache within specific endpoint (overwrites global options for that Endpoint)\nleagueJs.Summoner.setCache({ stdTTL: 120}, MyCache)\n```\n\n# Developer\n\n## LeagueJS Gulp Commands\n// TODO: propably rework this doc-part\n\nGulp.js is a streaming build system. Thanks to it's simplicity and code-over-configuration\nwe are able to create a simple, efficient and more intuitive build process.\n\n### To get started you need to install Gulp.js globally:\n- `npm install -g gulp`\n\n#### Available gulp commands and their descriptions:\n\n- [] TODO: check if all are working and update description if neccessary\n\nRun JSLint on all js files:\n\n- `gulp lint`\n\nRun BDD tests:\n\n- `gulp test`\n\nRun istabul to generate a code coverage report:\n\n- `gulp test-coverage`\n\nRun plato to generate a code analysis report:\n\n- `gulp code-report`\n\nRuns both istanbul and plato in with one command:\n\n- `gulp reports`\n\nRemoves both coverage and report directories created by istanbul and plato\n\n- `gulp clean-reports`\n\nSets up a development environment that will watch for code changes then run JSLint and BDD tests upon saving:\n\n- `gulp 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Limiting](#rate-limiting)\r\n- [Request retries](#request-retries)\r\n- [Caching](#caching)\r\n- [Developer](#developer)\r\n\r\n### Quickstart\r\n```\r\nnpm install leaguejs --save\r\n```\r\n\r\n```js\r\n// setting default platformId to be used if you don't specify it on the endpoint method\r\nprocess.env.LEAGUE_API_PLATFORM_ID = 'euw1'\r\n\r\nconst LeagueJS = require('../lib/LeagueJS.js');\r\nconst leagueJs = new LeagueJS(process.env.LEAGUE_API_KEY);\r\n\r\nleagueJs.Summoner\r\n\t.gettingByName('EldoranDev')\r\n\t.then(data => {\r\n\t\t'use strict';\r\n\t\tconsole.log(data);\r\n\t})\r\n\t.catch(err => {\r\n\t\t'use strict';\r\n\t\tconsole.log(err);\r\n\t});\r\n\r\nleagueJs.Summoner\r\n\t.gettingByAccount(22177292, 'euw')\r\n\t.then(data => {\r\n\t\t'use strict';\r\n\t\tconsole.log(data);\r\n\t})\r\n\t.catch(err => {\r\n\t\t'use strict';\r\n\t\tconsole.log(err);\r\n\t});\r\n```\r\n\r\n### Library Structure\r\n\r\n#### Naming conventions\r\nEndpoints and their methods are named in alignment to the [API documentation](https://developer.riotgames.com/api-methods/).\r\n\r\nMethods returning a promise are named in present progressive (gettingXY) while synchronous methods are called in present tense (getXY)\r\n\r\n#### Endpoints\r\nEach Endpoint is located in it's own class, accessible by its name on the leagueJs object.\r\n```js\r\nleagueJs.Challenges\r\nleagueJs.Champion\r\nleagueJs.ChampionMastery\r\nleagueJs.League\r\nleagueJs.LolStatus\r\nleagueJs.Masteries\r\nleagueJs.Match\r\nleagueJs.Runes\r\nleagueJs.Spectator\r\nleagueJs.StaticData\r\nleagueJs.Summoner\r\n```\r\n\r\n#### Static Data\r\nLeagueJS uses DataDragonHelper for StaticData handling.\r\n\r\nNOTE: code using LeagueJS 1.9.x or earlier should check their usage of StaticData.gettingChampions, as the returned properties have changed.\r\nAll other StaticData methods can be used as dropin-replacement without any code changes.\r\n\r\nLeagueJS provides the DataDragonHelper class to handle DataDragon files.\r\nPlease also refer to the [module readme](/lib/DataDragon/README.md) and the respective [unit-tests](/test/DataDragonHelper.test.js)\r\nfor additional usage info.\r\n\r\nBy default, DataDragonHelper will store DDragonFiles within it's own module-directory.\r\nTo prevent this you can either set the appropriate path during instantiation\r\n```js\r\nconst leagueJs = LeagueJS(process.env.LEAGUE_API_KEY, {STATIC_DATA_ROOT: ...});\r\n```\r\n\r\nor use the setup method within StaticData\r\n\r\n```js\r\n// DataDragonHelper will use the provided path to store the downloaded files\r\n// you have multiple possibilities to set the path\r\n\r\nleagueJs.StaticData.setup('absolute/path/for/files')\r\nleagueJs.StaticData.setup('./relative/path/for/files')\r\nleagueJs.StaticData.setup([__dirname, '../', 'pathSegments', 'to/be/resolved'])\r\n\r\n// to enable logging to the console, pass `true` as second parameter\r\n// (otherwise you'll need to add listeners to respective leagueJs.DataDragonHelper.events)\r\nleagueJs.StaticData.setup('absolute/path/for/files', true)\r\n```\r\n\r\n#### Utility methods\r\nUtility methods are located within ```/lib/util``` separated into thematic groups. They can be accessed in 2 ways:\r\n```js\r\nconst LeagueJSUtil = api.util\r\nconst Util = require('leaguejs/lib/util')\r\n```\r\n\r\nAll Utility methods are implemented as static and pure functions\r\n\r\n### Environment Variables\r\n\r\n*LEAGUE_API_PLATFORM_ID* The value of this environmental variable will be used as default platformId. If not provided, 'na1' is used.\r\n\r\nAlternatively they can be provided to the League constructor within the options parameter\r\n```js\r\nconst leagueJs = new League(<Your Api key>, {PLATFORM_ID: <default api region>})\r\n```\r\n\r\nWe recommend you read the API key from your environment variables too and pass that to the LeagueJS constructor\r\n\r\n```\r\nconst leagueJs = new League(process.env.LEAGUE_API_KEY)\r\n```\r\n\r\n### Rate Limiting\r\nRate limiting will be handled for you by default using [RiotRateLimiter-node](https://github.com/Colorfulstan/RiotRateLimiter-node).\r\nCode created with LeagueJS < 1.5.0 should not be affected other then that the default limiting strategy now is SPREAD\r\n(see [RiotRateLimiter-node docs](https://github.com/Colorfulstan/RiotRateLimiter-node#choosing-the-right-strategy) for details.), which means your code might execute slower then before.\r\n\r\nYou can change the limiting strategy in two ways:\r\n```js\r\nconst leagueJs = require('../lib/LeagueJS.js');\r\n\r\n// passing in allowBursts: true on instantiation\r\n\r\nconst api = new LeagueJS(process.env.LEAGUE_API_KEY, {\r\n\tlimits: {allowBurst: true}\r\n});\r\n\r\n// updating the limiter\r\napi.updateRateLimiter({allowBursts: true})\r\n```\r\n\r\n### Request retries\r\nBy default, we will retry requests to the API that respond with 500, 503\r\nand 429 that are not caused by the API-edge servers (so missing additional information about retry and limits).\r\n\r\nUp to 3 retries will be done by default, starting at a timeout of 1000 MS.\r\n\r\nFirst retry will be done with the timeout given in config.limits.intervalRetryMS.\r\n\r\nAll subsequent retries will be done with a timeout of 2* the previous one (so with initial intervalRetryMS of 1000 it\r\nwill be 1000, 2000, 4000 MS for the first 3 retries respectively.\r\n\r\nYou can configure this behaviour by passing the relevant options into the LeagueJS constructor on instantiation:\r\n```js\r\nconst LeagueJS = require('../lib/LeagueJS.js');\r\nconst api = new LeagueJS(process.env.LEAGUE_API_KEY, {\r\n\tlimits: {\r\n\t\t'allowBursts': false,\r\n\r\n\t\t// maximum amount of retries done when encountering 429 without retry-after header or 503 / 500\r\n\t\t'numMaxRetries': 3,\r\n\r\n\t\t// starting retry backoff time on RIOT service overload (not related to API key limits)\r\n\t\t// will be increased exponentially with every retry\r\n\t\t'intervalRetryMS': 1000,\r\n\r\n\t\t// per default, retry is enabled on all endpoints\r\n\t\t// pass in an Array with the Names of the Endpoints you want to ENABLE retries on\r\n\t\t// if you see the need.\r\n\t\t// See [Endpoints](#Endpoints) above\r\n\t\t'retryEndpoints': LeagueJS.util.EndpointUtil.getEndpointNames()\r\n\t}\r\n});\r\n```\r\n\r\n\r\n### Caching\r\n\r\nBy default, caching is disabled.\r\n\r\nIf enabled, the default caching is using node-cache with the request-urls as caching-key\r\nThe easiest way to setup caching is to pass a minimum set of caching options to LeagueJS on instantiation\r\n\r\n```js\r\nconst leagueJs = new LeagueJS({\r\n\t...\r\n\tcaching: {\r\n\t\t\tisEnabled: true, // enable basic caching\r\n\t\t\tdefaults: {stdTTL: 120} // add a TTL to all Endpoints you think is appropriate (you can tune it later per Endpoint)\r\n\t\t}\r\n\t...\r\n})\r\n```\r\n\r\nYou can setup caching globally or on an Endpoint basis\r\n```js\r\n// replacing Cache-options within Summoner endpoint (overwrites global options for that Endpoint)\r\nleagueJs.Summoner.setCache({ stdTTL: 120})\r\n\r\nleagueJs.Summoner.enableCaching();\r\nleagueJs.Summoner.disableCaching();\r\n\r\n// Set caching options for all endpoints (overwrites previously set options)\r\nleagueJs.setCache({ stdTTL: 120}, MyCache)\r\nleagueJs.setCache({ stdTTL: 120})\r\nleagueJs.enableCaching();\r\nleagueJs.disableCaching();\r\n```\r\n\r\nOptions not explicitly set use following defaults (found in ```/lib/Config.js```)\r\n```js\r\n{\r\n\t/** the standard ttl as number in seconds for every generated cache element.\r\n\t * (default: 0)\r\n\t * */\r\n\tstdTTL: 0,\r\n\r\n\t/**\r\n\t * The period in seconds, as a number, used for the automatic delete check interval.\r\n\t * 0 = no periodic check.\r\n\t * (default: 600)\r\n\t */\r\n\tcheckperiod: 600,\r\n\r\n\t/**\r\n\t * en/disable throwing or passing an error to the callback if attempting to .get a missing or expired value.\r\n\t * (default: false)\r\n\t */\r\n\terrorOnMissing: false,\r\n\r\n\t/**\r\n\t * en/disable cloning of variables. If true you'll get a copy of the cached variable.\r\n\t * If false you'll save and get just the reference.\r\n\t * Note: true is recommended, because it'll behave like a server-based caching.\r\n\t * You should set false if you want to save mutable objects or other complex types\r\n\t * with mutability involved and wanted.\r\n\t */\r\n\tuseClones: true\r\n}\r\n\r\n```\r\n\r\nYou can set your own Caching implementation if you like\r\n**NOTE: make sure the public interface of your caching implementation is the same as node-cache uses to prevent incompatibilities.**\r\n\r\n```js\r\nconst MyCache = require('myCache')\r\n\r\n// replacing Cache during instantiation (for all endpoints)\r\nconst leagueJs = new LeagueJS({\r\n\t...\r\n\tcaching: {\r\n\t\t\tisEnabled: true, // enable caching\r\n\t\t\tconstructor: MyCache, // set a custom Caching implementation\r\n\t\t},\r\n\t...\r\n\t})\r\n\r\n\r\n// replacing Cache globally (overwrites previously set options on endpoints)\r\nleagueJs.setCache({ stdTTL: 120}, MyCache)\r\n\r\n// replacing Cache within specific endpoint (overwrites global options for that Endpoint)\r\nleagueJs.Summoner.setCache({ stdTTL: 120}, MyCache)\r\n```\r\n\r\n# Developer\r\n\r\n## LeagueJS Gulp Commands\r\n// TODO: propably rework this doc-part\r\n\r\nGulp.js is a streaming build system. Thanks to it's simplicity and code-over-configuration\r\nwe are able to create a simple, efficient and more intuitive build process.\r\n\r\n### To get started you need to install Gulp.js globally:\r\n- `npm install -g gulp`\r\n\r\n#### Available gulp commands and their descriptions:\r\n\r\n- [] TODO: check if all are working and update description if neccessary\r\n\r\nRun JSLint on all js files:\r\n\r\n- `gulp lint`\r\n\r\nRun BDD tests:\r\n\r\n- `gulp test`\r\n\r\nRun istabul to generate a code coverage report:\r\n\r\n- `gulp test-coverage`\r\n\r\nRun plato to generate a code analysis report:\r\n\r\n- `gulp code-report`\r\n\r\nRuns both istanbul and plato in with one command:\r\n\r\n- `gulp reports`\r\n\r\nRemoves both coverage and report directories created by istanbul and plato\r\n\r\n- `gulp clean-reports`\r\n\r\nSets up a development environment that will watch for code changes then run JSLint and BDD tests upon saving:\r\n\r\n- `gulp dev`\r\n","maintainers":[{"name":"colorfulstan","email":"npm@krispin.it"}],"time":{"modified":"2022-08-25T18:00:48.575Z","created":"2017-07-25T14:38:08.053Z","1.0.0":"2017-07-25T14:38:08.053Z","1.0.1":"2017-07-27T17:51:10.689Z","1.0.2":"2017-07-27T22:35:34.304Z","1.1.0":"2017-07-28T02:05:17.838Z","1.2.0":"2017-07-31T03:50:54.445Z","1.2.1":"2017-07-31T04:10:20.738Z","1.2.2":"2017-08-02T10:34:05.355Z","1.2.3":"2017-08-05T11:46:05.268Z","1.3.1":"2017-08-05T12:03:35.634Z","1.4.0":"2017-08-25T23:05:05.551Z","1.4.1":"2017-08-30T18:42:55.379Z","1.5.0-beta.1":"2017-08-30T20:09:41.950Z","1.5.0-beta.2":"2017-09-04T16:04:11.061Z","1.4.2":"2017-09-04T16:08:29.251Z","1.5.0-beta.3":"2017-09-04T16:11:28.612Z","1.5.0-beta.4":"2017-09-04T16:20:32.710Z","1.5.0-beta.5":"2017-09-04T17:58:47.559Z","1.5.0-beta.6":"2017-09-04T19:43:45.915Z","1.5.0":"2017-09-14T19:45:09.730Z","1.5.2":"2017-10-01T18:52:11.333Z","1.5.3":"2017-10-02T10:16:18.723Z","1.5.4":"2017-10-11T22:25:48.698Z","1.5.5":"2017-10-12T05:44:42.320Z","1.5.6":"2017-10-12T07:26:53.577Z","1.5.7":"2017-10-14T07:17:37.066Z","1.5.8":"2017-11-02T22:22:25.498Z","1.6.0":"2017-12-04T13:54:23.527Z","1.6.1":"2017-12-07T22:55:09.960Z","1.7.0":"2017-12-21T19:20:54.518Z","1.8.0":"2018-02-01T05:01:21.655Z","1.9.0":"2018-03-06T11:51:04.847Z","1.9.1":"2018-07-17T09:35:57.462Z","1.10.0-beta.1":"2018-07-17T09:46:15.326Z","1.10.0-beta.2":"2018-08-02T14:00:22.489Z","1.10.0-beta.3":"2018-08-02T14:13:56.563Z","1.10.0-beta.4":"2018-08-04T18:04:58.117Z","1.10.0-beta.5":"2018-08-05T11:57:33.119Z","1.10.0-beta.6":"2018-08-05T12:41:44.540Z","1.10.0-beta.7":"2018-08-05T12:55:25.154Z","1.10.0-beta.8":"2018-08-08T16:17:36.410Z","1.10.0":"2018-08-15T17:52:41.783Z","1.10.1":"2018-08-15T18:07:15.834Z","1.10.2":"2019-01-04T16:51:36.029Z","1.11.0":"2019-01-04T16:53:56.071Z","1.11.1":"2019-01-04T17:14:33.770Z","1.11.2":"2019-01-04T17:16:47.308Z","2.0.0-beta.0":"2019-01-04T17:19:18.917Z","2.0.0-beta.1":"2019-01-04T17:29:35.890Z","1.11.3":"2019-01-06T17:23:04.138Z","1.11.4":"2019-01-08T11:30:37.782Z","2.0.0":"2019-02-09T10:43:41.274Z","1.14.5":"2019-02-09T10:51:49.603Z","2.0.1":"2019-04-09T08:56:05.259Z","2.1.0":"2019-04-18T14:15:09.893Z","2.1.1":"2019-12-05T14:45:56.943Z","2.1.2":"2020-01-08T12:50:06.760Z","2.1.3":"2020-04-27T00:37:52.040Z","2.2.0":"2021-09-25T20:20:10.829Z","2.2.1":"2021-10-02T00:09:08.644Z","2.2.2":"2021-10-02T03:13:46.025Z","2.2.3":"2021-10-22T21:31:03.350Z","2.3.0":"2022-06-15T09:19:01.722Z","2.3.1":"2022-08-25T18:00:48.503Z"},"homepage":"https://github.com/Colorfulstan/LeagueJS","keywords":["leagueoflegends","api","wrapper","client","nodejs","riot-games-api-v4"],"repository":{"type":"git","url":"git+https://github.com/Colorfulstan/LeagueJS.git"},"author":{"name":"Jonas Krispin","email":"github@krispin.it"},"bugs":{"url":"https://github.com/Colorfulstan/LeagueJS/issues"},"readmeFilename":"README.md","users":{"pedall":true,"adeleon":true}}