Skip to content
invadelolPublic

About

League of Legends statistics platform, summoner profiles, match history etc..

Topics

Resources

Contributing

Security policy

Stars

2 stars

Watchers

0 watching

Forks

Latest commit

 

History

207 Commits

Folders and files

NameName
Last commit message
Last commit date
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

Invade API

A League of Legends statistics API built with AdonisJS v6.

Personal project. I wanted a fast, no-fluff League of Legends stats app, so I built one. The live version runs at invade.lol - feel free to try it out before setting up locally.

Not affiliated with or endorsed by Riot Games. League of Legends is a trademark of Riot Games, Inc.

Stack

  • Framework - AdonisJS v6
  • Databases - PostgreSQL (player data) + ClickHouse (match analytics)
  • Cache - Redis
  • Storage - S3-compatible (MinIO locally, Cloudflare R2 in production)
  • Data source - Riot Games API

Multi-region player lookup

Search still accepts Name#Tag, and profiles keep the /:player URL (/<GameName>-<TagLine>). No region selector is needed. Typeahead searches stored players across regions, including non-Latin names; entering a full Riot ID also resolves players who are not stored yet.

The backend resolves the Riot ID to a PUUID, then checks supported League platforms until it finds the profile. A saved platform or a recognizable tag is only a priority hint, not an authoritative region. Custom tags work too. Only 404 responses advance to another platform; key, rate-limit, and service errors are preserved. Concurrent lookups for the same ID are coalesced, and successful results are persisted so subsequent visits avoid discovery calls.

Account routing is separate from match routing (Oceania and Southeast Asia use SEA for matches). PH2 and TH2 are normalized to SG2. Refresh detects server transfers and routes match requests using the newly resolved platform. See Riot's routing documentation.

GET /api/summoners/:summoner detects the platform automatically. The existing GET /api/summoners/:platform/:summoner API remains available. For POST /api/summoners/sync, omit platform to detect it automatically; a valid profile with no new matches returns 200 with an empty matches array.

Run node ace migration:run when upgrading to add the index used by regionless profile lookups. Keep RIOT_API_KEY in the server environment or ignored .env.

Prerequisites

Getting started

1. Clone

git clone https://github.com/invadelol/core.git
cd core

2. Fill in secrets

make dev

On first run, make dev creates .env from .env.example and stops. Open .env and fill in two values:

Everything else is pre-filled with local defaults.

3. Start

make dev

That's it. make dev installs dependencies, starts Docker services (PostgreSQL, ClickHouse, Redis, MinIO), waits for them to be ready, runs migrations, and launches the dev server.

The API is available at http://localhost:3333.


Make shortcuts

Command Description
make dev Full onboarding + dev server (use this)
make up Start Docker services only
make down Stop Docker services
make migrate Run all migrations
make build Build for production
make start Start production server
make test Run test suite
make lint Run ESLint
make typecheck TypeScript check

npm scripts

npm run dev          # dev server with HMR
npm run build        # production build
npm start            # production server
npm run lint         # ESLint
npm run format       # Prettier
npm run typecheck    # TypeScript check
npm test             # test suite

API routes

Health and docs

Method Endpoint Description
GET / The website's home page
GET /api/health Health check
GET /docs Swagger UI
GET /swagger OpenAPI spec

The JSON routes below are served under /api (/api/summoners/search, /api/matches/:id…).

Summoner

Method Endpoint Description
GET /summoners/search?q= Search by name
POST /summoners/sync Sync from Riot API
GET /summoners/:platform/:summoner Get by GameName-TagLine

Analytics (by PUUID)

All routes require a valid PUUID and are cached.

Method Endpoint Description
GET /summoners/puuid/:puuid/activity Match activity
GET /summoners/puuid/:puuid/friends Frequent teammates
GET /summoners/puuid/:puuid/ranks Current and historical ranks
GET /summoners/puuid/:puuid/stats Overall stats
GET /summoners/puuid/:puuid/champions Per-champion stats
GET /summoners/puuid/:puuid/matches Recent matches (count, offset, filters); before=<epoch ms> pages older games, stored pages are free; a short unfiltered page is filled from Riot at most 3 times right away, then 1 per 2 min per player and IP (12, then 1 per 30 s per IP). Over that (or under Riot's own limit), 200 with the stored games only, possibly none, and Retry-After: the list ends quietly for now
GET /matches/:id One match in full, with its timeline
PUT /summoners/puuid/:puuid/increment Increment profile view count

Desktop sync

The Invade desktop app onboards players, uploads the games they finish, and reports the players the League client shows it (ranks, mastery, icon), so the website stays fresh with fewer Riot calls. The full contract, shared with the app, is docs/desktop-sync.md. Contract v1.3 (games the app only observed, POST /api/desktop/matches/known, compressed bodies), which desktop app 0.2.9 uses, is in invadelol/core#20.

Method Endpoint Auth Description
GET /api/desktop/config - Kill switches and the 2 MB upload limit
POST /api/desktop/devices - Register a device; returns its inv_dev_ token and signing secret once (10/h per IP)
DELETE /api/desktop/devices/me signed Revoke this device
POST /api/desktop/link signed Make an account one of the device's uploaders (20/h)
DELETE /api/desktop/link/:puuid signed Unlink an account
GET /api/desktop/resolve?gameName=&tagLine= optional Onboard by Riot ID from stored data (30/h per device, 20/h per IP)
POST /api/desktop/matches signed Upload a finished game (30/h per device, 120/h per IP, 2 MB)
POST /api/desktop/players signed Report up to 25 players the client showed (60 requests and 1500 players/h per device, 240/h per IP, 256 KB)

"Signed" means a bearer token plus X-Invade-Timestamp and an HMAC-SHA256 X-Invade-Signature over method, path, query and body (contract §1.1); stale timestamps and replays are refused. Only the token's SHA-256 is stored, and the secret only encrypted with APP_KEY (rotating the key makes every device register again).

A game already stored costs no Riot call, nor does one from a trusted device (five games Riot confirmed, on three different days, from a device at least three days old); anything else costs one getMatchById, and a game Riot has not published yet is retried in-process 2, 5 and 15 minutes later. Player reports are mapped to profiles without Riot calls, applied only when the device is trusted, the player is its own account, or a second device elsewhere agrees, and never over newer data. Ranks reported in the last 10 minutes (3 for the Update button) and mastery reported in the last day spare league-v4 and champion-mastery-v4. One trusted game in ten and one applied player report in twenty are checked against Riot afterwards; one lie revokes the device and deletes what it wrote. Desktop data shows its provenance (source, observedAt) in the API and on the website. The code lives in app/services/desktop/.

Run node ace migration:run to create the tables (desktop_device, desktop_device_account, riot_puuid_alias, desktop_match_upload, match_source, lp_change, player_observation, player_mastery, riot_rank_confirmed, and riot_rank.source / riot_rank.device_id). No new environment variables: DESKTOP_UPLOADS_ENABLED also pauses player reports.

Tests: node ace test --tags=@desktop runs the rules (conversion, structural checks, LP, identity mapping, publication policy, player snapshots, signing, trust and rollback, auth, rate limits) and the routes end to end (tests/functional/desktop_*.spec.ts). They use the databases and Redis in .env with Riot stubbed, so point DB_DATABASE, CLICKHOUSE_DB and REDIS_DB at throwaway ones.

Game art

Every image the site and the desktop app draw comes from /cdn, a caching proxy in front of Data Dragon and Community Dragon: allow-listed kinds and id shapes only, one upstream fetch per asset per patch, mirrored to the bucket. Kinds, upstream mapping, caching and limits: docs/cdn.md.

Method Endpoint Description
GET /cdn/:patch/:kind/:id An asset pinned to a patch (/cdn/16.20/champion/266.png), immutable
GET /cdn/:kind/:id The same on the live patch, cached for a day
GET /cdn/names/:kind Id → display name for champions, items, spells, runes, augments

Interface

The site has a light and a dark theme, both from the package's tokens. The theme follows the operating system by default and can be set explicitly from the header; the choice is stored in localStorage and replayed before first paint, so there is no flash.

Matches and profiles are drawn by @invadelol/ui, the same components as the desktop app. The package is on npm; the site installs a built copy from vendor/invadelol-ui (a file: dependency), so a package change can ship here before it is released. After a change in the package, refresh it and commit vendor/:

node scripts/sync_ui.mjs ../ui   # path to the ui checkout (default ../ui, or $INVADE_UI)

See docs/design.md for the tokens, themes and primitives, and docs/player-profile.md for what each page shows.


Environment variables

Variable Required Description
APP_KEY yes AdonisJS signing key - run node ace generate:key
RIOT_API_KEY yes Riot developer API key
DB_HOST yes PostgreSQL host
DB_PORT yes PostgreSQL port
DB_USER yes PostgreSQL user
DB_PASSWORD no PostgreSQL password
DB_DATABASE yes PostgreSQL database name
CLICKHOUSE_URL yes ClickHouse HTTP endpoint
CLICKHOUSE_USER yes ClickHouse user
CLICKHOUSE_PASSWORD no ClickHouse password
CLICKHOUSE_DB yes ClickHouse database name
DRIVE_DISK yes Storage driver - only r2 is supported
R2_KEY yes S3/R2 access key
R2_SECRET yes S3/R2 secret
R2_BUCKET yes S3/R2 bucket name
R2_ENDPOINT yes S3/R2 endpoint URL
REDIS_HOST yes Redis host
REDIS_PORT yes Redis port
REDIS_PASSWORD no Redis password
REDIS_DB no Redis logical database (default 0)
DESKTOP_UPLOADS_ENABLED no Desktop game uploads on/off (default true)
DESKTOP_RESOLVE_ENABLED no Desktop Riot ID onboarding on/off (default true)
DESKTOP_MIN_APP_VERSION no Oldest desktop app version told to upload (default none)

See .env.example for all defaults.


License

Polyform Noncommercial 1.0.0 - free for personal and open source use, not for commercial use.

About

League of Legends statistics platform, summoner profiles, match history etc..

Topics

Resources

Contributing

Security policy

Stars

2 stars

Watchers

0 watching

Forks

Contributors

Languages