aof-file-parser
A module to read and write .aof files. The aof file format is used by the website aof.gg (AnalyzeOrFeed) to store League of Legends replays and some additional metadata.
Install
npm install --save https://github.com/AnalyzeOrFeed/aof-file-parser
Example
let aofParser = ; let game = // insert game data here; // to write a fileaofParser; // read a fileaofParser;
Usage
.save(game, filename, callback)
game: game
Contains all the necessary information about the game.
filename: string
The location of the aof file (without .aof ending).
callback: (result: {success: boolean, error: string, warnings: Array}) => any
The callback that will be called in case of an error or when the file has been saved successfully.
- If success is false, result.error will contain the error message
- If success is true, result.warnings can contain warnings, but the file will still have been saved
.load(file, callback)
file: string
Location of the .aof file.
callback: (result: {success: boolean, error: string}, replayMetadata: replayMetadata, replayData: replayData) => any
The callback that will be called in case of an error or when the file has been parsed successfully.
Objects
game
var game = regionId: number; // Region id: Can be obtained using our API: https://api.aof.gg/v2/data/static gameId: number; riotVersion: string; // Version of the current patch. For example: 6.9.1 Can be obtained using our API: https://api.aof.gg/v2/data/static key: string; // Encryption key provided by the Riot API endStartupChunkId: number; startGameChunkId: number; players: Array<Players>; keyframes: Array<Keyframes>; chunks: Array<Chunks>;
players
var players = id: number; // Summoner ID summonerName: string; teamNr: number; // 0 for blue or 1 red team leagueId: number; leagueRank: number; championId: number; dId: number; // ID of the summoner spell on d fId: number; // ID of the summoner spell on f
replayMetadata
var replayMetadata = version: number; // Version of the .aof file format regionId: number; gameId: number; riotVersion: string; key: string; endStartupChunkId: number; startGameChunkId: number; players: Array<Players>;
replayData
var replayData = keyframes: id: number; // Keyframe ID data: binary; // Keyframe data chunks: id: number; // Chunk ID data: binary; // Chunk data