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* Introduced IconInfo

* AttackableUnit
    - Moved `CharData` down from `ObjAiBase`.
    - Introduced `IconInfo`.
    - Introduced override functions to `OnSpawn` and `OnEnterVision` in order to properly handle changes to minimap icons

* GameObject
    - Introduced `TeamsWithVision`, which returns all teams that have vision of that unit. This is used to assign all teams that had vision of that unit when it had it's icon updated, in order to prevent repetitive calls every time the unit went in and out of vision.

* Events
    - Fixed an issue where manually removing a triggered listener that has `singleInstance = true` would cause a crash or remove the wrong listener.

* Spells
    - Fixed spells with 1 `MaxAmmo` not getting casted due to `CurrentAmmo` being 0 after the first cast.


* The introduction of IconInfo results in the Unit's icons now being properly updated to the clients when changed before the unit's spawn being notified or or when in the FoW to said clients.

Co-authored-by: Lizardy <6063922+microsoftv@users.noreply.github.com>
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Build status Build Status codecov.io

The League Sandbox project's game server

Project website along with more specifications can be found from: https://leaguesandbox.github.io/
Project chat on Discord: https://discord.gg/Bz3znAM

Contributing

Take a look at this

Setup guide

Auto Setup (Windows x64)

Manual Setup (Windows/Mac)

  • Download the 4.20 version of League game client:
    1. Unscrubbed, packed version
    2. Scrubbed, moddable version
  • For running the git commands below, Git Bash is recommended
  • Clone the git repository using git clone https://github.com/LeagueSandbox/GameServer.git, then to download the necessary contents packages, run:
    • cd GameServer
    • git submodule init
    • git submodule update
  • Open the GameServer Solution in VS, set the platform to x86, Build, and run.

Manual Setup (Linux)

  • Download the 4.20 version of League game client:
    1. Unscrubbed, packed version
    2. Scrubbed, moddable version
  • Install git and dotnet (dotnet-host, dotnet-runtime, dotnet-sdk, dotnet-targeting-pack) using your distro's package manager
  • Clone the git repository using git clone https://github.com/LeagueSandbox/GameServer.git, then to download the necessary contents packages, run:
    • cd GameServer
    • git submodule init
    • git submodule update
  • Build the server by running dotnet build .
  • Enter the output directory by running cd GameServerConsole/bin/Debug/netcoreapp3.0/
  • Open Settings/GameInfo.json and change "CONTENT_PATH": "../../../../../Content" to "CONTENT_PATH": "../../../../Content"
  • Open Settings/GameServerSettings.json and change "autoStartClient": true to false
  • Start the server: ./GameServerConsole

Running the game client

Automatically Launching from Visual Studio or GameServerConsole.exe

Click the debug button.

Auto run settings are located in GameServer/GameServerConsole/bin/Debug/netcoreapp3.0/Settings/GameServerSettings.json, there is where you'll set the path to your League of Legends' deploy folder, which shown by the example already in the file.

Manually Launching from command line

cd "Path/To/Your/League420/RADS/solutions/lol_game_client_sln/releases/0.0.1.68/deploy/"
start "" "League of Legends.exe" "" "" "" "127.0.0.1 5119 17BLOhi6KZsTtldTsizvHg== 1"

Manually Launching from command line (Linux)

  • Install wine and winetricks using your package manager.
  • Run winetricks d3dx9 - without this you will get into the game, but your screen will be black.
  • Mark .exe files executable by running find . -type f -iname "*.exe" -exec chmod +x {} \; in your League-of-Legends-4-20 directory.
  • Enter the directory containing the client by running cd /path/to/your/League-of-Legends-4-20/RADS/solutions/lol_game_client_sln/releases/0.0.1.68/deploy/
  • Run the game:
./League\ of\ Legends.exe "" "" "" "127.0.0.1 5119 17BLOhi6KZsTtldTsizvHg== 1"

License

This repository is under the AGPL-3.0 license. This essentially means that all changes that are made on top of this repository are required to be made public, regardless of where the code is being ran.