@bluebottle_gg/league-broadcast-client
v1.1.1
Published
TypeScript client library for League Broadcast game data
Maintainers
Readme
League Broadcast Client
A TypeScript/JavaScript client library for connecting to the League Broadcast backend and receiving real-time game data.
Features
- 🔌 Automatic WebSocket connection management with reconnection
- 📊 Real-time game state and data updates — in-game and pre-game (champion select)
- 🎮 Event-driven architecture for game events (kills, objectives, pick/ban actions, etc.)
- ⚡ Framework-agnostic reactive store with fine-grained subscriptions
- 🔄 Works seamlessly with React, Vue, Svelte, Solid, Angular, and vanilla JS
- 📦 TypeScript support with full type definitions
Installation
npm install @bluebottle_gg/league-broadcast-clientQuick Start
import {
LeagueBroadcastClient,
GameState,
} from "@bluebottle_gg/league-broadcast-client";
// Create client instance
const client = new LeagueBroadcastClient({
host: "localhost",
port: 58869,
autoConnect: true,
});
// Listen for state updates
client.onIngameStateUpdate((gameData) => {
console.log("Game time:", gameData.gameTime);
console.log("Scoreboard:", gameData.scoreboard);
});
// Listen for game status changes
client.onIngameStatusChange((status, isTestingEnv) => {
if (status === GameState.InGame) {
console.log("Game started!");
} else if (status === GameState.OutOfGame) {
console.log("Game ended!");
}
});
// Listen for game events
client.onIngameEvents({
onKillFeedEvent: (event) => {
console.log("Kill event:", event);
},
onObjectiveEvent: (event) => {
console.log("Objective taken:", event);
},
onPlayerEvent: (event) => {
console.log("Player event:", event);
},
});Pre-Game Quick Start
The same LeagueBroadcastClient also connects to the pre-game WebSocket
(/ws/pre) automatically — no second client needed.
import {
LeagueBroadcastClient,
PickBanPhase,
} from "@bluebottle_gg/league-broadcast-client";
const client = new LeagueBroadcastClient({
host: "localhost",
port: 58869,
autoConnect: true,
});
// Receive state updates every time the server pushes new champ-select data
client.onChampSelectUpdate((data) => {
if (!data.isActive) return;
console.log("Phase:", PickBanPhase[data.timer.phaseName]);
console.log("Time remaining:", data.timer.timeRemaining);
console.log(
"Blue picks:",
data.blueTeam.slots.map((s) => s.champion?.name),
);
});
// High-level lifecycle events
client.onChampSelectEvents({
onChampSelectStart: () => console.log("Draft started!"),
onChampSelectEnd: () => console.log("Champions locked — game loading"),
onAction: (action) => console.log("Pick/ban action:", action),
onRouteUpdate: (uri) => console.log("Frontend route:", uri),
});
// Reactive selector (works with React useSyncExternalStore, Svelte $, Vue ref, etc.)
const timer = client.selectChampSelect((s) => s.champSelectData.timer);
client.watchChampSelect(
(s) => s.champSelectData.blueTeam.slots,
(slots) => console.log("Blue picks updated:", slots),
);API Reference
LeagueBroadcastClient
Constructor
new LeagueBroadcastClient(config: LeagueBroadcastClientConfig)Config Options:
| Option | Type | Default | Description |
| ---------------- | --------- | ------------ | -------------------------------------- |
| host | string | required | Backend server hostname or IP |
| port | number | 58869 | Backend server port |
| ingameWsRoute | string | /ws/in | In-game WebSocket endpoint route |
| preGameWsRoute | string | /ws/pre | Pre-game WebSocket endpoint route |
| apiRoute | string | /api | API endpoint route |
| cacheRoute | string | /cache | Cache endpoint route |
| useHttps | boolean | false | Use WSS/HTTPS instead of WS/HTTP |
| autoConnect | boolean | true | Automatically connect on instantiation |
Methods
Connection Management
// Connect to both in-game and pre-game WebSocket endpoints
await client.connect(): Promise<void>
// Disconnect from both endpoints
client.disconnect(): void
// Check in-game connection status
client.isIngameConnected(): boolean
// Check pre-game connection status
client.isPreGameConnected(): booleanIn-Game Data Access
client.getIngameData(): ingameFrontendData
client.getIngameState(): GameState
client.isInTestingEnvironment(): booleanPre-Game Data Access
client.getChampSelectData(): champSelectStateData
client.isChampSelectActive(): booleanURLs
client.getApiUrl(): string
client.getCacheUrl(path?: string): stringIn-Game Event Handlers
// State updates - called when in-game data changes
client.onIngameStateUpdate(handler: (state: ingameFrontendData) => void): () => void
// Game status changes - called when game starts/ends
client.onIngameStatusChange(handler: (status: GameState, isTestingEnv: boolean) => void): () => void
// Game events - register handlers for various game events
client.onIngameEvents(handlers: IngameEventHandlers): void
// In-game connection events
client.onIngameConnect(handler: () => void): () => void
client.onIngameDisconnect(handler: () => void): () => void
client.onIngameError(handler: (error: Event) => void): () => voidPre-Game Event Handlers
// Called on every champ-select state push from the server
client.onChampSelectUpdate(handler: (state: champSelectStateData) => void): () => void
// Register handlers for lifecycle and action events
client.onChampSelectEvents(handlers: ChampSelectEventHandlers): void
// Pre-game connection events
client.onPreGameConnect(handler: () => void): () => void
client.onPreGameDisconnect(handler: () => void): () => void
client.onPreGameError(handler: (error: Event) => void): () => voidAll event handler registration methods return an unsubscribe function.
In-Game Reactive API
// Subscribe to a fine-grained slice of in-game state
client.selectIngame<S>(selector: (s: GameStateSnapshot) => S, equalityFn?): Subscribable<S>
// Watch a value imperatively; callback fires on change
client.watchIngame<S>(selector, callback, equalityFn?): () => void
// Direct access to the reactive in-game store
client.ingameStore: GameStateStorePre-Game Reactive API
// Subscribe to a fine-grained slice of champ-select state
client.selectChampSelect<S>(selector: (s: ChampSelectSnapshot) => S, equalityFn?): Subscribable<S>
// Watch a value imperatively; callback fires on change
client.watchChampSelect<S>(selector, callback, equalityFn?): () => void
// Direct access to the reactive pre-game store
client.preGameStore: ChampSelectStateStoreChampSelectEventHandlers
interface ChampSelectEventHandlers {
/** Every pick/ban action (hover, lock, ban reveal, phase transition). */
onAction?: (action: pickBanActionEventArgs) => void;
/** Fires when champ select becomes active. */
onChampSelectStart?: () => void;
/** Fires when champ select ends (isActive becomes false). */
onChampSelectEnd?: () => void;
/** Fires when the backend navigates the frontend to a new route. */
onRouteUpdate?: (uri: string) => void;
}ChampSelectSnapshot
The snapshot object passed to selectChampSelect() / watchChampSelect() selectors:
interface ChampSelectSnapshot {
readonly champSelectData: champSelectStateData; // Full champ-select state
readonly isActive: boolean; // Whether draft is in progress
readonly version: number; // Monotonic version counter
}WebSocket Message Types
| Message type | Handled as |
| ------------------------------ | ------------------------------------------------------------------------------- |
| champion-select-state-update | Updates champSelectStateData, fires onChampSelectStart / onChampSelectEnd |
| champion-select-action | Fires onAction |
| frontend-route-update | Fires onRouteUpdate |
IngameEventHandlers
interface IngameEventHandlers {
onPlayerEvent?: (event: playerEvent) => void;
onTeamEvent?: (event: teamEvent) => void;
onObjectiveEvent?: (event: objectiveEvent) => void;
onFirstTowerEvent?: (event: firstTowerEvent) => void;
onAnnouncementEvent?: (event: announcerEvent) => void;
onKillFeedEvent?: (event: killFeedEvent) => void;
}Reactive API
The client includes a framework-agnostic reactive store that enables fine-grained subscriptions to specific parts of the game state. The store is compatible with React, Vue, Svelte, Solid, Angular, and vanilla JavaScript.
Core Concepts
The reactive API is built around selectors — functions that extract a slice of state. The backend sends a full snapshot each update, and null values explicitly mean “not available / don’t show”. The client uses structural sharing to preserve nested object references when values are unchanged, so selectors only re-fire when their content actually changes (with configurable equality comparison for derived values).
Quick Examples
Vanilla JavaScript
// Watch a specific value
const unsubscribe = client.watchIngame(
(s) => s.gameData.scoreboard?.teams[0]?.kills,
(kills, prevKills) => {
console.log(`Blue team kills: ${prevKills} → ${kills}`);
},
);
// Clean up when done
unsubscribe();React 18+
import { useSyncExternalStore } from 'react';
function BlueTeamKills() {
const slice = client.selectIngame(s => s.gameData.scoreboard?.teams[0]?.kills);
const kills = useSyncExternalStore(slice.subscribe, slice.getSnapshot);
return <div>Blue Kills: {kills ?? 0}</div>;
}Vue 3
import { ref, onUnmounted } from "vue";
export default {
setup() {
const kills = ref(0);
const unsubscribe = client.watchIngame(
(s) => s.gameData.scoreboard?.teams[0]?.kills,
(value) => {
kills.value = value ?? 0;
},
);
onUnmounted(() => unsubscribe());
return { kills };
},
};Svelte
The Subscribable returned by selectIngame() matches Svelte's store contract:
<script lang="ts">
const kills = client.selectIngame(s => s.gameData.scoreboard?.teams[0]?.kills);
</script>
<div>Blue Kills: {$kills ?? 0}</div>Reactive Methods
client.selectIngame(selector, equalityFn?)
Create a subscribable slice that only notifies listeners when the selected value changes.
const slice = client.selectIngame(
(s) => s.gameData.gameTime,
Object.is, // Default equality function (can use shallowEqual for objects)
);
// Get current value
const currentTime = slice.getSnapshot();
// Subscribe to changes
const unsubscribe = slice.subscribe(() => {
console.log("Game time changed:", slice.getSnapshot());
});Parameters:
selector: (snapshot: GameStateSnapshot) => T— Function to extract value from stateequalityFn?: (a: T, b: T) => boolean— Optional equality comparison (defaults toObject.is)
Returns: Subscribable<T> with:
subscribe(listener: () => void): () => void— Subscribe to changesgetSnapshot(): T— Get current value
client.watchIngame(selector, callback, equalityFn?)
Imperative API for watching a derived value. Callback is invoked whenever the selected value changes.
const unsubscribe = client.watchIngame(
(s) => s.gameData.scoreboard?.teams[0]?.kills,
(kills, prevKills) => {
console.log(`Kills changed: ${prevKills} → ${kills}`);
},
);Parameters:
selector: (snapshot: GameStateSnapshot) => T— Function to extract valuecallback: (value: T, prev: T) => void— Called when value changesequalityFn?: (a: T, b: T) => boolean— Optional equality comparison
Returns: () => void — Unsubscribe function
client.ingameStore
Direct access to the GameStateStore instance for advanced use cases:
// Get full snapshot
const snapshot = client.ingameStore.getSnapshot();
console.log("Game time:", snapshot.gameData.gameTime);
console.log("Game state:", snapshot.gameState);
console.log("Version:", snapshot.version);
// Subscribe to all changes (unfiltered)
const unsubscribe = client.ingameStore.subscribe(() => {
console.log("Store updated");
});
// Watch with immediate callback
client.ingameStore.watchImmediate(
(s) => s.gameData.gameTime,
(time, prevTime) => {
console.log(`Time: ${prevTime} → ${time}`);
},
);Equality Functions
Object.is (default)
Uses strict equality (===). Best for primitives and object references:
client.selectIngame((s) => s.gameData.gameTime); // Uses Object.is by defaultshallowEqual
Compares objects by their enumerable properties. Use when selecting objects whose identity changes but contents may not:
import { shallowEqual } from "@bluebottle_gg/league-broadcast-client";
const stats = client.selectIngame(
(s) => ({
kills: s.gameData.scoreboard?.teams[0]?.kills ?? 0,
deaths: s.gameData.scoreboardBottom?.teams[0]?.players[0]?.deaths ?? 0,
}),
shallowEqual, // Only trigger when values change, not object identity
);Snapshots
GameStateSnapshot (in-game)
interface GameStateSnapshot {
readonly gameData: ingameFrontendData; // Full in-game data
readonly gameState: GameState; // Current game state enum
readonly version: number; // Monotonic version counter
}ChampSelectSnapshot (pre-game)
interface ChampSelectSnapshot {
readonly champSelectData: champSelectStateData; // Full champ-select state
readonly isActive: boolean; // Whether draft is in progress
readonly version: number; // Monotonic version counter
}Performance Tips
✅ DO: Use selectors to watch specific values
client.watchIngame((s) => s.gameData.scoreboard?.teams[0]?.kills, handleKills);❌ DON'T: Subscribe to entire store and manually filter
// This triggers on EVERY change, even unrelated ones
client.ingameStore.subscribe(() => {
const kills = client.ingameStore.getSnapshot().gameData.scoreboard?.teams[0]?.kills;
handleKills(kills);
});✅ DO: Use shallowEqual for derived objects
client.watchIngame(
(s) => ({ kills: s.gameData.scoreboard?.teams[0]?.kills ?? 0 }),
handleStats,
shallowEqual,
);✅ DO: Select nested objects by reference (structural sharing keeps stable references when unchanged)
// Only triggers when team object reference changes
client.watchIngame((s) => s.gameData.scoreboard?.teams[0], handleTeam);✅ DO: Handle null as “not available”
client.watchIngame(
(s) => s.gameData.scoreboard,
(scoreboard) => {
if (!scoreboard) {
hideScoreboard();
return;
}
renderScoreboard(scoreboard);
},
);Framework Integration Examples
See examples/reactivity.ts for complete in-game examples with:
- React (with
useSyncExternalStoreand custom hooks) - Vue 3 (Composition API)
- Svelte (native store contract)
- Solid.js
- Angular (with Signals)
- Vanilla JavaScript
See examples/pregame-reactivity.ts for the equivalent examples using pre-game reactive selectors (selectChampSelect / watchChampSelect).
Examples
See the examples/ directory for full runnable code.
| File | Description | | ---------------------------------------------------------------- | ----------------------------------------------------------------------- | | examples/usage.ts | In-game usage: state updates, events, cache URLs, scoreboards | | examples/reactivity.ts | In-game reactive API across all major frameworks | | examples/pregame-usage.ts | Pre-game usage: champ select state, pick/ban actions, team compositions | | examples/pregame-reactivity.ts | Pre-game reactive API across all major frameworks |
Basic In-Game Usage
import { LeagueBroadcastClient } from "@bluebottle_gg/league-broadcast-client";
const client = new LeagueBroadcastClient({
host: "192.168.1.100",
port: 58869,
});
// Game data is automatically updated in real-time
setInterval(() => {
const data = client.getIngameData();
console.log("Current game time:", data.gameTime);
}, 1000);Basic Pre-Game Usage
import {
LeagueBroadcastClient,
PickBanPhase,
} from "@bluebottle_gg/league-broadcast-client";
const client = new LeagueBroadcastClient({ host: "192.168.1.100" });
client.onChampSelectEvents({
onAction: (action) => {
console.log(
`Action: ${action.type} — ${action.champion?.name ?? "hovering"}`,
);
},
});
client.watchChampSelect(
(s) => s.champSelectData.timer.phaseName,
(phase) => console.log("Phase:", PickBanPhase[phase]),
);Full Lifecycle (Draft → In-Game)
import {
LeagueBroadcastClient,
GameState,
} from "@bluebottle_gg/league-broadcast-client";
// One client handles both /ws/in and /ws/pre
const client = new LeagueBroadcastClient({ host: "localhost" });
client.onChampSelectEvents({
onChampSelectStart: () => console.log("Draft started"),
onChampSelectEnd: () => console.log("Game loading"),
});
client.onIngameStatusChange((status) => {
if (status === GameState.OutOfGame) console.log("Returned to lobby");
});React Integration
import { useEffect, useState } from 'react';
import { LeagueBroadcastClient, ingameFrontendData, GameState } from '@bluebottle_gg/league-broadcast-client';
function useLeagueBroadcast(host: string, port: number) {
const [client] = useState(() => new LeagueBroadcastClient({ host, port }));
const [gameData, setGameData] = useState<ingameFrontendData | null>(null);
const [gameState, setGameState] = useState<GameState>(GameState.OutOfGame);
useEffect(() => {
const unsubscribeState = client.onIngameStateUpdate((data) => {
setGameData(data);
});
const unsubscribeStatus = client.onIngameStatusChange((status) => {
setGameState(status);
});
return () => {
unsubscribeState();
unsubscribeStatus();
client.disconnect();
};
}, [client]);
return { gameData, gameState, client };
}
// Usage in component
function GameDisplay() {
const { gameData, gameState } = useLeagueBroadcast('localhost', 58869);
if (gameState === GameState.OutOfGame) {
return <div>No game in progress</div>;
}
return (
<div>
<h1>Game Time: {gameData?.gameTime}</h1>
<div>Blue Team Score: {gameData?.scoreboard?.teams[0]?.totalKills}</div>
<div>Red Team Score: {gameData?.scoreboard?.teams[1]?.totalKills}</div>
</div>
);
}Event Handling
import { LeagueBroadcastClient } from "@bluebottle_gg/league-broadcast-client";
const client = new LeagueBroadcastClient({
host: "localhost",
port: 58869,
});
// Handle all game events
client.onIngameEvents({
onKillFeedEvent: (event) => {
console.log(`${event.killerName} killed ${event.victimName}`);
},
onObjectiveEvent: (event) => {
console.log(`Objective secured: ${event.objectiveType}`);
},
onFirstTowerEvent: (event) => {
console.log(`First tower taken by team ${event.teamId}`);
},
onAnnouncementEvent: (event) => {
console.log(`Announcement: ${event.announcementType}`);
},
onPlayerEvent: (event) => {
console.log(`Player event: ${event.eventType}`);
},
onTeamEvent: (event) => {
console.log(`Team event: ${event.eventType}`);
},
});Manual Connection Control
import { LeagueBroadcastClient } from "@bluebottle_gg/league-broadcast-client";
const client = new LeagueBroadcastClient({
host: "localhost",
port: 58869,
autoConnect: false, // Don't connect automatically
});
// Connect manually when ready
async function connectToGame() {
try {
await client.connect();
console.log("Connected successfully!");
} catch (error) {
console.error("Connection failed:", error);
}
}
// Disconnect when done
function disconnectFromGame() {
client.disconnect();
console.log("Disconnected");
}License
GPLv3
