I started downloading VALORANT via the Epic Games store. The Riot Client was then automatically downloaded along with it. I'm fine with that, but then I saw that four desktop shortcuts had been made - two for VALORANT, and two for the Riot Client.

Valorant is just one game developed by Riot Games, whereas the Riot Client is a client through which you can launch any game provided by them, currently including: League of Legends, Legends of Runeterra, Team Fight Tactics, and Valorant.


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When you install any Riot game, the Riot Client is automatically installed, it is designed to open, close, and update the games. It also simplifies the login process since all games are accessed through the same Riot account.

This is a bug that occurs in Epic Games due to the installation itself already creating shortcuts, but Epic recreates them, resulting in 4 shortcuts instead of 2. The correct setup should have one shortcut for the Riot Client (with the Riot symbol) and another for the game you installed (with the symbol of the respective game).

It depends on what you want to do. If you want to launch more than one Riot game or play a game while another is updating, you can open the Riot Client, if you only want to play Valorant, use its shortcut.

Back when League of Legends' client was still written in Adobe AIR, I reverse engineered it, located the functions responsible for encrypting and decrypting the RTMPS messages within Adobe AIR.dll, and wrote a hook to capture and dump the messages.

I never ended up doing anything with this code other than walking through it in my book, but the process was quite fun. League of Legends has since released a new client, and I decided pull it apart again.

Many of the switches here, such as --type=gpu-process and --no-sandbox, are indicative of Google Chrome (you'll see them on Chrome if you check, hehe). With this information, I realized they must be using the Chrome Embedded Framework (CEF).

I decided that my next step should be investigating the boundary between the client's code and the CEF library. There are quite a few ways to go about this, and the best method really depends on the scope of the investigation. In order to figure out what I was dealing with, I fired up Dependency Walker and took a look at the exports from libcef.dll. The list was quite long, but it looked something like this:

Using this feature, I was able to intercept all function calls within libcef.dll. This allowed me to understand which functions were being called with what frequency, which is awesome. One drawback, though, is that the feature is not capable of decoding parameter and return values, which meant I couldn't really do much.

I'm a big fan of API Monitor, however, and my frequent use of the tool has given me some insight into how its designed. Inside of the tool's root folder, there is a folder called API. This folder contains multiple nested folders with many .xml files inside. These files contain the definitions for the types, enumerations, and functions for the tool to intercept.

I set out to write my own set of definitions for every function which External DLL was able to intercept. Adding my own definitions was very easy, since the markup is quite intuitive and new .xml files are automatically picked up when the tool restarts.

With my custom definitions in hand, I fired up League, attached API Monitor, and spent a few minutes trying to click every button I could find. Afterwards, I started sorting through the intercepted API calls. The amount of verbosity enabled by my custom definitions made this extremely easy, and I quickly focused in on a function called cef_parse_url:

With literally hundreds of calls parsing URLs, I started sorting through the logs. Most URLs were in the format :@127.0.0.1:/, where and are unique across client restarts and specified an API to call. Nearly every URL could be cleanly hit from a browser. Luckily, the listener is bound only to localhost, so computers on the same network are unable to hit it (that's some good extra security, on top of the need for a session token).

One end-game for information like this might be into inject custom UI elements or extensions into the client. The fact that it is web-based means that modification and customization should be extremely familiar to anybody who's worked on a website.

I've not gone this far, but I have some pretty solid theories of good entry points for code injection. First, there's a file called index.html exposed by the backend. It is a visually blank page, but it has some interesting headers:

I haven't taken the time to intercept /fe/plugin-runner/index.html yet (the API requires some special request headers and I haven't wired up a proxy as of now), but I'd wager that it hosts some Javascript with access to the entire DOM. Moreover, I'd wager that any script running in the context of index.html may have access to the entire DOM, meaning Javascript injection into either of these files should give one unfettered access to the UI.

If you hit this page in a browser, you see the home screen for the client. The port in this URL matches the port being used by the local API, which leads me to believe that it is allowed to talk to the backend. Moreover, there are buttons on this page which can navigate to other pages within the client, leading me to believe it has at least some access to the DOM. Thus, injecting code into this page might also work.

If your product serves players, you must register it with us regardless of whether or not your product uses official documented APIs. You must make sure its description and metadata are kept up to date with the current version of your product.

On November 20, 2023, we are transitioning our systems away from Summoner Names to using Riot ID as an authoritative way to reference players in League and TFT starting later this year. As such, you will need to make an update to the applicable API. Details for this transition can be found below.

All player-facing front-end fields and forms will require modification. Applications featuring the "Find your Summoner by Region + Name" functionality must adapt to locate summoners using Riot IDs, which are formed by combining the "game name" and "tag line".

For all other Riot API endpoints, filtering by player can be accomplished using either the PUUID or summonerID. Some APIs offer both options, but we recommend employing PUUID endpoints when available.

For third-party apps, displaying Riot IDs in place of summoner names within frontend fields is now necessary. If you lack a Riot ID for a particular player in your database or wish to keep it up to date, you can acquire it through the following endpoints:

Following this migration, Summoner Names endpoints will remain accessible. However, they will no longer be player-facing. We intend to keep them temporarily to avoid disrupting existing APIs. For summoners created after this transition, they will be assigned a random uuidv4 generated string.

We strongly advise utilizing this deprecation period to refactor your existing applications and remove reliance on the summoner names field. In future releases, we will remove summoner names from the API altogether.

Before you can get started with RSO, you will need a production key. If you do not have one, please create one at after reading our policies. If approved, we will contact you in the developer portal app messaging to kick off the RSO integration process.

After logging in, players are redirected back to the redirect_uri you specified. See Implementing Riot Sign On and Example RSO Node App for information about how to integrate with RSO and to view a sample Node web server that implements the example.

To execute a request to the League of Legends (LoL) API, you must select the correct host to execute your request to. LoL API uses routing values in the domain to ensure your request is properly routed. Platform IDs and regions as routing values, such as na1 and americas. Routing values are determined by the topology of the underlying services. Services are frequently clustered by platform resulting in platform IDs being used as routing values. Services may also be clustered by region, which is when regional routing values are used. The best way to tell if an endpoint uses a platform or a region as a routing value is to execute a sample request through the Reference page.

Data Dragon is our way of centralizing League of Legends game data and assets, including champions, items, runes, summoner spells, and profile icons. All of which can be used by third-party developers. You can download a compressed tarball (.tgz) for each patch that contains all assets for that patch. Updating Data Dragon after each League of Legends patch is a manual process, so it is not always updated immediately after a patch.

You can find all valid Data Dragon versions in the versions file. Typically there is only a single build of Data Dragon for a given patch, however, there may be additional builds. This typically occurs when there is an error in the original build. As such, you should always use the most recent Data Dragon version for a given patch for the best results.

Data Dragon provides two kinds of static data: data files and game assets. The data files provide raw static data on various components of the game such as summoner spells, champions, and items. The assets are images of the components described in the data files.

The data file URLs include both a version and language code. The examples in the documentation below use version 14.11.1 and the en_US language code. If you want to view assets released in other versions or languages, replace the version or language code in the URL.

Data Dragon provides localized versions of each of the data files in languages supported by the client. Below is a list of the languages supported by Data Dragon, which you can also retrieve from the Data Dragon languages file.

There are two kinds of data files for champions. The champion.json data file returns a list of champions with a brief summary. The individual champion JSON files contain additional data for each champion. 152ee80cbc

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