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Riven/src/config.rs

168 lines
6.4 KiB
Rust

//! Configuration of RiotApi.
use std::time::Duration;
use reqwest::ClientBuilder;
/// Configuration for instantiating RiotApi.
///
///
#[derive(Debug)]
pub struct RiotApiConfig {
pub(crate) api_key: String,
pub(crate) retries: u8,
pub(crate) burst_pct: f32,
pub(crate) duration_overhead: Duration,
pub(crate) client_builder: Option<ClientBuilder>,
}
impl RiotApiConfig {
/// `0.99`
///
/// `burst_pct` used by `preconfig_burst` (and default `with_key`).
pub const PRECONFIG_BURST_BURST_PCT: f32 = 0.99;
/// `989` ms
///
/// `duration_overhead` used by `preconfig_burst` (and default `with_key`).
pub const PRECONFIG_BURST_DURATION_OVERHEAD_MILLIS: u64 = 989;
/// `0.47`
///
/// `burst_pct` used by `preconfig_throughput`.
pub const PRECONFIG_THROUGHPUT_BURST_PCT: f32 = 0.47;
/// `10` ms.
///
/// `duration_overhead` used by `preconfig_throughput`.
pub const PRECONFIG_THROUGHPUT_DURATION_OVERHEAD_MILLIS: u64 = 10;
/// Creates a new `RiotApiConfig` with the given `api_key` with the following
/// configuration:
///
/// * `retries = 3`.
/// * `purst_pct = 0.99` (`preconfig_burst`).
/// * `duration_overhead = 989 ms` (`preconfig_burst`).
///
/// `api_key` should be a Riot Games API key from
/// [https://developer.riotgames.com/](https://developer.riotgames.com/),
/// and should look like `"RGAPI-01234567-89ab-cdef-0123-456789abcdef"`.
pub fn with_key<T: Into<String>>(api_key: T) -> Self {
Self {
api_key: api_key.into(),
retries: 3,
burst_pct: Self::PRECONFIG_BURST_BURST_PCT,
duration_overhead: Duration::from_millis(Self::PRECONFIG_BURST_DURATION_OVERHEAD_MILLIS),
client_builder: Some(ClientBuilder::new()),
}
}
/// Sets rate limiting settings to preconfigured values optimized for burst,
/// low latency:
///
/// * `burst_pct = 0.99` (`PRECONFIG_BURST_BURST_PCT`).
/// * `duration_overhead = 989 ms` (`PRECONFIG_BURST_DURATION_OVERHEAD_MILLIS`).
///
/// # Returns
/// `self`, for chaining.
pub fn preconfig_burst(mut self) -> Self {
self.burst_pct = Self::PRECONFIG_BURST_BURST_PCT;
self.duration_overhead = Duration::from_millis(Self::PRECONFIG_BURST_DURATION_OVERHEAD_MILLIS);
self
}
/// Sets the rate limiting settings to preconfigured values optimized for
/// high throughput:
///
/// * `burst_pct = 0.47` (`PRECONFIG_THROUGHPUT_BURST_PCT`).
/// * `duration_overhead = 10 ms` (`PRECONFIG_THROUGHPUT_DURATION_OVERHEAD_MILLIS`).
///
/// # Returns
/// `self`, for chaining.
pub fn preconfig_throughput(mut self) -> Self {
self.burst_pct = Self::PRECONFIG_THROUGHPUT_BURST_PCT;
self.duration_overhead = Duration::from_millis(Self::PRECONFIG_THROUGHPUT_DURATION_OVERHEAD_MILLIS);
self
}
/// Set number of times to retry requests. Naturally, only retryable requests
/// will be retried: responses with status codes 5xx or 429 (after waiting
/// for retry-after headers). A value of `0` means one request will be sent
/// and it will not be retried if it fails.
///
/// # Returns
/// `self`, for chaining.
pub fn set_retries(mut self, retries: u8) -> Self {
self.retries = retries;
self
}
/// Burst percentage controls how many burst requests are allowed and
/// therefore how requests are spread out. Higher equals more burst,
/// less spread. Lower equals less burst, more spread.
///
/// The value must be in the range (0, 1];
/// Between 0, exclusive, and 1, inclusive. However values should generally
/// be larger than 0.25.
///
/// Burst percentage behaves as follows:<br>
/// A burst percentage of x% means, for each token bucket, "x% of the
/// tokens can be used in x% of the bucket duration." So, for example, if x
/// is 90%, a bucket would allow 90% of the requests to be made without
/// any delay. Then, after waiting 90% of the bucket's duration, the
/// remaining 10% of requests could be made.
///
/// A burst percentage of 100% results in no request spreading, which would
/// allow for the largest bursts and lowest latency, but could result in
/// 429s as bucket boundaries occur.
///
/// A burst percentage of near 0% results in high spreading causing
/// temporally equidistant requests. This prevents 429s but has the highest
/// latency. Additionally, if the number of tokens is high, this may lower
/// the overall throughput due to the rate at which requests can be
/// scheduled.
///
/// Therefore, for interactive applications like summoner & match history
/// lookup, a higher percentage may be better. For data-collection apps
/// like champion winrate aggregation, a medium-low percentage may be
/// better.
///
/// # Panics
/// If `burst_pct` is not in range (0, 1].
///
/// # Returns
/// `self`, for chaining.
pub fn set_burst_pct(mut self, burst_pct: f32) -> Self {
// Use inverted check to handle NaN.
if 0.0 < burst_pct && burst_pct < 1.0 {
self.burst_pct = burst_pct;
return self;
}
panic!("burst_pct \"{}\" not in range (0, 1].", burst_pct);
}
/// Sets the additional bucket duration to consider when rate limiting.
/// Increasing this value will decrease the chances of 429s, but will lower
/// the overall throughput.
///
/// In a sense, the `duration_overhead` is how much to "widen" the temporal
/// width of buckets.
///
/// Given a particular Riot Game API rate limit bucket that allows N requests
/// per D duration, when counting requests this library will consider requests
/// sent in the past `D + duration_overhead` duration.
///
/// # Returns
/// `self`, for chaining.
pub fn set_duration_overhead(mut self, duration_overhead: Duration) -> Self {
self.duration_overhead = duration_overhead;
self
}
/// Sets the reqwest `ClientBuilder`.
///
/// # Returns
/// `self`, for chaining.
pub fn set_client_builder(mut self, client_builder: ClientBuilder) -> Self {
self.client_builder = Some(client_builder);
self
}
}