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