Introducing the sandbox environment
We’re excited to announce that we have added an API sandbox environment for Counter-Strike and League of Legends frames and events. This new feature allows developers to simulate game conditions at any time, providing a seamless integration experience without waiting for a live-supported match. The sandbox environment saves developers time and offers the flexibility to test code or adapt to API changes whenever needed.
To enhance usability, the sandbox environment includes several optional query parameters:
- playback_speed (default: 1): Enum options are 1, 1.5, and 2. This parameter controls the speed at which events and frames are sent. For example, setting playback_speed to 2 will stream data at twice the normal speed.
- ingame_timestamp (default: 0): Integer. This parameter specifies the in-game timestamp where the replay begins (available for League of Legends only).
- round_number (default: 1): Integer. This parameter specifies the in-game round number where the replay begins (available for Counter-Strike only).
These parameters make it easy for developers to jump to specific points in a game for targeted testing. For instance, if a developer wants to verify the integration of specific events like Dragon kills in League of Legends, they can do so efficiently. Adjusting playback speed further accelerates testing, enabling developers to process data at 1.5 or 2 times the game’s normal tempo.
Developers can use this guide to connect to the sandbox environment.
Enhancing Developer Experience: New Additions to Counter-Strike Events and Frames Feeds
We have also added more data points to the CS events and frames feeds, designed to enhance the developer experience by making data consumption more intuitive and context-rich. Our new data points provide a consistent view of round scores throughout the round start and end events. Additionally, we've added data points to indicate the current round number and elapsed round time for kill events, giving developers a more accurate understanding of the game timeline.
These enhancements follow previous updates, such as adding weapon details to CS kill events and expanding the post-game CS events endpoint with more data points. With these additions, we aim to create consistency between game and post-game data, ensuring a smoother and more reliable integration process for developers.
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