• v4.3.0 48f973c62e

    v4.3.0 — Scouting report opens with a 15-request burst
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    joeyr released this 2026-09-01 19:54:21 -05:00 | 27 commits to main since this release

    Added

    • The scouting report opens with a 15-request burst. Every Riot call in the
      app draws on one shared token bucket at 0.65 req/s, so a run's opening rows
      trickled out at roughly one every 1.5 seconds: the tenth player's rank landed
      half a minute into a game that was already being played. TokenBucketRateLimiter
      now takes a burstCapacity, and ScoutService.run() primes it once at the top
      of a run — 15 tokens at once, enough to cover rows 1-2 (10 account-v1 + 10
      league-v4, minus whatever the identity cache already holds), which is the
      identity and rank the report is useless without. The deep tier still finishes
      at the steady cadence, which is the right place to be slow.

      The allowance is granted, never accrued: idle time does not build toward
      it. That distinction is load-bearing, because the benchmark harvester shares
      this bucket and asks for no burst — had the burst been part of the steady
      capacity, a harvest resuming after a quiet stretch would have fired fifteen
      unbudgeted requests at the shared key. Priming is idempotent for the same
      reason a scout run can be re-triggered mid-game: a second prime tops the
      balance back up to 15 rather than stacking a second burst.

      Budget note. 15 sits inside Riot's ~20-req/s short window, but it is 15
      requests the 2-minute budget did not previously spend. The same personal key
      is held by aufhocker, and the two limiters already sum over the key's 100/2min
      (see the note in wireRiotClient); this widens that overrun by 15 per scout
      run. It is bounded — once per run, not per player — and the client's existing
      429 retry covers the case where it lands on top of aufhocker's own
      game-detection burst. Lower burstCapacity there if 429s become routine.

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