We built our client in 2008 on a front-end technology called Adobe AIR, which uses an RTMP session-based networking protocol to talk to our servers.
The journey to our final architecture has been technically fascinating, and we are excited to be able to share it with you! WHY REPLACE THE CLIENT? In this post, Andrew McVeigh will outline the software architecture of this update and provide some background to the choices we made by pointing out some of the limitations of the current (original) client. We're calling this the League client update. We're re-engineering the League of Legends client.