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Protocol | |
======== | |
Pokémon Showdown's protocol is relatively simple. | |
Pokémon Showdown is implemented in SockJS. SockJS is a compatibility | |
layer over raw WebSocket, so you can actually connect to Pokémon | |
Showdown directly using WebSocket: | |
ws://sim.smogon.com:8000/showdown/websocket | |
or | |
wss://sim3.psim.us/showdown/websocket | |
Client implementations you might want to look at for reference include: | |
- Majeur's android client (Kotlin/Java) - | |
https://github.com/MajeurAndroid/Android-Unofficial-Showdown-Client | |
- pickdenis' chat bot (Ruby) - | |
https://github.com/pickdenis/ps-chatbot | |
- Quinella and TalkTakesTime's chat bot (Node.js) - | |
https://github.com/TalkTakesTime/Pokemon-Showdown-Bot | |
- Nixola's chat bot (Lua) - | |
https://github.com/Nixola/NixPSbot | |
- Morfent's chat bot (Perl 6) - | |
https://github.com/Kaiepi/p6-PSBot | |
- the official client (HTML5 + JavaScript) - | |
https://github.com/smogon/pokemon-showdown-client | |
The official client logs protocol messages in the JavaScript console, | |
so opening that (F12 in most browsers) can help tell you what's going | |
on. | |
Client-to-server messages | |
------------------------- | |
Messages from the user to the server are in the form: | |
ROOMID|TEXT | |
`ROOMID` can optionally be left blank if unneeded (commands like `/join lobby` | |
can be sent anywhere). Responses will be sent to a PM box with no username | |
(so `|/command` is equivalent to `|/pm ~, /command`). | |
`TEXT` can contain newlines, in which case it'll be treated the same | |
way as if each line were sent to the room separately. | |
A partial list of available commands can be found with `/help`. | |
To log in, look at the documentation for the `|challstr|` server message. | |
Server-to-client messages | |
------------------------- | |
Messages from the server to the user are in the form: | |
>ROOMID | |
MESSAGE | |
MESSAGE | |
MESSAGE | |
... | |
`>ROOMID` and the newline after it can be omitted if the room is lobby | |
or global. `MESSAGE` cannot start with `>`, so it's unambiguous whether | |
or not `>ROOMID` has been omitted. | |
As for the payload: it's made of any number of blocks of data | |
separated by newlines; empty lines should be ignored. In particular, | |
it should be treated the same way whether or not it ends in a | |
newline, and if the payload is empty, the entire message should be ignored. | |
If `MESSAGE` doesn't start with `|`, it should be shown directly in the | |
room's log. Otherwise, it will be in the form: | |
|TYPE|DATA | |
For example: | |
|j| Some dude | |
|c|@Moderator|hi! | |
|c| Some dude|you suck and i hate you! | |
Some dude was banned by Moderator. | |
|l| Some dude | |
|b|battle-ou-12| Cool guy|@Moderator | |
This might be displayed as: | |
Some dude joined. | |
@Moderator: hi! | |
Some dude: you suck and i hate you! | |
Some dude was banned by Moderator. | |
Some dude left. | |
OU battle started between Cool guy and Moderator | |
For bandwidth reasons, five of the message types - `chat`, `join`, `leave`, | |
`name`, and `battle` - are sometimes abbreviated to `c`, `j`, `l`, `n`, | |
and `b` respectively. All other message types are written out in full so they | |
should be easy to understand. | |
Four of these can be uppercase: `J`, `L`, `N`, and `B`, which are | |
the equivalent of their lowercase versions, but are recommended not to be | |
displayed inline because they happen too often. For instance, the main server | |
gets around 5 joins/leaves a second, and showing that inline with chat would | |
make it near-impossible to chat. | |
Server-to-client message types | |
------------------------------ | |
`USER` = a user, the first character being their rank (users with no rank are | |
represented by a space), and the rest of the string being their username. | |
### Room initialization | |
`|init|ROOMTYPE` | |
> The first message received from a room when you join it. `ROOMTYPE` is | |
> one of: `chat` or `battle` | |
`|title|TITLE` | |
> `TITLE` is the title of the room. The title is _not_ guaranteed to resemble | |
> the room ID; for instance, room `battle-gen7uu-779767714` could have title | |
> `Alice vs. Bob`. | |
`|users|USERLIST` | |
> `USERLIST` is a comma-separated list of `USER`s, sent from chat rooms when | |
> they're joined. Optionally, a `USER` can end in `@` followed by a user status message. | |
> A `STATUS` starting in `!` indicates the user is away. | |
### Room messages | |
`||MESSAGE` or `MESSAGE` | |
> We received a message `MESSAGE`, which should be displayed directly in | |
> the room's log. | |
`|html|HTML` | |
> We received an HTML message, which should be sanitized and displayed | |
> directly in the room's log. | |
`|uhtml|NAME|HTML` | |
> We recieved an HTML message (NAME) that can change what it's displaying, | |
> this is used in things like our Polls system, for example. | |
`|uhtmlchange|NAME|HTML` | |
> Changes the HTML display of the `|uhtml|` message named (NAME). | |
`|join|USER`, `|j|USER`, or `|J|USER` | |
> `USER` joined the room. Optionally, `USER` may be appended with `@!` to | |
> indicate that the user is away or busy. | |
`|leave|USER`, `|l|USER`, or `|L|USER` | |
> `USER` left the room. | |
`|name|USER|OLDID`, `|n|USER|OLDID`, or `|N|USER|OLDID` | |
> A user changed name to `USER`, and their previous userid was `OLDID`. | |
> Optionally, `USER` may be appended with `@!` to indicate that the user is | |
> away or busy. | |
`|chat|USER|MESSAGE` or `|c|USER|MESSAGE` | |
> `USER` said `MESSAGE`. Note that `MESSAGE` can contain `|` characters, | |
> so you can't just split by `|` and take the fourth string. | |
> | |
> If `MESSAGE` starts with `/`, it is a special message. For instance, | |
> `/me TEXT` or `/announce TEXT` or `/uhtml HTML`. A lot of these message | |
> types are abused to embed protocol messages in PMs (for instance, `/uhtml` | |
> is a stopgap before the client is rewritten to support `|uhtml|` etc in | |
> PMs). | |
> | |
> If the server wants clients to actually render a message starting with | |
> `/`, it will send a message starting with `//` (exactly like how users | |
> need to send those messages). | |
`|notify|TITLE|MESSAGE` | |
> Send a notification with `TITLE` and `MESSAGE` (usually, `TITLE` will be | |
> bold, and `MESSAGE` is optional). | |
`|notify|TITLE|MESSAGE|HIGHLIGHTTOKEN` | |
> Send a notification as above, but only if the user would be notified | |
> by a chat message containing `HIGHLIGHTTOKEN` (i.e. if `HIGHLIGHTTOKEN` | |
> contains words added to `/highlight`, or their username by default.) | |
`|:|TIMESTAMP` | |
`|c:|TIMESTAMP|USER|MESSAGE` | |
> `c:` is pretty much the same as `c`, but also comes with a UNIX timestamp; | |
> (the number of seconds since 1970). This is used for accurate timestamps | |
> in chat logs. | |
> | |
> `:` is the current time according to the server, so that times can be | |
> adjusted and reported in the local time in the case of a discrepancy. | |
> | |
> The exact fate of this command is uncertain - it may or may not be | |
> replaced with a more generalized way to transmit timestamps at some point. | |
`|battle|ROOMID|USER1|USER2` or `|b|ROOMID|USER1|USER2` | |
> A battle started between `USER1` and `USER2`, and the battle room has | |
> ID `ROOMID`. | |
### Global messages | |
`|popup|MESSAGE` | |
> Show the user a popup containing `MESSAGE`. `||` denotes a newline in | |
> the popup. | |
`|pm|SENDER|RECEIVER|MESSAGE` | |
> A PM was sent from `SENDER` to `RECEIVER` containing the message | |
> `MESSAGE`. | |
`|usercount|USERCOUNT` | |
> `USERCOUNT` is the number of users on the server. | |
`|nametaken|USERNAME|MESSAGE` | |
> You tried to change your username to `USERNAME` but it failed for the | |
> reason described in `MESSAGE`. | |
`|challstr|CHALLSTR` | |
> You just connected to the server, and we're giving you some information you'll need to log in. | |
> | |
> If you're already logged in and have session cookies, you can make an HTTP GET request to | |
> `https://play.pokemonshowdown.com/api/upkeep?challstr=CHALLSTR` | |
> | |
> Otherwise, you'll need to make an HTTP POST request to `https://play.pokemonshowdown.com/api/login` | |
> with the data `name=USERNAME&pass=PASSWORD&challstr=CHALLSTR` | |
> | |
> `USERNAME` is your username and `PASSWORD` is your password, and `CHALLSTR` | |
> is the value you got from `|challstr|`. Note that `CHALLSTR` contains `|` | |
> characters. (Also feel free to make the request to `https://` if your client | |
> supports it.) | |
> | |
> Either way, the response will start with `]` and be followed by a JSON | |
> object which we'll call `data`. | |
> | |
> Finish logging in (or renaming) by sending: `/trn USERNAME,0,ASSERTION` | |
> where `USERNAME` is your desired username and `ASSERTION` is `data.assertion`. | |
`|updateuser|USER|NAMED|AVATAR|SETTINGS` | |
> Your name, avatar or settings were successfully changed. Your rank and | |
> username are now `USER`. Optionally, `USER` may be appended with `@!` to | |
> indicate that you are away or busy.`NAMED` will be `0` if you are a guest | |
> or `1` otherwise. Your avatar is now `AVATAR`. `SETTINGS` is a JSON object | |
> representing the current state of various user settings. | |
`|formats|FORMATSLIST` | |
> This server supports the formats specified in `FORMATSLIST`. `FORMATSLIST` | |
> is a `|`-separated list of `FORMAT`s. `FORMAT` is a format name with one or | |
> more of these suffixes: `,#` if the format uses random teams, `,,` if the | |
> format is only available for searching, and `,` if the format is only | |
> available for challenging. | |
> Sections are separated by two vertical bars with the number of the column of | |
> that section prefixed by `,` in it. After that follows the name of the | |
> section and another vertical bar. | |
`|updatesearch|JSON` | |
> `JSON` is a JSON object representing the current state of what battles the | |
> user is currently searching for. | |
`|updatechallenges|JSON` | |
> `JSON` is a JSON object representing the current state of who the user | |
> is challenging and who is challenging the user. | |
`|queryresponse|QUERYTYPE|JSON` | |
> `JSON` is a JSON object representing containing the data that was requested | |
> with `/query QUERYTYPE` or `/query QUERYTYPE DETAILS`. | |
> | |
> Possible queries include `/query roomlist` and `/query userdetails USERNAME`. | |
### Tournament messages | |
`|tournament|create|FORMAT|GENERATOR|PLAYERCAP` | |
> `FORMAT` is the name of the format in which each battle will be played. | |
> `GENERATOR` is either `Elimination` or `Round Robin` and describes the | |
> type of bracket that will be used. `Elimination` includes a prefix | |
> that denotes the number of times a player can lose before being | |
> eliminated (`Single`, `Double`, etc.). `Round Robin` includes the | |
> prefix `Double` if every matchup will battle twice. | |
> `PLAYERCAP` is a number representing the maximum amount of players | |
> that can join the tournament or `0` if no cap was specified. | |
`|tournament|update|JSON` | |
> `JSON` is a JSON object representing the changes in the tournament | |
> since the last update you recieved or the start of the tournament. | |
> These include: | |
> | |
format: the tournament's custom name or the format being used | |
teambuilderFormat: the format being used; sent if a custom name was set | |
isStarted: whether or not the tournament has started | |
isJoined: whether or not you have joined the tournament | |
generator: the type of bracket being used by the tournament | |
playerCap: the player cap that was set or 0 if it was removed | |
bracketData: an object representing the current state of the bracket | |
challenges: a list of opponents that you can currently challenge | |
challengeBys: a list of opponents that can currently challenge you | |
challenged: the name of the opponent that has challenged you | |
challenging: the name of the opponent that you are challenging | |
`|tournament|updateEnd` | |
> Signals the end of an update period. | |
`|tournament|error|ERROR` | |
> An error of type `ERROR` occurred. | |
`|tournament|forceend` | |
> The tournament was forcibly ended. | |
`|tournament|join|USER` | |
> `USER` joined the tournament. | |
`|tournament|leave|USER` | |
> `USER` left the tournament. | |
`|tournament|replace|OLD|NEW` | |
> The player `OLD` has been replaced with `NEW` | |
`|tournament|start|NUMPLAYERS` | |
> The tournament started with `NUMPLAYERS` participants. | |
`|tournament|replace|USER1|USER2` | |
> `USER1` was replaced by `USER2`. | |
`|tournament|disqualify|USER` | |
> `USER` was disqualified from the tournament. | |
`|tournament|battlestart|USER1|USER2|ROOMID` | |
> A tournament battle started between `USER1` and `USER2`, and the battle room | |
> has ID `ROOMID`. | |
`|tournament|battleend|USER1|USER2|RESULT|SCORE|RECORDED|ROOMID` | |
> The tournament battle between `USER1` and `USER2` in the battle room `ROOMID` ended. | |
> `RESULT` describes the outcome of the battle from `USER1`'s perspective | |
> (`win`, `loss`, or `draw`). `SCORE` is an array of length 2 that denotes the | |
> number of Pokemon `USER1` had left and the number of Pokemon `USER2` had left. | |
> `RECORDED` will be `fail` if the battle ended in a draw and the bracket type does | |
> not support draws. Otherwise, it will be `success`. | |
`|tournament|end|JSON` | |
> The tournament ended. `JSON` is a JSON object containing: | |
> | |
results: the name(s) of the winner(s) of the tournament | |
format: the tournament's custom name or the format that was used | |
generator: the type of bracket that was used by the tournament | |
bracketData: an object representing the final state of the bracket | |
`|tournament|scouting|SETTING` | |
> Players are now either allowed or not allowed to join other tournament | |
> battles based on `SETTING` (`allow` or `disallow`). | |
`|tournament|autostart|on|TIMEOUT` | |
> A timer was set for the tournament to auto-start in `TIMEOUT` seconds. | |
`|tournament|autostart|off` | |
> The timer for the tournament to auto-start was turned off. | |
`|tournament|autodq|on|TIMEOUT` | |
> A timer was set for the tournament to auto-disqualify inactive players | |
> every `TIMEOUT` seconds. | |
`|tournament|autodq|off` | |
> The timer for the tournament to auto-disqualify inactive players was | |
> turned off. | |
`|tournament|autodq|target|TIME` | |
> You have `TIME` seconds to make or accept a challenge, or else you will be | |
> disqualified for inactivity. | |
Battles | |
------- | |
### Playing battles | |
Battle rooms will have a mix of room messages and battle messages. [Battle | |
messages are documented in `SIM-PROTOCOL.md`][sim-protocol]. | |
[sim-protocol]: ./sim/SIM-PROTOCOL.md | |
To make decisions in battle, players should use the `/choose` command, | |
[also documented in `SIM-PROTOCOL.md`][sending-decisions]. | |
[sending-decisions]: ./sim/SIM-PROTOCOL.md#sending-decisions | |
### Starting battles through challenges | |
`|updatechallenges|JSON` | |
> `JSON` is a JSON object representing the current state of who the user | |
> is challenging and who is challenging the user. You'll get this whenever | |
> challenges update (when you challenge someone, when you receive a challenge, | |
> when you or someone you challenged accepts/rejects/cancels a challenge). | |
`JSON.challengesFrom` will be a `{userid: format}` table of received | |
challenges. | |
`JSON.challengeTo` will be a challenge if you're challenging someone, or `null` | |
if you haven't. | |
If you are challenging someone, `challengeTo` will be in the format: | |
`{"to":"player1","format":"gen7randombattle"}`. | |
To challenge someone, send: | |
/utm TEAM | |
/challenge USERNAME, FORMAT | |
To cancel a challenge you made to someone, send: | |
/cancelchallenge USERNAME | |
To reject a challenge you received from someone, send: | |
/reject USERNAME | |
To accept a challenge you received from someone, send: | |
/utm TEAM | |
/accept USERNAME | |
Teams are in [packed format](./sim/TEAMS.md#packed-format). `TEAM` can also be | |
`null`, if the format doesn't require user-built teams, such as Random Battle. | |
Invalid teams will send a `|popup|` with validation errors, and the `/accept` | |
or `/challenge` command won't take effect. | |
If the challenge is accepted, you will receive a room initialization message. | |
### Starting battles through laddering | |
`|updatesearch|JSON` | |
> `JSON` is a JSON object representing the current state of what battles the | |
> user is currently searching for. You'll get this whenever searches update | |
> (when you search, cancel a search, or you start or end a battle) | |
`JSON.searching` will be an array of format IDs you're currently searching for | |
games in. | |
`JSON.games` will be a `{roomid: title}` table of games you're currently in. | |
Note that this includes ALL games, so `|updatesearch|` will be sent when you | |
start/end challenge battles, and even non-Pokémon games like Mafia. | |
To search for a battle against a random opponent, send: | |
/utm TEAM | |
/search FORMAT | |
Teams are in packed format (see "Team format" below). `TEAM` can also be | |
`null`, if the format doesn't require user-built teams, such as Random Battle. | |
To cancel searching, send: | |
/cancelsearch | |
### Team format | |
Pokémon Showdown always sends teams over the protocol in packed format. For | |
details about how to convert and read this format, see [sim/TEAMS.md](./sim/TEAMS.md). | |
If you're not using JavaScript and don't want to reimplement these conversions, | |
[Pokémon Showdown's command-line client](./COMMANDLINE.md) can convert between | |
packed teams and JSON using standard IO. | |