Pokemon_server / PROTOCOL.md
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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.