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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. | |