7.2 KiB
Protocol
Pokemon Showdown's protocol is relatively simple.
Pokemon Showdown is implemented in SockJS. SockJS is a compatibility layer over raw WebSocket, so you can actually connect to Pokemon Showdown directly using WebSocket:
ws://sim.smogon.com:8000/showdown/websocket
or
wss://sim.smogon.com/showdown/websocket
Client-to-server messages
Messages from the user to the server are in the form:
ROOMID|TEXT
ROOMID can optionally be left blank if it's the lobby, or if the room
is irrelevant (for instance, if TEXT is a command like
/join lobby where it doesn't matter what room it's sent from, you can
just send |/join lobby.)
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:
|tc|2|@Moderator|Some dude will join in two seconds!
|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:
@Moderator: Some dude will join in two seconds!
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, there are five message types: chat, join, leave,
name, and battle, which 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.
tc is pretty much the same as c, but also gives the delta time; the amount
of seconds passed since the message has been sent. This is so that when the
chat replays for example, the times shown are correct.
Some outgoing 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.
ROOMTYPEis one of:chatorbattle
|users|USERLIST
USERLISTis a comma-separated list ofUSERs, sent from chat rooms when they're joined.
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.
|join|USER or |j|USER
USERjoined the room.
|leave|USER or |l|USER
USERleft the room.
|name|USER|OLDID or |n|USER|OLDID
A user changed name to
USER, and their previous userid wasOLDID.
|chat|USER|MESSAGE or |c|USER|MESSAGE
USERsaidMESSAGE. Note thatMESSAGEcan contain|characters, so you can't just split by|and take the fourth string.
|battle|ROOMID|USER1|USER2 or |b|ROOMID|USER1|USER2
A battle started between
USER1andUSER2, and the battle room has IDROOMID.
Battle messages
Battle messages aren't documented yet.
I'll document all the message types eventually, but for now this should be enough to get you started. You can watch the data sent and received from the server on a regular connection, or look at the client source code for a full list of message types.
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
SENDERtoRECEIVERcontaining the messageMESSAGE.
|usercount|USERCOUNT
USERCOUNTis the number of users on the server.
|nametaken|USERNAME|MESSAGE
You tried to change your username to
USERNAMEbut it failed for the reason described inMESSAGE.
|challstr|KEYID|CHALLENGE
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
http://play.pokemonshowdown.com/action.php?act=upkeep&challengekeyid=KEYID&challenge=CHALLENGEOtherwise, you'll need to make an HTTP POST request to
http://play.pokemonshowdown.com/action.phpwith the dataact=login&name=USERNAME&pass=PASSWORD&challengekeyid=KEYID&challenge=CHALLENGE
USERNAMEis your username andPASSWORDis your password, andKEYIDandCHALLENGEare the values you got from|challstr|. (Also feel free to make the request tohttps://if your client supports it.)Either way, the response will start with
]and be followed by a JSON object which we'll calldata.Finish logging in (or renaming) by sending:
/trn USERNAME,0,ASSERTIONwhereUSERNAMEis your desired username andASSERTIONisdata.assertion.
|updateuser|USERNAME|NAMED|AVATAR
Your name or avatar was successfully changed. Your username is now
USERNAME.NAMEDwill be0if you are a guest or1otherwise. And your avatar is nowAVATAR.
|formats|FORMATSLIST
This server supports the formats specified in
FORMATSLIST.FORMATSLISTis a|-separated list ofFORMATs.FORMATis 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
JSONis a JSON object representing the current state of what battles the user is currently searching for.
|updatechallenges|JSON
JSONis a JSON object representing the current state of who the user is challenging and who is challenging the user.
|queryresponse|QUERYTYPE|JSON
JSONis a JSON object representing containing the data that was requested with/query QUERYTYPEor/query QUERYTYPE DETAILS.Possible queries include
/query roomlistand/query userdetails USERNAME.