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.psim.us:8000/showdown/websocket
or
wss://sim.psim.us/showdown/websocket
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
.
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, 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.
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
orbattle
|users|USERLIST
USERLIST
is a comma-separated list ofUSER
s, 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
USER
joined the room.
|leave|USER
or |l|USER
USER
left 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
USER
saidMESSAGE
. Note thatMESSAGE
can 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
USER1
andUSER2
, 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
SENDER
toRECEIVER
containing the messageMESSAGE
.
|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 inMESSAGE
.
|challstr|KEYID|CHALLENGE
You tried to log in, and we need confirmation that it's really you.
Make an HTTP request to
http://play.pokemonshowdown.com/action.php?act=upkeep&challengekeyid=KEYID&challenge=CHALLENGE
The response will start with
]
and be followed by a JSON object which we'll calldata
.Finish the rename by sending:
/trn NAME,0,ASSERTION
whereNAME
is your desired username andASSERTION
isdata.assertion
.
|updateuser|NAME|NAMED|AVATAR
Your name or avatar was successfully changed. Your username is now
NAME
.NAMED
will be0
if you are a guest or1
otherwise. And your avatar is nowAVATAR
.
|formats|FORMATSLIST
This server supports the formats specified in
FORMATSLIST
.FORMATSLIST
is a|
-separated list ofFORMAT
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.
|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
.