Connection class
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class
psclient.Connection(username, password, websocket, chatlogger, loglevel) Bases:
objectRepresents a connection to Pokemon Showdown
You should NOT be constructing this class yourself. Instead, use
psclient.connect().Parameters: - username (string) – the username to log in to PS! with
- password (string) – the password for the PS! username provided
- websocket (object) – the websocket of the server to connect to.
- chatlogger (object) – a chatlogger, whose
handleMessage()method will be called on each message. - loglevel (int) – the level of logging (to stdout / stderr). Higher means more verbose.
Variables: - roomList (set) – a set of all the known
Roomobjects - userList (dictionary) – a dictionary mapping all known
Userobjects to lists of room IDs - password (string) – the password to use to log into PS
- loglevel (int) – the level of logging
- lastSentTime (int) – the timestamp at which the most recent message was sent
- this (User) – an
Userobject referring to the user who’s logged in - isLoggedIn (bool) –
Trueif the connection represents a logged-in user andFalseotherwise
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getMessage() → psclient.Message Gets a message from the websocket and parses it as needed
This is a blocking method if awaited, but you can use asyncio.wait_for() safely.
Returns: the message, or None if no message was received Return type: Message or None
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getRoom(name) Gets the
Roomobject corresponding to an IDParameters: id (string in ID format) – the room ID (in ID format from toID())Returns: a Roomobject with the given IDReturn type: Room
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getUser(userid) Gets the
Userobject for a given IDParameters: userid (string that is an ID) – the ID of the user to search for Returns: the user with the given ID Return type: User or None
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getUserRooms(user) Gets a set of the IDs (not objects) of the rooms that the user is in.
Parameters: user (User) – the user Returns: Return type: set or None
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handleMessage(rawMessage: Union[str, bytes]) → psclient.Message Handles incoming raw messages
Parameters: rawMessage (Union[str, bytes]) – the raw message from the websocket Returns: the parsed message Return type: Message
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log(message) Logs a message to the console according to LOGLEVEL
Parameters: message (string) – the message to be logged, beginning with E:, W:, I:, or DEBUG:
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login(challstr) Logs into Pokemon Showdown
Parameters: challstr (string) – the challstr to use to log in
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messages() → AsyncGenerator[psclient.Message, None] An async generator yielding messages from the websocket
Yields: Message – a processed messages
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sayIn(room, message) Sends a message to a room.
Parameters: - room (Room) – the room to send the message to
- message (string) – the message to send
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send(message) Sends a message
Parameters: message (string) – the message to send
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userJoinedRoom(user, room) Handles a user joining a room
Parameters:
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userLeftRoom(user, room) Handles a user leaving a room
Parameters:
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waitForLogin() Waits for a challstr and then logs in.
May block infinitely if the server never sends a |challstr|, so using asyncio.wait_for() is advised.
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whisper(userid, message) PMs a message to a user
Parameters: - userid (string in ID format) – the user to PM
- message (string) – the message to PM
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psclient.connect(username: str, password: str, url='wss://sim3.psim.us/showdown/websocket', chatlogger=None, loglevel=2) → psclient.Connection Creates a new connection to a PS server, and logs in
Parameters: - username (str) – the username to use for the connection
- password (str) – the password for the username
- url (str, optional) – the URL of the server to connect to. Defaults to “wss://sim3.psim.us/showdown/websocket”.
- chatlogger (Chatlogger, optional) – a ps-client compatible chatlogger to use. Defaults to None.
- loglevel (int, optional) – the level of logging; higher is more verbose. Defaults to 2.
Returns: an object representing the connection
Return type: