A Yu-Gi-Oh! game server built with TypeScript
Host duels for EDOPro, Koishi, and YGO Mobile โ all from one server.
Evolution Server runs two independent game engines side by side, so you can support both ecosystems from a single server โ or pick just one.
| Engine | Clients | Protocol | Port |
|---|---|---|---|
| ๐ฅ๏ธ EDOPro | EDOPro desktop client | EDOPro protocol | 7911 |
| ๐ฑ YGOPro | Koishi, YGO Mobile, YGOPro | YGOPro-compatible (srvpro2) | 7711 |
- ๐ฐ Room creation through the EDOPro lobby or YGOPro-compatible clients
- ๐ Cross-client duels between different platforms (experimental)
- ๐ Automatic reconnection after disconnection or crash
- ๐ Match data collection for rankings and analytics
- ๐งช Isolated duel cores โ each match runs in its own process
The fastest way to get running. Three commands and you're dueling:
git clone https://github.com/diangogav/EDOpro-server-ts
cd EDOpro-server-ts
docker compose -f docker-compose.prod.yaml up -dThat's it! ๐ Both engines start automatically with PostgreSQL and Valkey included.
๐ก Connect with EDOPro on port
7911or with Koishi/YGO Mobile on port7711.
For when you want full control, or Docker isn't an option.
- Node.js >= 24
- CMake >= 3.18
- A C++ compiler (g++ or clang++)
- jq >= 1.6 โ required by
scripts/clone_repositories.shandscripts/setup_resources.shto read the resource manifest
On Ubuntu/Debian, the provided script installs everything you need:
sudo bash scripts/install_dependencies.sh๐ก To install
jqmanually:sudo apt-get install -y jq(Debian/Ubuntu) orbrew install jq(macOS).
# 1๏ธโฃ Clone the project
git clone https://github.com/diangogav/EDOpro-server-ts
cd EDOpro-server-ts
# 2๏ธโฃ Clone card scripts, databases, and banlists
bash scripts/clone_repositories.sh
# 3๏ธโฃ Organize everything into resources/
bash scripts/setup_resources.sh
# 4๏ธโฃ Build the C++ duel core (used by the EDOPro engine)
bash scripts/build_core_integrator.sh
# 5๏ธโฃ Install Node.js dependencies
npm install
# 6๏ธโฃ Configure environment
cp .env.example .env๐
scripts/setup_resources.shassembles each run intoresources/releases/<id>/and pointsresources/current(a symlink) at it. Everything is read throughresources/current/โฆ, so refreshing resources is an atomic symlink swap โ no restart needed. In Docker the container runs this refresh loop in the background (seescripts/entrypoint.sh+scripts/resources-updater.sh), so card/banlist updates are picked up live.
Now choose which engine(s) you want to run ๐
Players connect using the EDOPro desktop client.
What you need:
- โ The CoreIntegrator binary (built in step 4)
- โ Card databases and scripts from ProjectIgnis
- โ Banlists from ProjectIgnis and/or Evolution
Minimum .env configuration:
HOST_PORT=7911
HTTP_PORT=7922
WEBSOCKET_PORT=4000Resource structure used:
๐ resources/current/edopro/
โโโ ๐ scripts/ # ProjectIgnis/CardScripts
โโโ ๐๏ธ databases/ # ProjectIgnis/BabelCDB
โโโ ๐ banlists-ignis/ # ProjectIgnis/LFLists
โโโ ๐ banlists-evolution/ # Evolution community banlists
npm run dev๐ฏ Connect with EDOPro to
your-server-ip:7911
The YGOPro engine uses srvpro2-compatible protocol. Players connect using Koishi, YGO Mobile, or any YGOPro-compatible client.
What you need:
- โ Card scripts and databases from ygopro-scripts
- โ Ban lists and alternative format resources
- โ
resources.manifest.jsonat repo root (already present โ the server derives card paths from it automatically)
Minimum .env configuration:
YGOPRO_PORT=7711
HTTP_PORT=7922
WEBSOCKET_PORT=4000
RESOURCES_DIR=./resources/currentResource structure used:
๐ resources/current/ygopro/
โโโ ๐ base/ # Core scripts + lflist + cards.cdb (loaded by all modes)
โโโ ๐ formats/ocg/ # OCG-specific banlist
โโโ ๐ formats/<name>/ # Format variants (Edison, HAT, JTP, MD, Tengu, World, Genesys, โฆ)
โโโ ๐ extensions/prereleases/ # Pre-release card databases + scripts (extra folder)
โโโ ๐จ extensions/custom-cards/ # Custom card art databases (extra folder)
Standard card pool (base + all served formats) is loaded for all rooms. Extended pool (standard + extension dirs) is only available in rooms that use PRE or ART formats. Standard rooms cannot use those cards.
Both pools are derived automatically from resources.manifest.json (runtime.ygopro.standard / .extended). No environment variable is needed or supported for pool membership โ the manifest is the sole source.
npm run dev๐ฏ Connect with Koishi or YGO Mobile to
your-server-ip:7711
Just set both ports in your .env:
HOST_PORT=7911
YGOPRO_PORT=7711
HTTP_PORT=7922
WEBSOCKET_PORT=4000
RESOURCES_DIR=./resources/currentnpm run devBoth engines run in the same process, sharing the HTTP API and WebSocket server. ๐ช
The YGOPro engine maintains two separate card pools in memory:
| Pool | Loaded from | Available to |
|---|---|---|
| Standard | runtime.ygopro.standard in resources.manifest.json |
All rooms |
| Extended | standard + runtime.ygopro.extended in resources.manifest.json |
PRE/ART rooms only |
When a player creates a room with a format like PRE, TCGPRE, OCGPRE, TCGART, or OCGART, the server uses the extended card pool for both deck validation and the duel engine. Standard rooms (M, TCG, OT, GOAT, etc.) use only the standard pool โ any card not in that pool is rejected as unknown.
Both pools are loaded at startup and refreshed every 10 minutes if the underlying .cdb files change.
| Variable | Description | Default |
|---|---|---|
HOST_PORT |
EDOPro server port | 7911 |
YGOPRO_PORT |
YGOPro server port | 7711 |
HTTP_PORT |
HTTP API port | 7922 |
WEBSOCKET_PORT |
WebSocket port | 4000 |
RESOURCES_DIR |
Root of the assembled resource tree (symlink target) | ./resources/current |
MANIFEST_PATH |
Path to resources.manifest.json used for pool derivation |
./resources.manifest.json |
RANK_ENABLED |
Enable ranking system (requires PostgreSQL) | false |
POSTGRES_HOST |
PostgreSQL host | localhost |
POSTGRES_PORT |
PostgreSQL port | 5432 |
POSTGRES_DB |
PostgreSQL database name | evolution |
POSTGRES_USER |
PostgreSQL username | evolution |
POSTGRES_PASSWORD |
PostgreSQL password | (required if ranking enabled) |
USE_REDIS |
Enable Redis/Valkey for session management | false |
REDIS_URI |
Redis/Valkey connection URI | (required if redis enabled) |
Run this manually before deploying to production to confirm the derived pools match the expected baselines (network required):
# 1. Assemble resources (must be done at least once)
bash scripts/clone_repositories.sh && bash scripts/setup_resources.sh
# 2. Start the server (RESOURCES_DIR and MANIFEST_PATH use their defaults)
npm run devWatch the startup log for lines like:
Merged standard database from N databases with M cards
Merged extended database from N databases with M cards
Total LFLists loaded: K
These counts should match the pre-change production baseline. Any significant difference (e.g. M cards drops to 0) indicates a pool derivation or container manifest issue.
You can also inspect the derived paths at any time:
node -e "
const { resolvePools } = require('./dist/src/ygopro/ygopro/ResourcePoolResolver');
const { config } = require('./dist/src/config');
const pools = resolvePools({ manifestPath: config.resources.manifestPath, resourcesDir: config.resources.dir, env: process.env, logger: console });
console.log('standard paths:', pools.standard.length);
console.log('extended paths:', pools.extended.length);
pools.standard.forEach(p => console.log(' S', p));
pools.extended.slice(pools.standard.length).forEach(p => console.log(' E', p));
"src/
โโโ ๐ฅ๏ธ edopro/ # EDOPro engine (EDOPro protocol)
โโโ ๐ฑ ygopro/ # YGOPro engine (srvpro2-compatible)
โโโ ๐ค shared/ # Shared domain logic (rooms, decks, cards, clients)
โโโ ๐ socket-server/ # TCP socket servers for both engines
โโโ ๐ http-server/ # REST API
โโโ ๐ก web-socket-server/ # WebSocket server for real-time updates
Both engines share the same room management, player handling, and match lifecycle โ but use different protocols, card databases, and deck validation rules.
- Multirole by @Dyxel โ the reference for the EDOPro engine
- srvpro2 โ the reference for the YGOPro engine
- The Project Ignis, MyCard, and Evolution communities
Made with โค๏ธ by the Evolution community