Description
Buying or selecting from a Celestial booster pack causes the endpoint to hang indefinitely when the pack contains Black Hole (c_black_hole, a Spectral card) as its first card. The response is never sent and the request times out on the client side.
Both buy (opening the pack) and pack (selecting a card from an already-opened pack) are affected.
Root Cause
Both src/lua/endpoints/buy.lua (~line 260) and src/lua/endpoints/pack.lua (~line 305) infer whether hand cards need to be dealt by checking the first card's ability.set:
local pack_key = G.pack_cards.cards[1].ability and G.pack_cards.cards[1].ability.set
local needs_hand = pack_key == "Tarot" or pack_key == "Spectral"
- Black Hole has
ability.set = "Spectral" (it is a Spectral-type consumable)
- But Black Hole can appear in Celestial packs via the soul mechanism: when
create_card("Planet", ...) is called for a Celestial pack, there is a ~0.3% chance per card (pseudorandom > 0.997) that it becomes Black Hole
- Celestial packs do NOT have
draw_hand = true in SMODS's booster config (only Arcana and Spectral packs do)
- So when Black Hole is the first card, the code sets
needs_hand = true and waits for G.hand.cards to be populated
- Hand cards are never dealt → the condition event spins forever → endpoint hangs
Steps to Reproduce
Seed S001250 naturally produces Black Hole in a Celestial pack via the soul mechanism after cycling 12 Celestial packs in the first shop.
- Start a run:
start({"deck": "b_red", "stake": "stake_white", "seed": "S001250"})
- Select a blind:
select()
- Set chips and money:
set({"chips": 100000, "money": 999})
- Play a hand:
play({"cards": [0,1,2,3,4]})
- Cash out:
cash_out()
- Free a booster slot:
buy({"pack": 0}) → pack({"skip": true})
- Cycle 12 Celestial packs:
add({"key": "p_celestial_normal_1"}) → buy({"pack": 1}) → pack({"skip": true}) × 12
- Add the 13th Celestial pack:
add({"key": "p_celestial_normal_1"})
- Buy it:
buy({"pack": 1})
- The request hangs indefinitely — Black Hole (
set=Spectral) is the first card
For the pack endpoint: load the attached fixture to reach SMODS_BOOSTER_OPENED state with Black Hole at index 0, then call pack({"card": 0}) — this also hangs.
Expected Behavior
The endpoints should return the gamestate response after the pack opens / selection completes, regardless of whether the first card is a Spectral type. Celestial packs never deal hand cards, so the endpoints should not wait for them.
Actual Behavior
The request never returns. The log shows Buying Booster 'Celestial Pack' for $4 but no corresponding OK or ERR response. The event loop spins on the hand_ready condition that never becomes true.
Why This Bug Is Difficult to Reproduce
- Black Hole only appears in Celestial packs through the soul mechanism: a ~0.3% chance per card when creating Planet cards
- The bug only triggers when Black Hole is the first card in the pack, because the code only checks
G.pack_cards.cards[1]
- Combined probability: roughly 0.05% per shop — automated bots hit it eventually, humans almost never
- Found via parallel search across 8 headless instances testing 2000 seeds
Environment
- OS: macOS
- Lovely version: 0.8.0
- SMODS version: v1.0.0~BETA-1221a
- BalatroBot commit: 7a33403
Files
Description
Buying or selecting from a Celestial booster pack causes the endpoint to hang indefinitely when the pack contains Black Hole (
c_black_hole, a Spectral card) as its first card. The response is never sent and the request times out on the client side.Both
buy(opening the pack) andpack(selecting a card from an already-opened pack) are affected.Root Cause
Both
src/lua/endpoints/buy.lua(~line 260) andsrc/lua/endpoints/pack.lua(~line 305) infer whether hand cards need to be dealt by checking the first card'sability.set:ability.set = "Spectral"(it is a Spectral-type consumable)create_card("Planet", ...)is called for a Celestial pack, there is a ~0.3% chance per card (pseudorandom > 0.997) that it becomes Black Holedraw_hand = truein SMODS's booster config (only Arcana and Spectral packs do)needs_hand = trueand waits forG.hand.cardsto be populatedSteps to Reproduce
Seed
S001250naturally produces Black Hole in a Celestial pack via the soul mechanism after cycling 12 Celestial packs in the first shop.start({"deck": "b_red", "stake": "stake_white", "seed": "S001250"})select()set({"chips": 100000, "money": 999})play({"cards": [0,1,2,3,4]})cash_out()buy({"pack": 0})→pack({"skip": true})add({"key": "p_celestial_normal_1"})→buy({"pack": 1})→pack({"skip": true})× 12add({"key": "p_celestial_normal_1"})buy({"pack": 1})set=Spectral) is the first cardFor the
packendpoint: load the attached fixture to reachSMODS_BOOSTER_OPENEDstate with Black Hole at index 0, then callpack({"card": 0})— this also hangs.Expected Behavior
The endpoints should return the gamestate response after the pack opens / selection completes, regardless of whether the first card is a Spectral type. Celestial packs never deal hand cards, so the endpoints should not wait for them.
Actual Behavior
The request never returns. The log shows
Buying Booster 'Celestial Pack' for $4but no corresponding OK or ERR response. The event loop spins on thehand_readycondition that never becomes true.Why This Bug Is Difficult to Reproduce
G.pack_cards.cards[1]Environment
Files