fix!(lua.endpoints): buy/pack hang when Celestial pack contains Black Hole
@S1M0N38 ci sta già lavorando.
Dal 13/6/2026.
Valutazione
Questa issue non è ancora stata valutata.
Descrizione
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 = truein SMODS's booster config (only Arcana and Spectral packs do) - So when Black Hole is the first card, the code sets
needs_hand = trueand waits forG.hand.cardsto 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
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