Evaluate search queries as restricted Python

Something I threw together quickly this morning to make the search
server evaluations work properly. I'd like to build my own AST and
benchmark it with a large server list to see how much slower it is. In
any case, this implementation should usually be reliable despite any
slowness.
This commit is contained in:
polaris
2014-04-13 10:40:47 -04:00
parent 0775bd3917
commit 38c2b97daf

View File

@@ -19,6 +19,8 @@
# server_browser will send a request with the game name followed by optional search parameters to get a list of servers.
import logging
import time
import ast
from multiprocessing.managers import BaseManager
from multiprocessing import freeze_support
@@ -61,31 +63,16 @@ class GameSpyBackendServer(object):
server = manager.get_server()
server.serve_forever()
def get_token(self, filters, i):
def get_token(self, filters):
# Complex example from Dungeon Explorer: Warriors of Ancient Arts
# dwc_mver = 3 and dwc_pid != 474890913 and maxplayers = 2 and numplayers < 2 and dwc_mtype = 0 and dwc_mresv != dwc_pid and (MatchType='english')
#
# Even more complex example from Phantasy Star Zero:
# dwc_mver = 3 and dwc_pid != 4 and maxplayers = 3 and numplayers < 3 and dwc_mtype = 0 and dwc_mresv != dwc_pid and (((20=auth)AND((1&mskdif)=mskdif)AND((14&mskstg)=mskstg)))
#
# Digging into a few DS games, and these hardcoded search queries seem to be consistent between them:
# %s = %d and %s != %u and maxplayers = %d and numplayers < %d and %s = %d and %s != %s
# %s and (%s)
# %s = %u
#
# It does not look like OR commands are (at least by default) supported, so for now they won't be implemented.
#
# Things that have been implemented:
# - and operator (assuming all commands are linked by ANDs)
# - integer comparisons
# - string literals comparisons
# - comparison between two fields
# - comparison operators (<, >, =, !=, <=, >=)
# - bitwise and operator (&)
#
# Things that won't be supported for now unless required:
# - or operator
# - grouping of operators, e.g.: (x or y) and (y or z)
# Example with OR from Mario Kart Wii:
# dwc_mver = 90 and dwc_pid != 1 and maxplayers = 11 and numplayers < 11 and dwc_mtype = 0 and dwc_hoststate = 2 and dwc_suspend = 0 and (rk = 'vs_123' and (ev > 4263 or ev <= 5763) and p = 0)
i = 0
start = i
special_chars = "_"
@@ -97,7 +84,11 @@ class GameSpyBackendServer(object):
start += 1
if i < len(filters):
if filters[i] == "(" or filters[i] == ")":
if filters[i] == "(":
i += 1
token_type = TokenType.TOKEN
elif filters[i] == ")":
i += 1
token_type = TokenType.TOKEN
@@ -113,7 +104,7 @@ class GameSpyBackendServer(object):
i += 1
token_type = TokenType.TOKEN
if i + 1 < len(filters) and filters[i+1] == "=":
if i < len(filters) and filters[i] == "=":
# >= or <=
i += 1
@@ -143,207 +134,217 @@ class GameSpyBackendServer(object):
if i < len(filters) and filters[i] == "\"":
i += 1 # Skip quotation mark
elif i + 1 < len(filters) and filters[i] == '-' and filters[i + 1].isdigit():
# Negative number
token_type = TokenType.NUMBER
i += 1
while i < len(filters) and filters[i].isdigit():
i += 1
elif filters[i].isalnum() or filters[i] in special_chars:
# Whole numbers or words
if filters[i].isdigit():
token_type = TokenType.NUMBER
if filters[i].isalpha():
elif filters[i].isalpha():
token_type = TokenType.FIELD
while i < len(filters) and (filters[i].isalnum() or filters[i] in special_chars) and filters[i] not in "!=>< ":
i += 1
if token_type == TokenType.STRING:
token = filters[start + 1:i - 1]
else:
token = filters[start:i]
if token_type == TokenType.NUMBER:
token = int(token)
token = filters[start:i]
if token_type == TokenType.FIELD and (token.lower() == "and" or token.lower() == "or"):
token = token.lower()
return token, i, token_type
def match(self, filters, i, search, case_insensitive=False):
start = i
found_match = False
def translate_expression(self, filters):
output = []
variables = []
# Get the next token
token, i, _ = self.get_token(filters, i)
while len(filters) > 0:
token, i, token_type = self.get_token(filters)
filters = filters[i:]
if case_insensitive == True:
token = token.lower()
search = search.lower()
if token_type == TokenType.TOKEN:
# Python uses == instead of = for comparisons, so replace it with the proper token for compilation.
if token == "=":
token = "=="
# If the token isn't the same as what we're searching for, don't move forward.
if token != search:
i = start
else:
found_match = True
elif token_type == TokenType.FIELD:
# Each server has its own variables so handle it later.
variables.append(len(output))
return found_match, i
output.append(token)
def parse_filter(self, filters):
ops = []
values = []
i = 0
found_match = True
filter_count = 0
return output, variables
# Continue while there's a connecting "and".
while found_match and i < len(filters):
found_match_bracket, i = self.match(filters, i, "(")
def validate_ast(self, node, num_literal_only):
# This function tries to verify that the expression is a valid expression before it gets evaluated.
# Anything besides the whitelisted things below are strictly forbidden:
# - String literals
# - Number literals
# - Binary operators (CAN ONLY BE PERFORMED ON TWO NUMBER LITERALS)
# - Comparisons (cannot use 'in', 'not in', 'is', 'is not' operators)
#
# Anything such as variables or arrays or function calls are NOT VALID.
# Never run the expression received from the client before running this function on the expression first.
#print type(node)
if found_match_bracket:
a, b, filters, f = self.parse_filter(filters[i:])
found_closing_match_bracket, i = self.match(filters, i, ")")
found_match = found_closing_match_bracket
a.reverse()
b.reverse()
ops = a + ops
values = b + values
filter_count += f
# Only allow literals, comparisons, and math operations
valid_node = False
if isinstance(node, ast.Num):
valid_node = True
else:
l, i, token_type = self.get_token(filters, i)
elif isinstance(node, ast.Str):
if num_literal_only == False:
valid_node = True
if token_type == TokenType.FIELD and l.lower() == "and":
filter_count += 1
continue
elif isinstance(node, ast.BoolOp):
for value in node.values:
valid_node = self.validate_ast(value, num_literal_only)
elif l == "(" or l == ")":
continue
if token_type == TokenType.TOKEN:
ops.append(l)
else:
values.append({'value': l, 'type': token_type})
return ops, values, filters[i:], filter_count
def find_servers(self, gameid, filters, fields, max_count):
servers = []
if gameid in self.server_list:
ops_parsed, values_parsed, _, filter_count = self.parse_filter(filters)
# In the case that there were no "AND" commands, check to make sure there was at least one other command
if len(ops_parsed) > 0:
filter_count += 1
if max_count <= 0:
max_count = 1
# Generate a list of servers that match the given criteria.
for server in self.server_list[gameid]:
ops = ops_parsed
values = values_parsed
if len(servers) > max_count and max_count != -1:
if valid_node == False:
break
matched_filters = 0
while len(ops) > 0:
op = ops.pop()
r = None
l = None
elif isinstance(node, ast.BinOp):
valid_node = self.validate_ast(node.left, True)
if len(values) != 0:
r = values.pop()
if len(values) != 0:
l = values.pop()
if valid_node == True:
valid_node = self.validate_ast(node.right, True)
if r == None or l == None:
break
elif isinstance(node, ast.UnaryOp):
valid_node = self.validate_ast(node.operand, num_literal_only)
lval = l['value']
rval = r['value']
elif isinstance(node, ast.Expr):
valid_node = self.validate_ast(node.value, num_literal_only)
# If the left value is a field name and it's in the server variables, get its value.
if l['type'] == TokenType.FIELD and l['value'] in server:
lval = server[l['value']]
_, _, l['type'] = self.get_token(lval, 0)
elif isinstance(node, ast.Compare):
valid_node = self.validate_ast(node.left, num_literal_only)
# If the value is a number then convert it to an integer for proper integer comparison.
if l['type'] == TokenType.NUMBER:
lval = int(lval)
for op in node.ops:
#print type(op)
# If the right value is a field name and it's in the server variables, get its value.
if r['type'] == TokenType.FIELD and r['value'] in server:
rval = server[r['value']]
_, _, r['type'] = self.get_token(rval, 0)
# Restrict "is", "is not", "in", and "not in" python comparison operators.
# These are python-specific and the games have no way of knowing what they are, so there's no reason
# to keep them around.
if isinstance(op, ast.Is) or isinstance(op, ast.IsNot) or isinstance(op, ast.In) or isinstance(op, ast.NotIn):
valid_node = False
break
# If the value is a number then convert it to an integer for proper integer comparison.
if r['type'] == TokenType.NUMBER:
rval = int(rval)
if valid_node == True:
for expr in node.comparators:
valid_node = self.validate_ast(expr, num_literal_only)
match = False
if op == "=" and lval == rval:
match = True
elif op == "!=" and lval != rval:
match = True
elif op == "<" and lval < rval:
match = True
elif op == ">" and lval > rval:
match = True
elif op == ">=" and lval >= rval:
match = True
elif op == "<=" and lval <= rval:
match = True
elif op == "&":
values.append({ 'value': int(lval & rval), 'type': TokenType.NUMBER})
elif isinstance(node, ast.Call):
valid_node = False
if match == True:
print "Matched: %s %s %s" % (l['value'], op, r['value'])
matched_filters += 1
elif op != "&": # & doesn't need to be matched, so don't display a message for it
print "Not matched: %s %s %s" % (l['value'], op, r['value'])
pass
print "Matched %d/%d" % (matched_filters, filter_count)
# Add the server if everything was matched
if matched_filters == filter_count:
# Create a result with only the fields requested
result = {}
if 'localip0' in server:
# localip1, localip2, ... are possible, but are they ever used?
# Small chance this might cause an issue later.
result['localip0'] = server['localip0']
if 'localport' in server:
result['localport'] = server['localport']
if 'localport' in server:
result['localport'] = server['localport']
if 'natneg' in server:
result['natneg'] = server['natneg']
if 'publicip' in server:
result['publicip'] = server['publicip']
if 'publicport' in server:
result['publicport'] = server['publicport']
if '__session__' in server:
result['__session__'] = server['__session__']
if '__console__' in server:
result['__console__'] = server['__console__']
requested = {}
for field in fields:
if not field in result:
if field in server:
requested[field] = server[field]
else:
# Return a dummy value. What's the normal behavior of the real server in this case?
requested[field] = ""
return valid_node
result['requested'] = requested
servers.append(result)
def find_servers(self, gameid, filters, fields, max_count):
matched_servers = []
# How does it handle 0?
if max_count == 0:
return []
if gameid not in self.server_list:
return []
start = time.time()
for server in self.server_list[gameid]:
translated, variables = self.translate_expression(filters)
for idx in variables:
token = translated[idx]
if token in server:
token = server[token]
_, _, token_type = self.get_token(token)
if token_type == TokenType.FIELD:
# At this point, any field should be a string.
# This does not support stuff like:
# dwc_test = 'test', dwc_test2 = dwc_test, dwc_test3 = dwc_test2
token = '"' + token + '"'
translated[idx] = token
q = ' '.join(translated)
# Always run validate_ast over the entire AST before evaluating anything. eval() is dangerous to use on
# unsanitized inputs. The validate_ast function has a fairly strict whitelist so it should be safe in what
# it accepts as valid.
m = ast.parse(q, "<string>", "exec")
valid_filter = True
for node in m.body:
valid_filter = self.validate_ast(node, False)
if valid_filter == False:
# Return only anything matched up until this point.
return matched_servers
# Use Python to evaluate the query. This method may take a little time but it shouldn't be all that
# big of a difference, I think. It takes about 0.0004 seconds per server to determine whether or not it's a
# match on my computer. Usually there's a low max_servers set when the game searches for servers, so assuming
# something like the game is asking for 6 servers, it would take about 0.0024 seconds total. These times
# will obviously be different per computer. It's not ideal, but it shouldn't be a huge bottleneck.
# A possible way to speed it up is to make validate_ast also evaluate the expressions at the same time as it
# validates it.
result = eval(q)
if result == True:
matched_servers.append(server)
if len(matched_servers) >= max_count:
break
servers = []
for server in matched_servers:
# Create a result with only the fields requested
result = {}
# Return all localips
i = 0
while 'localip' + str(i) in server:
result['localip' + str(i)] = server['localip' + str(i)]
i += 1
if 'localport' in server:
result['localport'] = server['localport']
if 'localport' in server:
result['localport'] = server['localport']
if 'natneg' in server:
result['natneg'] = server['natneg']
if 'publicip' in server:
result['publicip'] = server['publicip']
if 'publicport' in server:
result['publicport'] = server['publicport']
if '__session__' in server:
result['__session__'] = server['__session__']
if '__console__' in server:
result['__console__'] = server['__console__']
requested = {}
for field in fields:
if not field in result:
if field in server:
requested[field] = server[field]
else:
# Return a dummy value. What's the normal behavior of the real server in this case?
requested[field] = ""
result['requested'] = requested
servers.append(result)
logger.log(logging.DEBUG, "Matched %d servers in %s seconds" % (len(servers), (time.time() - start)))
return servers