mirror of
https://github.com/barronwaffles/dwc_network_server_emulator.git
synced 2026-08-28 05:44:09 -05:00
Cleaned: gamespy_backend_server.py
This commit is contained in:
@@ -16,25 +16,35 @@
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You should have received a copy of the GNU Affero General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Master server list server
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Master server list server
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Basic idea:
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The server listing does not need to be persistent, and it must be easily searchable for any unknown parameters.
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So instead of using a SQL database, I've opted to create a server list database server which communicates between the
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server browser and the qr server. The server list database will be stored in dictionaries as to allow dynamic columns
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that can be easily searched. The main reason for this configuration is because it cannot be guaranteed what data
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a game's server will required. For example, in addition to the common fields such as publicip, numplayers, dwc_pid, etc,
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Lost Magic also uses fields such as LMname, LMsecN, LMrating, LMbtmode, and LMversion.
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Basic idea:
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The server listing does not need to be persistent, and it must be easily
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searchable for any unknown parameters. So instead of using a SQL database,
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I've opted to create a server list database server which communicates
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between the server browser and the qr server. The server list database
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will be stored in dictionaries as to allow dynamic columns that can be
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easily searched. The main reason for this configuration is because it
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cannot be guaranteed what data a game's server will required. For example,
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in addition to the common fields such as publicip, numplayers, dwc_pid,
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etc, Lost Magic also uses fields such as LMname, LMsecN, LMrating,
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LMbtmode, and LMversion.
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It would be possible to create game-specific databases but this would be more of a hassle and less universal. It would
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also be possible pickle a dictionary containing all of the fields and store it in a SQL database instead, but that
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would require unpickling every server each time you want to match search queries which would cause overhead if there
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are a lot of running servers. One trade off here is that we'll be using more memory by storing each server as a
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dictionary in the memory instead of storing it in a SQL database.
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It would be possible to create game-specific databases but this would be
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more of a hassle and less universal. It would also be possible pickle a
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dictionary containing all of the fields and store it in a SQL database
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instead, but that would require unpickling every server each time you want
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to match search queries which would cause overhead if there are a lot of
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running servers. One trade off here is that we'll be using more memory by
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storing each server as a dictionary in the memory instead of storing it in
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a SQL database.
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qr_server and server_browser both will act as clients to gs_server_database.
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qr_server will send an add and/or delete to add or remove servers from the server list.
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server_browser will send a request with the game name followed by optional search parameters to get a list of servers.
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- qr_server and server_browser both will act as clients to
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gs_server_database.
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- qr_server will send an add and/or delete to add or remove servers from the
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server list.
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- server_browser will send a request with the game name followed by optional
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search parameters to get a list of servers.
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"""
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import logging
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@@ -45,6 +55,7 @@ from multiprocessing.managers import BaseManager
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from multiprocessing import freeze_support
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import other.utils as utils
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class TokenType:
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UNKNOWN = 0
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FIELD = 1
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@@ -57,45 +68,86 @@ logger_output_to_console = True
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logger_output_to_file = True
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logger_name = "GamespyBackendServer"
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logger_filename = "gamespy_backend_server.log"
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logger = utils.create_logger(logger_name, logger_filename, -1, logger_output_to_console, logger_output_to_file)
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logger = utils.create_logger(logger_name, logger_filename, -1,
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logger_output_to_console, logger_output_to_file)
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class GameSpyServerDatabase(BaseManager):
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pass
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class GameSpyBackendServer(object):
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def __init__(self):
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self.server_list = {}
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self.natneg_list = {}
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GameSpyServerDatabase.register("get_server_list", callable=lambda:self.server_list)
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GameSpyServerDatabase.register("find_servers", callable=self.find_servers)
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GameSpyServerDatabase.register("find_server_by_address", callable=self.find_server_by_address)
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GameSpyServerDatabase.register("find_server_by_local_address", callable=self.find_server_by_local_address)
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GameSpyServerDatabase.register("update_server_list", callable=self.update_server_list)
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GameSpyServerDatabase.register("delete_server", callable=self.delete_server)
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GameSpyServerDatabase.register("add_natneg_server", callable=self.add_natneg_server)
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GameSpyServerDatabase.register("get_natneg_server", callable=self.get_natneg_server)
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GameSpyServerDatabase.register("delete_natneg_server", callable=self.delete_natneg_server)
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GameSpyServerDatabase.register(
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"get_server_list",
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callable=lambda: self.server_list
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)
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GameSpyServerDatabase.register(
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"find_servers",
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callable=self.find_servers
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)
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GameSpyServerDatabase.register(
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"find_server_by_address",
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callable=self.find_server_by_address
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)
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GameSpyServerDatabase.register(
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"find_server_by_local_address",
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callable=self.find_server_by_local_address
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)
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GameSpyServerDatabase.register(
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"update_server_list",
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callable=self.update_server_list
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)
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GameSpyServerDatabase.register(
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"delete_server",
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callable=self.delete_server
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)
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GameSpyServerDatabase.register(
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"add_natneg_server",
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callable=self.add_natneg_server
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)
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GameSpyServerDatabase.register(
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"get_natneg_server",
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callable=self.get_natneg_server
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)
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GameSpyServerDatabase.register(
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"delete_natneg_server",
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callable=self.delete_natneg_server
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)
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def start(self):
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address = ("127.0.0.1", 27500)
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password = ""
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logger.log(logging.INFO, "Started server on %s:%d..." % (address[0], address[1]))
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logger.log(logging.INFO,
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"Started server on %s:%d...",
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address[0], address[1])
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manager = GameSpyServerDatabase(address = address, authkey = password)
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manager = GameSpyServerDatabase(address=address,
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authkey=password)
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server = manager.get_server()
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server.serve_forever()
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def get_token(self, filters):
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# Complex example from Dungeon Explorer: Warriors of Ancient Arts
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# 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')
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#
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# Even more complex example from Phantasy Star Zero:
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# 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)))
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#
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# Example with OR from Mario Kart Wii:
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# 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)
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"""Complex example from Dungeon Explorer: Warriors of Ancient Arts
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dwc_mver = 3 and dwc_pid != 474890913 and maxplayers = 2 and
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numplayers < 2 and dwc_mtype = 0 and dwc_mresv != dwc_pid and
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(MatchType='english')
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Even more complex example from Phantasy Star Zero:
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dwc_mver = 3 and dwc_pid != 4 and maxplayers = 3 and
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numplayers < 3 and dwc_mtype = 0 and dwc_mresv != dwc_pid and
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(((20=auth)AND((1&mskdif)=mskdif)AND((14&mskstg)=mskstg)))
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Example with OR from Mario Kart Wii:
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dwc_mver = 90 and dwc_pid != 1 and maxplayers = 11 and
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numplayers < 11 and dwc_mtype = 0 and dwc_hoststate = 2 and
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dwc_suspend = 0 and (rk = 'vs_123' and (ev > 4263 or ev <= 5763)
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and p = 0)
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"""
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i = 0
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start = i
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special_chars = "_"
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@@ -132,7 +184,8 @@ class GameSpyBackendServer(object):
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# >= or <=
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i += 1
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elif i + 1 < len(filters) and filters[i] == "!" and filters[i + 1] == "=":
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elif i + 1 < len(filters) and filters[i] == "!" and \
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filters[i + 1] == "=":
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i += 2
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token_type = TokenType.TOKEN
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@@ -140,25 +193,27 @@ class GameSpyBackendServer(object):
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# String literal
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token_type = TokenType.STRING
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i += 1 # Skip quotation mark
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i += 1 # Skip quotation mark
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while i < len(filters) and filters[i] != "'":
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i += 1
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if i < len(filters) and filters[i] == "'":
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i += 1 # Skip quotation mark
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i += 1 # Skip quotation mark
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elif filters[i] == "\"":
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# I don't know if it's in the spec or not, but I added "" string literals as well just in case.
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# I don't know if it's in the spec or not, but I added ""
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# string literals as well just in case.
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token_type = TokenType.STRING
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i += 1 # Skip quotation mark
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i += 1 # Skip quotation mark
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while i < len(filters) and filters[i] != "\"":
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i += 1
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if i < len(filters) and filters[i] == "\"":
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i += 1 # Skip quotation mark
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i += 1 # Skip quotation mark
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elif i + 1 < len(filters) and filters[i] == '-' and filters[i + 1].isdigit():
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elif i + 1 < len(filters) and filters[i] == '-' and \
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filters[i + 1].isdigit():
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# Negative number
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token_type = TokenType.NUMBER
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i += 1
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@@ -172,11 +227,14 @@ class GameSpyBackendServer(object):
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elif filters[i].isalpha():
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token_type = TokenType.FIELD
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while i < len(filters) and (filters[i].isalnum() or filters[i] in special_chars) and filters[i] not in "!=>< ":
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while i < len(filters) and (filters[i].isalnum() or
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filters[i] in special_chars) and \
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filters[i] not in "!=>< ":
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i += 1
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token = filters[start:i]
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if token_type == TokenType.FIELD and (token.lower() == "and" or token.lower() == "or"):
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if token_type == TokenType.FIELD and \
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(token.lower() == "and" or token.lower() == "or"):
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token = token.lower()
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return token, i, token_type
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@@ -190,7 +248,8 @@ class GameSpyBackendServer(object):
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filters = filters[i:]
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if token_type == TokenType.TOKEN:
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# Python uses == instead of = for comparisons, so replace it with the proper token for compilation.
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# Python uses == instead of = for comparisons, so replace
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# it with the proper token for compilation.
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if token == "=":
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token = "=="
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@@ -203,16 +262,20 @@ class GameSpyBackendServer(object):
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return output, variables
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def validate_ast(self, node, num_literal_only):
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# This function tries to verify that the expression is a valid expression before it gets evaluated.
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# Anything besides the whitelisted things below are strictly forbidden:
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# This function tries to verify that the expression is a valid
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# expression before it gets evaluated.
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# Anything besides the whitelisted things below are strictly
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# forbidden:
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# - String literals
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# - Number literals
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# - Binary operators (CAN ONLY BE PERFORMED ON TWO NUMBER LITERALS)
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# - Comparisons (cannot use 'in', 'not in', 'is', 'is not' operators)
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#
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# Anything such as variables or arrays or function calls are NOT VALID.
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# Never run the expression received from the client before running this function on the expression first.
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#print type(node)
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# Anything such as variables or arrays or function calls are NOT
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# VALID.
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# Never run the expression received from the client before running
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# this function on the expression first.
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# print type(node)
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# Only allow literals, comparisons, and math operations
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valid_node = False
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@@ -220,20 +283,20 @@ class GameSpyBackendServer(object):
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valid_node = True
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elif isinstance(node, ast.Str):
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if num_literal_only is False:
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if not num_literal_only:
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valid_node = True
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elif isinstance(node, ast.BoolOp):
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for value in node.values:
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valid_node = self.validate_ast(value, num_literal_only)
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if valid_node is False:
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if not valid_node:
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break
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elif isinstance(node, ast.BinOp):
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valid_node = self.validate_ast(node.left, True)
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if valid_node == True:
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if valid_node:
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valid_node = self.validate_ast(node.right, True)
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elif isinstance(node, ast.UnaryOp):
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@@ -246,16 +309,18 @@ class GameSpyBackendServer(object):
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valid_node = self.validate_ast(node.left, num_literal_only)
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for op in node.ops:
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#print type(op)
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# print type(op)
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# Restrict "is", "is not", "in", and "not in" python comparison operators.
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# These are python-specific and the games have no way of knowing what they are, so there's no reason
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# to keep them around.
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if isinstance(op, ast.Is) or isinstance(op, ast.IsNot) or isinstance(op, ast.In) or isinstance(op, ast.NotIn):
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# Restrict "is", "is not", "in", and "not in" python
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# comparison operators. These are python-specific and the
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# games have no way of knowing what they are, so there's no
|
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# reason to keep them around.
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if isinstance(op, ast.Is) or isinstance(op, ast.IsNot) or \
|
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isinstance(op, ast.In) or isinstance(op, ast.NotIn):
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valid_node = False
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break
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|
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if valid_node == True:
|
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if valid_node:
|
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for expr in node.comparators:
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valid_node = self.validate_ast(expr, num_literal_only)
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@@ -264,7 +329,6 @@ class GameSpyBackendServer(object):
|
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|
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return valid_node
|
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|
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def find_servers(self, gameid, filters, fields, max_count):
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matched_servers = []
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|
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@@ -276,7 +340,7 @@ class GameSpyBackendServer(object):
|
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for server in self.server_list[gameid]:
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stop_search = False
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|
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if filters != "":
|
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if filters:
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translated, variables = self.translate_expression(filters)
|
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|
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for idx in variables:
|
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@@ -289,69 +353,83 @@ class GameSpyBackendServer(object):
|
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if token_type == TokenType.FIELD:
|
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# At this point, any field should be a string.
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||||
# This does not support stuff like:
|
||||
# dwc_test = 'test', dwc_test2 = dwc_test, dwc_test3 = dwc_test2
|
||||
# dwc_test = 'test', dwc_test2 = dwc_test,
|
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# dwc_test3 = dwc_test2
|
||||
token = '"' + token + '"'
|
||||
|
||||
elif token_type == TokenType.NUMBER:
|
||||
for idx2 in range(idx + 1, len(translated)):
|
||||
_, _, token_type = self.get_token(translated[idx2])
|
||||
_, _, token_type = \
|
||||
self.get_token(translated[idx2])
|
||||
|
||||
if token_type == TokenType.TOKEN and translated[idx2] not in ('(', ')'):
|
||||
if token_type == TokenType.TOKEN and \
|
||||
translated[idx2] not in ('(', ')'):
|
||||
if idx2 == idx + 1:
|
||||
# Skip boolean operator if it's the first token on the right
|
||||
# Skip boolean operator if it's the
|
||||
# first token on the right
|
||||
continue
|
||||
|
||||
# Boolean operator, leave left as integer
|
||||
token = str(int(token))
|
||||
break
|
||||
|
||||
elif token_type == TokenType.STRING or token_type == TokenType.NUMBER:
|
||||
elif token_type == TokenType.STRING or \
|
||||
token_type == TokenType.NUMBER:
|
||||
if token_type == TokenType.STRING:
|
||||
# Found string on far right, turn left into string as well
|
||||
# Found string on far right, turn left
|
||||
# into string as well
|
||||
token = "'" + token + "'"
|
||||
elif token_type == TokenType.NUMBER:
|
||||
token = str(int(token))
|
||||
break
|
||||
|
||||
|
||||
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.
|
||||
# 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 is False:
|
||||
if not valid_filter:
|
||||
# Return only anything matched up until this point.
|
||||
logger.log(logging.WARNING, "Invalid filter(s): %s" % (filters))
|
||||
#stop_search = True
|
||||
logger.log(logging.WARNING,
|
||||
"Invalid filter(s): %s",
|
||||
filters)
|
||||
# stop_search = True
|
||||
continue
|
||||
else:
|
||||
# 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.
|
||||
# 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)
|
||||
else:
|
||||
# There are no filters, so just return the server.
|
||||
result = True
|
||||
valid_filter = True
|
||||
|
||||
if stop_search == True:
|
||||
if stop_search:
|
||||
break
|
||||
|
||||
if valid_filter == True and result == True:
|
||||
if valid_filter and result:
|
||||
matched_servers.append(server)
|
||||
|
||||
if max_count != 0 and len(matched_servers) >= max_count:
|
||||
if max_count and len(matched_servers) >= max_count:
|
||||
break
|
||||
|
||||
servers = []
|
||||
@@ -370,70 +448,83 @@ class GameSpyBackendServer(object):
|
||||
"publicip", "publicport",
|
||||
"__session__", "__console__"
|
||||
]
|
||||
result.update({name:server[name] for name in attrs if name in server})
|
||||
result.update({name: server[name]
|
||||
for name in attrs if name in server})
|
||||
|
||||
requested = {}
|
||||
for field in fields:
|
||||
#if not field in result:
|
||||
# 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?
|
||||
# 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)))
|
||||
logger.log(logging.DEBUG,
|
||||
"Matched %d servers in %s seconds",
|
||||
len(servers), (time.time() - start))
|
||||
|
||||
return servers
|
||||
|
||||
def update_server_list(self, gameid, session, value, console):
|
||||
# Make sure the user isn't hosting multiple servers or there isn't some left over server information that
|
||||
# never got handled properly (game crashed, etc).
|
||||
"""Make sure the user isn't hosting multiple servers or there isn't
|
||||
some left over server information that never got handled properly
|
||||
(game crashed, etc)."""
|
||||
self.delete_server(gameid, session)
|
||||
|
||||
# If the game doesn't exist already, create a new list.
|
||||
if not gameid in self.server_list:
|
||||
if gameid not in self.server_list:
|
||||
self.server_list[gameid] = []
|
||||
|
||||
# Add new server
|
||||
value['__session__'] = session
|
||||
value['__console__'] = console
|
||||
|
||||
logger.log(logging.DEBUG, "Added %s to the server list for %s" % (value, gameid))
|
||||
logger.log(logging.DEBUG,
|
||||
"Added %s to the server list for %s",
|
||||
value, gameid)
|
||||
self.server_list[gameid].append(value)
|
||||
logger.log(logging.DEBUG, "%s servers: %d" % (gameid, len(self.server_list[gameid])))
|
||||
logger.log(logging.DEBUG,
|
||||
"%s servers: %d",
|
||||
gameid, len(self.server_list[gameid]))
|
||||
|
||||
return value
|
||||
|
||||
def delete_server(self, gameid, session):
|
||||
if not gameid in self.server_list:
|
||||
if gameid not in self.server_list:
|
||||
# Nothing to do if no servers for that game even exist.
|
||||
return
|
||||
|
||||
# Remove all servers hosted by the given session id.
|
||||
count = len(self.server_list[gameid])
|
||||
self.server_list[gameid] = [x for x in self.server_list[gameid] if x['__session__'] != session]
|
||||
self.server_list[gameid] = [x for x in self.server_list[gameid]
|
||||
if x['__session__'] != session]
|
||||
count -= len(self.server_list[gameid])
|
||||
logger.log(logging.DEBUG, "Deleted %d %s servers where session = %d" % (count, gameid, session))
|
||||
logger.log(logging.DEBUG,
|
||||
"Deleted %d %s servers where session = %d",
|
||||
count, gameid, session)
|
||||
|
||||
def find_server_by_address(self, ip, port, gameid = None):
|
||||
def find_server_by_address(self, ip, port, gameid=None):
|
||||
if gameid is None:
|
||||
# Search all servers
|
||||
for gameid in self.server_list:
|
||||
for server in self.server_list[gameid]:
|
||||
if server['publicip'] == ip and (port == 0 or server['publicport'] == str(port)):
|
||||
if server['publicip'] == ip and \
|
||||
(not port or server['publicport'] == str(port)):
|
||||
return server
|
||||
else:
|
||||
for server in self.server_list[gameid]:
|
||||
if server['publicip'] == ip and (port == 0 or server['publicport'] == str(port)):
|
||||
if server['publicip'] == ip and \
|
||||
(not port or server['publicport'] == str(port)):
|
||||
return server
|
||||
|
||||
return None
|
||||
|
||||
def find_server_by_local_address(self, publicip, localaddr, gameid = None):
|
||||
def find_server_by_local_address(self, publicip, localaddr, gameid=None):
|
||||
localip = localaddr[0]
|
||||
localport = localaddr[1]
|
||||
localip_int_le = localaddr[2]
|
||||
@@ -443,27 +534,37 @@ class GameSpyBackendServer(object):
|
||||
best_match = None
|
||||
|
||||
for server in self.server_list[gameid]:
|
||||
logger.log(logging.DEBUG, "publicip: %s == %s ? %d localport: %s == %s ? %d" % (server['publicip'], publicip, server['publicip'] == publicip, server['localport'], str(localport), server['localport'] == str(localport)))
|
||||
logger.log(logging.DEBUG,
|
||||
"publicip: %s == %s ? %d localport: %s == %s ? %d",
|
||||
server['publicip'], publicip,
|
||||
server['publicip'] == publicip,
|
||||
server['localport'],
|
||||
str(localport),
|
||||
server['localport'] == str(localport))
|
||||
if server['publicip'] == publicip:
|
||||
if server['localport'] == str(localport):
|
||||
best_match = server
|
||||
break
|
||||
|
||||
for x in range(0, 10):
|
||||
s = 'localip%d' % x
|
||||
if s in server:
|
||||
if server[s] == localip:
|
||||
best_match = server
|
||||
s = 'localip%d' % x
|
||||
if s in server:
|
||||
if server[s] == localip:
|
||||
best_match = server
|
||||
|
||||
if localport == 0 and best_match is None:
|
||||
if not localport and best_match is None:
|
||||
# Kinda hackish. This sometimes happens.
|
||||
# Assuming two clients aren't trying to connect from the same IP, this might be safe.
|
||||
# The server wasn't verified to be the *correct* server, but it's on the same IP so it
|
||||
# has a chance of being correct. At least make an attempt to establish the connection.
|
||||
# Assuming two clients aren't trying to connect from
|
||||
# the same IP, this might be safe. The server wasn't
|
||||
# verified to be the *correct* server, but it's on the
|
||||
# same IP so it has a chance of being correct. At
|
||||
# least make an attempt to establish the connection.
|
||||
best_match = server
|
||||
|
||||
if best_match is None:
|
||||
logger.log(logging.DEBUG, "Couldn't find a match for %s" % (publicip))
|
||||
logger.log(logging.DEBUG,
|
||||
"Couldn't find a match for %s",
|
||||
publicip)
|
||||
|
||||
return best_match
|
||||
|
||||
@@ -480,7 +581,7 @@ class GameSpyBackendServer(object):
|
||||
if cookie not in self.natneg_list:
|
||||
self.natneg_list[cookie] = []
|
||||
|
||||
logger.log(logging.DEBUG, "Added natneg server %d" % (cookie))
|
||||
logger.log(logging.DEBUG, "Added natneg server %d", cookie)
|
||||
self.natneg_list[cookie].append(server)
|
||||
|
||||
def get_natneg_server(self, cookie):
|
||||
@@ -490,10 +591,10 @@ class GameSpyBackendServer(object):
|
||||
return None
|
||||
|
||||
def delete_natneg_server(self, cookie):
|
||||
# TODO: Find a good time to prune the natneg server listing.
|
||||
"""TODO: Find a good time to prune the natneg server listing."""
|
||||
if cookie in self.natneg_list:
|
||||
del self.natneg_list[cookie]
|
||||
logger.log(logging.DEBUG, "Deleted natneg server %d" % (cookie))
|
||||
logger.log(logging.DEBUG, "Deleted natneg server %d", cookie)
|
||||
|
||||
|
||||
if __name__ == '__main__':
|
||||
|
||||
Reference in New Issue
Block a user