Cleaned: gamespy_backend_server.py

This commit is contained in:
payet_s
2015-08-06 14:56:36 +02:00
committed by Sepalani
parent b2c3694ed6
commit f7877ced40

View File

@@ -16,25 +16,35 @@
You should have received a copy of the GNU Affero General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
Master server list server
Master server list server
Basic idea:
The server listing does not need to be persistent, and it must be easily searchable for any unknown parameters.
So instead of using a SQL database, I've opted to create a server list database server which communicates between the
server browser and the qr server. The server list database will be stored in dictionaries as to allow dynamic columns
that can be easily searched. The main reason for this configuration is because it cannot be guaranteed what data
a game's server will required. For example, in addition to the common fields such as publicip, numplayers, dwc_pid, etc,
Lost Magic also uses fields such as LMname, LMsecN, LMrating, LMbtmode, and LMversion.
Basic idea:
The server listing does not need to be persistent, and it must be easily
searchable for any unknown parameters. So instead of using a SQL database,
I've opted to create a server list database server which communicates
between the server browser and the qr server. The server list database
will be stored in dictionaries as to allow dynamic columns that can be
easily searched. The main reason for this configuration is because it
cannot be guaranteed what data a game's server will required. For example,
in addition to the common fields such as publicip, numplayers, dwc_pid,
etc, Lost Magic also uses fields such as LMname, LMsecN, LMrating,
LMbtmode, and LMversion.
It would be possible to create game-specific databases but this would be more of a hassle and less universal. It would
also be possible pickle a dictionary containing all of the fields and store it in a SQL database instead, but that
would require unpickling every server each time you want to match search queries which would cause overhead if there
are a lot of running servers. One trade off here is that we'll be using more memory by storing each server as a
dictionary in the memory instead of storing it in a SQL database.
It would be possible to create game-specific databases but this would be
more of a hassle and less universal. It would also be possible pickle a
dictionary containing all of the fields and store it in a SQL database
instead, but that would require unpickling every server each time you want
to match search queries which would cause overhead if there are a lot of
running servers. One trade off here is that we'll be using more memory by
storing each server as a dictionary in the memory instead of storing it in
a SQL database.
qr_server and server_browser both will act as clients to gs_server_database.
qr_server will send an add and/or delete to add or remove servers from the server list.
server_browser will send a request with the game name followed by optional search parameters to get a list of servers.
- qr_server and server_browser both will act as clients to
gs_server_database.
- qr_server will send an add and/or delete to add or remove servers from the
server list.
- server_browser will send a request with the game name followed by optional
search parameters to get a list of servers.
"""
import logging
@@ -45,6 +55,7 @@ from multiprocessing.managers import BaseManager
from multiprocessing import freeze_support
import other.utils as utils
class TokenType:
UNKNOWN = 0
FIELD = 1
@@ -57,45 +68,86 @@ logger_output_to_console = True
logger_output_to_file = True
logger_name = "GamespyBackendServer"
logger_filename = "gamespy_backend_server.log"
logger = utils.create_logger(logger_name, logger_filename, -1, logger_output_to_console, logger_output_to_file)
logger = utils.create_logger(logger_name, logger_filename, -1,
logger_output_to_console, logger_output_to_file)
class GameSpyServerDatabase(BaseManager):
pass
class GameSpyBackendServer(object):
def __init__(self):
self.server_list = {}
self.natneg_list = {}
GameSpyServerDatabase.register("get_server_list", callable=lambda:self.server_list)
GameSpyServerDatabase.register("find_servers", callable=self.find_servers)
GameSpyServerDatabase.register("find_server_by_address", callable=self.find_server_by_address)
GameSpyServerDatabase.register("find_server_by_local_address", callable=self.find_server_by_local_address)
GameSpyServerDatabase.register("update_server_list", callable=self.update_server_list)
GameSpyServerDatabase.register("delete_server", callable=self.delete_server)
GameSpyServerDatabase.register("add_natneg_server", callable=self.add_natneg_server)
GameSpyServerDatabase.register("get_natneg_server", callable=self.get_natneg_server)
GameSpyServerDatabase.register("delete_natneg_server", callable=self.delete_natneg_server)
GameSpyServerDatabase.register(
"get_server_list",
callable=lambda: self.server_list
)
GameSpyServerDatabase.register(
"find_servers",
callable=self.find_servers
)
GameSpyServerDatabase.register(
"find_server_by_address",
callable=self.find_server_by_address
)
GameSpyServerDatabase.register(
"find_server_by_local_address",
callable=self.find_server_by_local_address
)
GameSpyServerDatabase.register(
"update_server_list",
callable=self.update_server_list
)
GameSpyServerDatabase.register(
"delete_server",
callable=self.delete_server
)
GameSpyServerDatabase.register(
"add_natneg_server",
callable=self.add_natneg_server
)
GameSpyServerDatabase.register(
"get_natneg_server",
callable=self.get_natneg_server
)
GameSpyServerDatabase.register(
"delete_natneg_server",
callable=self.delete_natneg_server
)
def start(self):
address = ("127.0.0.1", 27500)
password = ""
logger.log(logging.INFO, "Started server on %s:%d..." % (address[0], address[1]))
logger.log(logging.INFO,
"Started server on %s:%d...",
address[0], address[1])
manager = GameSpyServerDatabase(address = address, authkey = password)
manager = GameSpyServerDatabase(address=address,
authkey=password)
server = manager.get_server()
server.serve_forever()
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)))
#
# 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)
"""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)))
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 = "_"
@@ -132,7 +184,8 @@ class GameSpyBackendServer(object):
# >= or <=
i += 1
elif i + 1 < len(filters) and filters[i] == "!" and filters[i + 1] == "=":
elif i + 1 < len(filters) and filters[i] == "!" and \
filters[i + 1] == "=":
i += 2
token_type = TokenType.TOKEN
@@ -140,25 +193,27 @@ class GameSpyBackendServer(object):
# String literal
token_type = TokenType.STRING
i += 1 # Skip quotation mark
i += 1 # Skip quotation mark
while i < len(filters) and filters[i] != "'":
i += 1
if i < len(filters) and filters[i] == "'":
i += 1 # Skip quotation mark
i += 1 # Skip quotation mark
elif filters[i] == "\"":
# I don't know if it's in the spec or not, but I added "" string literals as well just in case.
# I don't know if it's in the spec or not, but I added ""
# string literals as well just in case.
token_type = TokenType.STRING
i += 1 # Skip quotation mark
i += 1 # Skip quotation mark
while i < len(filters) and filters[i] != "\"":
i += 1
if i < len(filters) and filters[i] == "\"":
i += 1 # Skip quotation mark
i += 1 # Skip quotation mark
elif i + 1 < len(filters) and filters[i] == '-' and filters[i + 1].isdigit():
elif i + 1 < len(filters) and filters[i] == '-' and \
filters[i + 1].isdigit():
# Negative number
token_type = TokenType.NUMBER
i += 1
@@ -172,11 +227,14 @@ class GameSpyBackendServer(object):
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 "!=>< ":
while i < len(filters) and (filters[i].isalnum() or
filters[i] in special_chars) and \
filters[i] not in "!=>< ":
i += 1
token = filters[start:i]
if token_type == TokenType.FIELD and (token.lower() == "and" or token.lower() == "or"):
if token_type == TokenType.FIELD and \
(token.lower() == "and" or token.lower() == "or"):
token = token.lower()
return token, i, token_type
@@ -190,7 +248,8 @@ class GameSpyBackendServer(object):
filters = filters[i:]
if token_type == TokenType.TOKEN:
# Python uses == instead of = for comparisons, so replace it with the proper token for compilation.
# Python uses == instead of = for comparisons, so replace
# it with the proper token for compilation.
if token == "=":
token = "=="
@@ -203,16 +262,20 @@ class GameSpyBackendServer(object):
return output, variables
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:
# 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)
# 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)
# Only allow literals, comparisons, and math operations
valid_node = False
@@ -220,20 +283,20 @@ class GameSpyBackendServer(object):
valid_node = True
elif isinstance(node, ast.Str):
if num_literal_only is False:
if not num_literal_only:
valid_node = True
elif isinstance(node, ast.BoolOp):
for value in node.values:
valid_node = self.validate_ast(value, num_literal_only)
if valid_node is False:
if not valid_node:
break
elif isinstance(node, ast.BinOp):
valid_node = self.validate_ast(node.left, True)
if valid_node == True:
if valid_node:
valid_node = self.validate_ast(node.right, True)
elif isinstance(node, ast.UnaryOp):
@@ -246,16 +309,18 @@ class GameSpyBackendServer(object):
valid_node = self.validate_ast(node.left, num_literal_only)
for op in node.ops:
#print type(op)
# print type(op)
# 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):
# 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 valid_node == True:
if valid_node:
for expr in node.comparators:
valid_node = self.validate_ast(expr, num_literal_only)
@@ -264,7 +329,6 @@ class GameSpyBackendServer(object):
return valid_node
def find_servers(self, gameid, filters, fields, max_count):
matched_servers = []
@@ -276,7 +340,7 @@ class GameSpyBackendServer(object):
for server in self.server_list[gameid]:
stop_search = False
if filters != "":
if filters:
translated, variables = self.translate_expression(filters)
for idx in variables:
@@ -289,69 +353,83 @@ class GameSpyBackendServer(object):
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
# dwc_test = 'test', dwc_test2 = dwc_test,
# 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__':