"""DWC Network Server Emulator Copyright (C) 2014 polaris- Copyright (C) 2015 Sepalani This program is free software: you can redistribute it and/or modify it under the terms of the GNU Affero General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more details. You should have received a copy of the GNU Affero General Public License along with this program. If not, see . 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. 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. """ import logging import time import ast from multiprocessing.managers import BaseManager from multiprocessing import freeze_support import other.utils as utils import dwc_config logger = dwc_config.get_logger('GameSpyManager') class TokenType: UNKNOWN = 0 FIELD = 1 STRING = 2 NUMBER = 3 TOKEN = 4 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 ) def start(self): address = dwc_config.get_ip_port('GameSpyManager') password = "" logger.log(logging.INFO, "Started server on %s:%d...", address[0], address[1]) 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) """ i = 0 start = i special_chars = "_" token_type = TokenType.UNKNOWN # Skip whitespace while i < len(filters) and filters[i].isspace(): i += 1 start += 1 if i < len(filters): if filters[i] == "(": i += 1 token_type = TokenType.TOKEN elif filters[i] == ")": i += 1 token_type = TokenType.TOKEN elif filters[i] == "&": i += 1 token_type = TokenType.TOKEN elif filters[i] == "=": i += 1 token_type = TokenType.TOKEN elif filters[i] == ">" or filters[i] == "<": i += 1 token_type = TokenType.TOKEN if i < len(filters) and filters[i] == "=": # >= or <= i += 1 elif i + 1 < len(filters) and filters[i] == "!" and \ filters[i + 1] == "=": i += 2 token_type = TokenType.TOKEN elif filters[i] == "'": # String literal token_type = TokenType.STRING 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 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. token_type = TokenType.STRING 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 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 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 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 translate_expression(self, filters): output = [] variables = [] while len(filters) > 0: token, i, token_type = self.get_token(filters) filters = filters[i:] if token_type == TokenType.TOKEN: # Python uses == instead of = for comparisons, so replace # it with the proper token for compilation. if token == "=": token = "==" elif token_type == TokenType.FIELD: # Each server has its own variables so handle it later. variables.append(len(output)) output.append(token) 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: # - 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) # Only allow literals, comparisons, and math operations valid_node = False if isinstance(node, ast.Num): valid_node = True elif isinstance(node, ast.Str): 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 not valid_node: break elif isinstance(node, ast.BinOp): valid_node = self.validate_ast(node.left, True) if valid_node: valid_node = self.validate_ast(node.right, True) elif isinstance(node, ast.UnaryOp): valid_node = self.validate_ast(node.operand, num_literal_only) elif isinstance(node, ast.Expr): valid_node = self.validate_ast(node.value, num_literal_only) elif isinstance(node, ast.Compare): valid_node = self.validate_ast(node.left, num_literal_only) for op in node.ops: # 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): valid_node = False break if valid_node: for expr in node.comparators: valid_node = self.validate_ast(expr, num_literal_only) elif isinstance(node, ast.Call): valid_node = False return valid_node def find_servers(self, gameid, filters, fields, max_count): matched_servers = [] if gameid not in self.server_list: return [] start = time.time() for server in self.server_list[gameid]: stop_search = False if filters: 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 + '"' elif token_type == TokenType.NUMBER: for idx2 in range(idx + 1, len(translated)): _, _, token_type = \ self.get_token(translated[idx2]) 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 continue # Boolean operator, leave left as integer token = str(int(token)) break 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 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. m = ast.parse(q, "", "exec") valid_filter = True for node in m.body: valid_filter = self.validate_ast(node, 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 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. result = eval(q) else: # There are no filters, so just return the server. result = True valid_filter = True if stop_search: break if valid_filter and result: matched_servers.append(server) if max_count and 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 attrs = [ "localport", "natneg", "publicip", "publicport", "__session__", "__console__" ] result.update({name: server[name] for name in attrs if name in server}) 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 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).""" self.delete_server(gameid, session) # If the game doesn't exist already, create a new 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) self.server_list[gameid].append(value) logger.log(logging.DEBUG, "%s servers: %d", gameid, len(self.server_list[gameid])) return value def delete_server(self, gameid, session): 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] count -= len(self.server_list[gameid]) logger.log(logging.DEBUG, "Deleted %d %s servers where session = %d", count, gameid, session) 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 \ (not port or server['publicport'] == str(port)): return server else: for server in self.server_list[gameid]: 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): localip = localaddr[0] localport = localaddr[1] localip_int_le = localaddr[2] localip_int_be = localaddr[3] def find_server(gameid): 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)) 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 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. best_match = server if best_match is None: logger.log(logging.DEBUG, "Couldn't find a match for %s", publicip) return best_match if gameid is None: # Search all servers for gameid in self.server_list: return find_server(gameid) else: return find_server(gameid) return None def add_natneg_server(self, cookie, server): if cookie not in self.natneg_list: self.natneg_list[cookie] = [] logger.log(logging.DEBUG, "Added natneg server %d", cookie) self.natneg_list[cookie].append(server) def get_natneg_server(self, cookie): if cookie in self.natneg_list: return self.natneg_list[cookie] return None def delete_natneg_server(self, cookie): """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) if __name__ == '__main__': freeze_support() backend_server = GameSpyBackendServer() backend_server.start()