mirror of
https://github.com/barronwaffles/dwc_network_server_emulator.git
synced 2026-04-21 16:17:19 -05:00
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.
397 lines
16 KiB
Python
397 lines
16 KiB
Python
# Master server list server
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#
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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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#
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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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#
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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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import logging
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import time
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import ast
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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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STRING = 2
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NUMBER = 3
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TOKEN = 4
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# Logger settings
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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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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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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("update_server_list", callable=self.update_server_list)
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GameSpyServerDatabase.register("delete_server", callable=self.delete_server)
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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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manager = GameSpyServerDatabase(address = address, 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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i = 0
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start = i
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special_chars = "_"
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token_type = TokenType.UNKNOWN
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# Skip whitespace
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while i < len(filters) and filters[i].isspace():
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i += 1
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start += 1
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if i < len(filters):
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if filters[i] == "(":
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i += 1
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token_type = TokenType.TOKEN
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elif filters[i] == ")":
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i += 1
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token_type = TokenType.TOKEN
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elif filters[i] == "&":
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i += 1
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token_type = TokenType.TOKEN
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elif filters[i] == "=":
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i += 1
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token_type = TokenType.TOKEN
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elif filters[i] == ">" or filters[i] == "<":
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i += 1
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token_type = TokenType.TOKEN
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if i < len(filters) and filters[i] == "=":
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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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i += 2
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token_type = TokenType.TOKEN
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elif filters[i] == "'":
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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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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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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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token_type = TokenType.STRING
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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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elif i + 1 < len(filters) and filters[i] == '-' and 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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while i < len(filters) and filters[i].isdigit():
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i += 1
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elif filters[i].isalnum() or filters[i] in special_chars:
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# Whole numbers or words
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if filters[i].isdigit():
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token_type = TokenType.NUMBER
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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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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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token = token.lower()
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return token, i, token_type
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def translate_expression(self, filters):
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output = []
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variables = []
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while len(filters) > 0:
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token, i, token_type = self.get_token(filters)
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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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if token == "=":
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token = "=="
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elif token_type == TokenType.FIELD:
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# Each server has its own variables so handle it later.
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variables.append(len(output))
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output.append(token)
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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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# - 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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# Only allow literals, comparisons, and math operations
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valid_node = False
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if isinstance(node, ast.Num):
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valid_node = True
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elif isinstance(node, ast.Str):
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if num_literal_only == False:
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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 == False:
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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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valid_node = self.validate_ast(node.right, True)
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elif isinstance(node, ast.UnaryOp):
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valid_node = self.validate_ast(node.operand, num_literal_only)
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elif isinstance(node, ast.Expr):
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valid_node = self.validate_ast(node.value, num_literal_only)
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elif isinstance(node, ast.Compare):
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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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# 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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valid_node = False
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break
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if valid_node == True:
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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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elif isinstance(node, ast.Call):
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valid_node = False
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return valid_node
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def find_servers(self, gameid, filters, fields, max_count):
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matched_servers = []
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# How does it handle 0?
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if max_count == 0:
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return []
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if gameid not in self.server_list:
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return []
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start = time.time()
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for server in self.server_list[gameid]:
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translated, variables = self.translate_expression(filters)
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for idx in variables:
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token = translated[idx]
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if token in server:
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token = server[token]
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_, _, token_type = self.get_token(token)
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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:
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# dwc_test = 'test', dwc_test2 = dwc_test, dwc_test3 = dwc_test2
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token = '"' + token + '"'
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translated[idx] = token
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q = ' '.join(translated)
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# Always run validate_ast over the entire AST before evaluating anything. eval() is dangerous to use on
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# unsanitized inputs. The validate_ast function has a fairly strict whitelist so it should be safe in what
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# it accepts as valid.
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m = ast.parse(q, "<string>", "exec")
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valid_filter = True
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for node in m.body:
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valid_filter = self.validate_ast(node, False)
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if valid_filter == False:
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# Return only anything matched up until this point.
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return matched_servers
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# Use Python to evaluate the query. This method may take a little time but it shouldn't be all that
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# big of a difference, I think. It takes about 0.0004 seconds per server to determine whether or not it's a
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# match on my computer. Usually there's a low max_servers set when the game searches for servers, so assuming
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# something like the game is asking for 6 servers, it would take about 0.0024 seconds total. These times
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# will obviously be different per computer. It's not ideal, but it shouldn't be a huge bottleneck.
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# A possible way to speed it up is to make validate_ast also evaluate the expressions at the same time as it
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# validates it.
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result = eval(q)
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if result == True:
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matched_servers.append(server)
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if len(matched_servers) >= max_count:
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break
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servers = []
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for server in matched_servers:
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# Create a result with only the fields requested
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result = {}
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# Return all localips
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i = 0
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while 'localip' + str(i) in server:
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result['localip' + str(i)] = server['localip' + str(i)]
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i += 1
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if 'localport' in server:
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result['localport'] = server['localport']
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if 'localport' in server:
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result['localport'] = server['localport']
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if 'natneg' in server:
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result['natneg'] = server['natneg']
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if 'publicip' in server:
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result['publicip'] = server['publicip']
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if 'publicport' in server:
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result['publicport'] = server['publicport']
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if '__session__' in server:
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result['__session__'] = server['__session__']
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if '__console__' in server:
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result['__console__'] = server['__console__']
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requested = {}
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for field in fields:
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if not field in result:
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if field in server:
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requested[field] = server[field]
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else:
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# Return a dummy value. What's the normal behavior of the real server in this case?
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requested[field] = ""
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result['requested'] = requested
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servers.append(result)
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logger.log(logging.DEBUG, "Matched %d servers in %s seconds" % (len(servers), (time.time() - start)))
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return servers
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def update_server_list(self, gameid, session, value, console):
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# Make sure the user isn't hosting multiple servers or there isn't some left over server information that
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# never got handled properly (game crashed, etc).
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self.delete_server(gameid, session)
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# If the game doesn't exist already, create a new list.
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if not gameid in self.server_list:
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self.server_list[gameid] = []
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# Add new server
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value['__session__'] = session
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value['__console__'] = console
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logger.log(logging.DEBUG, "Added %s to the server list for %s" % (value, gameid))
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self.server_list[gameid].append(value)
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logger.log(logging.DEBUG, "%s servers: %d" % (gameid, len(self.server_list[gameid])))
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def delete_server(self, gameid, session):
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if not gameid in self.server_list:
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# Nothing to do if no servers for that game even exist.
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return
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# Remove all servers hosted by the given session id.
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count = len(self.server_list[gameid])
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self.server_list[gameid] = [x for x in self.server_list[gameid] if x['__session__'] != session]
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count -= len(self.server_list[gameid])
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logger.log(logging.DEBUG, "Deleted %d %s servers where session = %d" % (count, gameid, session))
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def find_server_by_address(self, ip, port, gameid = None):
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if gameid == None:
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# Search all servers
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for gameid in self.server_list:
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for server in self.server_list[gameid]:
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if server['publicip'] == ip and server['publicport'] == str(port):
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return server
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else:
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for server in self.server_list[gameid]:
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if server['publicip'] == ip and server['publicport'] == str(port):
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return server
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return None
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if __name__ == '__main__':
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freeze_support()
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backend_server = GameSpyBackendServer()
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backend_server.start() |