dwc_network_server_emulator/gamespy_qr_server.py
2014-04-15 16:24:02 -04:00

278 lines
15 KiB
Python

# Server emulator for *.available.gs.nintendowifi.net and *.master.gs.nintendowifi.net
# Query and Reporting: http://docs.poweredbygamespy.com/wiki/Query_and_Reporting_Overview
import logging
import socket
import struct
import threading
from multiprocessing.managers import BaseManager
import gamespy.gs_utility as gs_utils
import gamespy.gs_database as gs_database
import other.utils as utils
from gamespy_server_browser_server import GameSpyServerBrowserServer
# Logger settings
logger_output_to_console = True
logger_output_to_file = True
logger_name = "GameSpyQRServer"
logger_filename = "gamespy_qr_server.log"
logger = utils.create_logger(logger_name, logger_filename, -1, logger_output_to_console, logger_output_to_file)
class GameSpyServerDatabase(BaseManager):
pass
class GameSpyQRServer(object):
class Session(object):
def __init__(self, address):
self.session = ""
self.challenge = ""
self.secretkey = "" # Parse gslist.cfg later
self.sent_challenge = False
self.address = address
self.console = 0
self.playerid = 0
def __init__(self):
self.sessions = {}
# Generate a dictionary "secret_key_list" containing the secret game keys associated with their game IDs.
# The dictionary key will be the game's ID, and the value will be the secret key.
self.secret_key_list = gs_utils.generate_secret_keys("gslist.cfg")
#self.log(logging.DEBUG, address, "Generated list of secret game keys...")
self.db = gs_database.GamespyDatabase()
GameSpyServerDatabase.register("update_server_list")
GameSpyServerDatabase.register("delete_server")
def log(self, level, address, message):
logger.log(level, "[%s:%d] %s", address[0], address[1],message)
def start(self):
manager_address = ("127.0.0.1", 27500)
manager_password = ""
self.server_manager = GameSpyServerDatabase(address = manager_address, authkey= manager_password)
self.server_manager.connect()
# Start QR server
address = ('0.0.0.0', 27900) # accessible to outside connections (use this if you don't know what you're doing)
self.socket = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
self.socket.bind(address)
logger.log(logging.INFO, "Server is now listening on %s:%s..." % (address[0], address[1]))
# Dependencies! I don't really like this solution but it's easier than trying to manage it another way.
server_browser_server = GameSpyServerBrowserServer(self)
server_browser_server_thread = threading.Thread(target=server_browser_server.start())
server_browser_server_thread.start()
self.wait_loop()
def wait_loop(self):
while 1:
recv_data, address = self.socket.recvfrom(2048)
# Tetris DS overlay 10 @ 02144184 - Handle responses back to server
# Tetris DS overlay 10 @ 02144184 - Handle responses back to server
#
# After some more packet inspection, it seems the format goes something like this:
# - All server messages seem to always start with \xfe\xfd.
# - The first byte from the client (or third byte from the server) is a command.
# - Bytes 2 - 5 from the client is some kind of ID. This will have to be inspected later. I believe it's a
# session-like ID because the number changes between connections. Copying the client's ID might be enough.
#
# The above was as guessed.
# The code in Tetris DS (overlay 10) @ 0216E974 handles the network command creation.
# R1 contains the command to be sent to the server.
# R2 contains a pointer to some unknown integer that gets written after the command.
#
# - Commands
# Commands range from 0x00 to 0x09 (for client only at least?) (Tetris DS overlay 10 @ 0216DDCC)
#
# CLIENT:
# 0x01 - Response (Tetris DS overlay 10 @ 216DCA4)
# Sends back base64 of RC4 encrypted string that was gotten from the server's 0x01.
#
# 0x03 - Send client state? (Tetris DS overlay 10 @ 216DA30)
# Data sent:
# 1) Loop for each localip available on the system, write as localip%d\x00(local ip)
# 2) localport\x00(local port)
# 3) natneg (either 0 or 1)
# 4) ONLY IF STATE CHANGED: statechanged\x00(state) (Possible values: 0, 1, 2, 3)
# 5) gamename\x00(game name)
# 6) ONLY IF PUBLIC IP AND PORT ARE AVAILABLE: publicip\x00(public ip)
# 7) ONLY IF PUBLIC IP AND PORT ARE AVAILABLE: publicport\x00(public port)
#
# if statechanged != 2:
# Write various other data described here: http://docs.poweredbygamespy.com/wiki/Query_and_Reporting_Implementation
#
# 0x07 - Unknown, related to server's 0x06 (returns value sent from server)
#
# 0x08 - Keep alive? Sent after 0x03
#
# 0x09 - Availability check
#
# SERVER:
# 0x01 - Unknown
# Data sent:
# 8 random ASCII characters (?) followed by the public IP and port of the client as a hex string
#
# 0x06 - Unknown
# First 4 bytes is some kind of id? I believe it's a unique identifier for the data being sent,
# seeing how the server can send the same IP information many times in a row. If the IP information has
# already been parsed then it doesn't waste time handling it.
#
# After that is a "SBCM" section which is 0x14 bytes in total.
# SBCM information gets parsed at 2141A0C in Tetris DS overlay 10.
# Seems to contain IP address information.
#
# The SBCM seems to contain a little information that must be parsed before.
# After the SBCM:
# \x03\x00\x00\x00 - Always the same?
# \x01 - Found player?
# \x04 - Unknown
# (2 bytes) - Unknown. Port?
# (4 bytes) - Player's IP
# (4 bytes) - Unknown. Some other IP? Remote server IP?
# \x00\x00\x00\x00 - Unknown but seems to get checked
#
# Another SBCM, after a player has been found and attempting to start a game:
# \x03\x00\x00\x00 - Always the same?
# \x05 - Connecting to player?
# \x00 - Unknown
# (2 bytes) - Unknown. Port? Same as before.
# (4 bytes) - Player's IP
# (4 bytes) - Unknown. Some other IP? Remote server IP?
#
# 0x0a - Response to 0x01
# Gets sent after receiving 0x01 from the client. So, server 0x01 -> client 0x01 -> server 0x0a.
# Has no other data besides the client ID.
#
# - \xfd\xfc commands get passed directly between the other player(s)?
#
#
# Open source version of GameSpy found here: https://github.com/sfcspanky/Openspy-Core/tree/master/qr
# Use as reference.
session_id = struct.unpack("<I", recv_data[1:5])[0]
session_id_raw = recv_data[1:5]
if session_id not in self.sessions:
# Found a new session, add to session list
self.sessions[session_id] = self.Session(address)
# Handle commands
if recv_data[0] == '\x00': # Query
self.log(logging.DEBUG, address, "NOT IMPLEMENTED! Received query from %s:%s... %s" % (address[0], address[1], recv_data[5:]))
elif recv_data[0] == '\x01': # Challenge
self.log(logging.DEBUG, address, "Received challenge from %s:%s... %s" % (address[0], address[1], recv_data[5:]))
# Prepare the challenge sent from the server to be compared
challenge = gs_utils.prepare_rc4_base64(self.sessions[session_id].secretkey, self.sessions[session_id].challenge)
# Compare challenge
client_challenge = recv_data[5:-1]
if client_challenge == challenge:
# Challenge succeeded
self.sessions[session_id].sent_challenge = True
# Handle successful challenge stuff here
packet = bytearray([0xfe, 0xfd, 0x0a]) # Send client registered command
packet.extend(session_id_raw) # Get the session ID
self.socket.sendto(packet, address)
self.log(logging.DEBUG, address, "Sent client registered to %s:%s..." % (address[0], address[1]))
elif recv_data[0] == '\x02': # Echo
self.log(logging.DEBUG, address, "NOT IMPLEMENTED! Received echo from %s:%s... %s" % (address[0], address[1], recv_data[5:]))
elif recv_data[0] == '\x03': # Heartbeat
data = recv_data[5:]
self.log(logging.DEBUG, address, "Received heartbeat from %s:%s... %s" % (address[0], address[1], data))
# Parse information from heartbeat here
d = data.rstrip('\0').split('\0')
# It may be safe to ignore "unknown" keys because the proper key names get filled in later...
k = {}
for i in range(0, len(d), 2):
self.log(logging.DEBUG, address, "%s = %s" % (d[i], d[i+1]))
k[d[i]] = d[i+1]
if "gamename" in k:
self.sessions[session_id].secretkey = self.secret_key_list[k['gamename']]
#print "Got secret key %s for %s" % (self.sessions[session_id].secretkey, k['gamename'])
if self.sessions[session_id].playerid == 0 and "dwc_pid" in k:
# Get the player's id and then query the profile to figure out what console they are on.
# The endianness of some server data depends on the endianness of the console, so we must be able
# to account for that.
self.sessions[session_id].playerid = int(k['dwc_pid'])
profile = self.db.get_profile_from_profileid(self.sessions[session_id].playerid)
if "console" in profile:
self.sessions[session_id].console = profile['console']
if self.sessions[session_id].sent_challenge == False:
addr_hex = ''.join(["%02X" % int(x) for x in address[0].split('.')])
port_hex = "%04X" % int(address[1])
server_challenge = utils.generate_random_str(8) + addr_hex + port_hex
self.sessions[session_id].challenge = server_challenge
packet = bytearray([0xfe, 0xfd, 0x01]) # Send challenge command
packet.extend(session_id_raw) # Get the session ID
packet.extend(server_challenge)
packet.extend('\x00')
self.socket.sendto(packet, address)
self.log(logging.DEBUG, address, "Sent challenge to %s:%s..." % (address[0], address[1]))
if "statechanged" in k:
if k['statechanged'] == "1": # Create server
if k['publicport'] != "0" and k['publicip'] != "0":
# dwc_mtype controls what kind of server query we're looking for.
# dwc_mtype = 0 is used when looking for a matchmaking game.
# dwc_mtype = 1 is unknown.
# dwc_mtype = 2 is used when hosting a friends only game (possibly other uses too).
# dwc_mtype = 3 is used when looking for a friends only game (possibly other uses too).
# Some memory could be saved by clearing out any unwanted fields from k before sending.
self.server_manager.update_server_list(k['gamename'] , session_id, k, self.sessions[session_id].console)
elif k['statechanged'] == "2": # Close server
self.server_manager.delete_server(k['gamename'] , session_id)
#self.sessions.pop(session_id)
elif recv_data[0] == '\x04': # Add Error
self.log(logging.WARNING, address, "NOT IMPLEMENTED! Received add error from %s:%s... %s" % (address[0], address[1], recv_data[5:]))
elif recv_data[0] == '\x05': # Echo Response
self.log(logging.WARNING, address, "NOT IMPLEMENTED! Received echo response from %s:%s... %s" % (address[0], address[1], recv_data[5:]))
elif recv_data[0] == '\x06': # Client Message
self.log(logging.WARNING, address, "NOT IMPLEMENTED! Received echo from %s:%s... %s" % (address[0], address[1], recv_data[5:]))
elif recv_data[0] == '\x07': # Client Message Ack
#self.log(logging.WARNING, address, "NOT IMPLEMENTED! Received client message ack from %s:%s... %s" % (address[0], address[1], recv_data[5:]))
self.log(logging.DEBUG, address, "Received client message ack from %s:%s..." % (address[0], address[1]))
elif recv_data[0] == '\x08': # Keep Alive
self.log(logging.DEBUG, address, "Received keep alive from %s:%s..." % (address[0], address[1]))
elif recv_data[0] == '\x09': # Available
# Availability check only sent to *.available.gs.nintendowifi.net
self.log(logging.DEBUG, address, "Received availability request for '%s' from %s:%s..." % (recv_data[5: -1], address[0], address[1]))
self.socket.sendto(bytearray([0xfe, 0xfd, 0x09, 0x00, 0x00, 0x00, 0x00]), address)
elif recv_data[0] == '\x0a': # Client Registered
# Only sent to client, never received?
self.log(logging.WARNING, address, "NOT IMPLEMENTED! Received client registered from %s:%s... %s" % (address[0], address[1], recv_data[5:]))
else:
self.log(logging.ERROR, address, "Unknown request from %s:%s:" % (address[0], address[1]))
self.log(logging.DEBUG, address, utils.pretty_print_hex(recv_data))