mirror of
https://github.com/barronwaffles/dwc_network_server_emulator.git
synced 2026-04-24 07:16:57 -05:00
278 lines
15 KiB
Python
278 lines
15 KiB
Python
# Server emulator for *.available.gs.nintendowifi.net and *.master.gs.nintendowifi.net
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# Query and Reporting: http://docs.poweredbygamespy.com/wiki/Query_and_Reporting_Overview
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import logging
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import socket
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import struct
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import threading
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from multiprocessing.managers import BaseManager
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import gamespy.gs_utility as gs_utils
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import gamespy.gs_database as gs_database
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import other.utils as utils
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from gamespy_server_browser_server import GameSpyServerBrowserServer
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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 = "GameSpyQRServer"
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logger_filename = "gamespy_qr_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 GameSpyQRServer(object):
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class Session(object):
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def __init__(self, address):
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self.session = ""
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self.challenge = ""
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self.secretkey = "" # Parse gslist.cfg later
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self.sent_challenge = False
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self.address = address
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self.console = 0
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self.playerid = 0
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def __init__(self):
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self.sessions = {}
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# Generate a dictionary "secret_key_list" containing the secret game keys associated with their game IDs.
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# The dictionary key will be the game's ID, and the value will be the secret key.
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self.secret_key_list = gs_utils.generate_secret_keys("gslist.cfg")
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#self.log(logging.DEBUG, address, "Generated list of secret game keys...")
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self.db = gs_database.GamespyDatabase()
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GameSpyServerDatabase.register("update_server_list")
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GameSpyServerDatabase.register("delete_server")
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def log(self, level, address, message):
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logger.log(level, "[%s:%d] %s", address[0], address[1],message)
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def start(self):
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manager_address = ("127.0.0.1", 27500)
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manager_password = ""
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self.server_manager = GameSpyServerDatabase(address = manager_address, authkey= manager_password)
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self.server_manager.connect()
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# Start QR server
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address = ('0.0.0.0', 27900) # accessible to outside connections (use this if you don't know what you're doing)
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self.socket = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
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self.socket.bind(address)
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logger.log(logging.INFO, "Server is now listening on %s:%s..." % (address[0], address[1]))
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# Dependencies! I don't really like this solution but it's easier than trying to manage it another way.
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server_browser_server = GameSpyServerBrowserServer(self)
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server_browser_server_thread = threading.Thread(target=server_browser_server.start())
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server_browser_server_thread.start()
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self.wait_loop()
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def wait_loop(self):
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while 1:
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recv_data, address = self.socket.recvfrom(2048)
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# Tetris DS overlay 10 @ 02144184 - Handle responses back to server
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# Tetris DS overlay 10 @ 02144184 - Handle responses back to server
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#
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# After some more packet inspection, it seems the format goes something like this:
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# - All server messages seem to always start with \xfe\xfd.
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# - The first byte from the client (or third byte from the server) is a command.
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# - Bytes 2 - 5 from the client is some kind of ID. This will have to be inspected later. I believe it's a
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# session-like ID because the number changes between connections. Copying the client's ID might be enough.
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#
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# The above was as guessed.
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# The code in Tetris DS (overlay 10) @ 0216E974 handles the network command creation.
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# R1 contains the command to be sent to the server.
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# R2 contains a pointer to some unknown integer that gets written after the command.
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#
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# - Commands
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# Commands range from 0x00 to 0x09 (for client only at least?) (Tetris DS overlay 10 @ 0216DDCC)
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#
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# CLIENT:
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# 0x01 - Response (Tetris DS overlay 10 @ 216DCA4)
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# Sends back base64 of RC4 encrypted string that was gotten from the server's 0x01.
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#
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# 0x03 - Send client state? (Tetris DS overlay 10 @ 216DA30)
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# Data sent:
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# 1) Loop for each localip available on the system, write as localip%d\x00(local ip)
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# 2) localport\x00(local port)
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# 3) natneg (either 0 or 1)
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# 4) ONLY IF STATE CHANGED: statechanged\x00(state) (Possible values: 0, 1, 2, 3)
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# 5) gamename\x00(game name)
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# 6) ONLY IF PUBLIC IP AND PORT ARE AVAILABLE: publicip\x00(public ip)
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# 7) ONLY IF PUBLIC IP AND PORT ARE AVAILABLE: publicport\x00(public port)
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#
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# if statechanged != 2:
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# Write various other data described here: http://docs.poweredbygamespy.com/wiki/Query_and_Reporting_Implementation
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#
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# 0x07 - Unknown, related to server's 0x06 (returns value sent from server)
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#
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# 0x08 - Keep alive? Sent after 0x03
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#
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# 0x09 - Availability check
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#
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# SERVER:
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# 0x01 - Unknown
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# Data sent:
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# 8 random ASCII characters (?) followed by the public IP and port of the client as a hex string
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#
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# 0x06 - Unknown
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# First 4 bytes is some kind of id? I believe it's a unique identifier for the data being sent,
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# seeing how the server can send the same IP information many times in a row. If the IP information has
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# already been parsed then it doesn't waste time handling it.
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#
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# After that is a "SBCM" section which is 0x14 bytes in total.
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# SBCM information gets parsed at 2141A0C in Tetris DS overlay 10.
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# Seems to contain IP address information.
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#
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# The SBCM seems to contain a little information that must be parsed before.
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# After the SBCM:
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# \x03\x00\x00\x00 - Always the same?
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# \x01 - Found player?
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# \x04 - Unknown
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# (2 bytes) - Unknown. Port?
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# (4 bytes) - Player's IP
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# (4 bytes) - Unknown. Some other IP? Remote server IP?
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# \x00\x00\x00\x00 - Unknown but seems to get checked
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#
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# Another SBCM, after a player has been found and attempting to start a game:
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# \x03\x00\x00\x00 - Always the same?
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# \x05 - Connecting to player?
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# \x00 - Unknown
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# (2 bytes) - Unknown. Port? Same as before.
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# (4 bytes) - Player's IP
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# (4 bytes) - Unknown. Some other IP? Remote server IP?
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#
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# 0x0a - Response to 0x01
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# Gets sent after receiving 0x01 from the client. So, server 0x01 -> client 0x01 -> server 0x0a.
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# Has no other data besides the client ID.
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#
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# - \xfd\xfc commands get passed directly between the other player(s)?
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#
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#
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# Open source version of GameSpy found here: https://github.com/sfcspanky/Openspy-Core/tree/master/qr
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# Use as reference.
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session_id = struct.unpack("<I", recv_data[1:5])[0]
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session_id_raw = recv_data[1:5]
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if session_id not in self.sessions:
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# Found a new session, add to session list
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self.sessions[session_id] = self.Session(address)
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# Handle commands
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if recv_data[0] == '\x00': # Query
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self.log(logging.DEBUG, address, "NOT IMPLEMENTED! Received query from %s:%s... %s" % (address[0], address[1], recv_data[5:]))
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elif recv_data[0] == '\x01': # Challenge
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self.log(logging.DEBUG, address, "Received challenge from %s:%s... %s" % (address[0], address[1], recv_data[5:]))
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# Prepare the challenge sent from the server to be compared
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challenge = gs_utils.prepare_rc4_base64(self.sessions[session_id].secretkey, self.sessions[session_id].challenge)
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# Compare challenge
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client_challenge = recv_data[5:-1]
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if client_challenge == challenge:
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# Challenge succeeded
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self.sessions[session_id].sent_challenge = True
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# Handle successful challenge stuff here
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packet = bytearray([0xfe, 0xfd, 0x0a]) # Send client registered command
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packet.extend(session_id_raw) # Get the session ID
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self.socket.sendto(packet, address)
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self.log(logging.DEBUG, address, "Sent client registered to %s:%s..." % (address[0], address[1]))
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elif recv_data[0] == '\x02': # Echo
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self.log(logging.DEBUG, address, "NOT IMPLEMENTED! Received echo from %s:%s... %s" % (address[0], address[1], recv_data[5:]))
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elif recv_data[0] == '\x03': # Heartbeat
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data = recv_data[5:]
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self.log(logging.DEBUG, address, "Received heartbeat from %s:%s... %s" % (address[0], address[1], data))
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# Parse information from heartbeat here
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d = data.rstrip('\0').split('\0')
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# It may be safe to ignore "unknown" keys because the proper key names get filled in later...
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k = {}
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for i in range(0, len(d), 2):
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self.log(logging.DEBUG, address, "%s = %s" % (d[i], d[i+1]))
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k[d[i]] = d[i+1]
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if "gamename" in k:
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self.sessions[session_id].secretkey = self.secret_key_list[k['gamename']]
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#print "Got secret key %s for %s" % (self.sessions[session_id].secretkey, k['gamename'])
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if self.sessions[session_id].playerid == 0 and "dwc_pid" in k:
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# Get the player's id and then query the profile to figure out what console they are on.
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# The endianness of some server data depends on the endianness of the console, so we must be able
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# to account for that.
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self.sessions[session_id].playerid = int(k['dwc_pid'])
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profile = self.db.get_profile_from_profileid(self.sessions[session_id].playerid)
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if "console" in profile:
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self.sessions[session_id].console = profile['console']
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if self.sessions[session_id].sent_challenge == False:
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addr_hex = ''.join(["%02X" % int(x) for x in address[0].split('.')])
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port_hex = "%04X" % int(address[1])
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server_challenge = utils.generate_random_str(8) + addr_hex + port_hex
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self.sessions[session_id].challenge = server_challenge
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packet = bytearray([0xfe, 0xfd, 0x01]) # Send challenge command
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packet.extend(session_id_raw) # Get the session ID
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packet.extend(server_challenge)
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packet.extend('\x00')
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self.socket.sendto(packet, address)
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self.log(logging.DEBUG, address, "Sent challenge to %s:%s..." % (address[0], address[1]))
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if "statechanged" in k:
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if k['statechanged'] == "1": # Create server
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if k['publicport'] != "0" and k['publicip'] != "0":
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# dwc_mtype controls what kind of server query we're looking for.
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# dwc_mtype = 0 is used when looking for a matchmaking game.
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# dwc_mtype = 1 is unknown.
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# dwc_mtype = 2 is used when hosting a friends only game (possibly other uses too).
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# dwc_mtype = 3 is used when looking for a friends only game (possibly other uses too).
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# Some memory could be saved by clearing out any unwanted fields from k before sending.
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self.server_manager.update_server_list(k['gamename'] , session_id, k, self.sessions[session_id].console)
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elif k['statechanged'] == "2": # Close server
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self.server_manager.delete_server(k['gamename'] , session_id)
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#self.sessions.pop(session_id)
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elif recv_data[0] == '\x04': # Add Error
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self.log(logging.WARNING, address, "NOT IMPLEMENTED! Received add error from %s:%s... %s" % (address[0], address[1], recv_data[5:]))
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elif recv_data[0] == '\x05': # Echo Response
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self.log(logging.WARNING, address, "NOT IMPLEMENTED! Received echo response from %s:%s... %s" % (address[0], address[1], recv_data[5:]))
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elif recv_data[0] == '\x06': # Client Message
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self.log(logging.WARNING, address, "NOT IMPLEMENTED! Received echo from %s:%s... %s" % (address[0], address[1], recv_data[5:]))
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elif recv_data[0] == '\x07': # Client Message Ack
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#self.log(logging.WARNING, address, "NOT IMPLEMENTED! Received client message ack from %s:%s... %s" % (address[0], address[1], recv_data[5:]))
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self.log(logging.DEBUG, address, "Received client message ack from %s:%s..." % (address[0], address[1]))
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elif recv_data[0] == '\x08': # Keep Alive
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self.log(logging.DEBUG, address, "Received keep alive from %s:%s..." % (address[0], address[1]))
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elif recv_data[0] == '\x09': # Available
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# Availability check only sent to *.available.gs.nintendowifi.net
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self.log(logging.DEBUG, address, "Received availability request for '%s' from %s:%s..." % (recv_data[5: -1], address[0], address[1]))
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self.socket.sendto(bytearray([0xfe, 0xfd, 0x09, 0x00, 0x00, 0x00, 0x00]), address)
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elif recv_data[0] == '\x0a': # Client Registered
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# Only sent to client, never received?
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self.log(logging.WARNING, address, "NOT IMPLEMENTED! Received client registered from %s:%s... %s" % (address[0], address[1], recv_data[5:]))
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else:
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self.log(logging.ERROR, address, "Unknown request from %s:%s:" % (address[0], address[1]))
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self.log(logging.DEBUG, address, utils.pretty_print_hex(recv_data))
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