mirror of
https://github.com/barronwaffles/dwc_network_server_emulator.git
synced 2026-07-13 06:31:07 -05:00
Attempted to fix problem where updatepro does not properly update the field(s), causing the game to call getprofile waiting for it to update.
455 lines
18 KiB
Python
455 lines
18 KiB
Python
import logging
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import time
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from twisted.internet.protocol import Factory
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from twisted.internet.endpoints import serverFromString
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from twisted.protocols.basic import LineReceiver
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from twisted.internet import reactor
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from twisted.internet.error import ReactorAlreadyRunning
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import gamespy.gs_database as gs_database
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import gamespy.gs_query as gs_query
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import gamespy.gs_utility as gs_utils
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import other.utils as utils
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logger = utils.create_logger("GameSpyProfileServer", "gamespy_profile_server.log", -1)
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class GameSpyProfileServer(object):
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def __init__(self):
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pass
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def start(self):
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endpoint = serverFromString(reactor, "tcp:29900")
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conn = endpoint.listen(PlayerFactory())
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try:
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if reactor.running == False:
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reactor.run(installSignalHandlers=0)
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except ReactorAlreadyRunning:
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pass
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class PlayerFactory(Factory):
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def __init__(self):
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# Instead of storing the sessions in the database, it might make more sense to store them in the PlayerFactory.
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logger.log(logging.INFO, "Now listening for connections...")
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self.sessions = {}
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def buildProtocol(self, address):
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return PlayerSession(self.sessions, address)
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class PlayerSession(LineReceiver):
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def __init__(self, sessions, address):
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self.setRawMode() # We're dealing with binary data so set to raw mode
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self.db = gs_database.GamespyDatabase()
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self.sessions = sessions
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self.address = address
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self.remaining_message = "" # Stores any unparsable/incomplete commands until the next rawDataReceived
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self.profileid = 0
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self.gameid = ""
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def log(self, level, message):
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if self.profileid == 0:
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if self.gameid == "":
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logger.log(level, "[%s:%d] %s", self.address.host, self.address.port,message)
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else:
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logger.log(level, "[%s:%d | %s] %s", self.address.host, self.address.port, self.gameid, message)
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else:
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if self.gameid == "":
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logger.log(level, "[%s:%d | %d] %s", self.address.host, self.address.port, self.profileid, message)
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else:
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logger.log(level, "[%s:%d | %d | %s] %s", self.address.host, self.address.port, self.profileid, self.gameid, message)
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def get_ip_as_int(self, address):
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ipaddress = 0
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if address != None:
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for n in address.split('.'):
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ipaddress = (ipaddress << 8) | int(n)
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return ipaddress
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def connectionMade(self):
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self.log(logging.DEBUG, "Received connection from %s:%d" % (self.address.host, self.address.port))
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# Create new session id
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self.session = ""
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# Generate a random challenge string
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self.challenge = utils.generate_random_str(8)
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# The first command sent to the client is always a login challenge containing the server challenge key.
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msg_d = []
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msg_d.append(('__cmd__', "lc"))
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msg_d.append(('__cmd_val__', "1"))
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msg_d.append(('challenge', self.challenge))
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msg_d.append(('id', "1"))
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msg = gs_query.create_gamespy_message(msg_d)
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self.log(logging.DEBUG, "SENDING: '%s'..." % msg)
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self.transport.write(bytes(msg))
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def connectionLost(self, reason):
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self.log(logging.DEBUG, "Client disconnected")
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if self.session in self.sessions:
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del self.sessions[self.session]
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self.log(logging.DEBUG, "Deleted session %d" % self.sessions)
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def rawDataReceived(self, data):
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self.log(logging.DEBUG, "RESPONSE: '%s'..." % data)
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# In the case where command string is too big to fit into one read, any parts that could not be successfully
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# parsed are stored in the variable remaining_message. On the next rawDataReceived command, the remaining
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# message and the data are combined to create a full command.
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data = self.remaining_message + data
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commands, self.remaining_message = gs_query.parse_gamespy_message(data)
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for data_parsed in commands:
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self.log(-1, data_parsed)
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if data_parsed['__cmd__'] == "login":
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self.perform_login(data_parsed)
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elif data_parsed['__cmd__'] == "logout":
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self.perform_logout(data_parsed)
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elif data_parsed['__cmd__'] == "getprofile":
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self.perform_getprofile(data_parsed)
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elif data_parsed['__cmd__'] == "updatepro":
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self.perform_updatepro(data_parsed)
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elif data_parsed['__cmd__'] == "ka":
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self.perform_ka(data_parsed)
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elif data_parsed['__cmd__'] == "status":
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self.perform_status(data_parsed)
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elif data_parsed['__cmd__'] == "bm":
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self.perform_bm(data_parsed)
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elif data_parsed['__cmd__'] == "addbuddy":
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self.perform_addbuddy(data_parsed)
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elif data_parsed['__cmd__'] == "delbuddy":
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self.perform_delbuddy(data_parsed)
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elif data_parsed['__cmd__'] == "authadd":
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self.perform_authadd(data_parsed)
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else:
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# Maybe write unknown commands to a separate file later so new data can be collected more easily?
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self.log(logging.DEBUG, "Found unknown command, don't know how to handle '%s'." % data_parsed['__cmd__'])
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def perform_login(self, data_parsed):
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authtoken_parsed = gs_utils.parse_authtoken(data_parsed['authtoken'])
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print authtoken_parsed
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# Track what console is connecting and save it in the database during user creation just in case we can use
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# the information in the future.
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console = 0 # 0 = NDS, 1 = Wii
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# get correct information
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userid = authtoken_parsed['userid']
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# The Wii does not use passwd, so take another uniquely generated string as the password.
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if "passwd" in authtoken_parsed:
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password = authtoken_parsed['passwd']
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else:
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password = authtoken_parsed['gsbrcd']
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console = 1
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gsbrcd = authtoken_parsed['gsbrcd']
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uniquenick = utils.base32_encode(int(userid)) + gsbrcd
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email = uniquenick + "@nds" # The Wii also seems to use @nds.
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# Wii: Serial number
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if "csnum" in authtoken_parsed:
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csnum = authtoken_parsed['csnum']
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console = 1
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else:
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csnum = ""
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# Wii: Friend code
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if "cfc" in authtoken_parsed:
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cfc = authtoken_parsed['cfc']
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console = 1
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else:
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cfc = ""
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# NDS: Wifi network's BSSID
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if "bssid" in authtoken_parsed:
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bssid = authtoken_parsed['bssid']
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else:
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bssid = ""
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# NDS: Device name
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if "devname" in authtoken_parsed:
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devname = authtoken_parsed['devname']
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else:
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devname = ""
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# NDS: User's birthday
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if "birth" in authtoken_parsed:
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birth = authtoken_parsed['birth']
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else:
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birth = ""
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# Verify the client's response
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valid_response = gs_utils.generate_response(self.challenge, authtoken_parsed['challenge'], data_parsed['challenge'], data_parsed['authtoken'])
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if data_parsed['response'] != valid_response:
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self.log(logging.DEBUG, "ERROR: Got invalid response. Got %s, expected %s" % (data_parsed['response'], valid_response))
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proof = gs_utils.generate_proof(self.challenge, authtoken_parsed['challenge'], data_parsed['challenge'], data_parsed['authtoken'])
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valid_user = self.db.check_user_exists(userid, gsbrcd)
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if valid_user == False:
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profileid = self.db.create_user(userid, password, email, uniquenick, gsbrcd, console, csnum, cfc, bssid, devname, birth)
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else:
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profileid = self.db.perform_login(userid, password, gsbrcd)
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if profileid == None:
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# Handle case where the user is invalid
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print "Invalid password"
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if profileid != None:
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# Successfully logged in or created account, continue creating session.
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sesskey = self.db.create_session(profileid)
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self.sessions[profileid] = self
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msg_d = []
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msg_d.append(('__cmd__', "lc"))
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msg_d.append(('__cmd_val__', "2"))
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msg_d.append(('sesskey', sesskey))
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msg_d.append(('proof', proof))
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msg_d.append(('userid', userid))
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msg_d.append(('profileid', profileid))
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msg_d.append(('uniquenick', uniquenick))
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msg_d.append(('lt', gs_utils.base64_encode(utils.generate_random_str(16)))) # Some kind of token... don't know it gets used or generated, but it doesn't seem to have any negative effects if it's not properly generated.
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msg_d.append(('id', data_parsed['id']))
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msg = gs_query.create_gamespy_message(msg_d)
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# Take the first 4 letters of gsbrcd instead of gamecd because they should be consistent across game
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# regions. For example, the US version of Metroid Prime Hunters has the gamecd "AMHE" and the first 4 letters
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# of gsbrcd are "AMHE". However, the Japanese version of Metroid Prime Hunters has the gamecd "AMHJ" with
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# the first 4 letters of bsbrcd as "AMHE". Tetris DS is the other way, with the first 4 letters as the
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# Japanese version (ATRJ) while the gamecd is region specific (ATRE for US and ATRJ for JP).
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# gameid is used to send all people on the player's friends list a status updates, so don't make it region
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# specific.
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self.gameid = gsbrcd[0:4]
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self.profileid = profileid
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self.log(logging.DEBUG, "SENDING: %s" % msg)
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self.transport.write(bytes(msg))
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# Send any friend statuses when the user logs in.
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# This will allow the user to see if their friends are hosting a game as soon as they log in.
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self.get_status_from_friends()
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def perform_logout(self, data_parsed):
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print "Session %s has logged off" % (data_parsed['sesskey'])
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self.db.delete_session(data_parsed['sesskey'])
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def perform_getprofile(self, data_parsed):
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#profile = self.db.get_profile_from_session_key(data_parsed['sesskey'])
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profile = self.db.get_profile_from_profileid(data_parsed['profileid'])
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self.profileid = int(profile['profileid'])
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# Wii example: \pi\\profileid\474888031\nick\5pde5vhn1WR9E2g1t533\userid\442778352\email\5pde5vhn1WR9E2g1t533@nds\sig\b126556e5ee62d4da9629dfad0f6b2a8\uniquenick\5pde5vhn1WR9E2g1t533\pid\11\lon\0.000000\lat\0.000000\loc\\id\2\final\
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msg_d = []
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msg_d.append(('__cmd__', "pi"))
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msg_d.append(('__cmd_val__', ""))
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msg_d.append(('profileid', profile['profileid']))
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msg_d.append(('nick', profile['uniquenick']))
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msg_d.append(('userid', profile['userid']))
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msg_d.append(('email', profile['email']))
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msg_d.append(('sig', profile['sig']))
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msg_d.append(('uniquenick', profile['uniquenick']))
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msg_d.append(('pid', profile['pid']))
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if profile['firstname'] != "":
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msg_d.append(('firstname', profile['firstname'])) # Wii gets a firstname
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if profile['lastname'] != "":
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msg_d.append(('lastname', profile['lastname']))
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msg_d.append(('lon', profile['lon']))
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msg_d.append(('lat', profile['lat']))
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msg_d.append(('loc', profile['loc']))
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msg_d.append(('id', data_parsed['id']))
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msg = gs_query.create_gamespy_message(msg_d)
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self.log(logging.DEBUG, "SENDING: %s" % msg)
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self.transport.write(bytes(msg))
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def perform_updatepro(self, data_parsed):
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# Wii example: \updatepro\\sesskey\199714190\firstname\Wii:2555151656076614@WR9E\partnerid\11\final\
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# Remove any fields not related to what we should be updating.
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# To avoid any crashes, make sure the key is actually in the dictionary before removing it.
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if "__cmd__" in data_parsed:
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data_parsed.pop('__cmd__')
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if "__cmd_val__" in data_parsed:
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data_parsed.pop('__cmd_val__')
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if "updatepro" in data_parsed:
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data_parsed.pop('updatepro')
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if "partnerid" in data_parsed:
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data_parsed.pop('partnerid')
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if "sesskey" in data_parsed:
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data_parsed.pop('sesskey')
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# Create a list of fields to be updated.
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for f in data_parsed:
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self.db.update_profile(self.profileid, (f, data_parsed[f]))
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def perform_ka(self, data_parsed):
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# No op
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return
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def perform_status(self, data_parsed):
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sesskey = data_parsed['sesskey']
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#fields = []
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#fields.append(("stat", data_parsed['statstring']))
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#fields.append(("loc", data_parsed['locstring']))
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#self.db.update_profile(sesskey, fields)
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self.status = data_parsed['__cmd_val__']
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self.statstring = data_parsed['statstring']
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self.locstring = data_parsed['locstring']
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# Send authorization requests to client
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self.get_buddy_requests()
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# Send authorizationed message to client
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self.get_buddy_authorized()
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self.send_status_to_friends()
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def perform_bm(self, data_parsed):
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if data_parsed['__cmd_val__'] == "1": # Message to/from clients?
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if "t" in data_parsed:
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# Send message to the profile id in "t"
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dest_profileid = int(data_parsed['t'])
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dest_msg = data_parsed['msg']
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msg_d = []
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msg_d.append(('__cmd__', "bm"))
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msg_d.append(('__cmd_val__', "1"))
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msg_d.append(('f', self.profileid))
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msg_d.append(('msg', dest_msg))
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msg = gs_query.create_gamespy_message(msg_d)
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self.log(logging.DEBUG, "SENDING TO %s:%s: %s" % (self.sessions[dest_profileid].address.host, self.sessions[dest_profileid].address.port, msg))
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self.sessions[dest_profileid].transport.write(bytes(msg))
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def perform_addbuddy(self, data_parsed):
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if int(data_parsed['newprofileid']) == self.profileid:
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print "Can't add self as friend"
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return
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# Sample: \addbuddy\\sesskey\231601763\newprofileid\476756820\reason\\final\
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buddies = self.db.get_buddy_list(self.profileid)
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buddy_exists = False
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for buddy in buddies:
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if buddy['buddyProfileId'] == int(data_parsed['newprofileid']):
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buddy_exists = True
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break
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if buddy_exists == False:
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self.db.add_buddy(self.profileid, int(data_parsed['newprofileid']))
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def perform_delbuddy(self, data_parsed):
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# Sample: \delbuddy\\sesskey\61913621\delprofileid\1\final\
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self.db.delete_buddy(self.profileid, int(data_parsed['delprofileid']))
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def perform_authadd(self, data_parsed):
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# Sample: \authadd\\sesskey\231587549\fromprofileid\217936895\sig\f259f26d3273f8bda23c7c5e4bd8c5aa\final\
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# Authorize the other person's friend request.
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self.db.auth_buddy(int(data_parsed['fromprofileid']), self.profileid)
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self.get_buddy_authorized()
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def send_status_to_friends(self):
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# TODO: Cache buddy list so we don't have to query the database every time
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buddies = self.db.get_buddy_list(self.profileid)
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status_msg = "|s|%s|ss|%s|ls|%s|ip|%d|p|0|qm|0" % (self.status, self.statstring, self.locstring, self.get_ip_as_int(self.address.host))
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msg_d = []
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msg_d.append(('__cmd__', "bm"))
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msg_d.append(('__cmd_val__', "100"))
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msg_d.append(('f', self.profileid))
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msg_d.append(('msg', status_msg))
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msg = gs_query.create_gamespy_message(msg_d)
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for buddy in buddies:
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if buddy['buddyProfileId'] in self.sessions:
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self.sessions[buddy['buddyProfileId']].transport.write(bytes(msg))
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def get_status_from_friends(self):
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# This will be called when the player logs in. Grab the player's buddy list and check the current sessions to
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# see if anyone is online. If they are online, make them send an update to the calling client.
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buddies = self.db.get_buddy_list(self.profileid)
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for buddy in buddies:
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print buddy
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if buddy['status'] != 1:
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continue
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if buddy['buddyProfileId'] in self.sessions and self.sessions[buddy['buddyProfileId']].gameid == self.gameid:
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status_msg = "|s|%s|ss|%s|ls|%s|ip|%d|p|0|qm|0" % (self.sessions[buddy['buddyProfileId']].status, self.sessions[buddy['buddyProfileId']].statstring, self.sessions[buddy['buddyProfileId']].locstring, self.get_ip_as_int(self.sessions[buddy['buddyProfileId']].address.host))
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else:
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status_msg = "|s|0|ss|Offline"
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msg_d = []
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msg_d.append(('__cmd__', "bm"))
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msg_d.append(('__cmd_val__', "100"))
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msg_d.append(('f', buddy['buddyProfileId']))
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msg_d.append(('msg', status_msg))
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msg = gs_query.create_gamespy_message(msg_d)
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self.transport.write(bytes(msg))
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def get_buddy_authorized(self):
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buddies = self.db.buddy_need_auth_message(self.profileid)
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for buddy in buddies:
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msg_d = []
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msg_d.append(('__cmd__', "bm"))
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msg_d.append(('__cmd_val__', "1"))
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msg_d.append(('f', buddy['userProfileId']))
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msg_d.append(('msg', "I have authorized your request to add me to your list"))
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msg = gs_query.create_gamespy_message(msg_d)
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self.transport.write(bytes(msg))
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self.db.buddy_sent_auth_message(buddy['userProfileId'], buddy['buddyProfileId'])
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def get_buddy_requests(self):
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# Get list people who have added the user but haven't been accepted yet.
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buddies = self.db.get_pending_buddy_requests(self.profileid)
|
|
|
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profile = self.db.get_profile_from_profileid(self.profileid)
|
|
msg = "\r\n\r\n"
|
|
if "sig" in profile:
|
|
msg += "|signed|" + profile['sig']
|
|
|
|
for buddy in buddies:
|
|
msg_d = []
|
|
msg_d.append(('__cmd__', "bm"))
|
|
msg_d.append(('__cmd_val__', "2"))
|
|
msg_d.append(('f', buddy['userProfileId']))
|
|
msg_d.append(('date', buddy['time']))
|
|
msg_d.append(('msg', msg))
|
|
msg = gs_query.create_gamespy_message(msg_d)
|
|
|
|
self.transport.write(bytes(msg))
|
|
|
|
|
|
|
|
|
|
if __name__ == "__main__":
|
|
gsps = GameSpyProfileServer()
|
|
gsps.start()
|