dwc_network_server_emulator/gamespy_backend_server.py
polaris 720945c212 Use get_ip to get consistent IP address from data
This is to ensure that all functions that get an IP are getting the same
kind of data (that is, an integer with the bounds of a signed 32 bit
integer) for consistency purposes.
2014-08-03 22:45:24 -04:00

485 lines
20 KiB
Python

# DWC Network Server Emulator
# Copyright (C) 2014 polaris-
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# Master server list server
#
# Basic idea:
# The server listing does not need to be persistent, and it must be easily searchable for any unknown parameters.
# So instead of using a SQL database, I've opted to create a server list database server which communicates between the
# server browser and the qr server. The server list database will be stored in dictionaries as to allow dynamic columns
# that can be easily searched. The main reason for this configuration is because it cannot be guaranteed what data
# a game's server will required. For example, in addition to the common fields such as publicip, numplayers, dwc_pid, etc,
# Lost Magic also uses fields such as LMname, LMsecN, LMrating, LMbtmode, and LMversion.
#
# It would be possible to create game-specific databases but this would be more of a hassle and less universal. It would
# also be possible pickle a dictionary containing all of the fields and store it in a SQL database instead, but that
# would require unpickling every server each time you want to match search queries which would cause overhead if there
# are a lot of running servers. One trade off here is that we'll be using more memory by storing each server as a
# dictionary in the memory instead of storing it in a SQL database.
#
# qr_server and server_browser both will act as clients to gs_server_database.
# qr_server will send an add and/or delete to add or remove servers from the server list.
# server_browser will send a request with the game name followed by optional search parameters to get a list of servers.
import logging
import time
import ast
from multiprocessing.managers import BaseManager
from multiprocessing import freeze_support
import other.utils as utils
class TokenType:
UNKNOWN = 0
FIELD = 1
STRING = 2
NUMBER = 3
TOKEN = 4
# Logger settings
logger_output_to_console = True
logger_output_to_file = True
logger_name = "GamespyBackendServer"
logger_filename = "gamespy_backend_server.log"
logger = utils.create_logger(logger_name, logger_filename, -1, logger_output_to_console, logger_output_to_file)
class GameSpyServerDatabase(BaseManager):
pass
class GameSpyBackendServer(object):
def __init__(self):
self.server_list = {}
self.natneg_list = {}
GameSpyServerDatabase.register("get_server_list", callable=lambda:self.server_list)
GameSpyServerDatabase.register("find_servers", callable=self.find_servers)
GameSpyServerDatabase.register("find_server_by_address", callable=self.find_server_by_address)
GameSpyServerDatabase.register("find_server_by_local_address", callable=self.find_server_by_local_address)
GameSpyServerDatabase.register("update_server_list", callable=self.update_server_list)
GameSpyServerDatabase.register("delete_server", callable=self.delete_server)
GameSpyServerDatabase.register("add_natneg_server", callable=self.add_natneg_server)
GameSpyServerDatabase.register("get_natneg_server", callable=self.get_natneg_server)
GameSpyServerDatabase.register("delete_natneg_server", callable=self.delete_natneg_server)
def start(self):
address = ("127.0.0.1", 27500)
password = ""
logger.log(logging.INFO, "Started server on %s:%d..." % (address[0], address[1]))
manager = GameSpyServerDatabase(address = address, authkey = password)
server = manager.get_server()
server.serve_forever()
def get_token(self, filters):
# Complex example from Dungeon Explorer: Warriors of Ancient Arts
# dwc_mver = 3 and dwc_pid != 474890913 and maxplayers = 2 and numplayers < 2 and dwc_mtype = 0 and dwc_mresv != dwc_pid and (MatchType='english')
#
# Even more complex example from Phantasy Star Zero:
# dwc_mver = 3 and dwc_pid != 4 and maxplayers = 3 and numplayers < 3 and dwc_mtype = 0 and dwc_mresv != dwc_pid and (((20=auth)AND((1&mskdif)=mskdif)AND((14&mskstg)=mskstg)))
#
# Example with OR from Mario Kart Wii:
# dwc_mver = 90 and dwc_pid != 1 and maxplayers = 11 and numplayers < 11 and dwc_mtype = 0 and dwc_hoststate = 2 and dwc_suspend = 0 and (rk = 'vs_123' and (ev > 4263 or ev <= 5763) and p = 0)
i = 0
start = i
special_chars = "_"
token_type = TokenType.UNKNOWN
# Skip whitespace
while i < len(filters) and filters[i].isspace():
i += 1
start += 1
if i < len(filters):
if filters[i] == "(":
i += 1
token_type = TokenType.TOKEN
elif filters[i] == ")":
i += 1
token_type = TokenType.TOKEN
elif filters[i] == "&":
i += 1
token_type = TokenType.TOKEN
elif filters[i] == "=":
i += 1
token_type = TokenType.TOKEN
elif filters[i] == ">" or filters[i] == "<":
i += 1
token_type = TokenType.TOKEN
if i < len(filters) and filters[i] == "=":
# >= or <=
i += 1
elif i + 1 < len(filters) and filters[i] == "!" and filters[i + 1] == "=":
i += 2
token_type = TokenType.TOKEN
elif filters[i] == "'":
# String literal
token_type = TokenType.STRING
i += 1 # Skip quotation mark
while i < len(filters) and filters[i] != "'":
i += 1
if i < len(filters) and filters[i] == "'":
i += 1 # Skip quotation mark
elif filters[i] == "\"":
# I don't know if it's in the spec or not, but I added "" string literals as well just in case.
token_type = TokenType.STRING
i += 1 # Skip quotation mark
while i < len(filters) and filters[i] != "\"":
i += 1
if i < len(filters) and filters[i] == "\"":
i += 1 # Skip quotation mark
elif i + 1 < len(filters) and filters[i] == '-' and filters[i + 1].isdigit():
# Negative number
token_type = TokenType.NUMBER
i += 1
while i < len(filters) and filters[i].isdigit():
i += 1
elif filters[i].isalnum() or filters[i] in special_chars:
# Whole numbers or words
if filters[i].isdigit():
token_type = TokenType.NUMBER
elif filters[i].isalpha():
token_type = TokenType.FIELD
while i < len(filters) and (filters[i].isalnum() or filters[i] in special_chars) and filters[i] not in "!=>< ":
i += 1
token = filters[start:i]
if token_type == TokenType.FIELD and (token.lower() == "and" or token.lower() == "or"):
token = token.lower()
return token, i, token_type
def translate_expression(self, filters):
output = []
variables = []
while len(filters) > 0:
token, i, token_type = self.get_token(filters)
filters = filters[i:]
if token_type == TokenType.TOKEN:
# Python uses == instead of = for comparisons, so replace it with the proper token for compilation.
if token == "=":
token = "=="
elif token_type == TokenType.FIELD:
# Each server has its own variables so handle it later.
variables.append(len(output))
output.append(token)
return output, variables
def validate_ast(self, node, num_literal_only):
# This function tries to verify that the expression is a valid expression before it gets evaluated.
# Anything besides the whitelisted things below are strictly forbidden:
# - String literals
# - Number literals
# - Binary operators (CAN ONLY BE PERFORMED ON TWO NUMBER LITERALS)
# - Comparisons (cannot use 'in', 'not in', 'is', 'is not' operators)
#
# Anything such as variables or arrays or function calls are NOT VALID.
# Never run the expression received from the client before running this function on the expression first.
#print type(node)
# Only allow literals, comparisons, and math operations
valid_node = False
if isinstance(node, ast.Num):
valid_node = True
elif isinstance(node, ast.Str):
if num_literal_only == False:
valid_node = True
elif isinstance(node, ast.BoolOp):
for value in node.values:
valid_node = self.validate_ast(value, num_literal_only)
if valid_node == False:
break
elif isinstance(node, ast.BinOp):
valid_node = self.validate_ast(node.left, True)
if valid_node == True:
valid_node = self.validate_ast(node.right, True)
elif isinstance(node, ast.UnaryOp):
valid_node = self.validate_ast(node.operand, num_literal_only)
elif isinstance(node, ast.Expr):
valid_node = self.validate_ast(node.value, num_literal_only)
elif isinstance(node, ast.Compare):
valid_node = self.validate_ast(node.left, num_literal_only)
for op in node.ops:
#print type(op)
# Restrict "is", "is not", "in", and "not in" python comparison operators.
# These are python-specific and the games have no way of knowing what they are, so there's no reason
# to keep them around.
if isinstance(op, ast.Is) or isinstance(op, ast.IsNot) or isinstance(op, ast.In) or isinstance(op, ast.NotIn):
valid_node = False
break
if valid_node == True:
for expr in node.comparators:
valid_node = self.validate_ast(expr, num_literal_only)
elif isinstance(node, ast.Call):
valid_node = False
return valid_node
def find_servers(self, gameid, filters, fields, max_count):
matched_servers = []
if gameid not in self.server_list:
return []
start = time.time()
for server in self.server_list[gameid]:
stop_search = False
if filters != "":
translated, variables = self.translate_expression(filters)
for idx in variables:
token = translated[idx]
if token in server:
token = server[token]
_, _, token_type = self.get_token(token)
if token_type == TokenType.FIELD:
# At this point, any field should be a string.
# This does not support stuff like:
# dwc_test = 'test', dwc_test2 = dwc_test, dwc_test3 = dwc_test2
token = '"' + token + '"'
elif token_type == TokenType.NUMBER:
for idx2 in range(idx + 1, len(translated)):
_, _, token_type = self.get_token(translated[idx2])
if token_type == TokenType.TOKEN and translated[idx2] not in ('(', ')'):
if idx2 == idx + 1:
# Skip boolean operator if it's the first token on the right
continue
# Boolean operator, leave left as integer
token = str(int(token))
break
elif token_type == TokenType.STRING or token_type == TokenType.NUMBER:
if token_type == TokenType.STRING:
# Found string on far right, turn left into string as well
token = "'" + token + "'"
elif token_type == TokenType.NUMBER:
token = str(int(token))
break
translated[idx] = token
q = ' '.join(translated)
# Always run validate_ast over the entire AST before evaluating anything. eval() is dangerous to use on
# unsanitized inputs. The validate_ast function has a fairly strict whitelist so it should be safe in what
# it accepts as valid.
m = ast.parse(q, "<string>", "exec")
valid_filter = True
for node in m.body:
valid_filter = self.validate_ast(node, False)
if valid_filter == False:
# Return only anything matched up until this point.
logger.log(logging.WARNING, "Invalid filter(s): %s" % (filters))
#stop_search = True
continue
else:
# Use Python to evaluate the query. This method may take a little time but it shouldn't be all that
# big of a difference, I think. It takes about 0.0004 seconds per server to determine whether or not it's a
# match on my computer. Usually there's a low max_servers set when the game searches for servers, so assuming
# something like the game is asking for 6 servers, it would take about 0.0024 seconds total. These times
# will obviously be different per computer. It's not ideal, but it shouldn't be a huge bottleneck.
# A possible way to speed it up is to make validate_ast also evaluate the expressions at the same time as it
# validates it.
result = eval(q)
else:
# There are no filters, so just return the server.
result = True
if stop_search == True:
break
if valid_filter == True and result == True:
matched_servers.append(server)
if max_count != 0 and len(matched_servers) >= max_count:
break
servers = []
for server in matched_servers:
# Create a result with only the fields requested
result = {}
# Return all localips
i = 0
while 'localip' + str(i) in server:
result['localip' + str(i)] = server['localip' + str(i)]
i += 1
attrs = [
"localport", "natneg",
"publicip", "publicport",
"__session__", "__console__"
]
result.update({name:server[name] for name in attrs if name in server})
requested = {}
for field in fields:
#if not field in result:
if field in server:
requested[field] = server[field]
else:
# Return a dummy value. What's the normal behavior of the real server in this case?
requested[field] = ""
result['requested'] = requested
servers.append(result)
logger.log(logging.DEBUG, "Matched %d servers in %s seconds" % (len(servers), (time.time() - start)))
return servers
def update_server_list(self, gameid, session, value, console):
# Make sure the user isn't hosting multiple servers or there isn't some left over server information that
# never got handled properly (game crashed, etc).
self.delete_server(gameid, session)
# If the game doesn't exist already, create a new list.
if not gameid in self.server_list:
self.server_list[gameid] = []
# Add new server
value['__session__'] = session
value['__console__'] = console
logger.log(logging.DEBUG, "Added %s to the server list for %s" % (value, gameid))
self.server_list[gameid].append(value)
logger.log(logging.DEBUG, "%s servers: %d" % (gameid, len(self.server_list[gameid])))
return value
def delete_server(self, gameid, session):
if not gameid in self.server_list:
# Nothing to do if no servers for that game even exist.
return
# Remove all servers hosted by the given session id.
count = len(self.server_list[gameid])
self.server_list[gameid] = [x for x in self.server_list[gameid] if x['__session__'] != session]
count -= len(self.server_list[gameid])
logger.log(logging.DEBUG, "Deleted %d %s servers where session = %d" % (count, gameid, session))
def find_server_by_address(self, ip, port, gameid = None):
if gameid == None:
# Search all servers
for gameid in self.server_list:
for server in self.server_list[gameid]:
if server['publicip'] == ip and (port == 0 or server['publicport'] == str(port)):
return server
else:
for server in self.server_list[gameid]:
if server['publicip'] == ip and (port == 0 or server['publicport'] == str(port)):
return server
return None
def find_server_by_local_address(self, publicip, localaddr, gameid = None):
localip = localaddr[0]
localport = localaddr[1]
localip_int_le = localaddr[2]
localip_int_be = localaddr[3]
def find_server(gameid):
for server in self.server_list[gameid]:
logger.log(logging.DEBUG, "publicip: %s == %s ? %d localport: %s == %s ? %d" % (server['publicip'], publicip, server['publicip'] == publicip, server['localport'], str(localport), server['localport'] == str(localport)))
if server['publicip'] == publicip and server['localport'] == str(localport):
# for x in range(0, 10):
# s = 'localip%d' % x
# if s in server:
# if server[s] == localip:
# return server
return server
logger.log(logging.DEBUG, "Couldn't find a match for %s" % (publicip))
if gameid == None:
# Search all servers
for gameid in self.server_list:
return find_server(gameid)
else:
return find_server(gameid)
return None
def add_natneg_server(self, cookie, server):
if cookie not in self.natneg_list:
self.natneg_list[cookie] = []
logger.log(logging.DEBUG, "Added natneg server %d" % (cookie))
self.natneg_list[cookie].append(server)
def get_natneg_server(self, cookie):
if cookie in self.natneg_list:
return self.natneg_list[cookie]
return None
def delete_natneg_server(self, cookie):
# TODO: Find a good time to prune the natneg server listing.
if cookie in self.natneg_list:
del self.natneg_list[cookie]
logger.log(logging.DEBUG, "Deleted natneg server %d" % (cookie))
if __name__ == '__main__':
freeze_support()
backend_server = GameSpyBackendServer()
backend_server.start()