dwc_network_server_emulator/gamespy_profile_server.py

588 lines
23 KiB
Python

import logging
import time
import traceback
from twisted.internet.protocol import Factory
from twisted.internet.endpoints import serverFromString
from twisted.protocols.basic import LineReceiver
from twisted.internet import reactor
from twisted.internet.error import ReactorAlreadyRunning
import gamespy.gs_database as gs_database
import gamespy.gs_query as gs_query
import gamespy.gs_utility as gs_utils
import other.utils as utils
# Logger settings
logger_output_to_console = True
logger_output_to_file = True
logger_name = "GameSpyProfileServer"
logger_filename = "gamespy_profile_server.log"
logger = utils.create_logger(logger_name, logger_filename, -1, logger_output_to_console, logger_output_to_file)
address = ("0.0.0.0", 29900)
class GameSpyProfileServer(object):
def __init__(self):
pass
def start(self):
endpoint = serverFromString(reactor, "tcp:%d:interface=%s" % (address[1], address[0]))
conn = endpoint.listen(PlayerFactory())
try:
if reactor.running == False:
reactor.run(installSignalHandlers=0)
except ReactorAlreadyRunning:
pass
class PlayerFactory(Factory):
def __init__(self):
# Instead of storing the sessions in the database, it might make more sense to store them in the PlayerFactory.
logger.log(logging.INFO, "Now listening for connections on %s:%d...", address[0], address[1])
self.sessions = {}
def buildProtocol(self, address):
return PlayerSession(self.sessions, address)
class PlayerSession(LineReceiver):
def __init__(self, sessions, address):
self.setRawMode() # We're dealing with binary data so set to raw mode
self.db = gs_database.GamespyDatabase()
self.sessions = sessions
self.address = address
self.remaining_message = "" # Stores any unparsable/incomplete commands until the next rawDataReceived
self.profileid = 0
self.gameid = ""
self.buddies = []
self.blocked = []
self.status = ""
self.statstring = ""
self.locstring = ""
self.keepalive = int(time.time())
self.sesskey = ""
def log(self, level, message):
if self.profileid == 0:
if self.gameid == "":
logger.log(level, "[%s:%d] %s", self.address.host, self.address.port,message)
else:
logger.log(level, "[%s:%d | %s] %s", self.address.host, self.address.port, self.gameid, message)
else:
if self.gameid == "":
logger.log(level, "[%s:%d | %d] %s", self.address.host, self.address.port, self.profileid, message)
else:
logger.log(level, "[%s:%d | %d | %s] %s", self.address.host, self.address.port, self.profileid, self.gameid, message)
def get_ip_as_int(self, address):
ipaddress = 0
if address != None:
for n in address.split('.'):
ipaddress = (ipaddress << 8) | int(n)
return ipaddress
def connectionMade(self):
try:
self.transport.setTcpKeepAlive(1)
self.log(logging.INFO, "Received connection from %s:%d" % (self.address.host, self.address.port))
# Create new session id
self.session = ""
# Generate a random challenge string
self.challenge = utils.generate_random_str(10, "ABCDEFGHIJKLMNOPQRSTUVWXYZ")
# The first command sent to the client is always a login challenge containing the server challenge key.
msg = gs_query.create_gamespy_message([
('__cmd__', "lc"),
('__cmd_val__', "1"),
('challenge', self.challenge),
('id', "1"),
])
self.log(logging.DEBUG, "SENDING: '%s'..." % msg)
self.transport.write(bytes(msg))
except:
self.log(logging.ERROR, "Unknown exception: %s" % traceback.format_exc())
def connectionLost(self, reason):
try:
self.log(logging.INFO, "Client disconnected")
self.status = "0"
self.statstring = "Offline"
self.locstring = ""
self.send_status_to_friends()
if self.profileid in self.sessions:
del self.sessions[self.profileid]
self.db.delete_session(self.session)
self.log(logging.INFO, "Deleted session " + self.session)
except:
self.log(logging.ERROR, "Unknown exception: %s" % traceback.format_exc())
def rawDataReceived(self, data):
try:
self.log(logging.DEBUG, "RESPONSE: '%s'..." % data)
# In the case where command string is too big to fit into one read, any parts that could not be successfully
# parsed are stored in the variable remaining_message. On the next rawDataReceived command, the remaining
# message and the data are combined to create a full command.
data = self.remaining_message + data
# Check to make sure the data buffer starts with a valid command.
if len(data) > 0 and data[0] != '\\':
# There is data in the buffer but it doesn't start with a \ so there's no chance of it being valid.
# Look for the first instance of \final\ and remove everything before it.
# If \final\ is not in the command string then ignore it.
final = "\\final\\"
data = data[data.index(final) + len(final):] if final in data else ""
commands, self.remaining_message = gs_query.parse_gamespy_message(data)
cmds = {
"login": self.perform_login,
"logout": self.perform_logout,
"getprofile": self.perform_getprofile,
"updatepro": self.perform_updatepro,
"ka": self.perform_ka,
"status": self.perform_status,
"bm": self.perform_bm,
"addbuddy": self.perform_addbuddy,
"delbuddy": self.perform_delbuddy,
"authadd": self.perform_authadd,
}
def cmd_err(data_parsed):
# Maybe write unknown commands to a separate file later so new data can be collected more easily?
self.log(logging.ERROR, "Found unknown command, don't know how to handle '%s'." % data_parsed['__cmd__'])
for data_parsed in commands:
#self.log(-1, data_parsed)
self.log(logging.DEBUG, data_parsed)
cmds.get(data_parsed['__cmd__'], cmd_err)(data_parsed)
except:
self.log(logging.ERROR, "Unknown exception: %s" % traceback.format_exc())
def perform_login(self, data_parsed):
authtoken_parsed = gs_utils.parse_authtoken(data_parsed['authtoken'], self.db)
#print authtoken_parsed
# Track what console is connecting and save it in the database during user creation just in case we can use
# the information in the future.
console = 0 # 0 = NDS, 1 = Wii
# get correct information
userid = authtoken_parsed['userid']
# The Wii does not use passwd, so take another uniquely generated string as the password.
if "passwd" in authtoken_parsed:
password = authtoken_parsed['passwd']
else:
password = authtoken_parsed['gsbrcd']
console = 1
gsbrcd = authtoken_parsed['gsbrcd']
gameid = gsbrcd[:4]
uniquenick = utils.base32_encode(int(userid)) + gsbrcd
email = uniquenick + "@nds" # The Wii also seems to use @nds.
# Wii: Serial number
if "csnum" in authtoken_parsed:
csnum = authtoken_parsed['csnum']
console = 1
else:
csnum = ""
# Wii: Friend code
if "cfc" in authtoken_parsed:
cfc = authtoken_parsed['cfc']
console = 1
else:
cfc = ""
# NDS: Wifi network's BSSID
if "bssid" in authtoken_parsed:
bssid = authtoken_parsed['bssid']
else:
bssid = ""
# NDS: Device name
if "devname" in authtoken_parsed:
devname = authtoken_parsed['devname']
else:
devname = ""
# NDS: User's birthday
if "birth" in authtoken_parsed:
birth = authtoken_parsed['birth']
else:
birth = ""
# Verify the client's response
valid_response = gs_utils.generate_response(self.challenge, authtoken_parsed['challenge'], data_parsed['challenge'], data_parsed['authtoken'])
if data_parsed['response'] != valid_response:
self.log(logging.ERROR, "ERROR: Got invalid response. Got %s, expected %s" % (data_parsed['response'], valid_response))
proof = gs_utils.generate_proof(self.challenge, authtoken_parsed['challenge'], data_parsed['challenge'], data_parsed['authtoken'])
valid_user = self.db.check_user_exists(userid, gsbrcd)
if valid_user == False:
profileid = self.db.create_user(userid, password, email, uniquenick, gsbrcd, console, csnum, cfc, bssid, devname, birth, gameid)
else:
profileid = self.db.perform_login(userid, password, gsbrcd)
if profileid == None:
# Handle case where the user is invalid
self.log(logging.ERROR, "Invalid password")
if profileid != None:
# Successfully logged in or created account, continue creating session.
loginticket = gs_utils.base64_encode(utils.generate_random_str(16))
self.sesskey = self.db.create_session(profileid, loginticket)
self.sessions[profileid] = self
msg = gs_query.create_gamespy_message([
('__cmd__', "lc"),
('__cmd_val__', "2"),
('sesskey', self.sesskey),
('proof', proof),
('userid', userid),
('profileid', profileid),
('uniquenick', uniquenick),
# 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.
('lt', loginticket),
('id', data_parsed['id']),
])
# Take the first 4 letters of gsbrcd instead of gamecd because they should be consistent across game
# regions. For example, the US version of Metroid Prime Hunters has the gamecd "AMHE" and the first 4 letters
# of gsbrcd are "AMHE". However, the Japanese version of Metroid Prime Hunters has the gamecd "AMHJ" with
# the first 4 letters of bsbrcd as "AMHE". Tetris DS is the other way, with the first 4 letters as the
# Japanese version (ATRJ) while the gamecd is region specific (ATRE for US and ATRJ for JP).
# gameid is used to send all people on the player's friends list a status updates, so don't make it region
# specific.
self.gameid = gsbrcd[:4]
self.profileid = int(profileid)
self.log(logging.DEBUG, "SENDING: %s" % msg)
self.transport.write(bytes(msg))
self.buddies = self.db.get_buddy_list(self.profileid)
self.blocked = self.db.get_blocked_list(self.profileid)
# Get pending messages.
self.get_pending_messages()
# Send any friend statuses when the user logs in.
# This will allow the user to see if their friends are hosting a game as soon as they log in.
self.get_status_from_friends()
self.send_status_to_friends()
# profile = self.db.get_profile_from_profileid(profileid)
# if profile != None:
# self.statstring = profile['stat']
# self.locstring = profile['loc']
def perform_logout(self, data_parsed):
self.log(logging.INFO, "Session %s has logged off" % (data_parsed['sesskey']))
self.db.delete_session(data_parsed['sesskey'])
if self.profileid in self.sessions:
del self.sessions[self.profileid]
self.transport.loseConnection()
def perform_getprofile(self, data_parsed):
#profile = self.db.get_profile_from_session_key(data_parsed['sesskey'])
profile = self.db.get_profile_from_profileid(data_parsed['profileid'])
# 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\
sig = utils.generate_random_hex_str(32)
msg_d = [
('__cmd__', "pi"),
('__cmd_val__', ""),
('profileid', profile['profileid']),
('nick', profile['uniquenick']),
('userid', profile['userid']),
('email', profile['email']),
('sig', sig),
('uniquenick', profile['uniquenick']),
('pid', profile['pid']),
]
if profile['firstname'] != "":
msg_d.append(('firstname', profile['firstname'])) # Wii gets a firstname
if profile['lastname'] != "":
msg_d.append(('lastname', profile['lastname']))
msg_d.extend([
('lon', profile['lon']),
('lat', profile['lat']),
('loc', profile['loc']),
('id', data_parsed['id']),
])
msg = gs_query.create_gamespy_message(msg_d)
self.log(logging.DEBUG, "SENDING: %s" % msg)
self.transport.write(bytes(msg))
def perform_updatepro(self, data_parsed):
# Wii example: \updatepro\\sesskey\199714190\firstname\Wii:2555151656076614@WR9E\partnerid\11\final\
# Remove any fields not related to what we should be updating.
# To avoid any crashes, make sure the key is actually in the dictionary before removing it.
if "__cmd__" in data_parsed:
data_parsed.pop('__cmd__')
if "__cmd_val__" in data_parsed:
data_parsed.pop('__cmd_val__')
if "updatepro" in data_parsed:
data_parsed.pop('updatepro')
if "partnerid" in data_parsed:
data_parsed.pop('partnerid')
if "sesskey" in data_parsed:
data_parsed.pop('sesskey')
# Create a list of fields to be updated.
for f in data_parsed:
self.db.update_profile(self.profileid, (f, data_parsed[f]))
def perform_ka(self, data_parsed):
self.keepalive = int(time.time())
msg = gs_query.create_gamespy_message([
('__cmd__', "ka"),
('__cmd_val__', ""),
])
self.transport.write(msg)
def perform_status(self, data_parsed):
self.sesskey = data_parsed['sesskey']
self.status = data_parsed['__cmd_val__']
self.statstring = data_parsed['statstring']
self.locstring = data_parsed['locstring']
# fields = [
# #("status", self.status),
# ("stat", self.statstring),
# ("loc", self.locstring),
# ]
#
# for f in fields:
# self.db.update_profile(self.sesskey, f)
# Send authorization requests to client
self.get_buddy_requests()
# Send authorizationed message to client
self.get_buddy_authorized()
self.send_status_to_friends()
def perform_bm(self, data_parsed):
if data_parsed['__cmd_val__'] in ("1", "5", "102", "103"): # Message to/from clients?
if "t" in data_parsed:
# Send message to the profile id in "t"
dest_profileid = int(data_parsed['t'])
dest_profile_buddies = self.db.get_buddy_list(dest_profileid)
dest_msg = data_parsed['msg']
not_buddies = False
# Check if the user is buddies with the target user before sending message.
if not_buddies:
for buddy in self.buddies:
if buddy['userProfileId'] == dest_profileid:
not_buddies = True
break
if not_buddies:
for buddy in dest_profile_buddies:
if buddy['userProfileId'] == self.profile:
not_buddies = True
break
# Send error to user if they tried to send a message to someone who isn't a buddy.
if not_buddies:
msg = gs_query.create_gamespy_message([
('__cmd__', "error"),
('__cmd_val__', ""),
('err', 2305),
('errmsg', "The profile the message was to be sent to is not a buddy."),
('id', 1),
])
logger.log(logging.DEBUG, "Trying to send message to someone who isn't a buddy: %s" % msg)
self.transport.write(msg)
return
msg = gs_query.create_gamespy_message([
('__cmd__', "bm"),
('__cmd_val__', "1"),
('f', self.profileid),
('msg', dest_msg),
])
if dest_profileid in self.sessions:
self.log(logging.DEBUG, "SENDING TO %s:%s: %s" % (self.sessions[dest_profileid].address.host, self.sessions[dest_profileid].address.port, msg))
self.sessions[dest_profileid].transport.write(bytes(msg))
else:
if data_parsed['__cmd_val__'] == "1":
self.log(logging.DEBUG, "Saving message to %d: %s" % (dest_profileid, msg))
self.db.save_pending_message(self.profileid, dest_profileid, msg)
else:
msg = gs_query.create_gamespy_message([
('__cmd__', "error"),
('__cmd_val__', ""),
('err', 2307),
('errmsg', "The buddy to send a message to is offline."),
('id', 1),
])
logger.log(logging.DEBUG, "Trying to send message to someone who isn't online: %s" % msg)
self.transport.write(msg)
def perform_addbuddy(self, data_parsed):
newprofileid = int(data_parsed['newprofileid'])
if newprofileid == self.profileid:
logger.log(logging.DEBUG, "Can't add self as friend: %d == %d", newprofileid, self.profileid)
return
# Sample: \addbuddy\\sesskey\231601763\newprofileid\476756820\reason\\final\
self.buddies = self.db.get_buddy_list(self.profileid)
buddy_exists = False
for buddy in self.buddies:
if buddy['buddyProfileId'] == newprofileid:
buddy_exists = True
break
if buddy_exists == False:
self.db.add_buddy(self.profileid, newprofileid)
if newprofileid in self.sessions:
logger.log(logging.DEBUG, "User is online, sending direct request from profile id %d to profile id %d..." % (self.profileid, newprofileid))
self.send_buddy_request(self.sessions[newprofileid], self.profileid)
def perform_delbuddy(self, data_parsed):
# Sample: \delbuddy\\sesskey\61913621\delprofileid\1\final\
self.db.delete_buddy(self.profileid, int(data_parsed['delprofileid']))
def perform_authadd(self, data_parsed):
# Sample: \authadd\\sesskey\231587549\fromprofileid\217936895\sig\f259f26d3273f8bda23c7c5e4bd8c5aa\final\
# Authorize the other person's friend request.
self.db.auth_buddy(int(data_parsed['fromprofileid']), self.profileid)
self.get_buddy_authorized()
def send_status_to_friends(self):
# TODO: Cache buddy list so we don't have to query the database every time
self.buddies = self.db.get_buddy_list(self.profileid)
if self.status == "0" and self.statstring == "Offline":
# Going offline, don't need to send the other information.
status_msg = "|s|%s|ss|%s" % (self.status, self.statstring)
else:
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))
msg = gs_query.create_gamespy_message([
('__cmd__', "bm"),
('__cmd_val__', "100"),
('f', self.profileid),
('msg', status_msg),
])
for buddy in self.buddies:
if buddy['buddyProfileId'] in self.sessions:
self.sessions[buddy['buddyProfileId']].transport.write(bytes(msg))
def get_status_from_friends(self):
# This will be called when the player logs in. Grab the player's buddy list and check the current sessions to
# see if anyone is online. If they are online, make them send an update to the calling client.
self.buddies = self.db.get_buddy_list(self.profileid)
for buddy in self.buddies:
if buddy['status'] != 1:
continue
if buddy['buddyProfileId'] in self.sessions and self.sessions[buddy['buddyProfileId']].gameid == self.gameid:
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))
else:
status_msg = "|s|0|ss|Offline"
msg = gs_query.create_gamespy_message([
('__cmd__', "bm"),
('__cmd_val__', "100"),
('f', buddy['buddyProfileId']),
('msg', status_msg),
])
self.transport.write(bytes(msg))
def get_buddy_authorized(self):
buddies = self.db.buddy_need_auth_message(self.profileid)
for buddy in buddies:
msg = gs_query.create_gamespy_message([
('__cmd__', "bm"),
('__cmd_val__', "1"),
('f', buddy['userProfileId']),
('msg', "I have authorized your request to add me to your list"),
])
self.transport.write(bytes(msg))
self.db.buddy_sent_auth_message(buddy['userProfileId'], buddy['buddyProfileId'])
def get_buddy_requests(self):
# Get list people who have added the user but haven't been accepted yet.
buddies = self.db.get_pending_buddy_requests(self.profileid)
for buddy in buddies:
self.send_buddy_request(self, buddy['userProfileId'], buddy['time'])
def send_buddy_request(self, session, profileid, senttime = None):
sig = utils.generate_random_hex_str(32)
msg = "\r\n\r\n"
msg += "|signed|" + sig
if senttime == None:
senttime = int(time.time())
msg = gs_query.create_gamespy_message([
('__cmd__', "bm"),
('__cmd_val__', "2"),
('f', profileid),
('date', senttime),
('msg', msg),
])
session.transport.write(bytes(msg))
def get_pending_messages(self):
messages = self.db.get_pending_messages(self.profileid)
for message in messages:
if message['sourceid'] not in self.blocked:
self.transport.write(message['msg'])
if __name__ == "__main__":
gsps = GameSpyProfileServer()
gsps.start()