dwc_network_server_emulator/server_browser.py
polaris 63cdaf3666 Preliminary matchmaking
I don't know how well it works yet until more testing is done, but
matchmaking works now.
2014-04-08 16:10:59 -04:00

291 lines
11 KiB
Python

# I found an open source implemention of this exact server I'm trying to emulate here: https://github.com/sfcspanky/Openspy-Core/blob/master/serverbrowsing/
# Use as reference later.
from twisted.internet.protocol import Factory
from twisted.internet.endpoints import serverFromString
from twisted.protocols.basic import LineReceiver
from twisted.internet import reactor
import socket
import ctypes
import time
from threading import Thread
import gamespy.gs_utility as gs_utils
import other.utils as utils
from multiprocessing.managers import BaseManager
def get_game_id(data):
game_id = data[5: -1]
return game_id
def get_server_list(game, filter, fields, max_count):
results = server_manager.find_servers(game, filter, fields, max_count)
return results
class ServerListFlags:
UNSOLICITED_UDP_FLAG = 1
PRIVATE_IP_FLAG = 2
CONNECT_NEGOTIATE_FLAG = 4
ICMP_IP_FLAG = 8
NONSTANDARD_PORT_FLAG = 16
NONSTANDARD_PRIVATE_PORT_FLAG = 32
HAS_KEYS_FLAG = 64
HAS_FULL_RULES_FLAG = 128
def generate_server_list_data(address, fields, server_info):
output = bytearray()
# Write the address
output += bytearray([int(x) for x in address.host.split('.')])
# Write the port
output += utils.get_bytes_from_short_be(address.port)
if len(server_info) > 0:
# Write number of fields that will be returned.
key_count = len(server_info['requested'])
output += utils.get_bytes_from_short(key_count)
if key_count != len(fields):
# For some reason we didn't get all of the expected data.
print "key_count[%d] != len(fields)[%d]" % (key_count, len(fields))
print fields
return
flags_buffer = bytearray()
# Write the fields
for field in fields:
output += bytearray(field) + '\0\0'
# Start server loop here instead of including all of the fields and stuff again
flags = 0
if key_count > 0:
flags |= ServerListFlags.HAS_KEYS_FLAG
if "natneg" in server_info:
flags |= ServerListFlags.CONNECT_NEGOTIATE_FLAG
flags_buffer += utils.get_bytes_from_int(int(server_info['publicip']))
flags |= ServerListFlags.NONSTANDARD_PORT_FLAG
flags_buffer += utils.get_bytes_from_short_be(int(server_info['publicport']))
if "localip0" in server_info:
flags |= ServerListFlags.PRIVATE_IP_FLAG
flags_buffer += bytearray([int(x) for x in server_info['localip0'].split('.')])
if "localport" in server_info:
flags |= ServerListFlags.NONSTANDARD_PRIVATE_PORT_FLAG
flags_buffer += utils.get_bytes_from_short_be(int(server_info['localport']))
flags |= ServerListFlags.ICMP_IP_FLAG
flags_buffer += bytearray([int(x) for x in "0.0.0.0".split('.')])
output += bytearray([flags & 0xff])
output += flags_buffer
if (flags & ServerListFlags.HAS_KEYS_FLAG):
# Write data for associated fields
for field in fields:
output += '\xff' + bytearray(server_info['requested'][field]) + '\0'
output += '\0'
output += utils.get_bytes_from_int(-1)
return output
class Session(LineReceiver):
def __init__(self, addr):
self.setRawMode() # We're dealing with binary data so set to raw mode
self.addr = addr
self.forward_to_client = False
self.forward_client = ()
self.is_searching = False
# Amount of time (in seconds) we can search for a match before getting kicked off.
# Set to -1 to allow keep searching forever until a server appears.
#self.timeout = 60 * 10
self.timeout = -1
def rawDataReceived(self, data):
# First 2 bytes are the packet size.
#
# Third byte is the command byte.
# According to Openspy-Core:
# 0x00 - Server list request
# 0x01 - Server info request
# 0x02 - Send message request
# 0x03 - Keep alive reply
# 0x04 - Map loop request (?)
# 0x05 - Player search request
#
# For Tetris DS, at the very least 0x00 and 0x02 need to be implemented.
if self.forward_to_client:
# Find session id of server
# Iterate through the list of servers sent to the client and match by IP and port.
# Is there a better way to determine this information?
ip = str(ctypes.c_int32(utils.get_int(bytearray([int(x) for x in self.forward_client[0].split('.')]), 0)).value)
for server in self.server_list:
print "%s %s" % (ip, server['publicip'])
if server['publicip'] == ip and server['publicport'] == str(self.forward_client[1]):
print server
# Send command to server to get it to connect to natneg
natneg_session = int(utils.generate_random_hex_str(8), 16) # Quick and lazy way to get a random 32bit integer. Replace with something else late.r
output = bytearray([0xfe, 0xfd, 0x06])
output += utils.get_bytes_from_int(server['__session__'])
output += bytearray(utils.get_bytes_from_int(natneg_session))
output += bytearray(data)
client_s = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
client_s.sendto(output, self.forward_client)
utils.print_log("Forwarded data to %s:%s..." % (self.forward_client[0], self.forward_client[1]))
return
if data[2] == '\x00': # Server list request
utils.print_log("Received server list request from %s:%s..." % (self.addr.host, self.addr.port))
# This code is so... not python. The C programmer in me is coming out strong.
# TODO: Rewrite this section later?
idx = 3
list_version = ord(data[idx])
idx += 1
encoding_version = ord(data[idx])
idx += 1
game_version = utils.get_int(data, idx)
idx += 4
query_game = utils.get_string(data, idx)
idx += len(query_game) + 1
game_name = utils.get_string(data, idx)
idx += len(game_name) + 1
challenge = data[idx:idx+8]
idx += 8
filter = utils.get_string(data, idx)
idx += len(filter) + 1
fields = utils.get_string(data, idx)
idx += len(fields) + 1
options = utils.get_int_be(data, idx)
idx += 4
source_ip = 0
max_servers = 0
ALTERNATE_SOURCE_IP = 0x08
LIMIT_RESULT_COUNT = 0x80
if (options & LIMIT_RESULT_COUNT):
max_servers = utils.get_int(data, idx)
elif (options & ALTERNATE_SOURCE_IP):
source_ip = utils.get_int(data, idx)
if '\\' in fields:
fields = [x for x in fields.split('\\') if x and not x.isspace()]
#print "%02x %02x %08x" % (list_version, encoding_version, game_version)
#print "%s" % query_game
print "%s" % game_name
#print "%s" % challenge
print "%s" % filter
print "%s" % fields
#print "%08x" % options
#print "%d %08x" % (max_servers, source_ip)
if self.is_searching == False:
self.is_searching = True
# I still want the connection to close properly when the client disconnects, so put the server search
# part into its own thread.
# The game will create a new connection for every search query, so don't worry about setting
# self.is_searching to False.
t = Thread(target = self.find_server, args=(query_game, filter, fields, max_servers, game_name, challenge))
t.start()
elif data[2] == '\x02': # Send message request
dest_addr = '.'.join(["%d" % ord(x) for x in data[3:7]])
dest_port = utils.get_short_be(data, 7) # What's the pythonic way to do this? unpack?
dest = (dest_addr, dest_port)
utils.print_log("Received send message request from %s:%s to %s:%d..." % (self.addr.host, self.addr.port, dest_addr, dest_port))
self.forward_to_client = True
self.forward_client = dest
elif data[2] == '\x03': # Keep alive reply
utils.print_log("Received keep alive from %s:%s..." % (self.addr.host, self.addr.port))
else:
utils.print_log("Received unknown command (%02x) from %s:%s... %s" % (ord(data[2]), self.addr.host, self.addr.port, data))
def find_server(self, query_game, filter, fields, max_servers, game_name, challenge):
# Get dictionary from master server list server.
# The game sends a search query only once so we must loop until something is found.
# Search for the specified amount of time, or if self.timeout is set to -1, until a match is found.
start = time.time()
while True:
self.server_list = get_server_list(query_game, filter, fields, max_servers)._getvalue()
if self.server_list != []:
break
time.sleep(5) # Sleep 1 second
if self.timeout != -1 and time.time() - start > self.timeout:
break
# Generate encrypted server list and send to client.
print self.server_list
for server in self.server_list:
# Generate binary server list data
data = generate_server_list_data(self.addr, fields, server)
# Encrypt data
enc = gs_utils.EncTypeX()
data = enc.encrypt(secret_key_list[game_name], challenge, data)
# Send to client
self.transport.write(bytes(data))
utils.print_log("Sent server list message to %s:%s..." % (self.addr.host, self.addr.port))
break
class SessionFactory(Factory):
def __init__(self):
print "Now listening for connections..."
def buildProtocol(self, addr):
return Session(addr)
# Initialize server list server connection
class GamespyServerDatabase(BaseManager):
pass
GamespyServerDatabase.register("get_server_list")
GamespyServerDatabase.register("modify_server_list")
GamespyServerDatabase.register("find_servers")
manager_address = ("127.0.0.1", 27500)
manager_password = ""
server_manager = GamespyServerDatabase(address = manager_address, authkey= manager_password)
server_manager.connect()
secret_key_list = gs_utils.generate_secret_keys("gslist.cfg")
endpoint = serverFromString(reactor, "tcp:28910")
conn = endpoint.listen(SessionFactory())
reactor.run()