mirror of
https://github.com/barronwaffles/dwc_network_server_emulator.git
synced 2026-04-21 08:07:27 -05:00
- Sometimes the game sends port 0 as the port to forward to. Obviously this isn't right, so *try* to match up the server with something, even if it may or may not be right. Hopefully it's right. - Tried to fix friends games in some games. Metroid Prime: Hunters seems to look for the dwc_pid for a friend, and sometimes the friend never does a statechanged, so assume that any state except 2 should be added to the server list.
468 lines
20 KiB
Python
468 lines
20 KiB
Python
# 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 = []
|
|
|
|
# How does it handle 0?
|
|
if max_count == 0:
|
|
return []
|
|
|
|
if gameid not in self.server_list:
|
|
return []
|
|
|
|
start = time.time()
|
|
|
|
for server in self.server_list[gameid]:
|
|
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 + '"'
|
|
|
|
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.
|
|
return matched_servers
|
|
|
|
# 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)
|
|
|
|
if result == True:
|
|
matched_servers.append(server)
|
|
|
|
if 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
|
|
|
|
if 'localport' in server:
|
|
result['localport'] = server['localport']
|
|
|
|
if 'localport' in server:
|
|
result['localport'] = server['localport']
|
|
|
|
if 'natneg' in server:
|
|
result['natneg'] = server['natneg']
|
|
|
|
if 'publicip' in server:
|
|
result['publicip'] = server['publicip']
|
|
|
|
if 'publicport' in server:
|
|
result['publicport'] = server['publicport']
|
|
|
|
if '__session__' in server:
|
|
result['__session__'] = server['__session__']
|
|
|
|
if '__console__' in server:
|
|
result['__console__'] = server['__console__']
|
|
|
|
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]
|
|
|
|
if gameid == None:
|
|
# Search all servers
|
|
for gameid in self.server_list:
|
|
for server in self.server_list[gameid]:
|
|
logger.log(logging.DEBUG, "publicip 1: %s == %s ? %d port: %s == %s ? %d" % (server['publicip'], str(localip_int_le), server['publicip'] == str(localip_int_le), server['publicport'], str(localport), server['publicport'] == str(localport)))
|
|
if server['publicip'] == str(localip_int_le) and server['publicport'] == str(localport):
|
|
return server
|
|
|
|
logger.log(logging.DEBUG, "publicip 2: %s == %s ? %d port: %s == %s ? %d" % (server['publicip'], str(localip_int_be), server['publicip'] == str(localip_int_be), server['publicport'], str(localport), server['publicport'] == str(localport)))
|
|
if server['publicip'] == str(localip_int_be) and server['publicport'] == str(localport):
|
|
return server
|
|
|
|
logger.log(logging.DEBUG, "publicip 3: %s == %s ? %d" % (server['publicip'], publicip, server['publicip'] == publicip))
|
|
if server['publicip'] == publicip and (server['localport'] == str(localport) or server['publicport'] == str(localport)):
|
|
for x in range(0, 10):
|
|
s = 'localip%d' % x
|
|
if s in server:
|
|
if server[s] == localip:
|
|
return server
|
|
else:
|
|
for server in self.server_list[gameid]:
|
|
logger.log(logging.DEBUG, "publicip 1: %s == %s ? %d port: %s == %s ? %d" % (server['publicip'], str(localip_int_le), server['publicip'] == str(localip_int_le), server['publicport'], str(localport), server['publicport'] == str(localport)))
|
|
if server['publicip'] == str(localip_int_le) and server['publicport'] == str(localport):
|
|
return server
|
|
|
|
logger.log(logging.DEBUG, "publicip 2: %s == %s ? %d port: %s == %s ? %d" % (server['publicip'], str(localip_int_be), server['publicip'] == str(localip_int_be), server['publicport'], str(localport), server['publicport'] == str(localport)))
|
|
if server['publicip'] == str(localip_int_be) and server['publicport'] == str(localport):
|
|
return server
|
|
|
|
logger.log(logging.DEBUG, "publicip: %s == %s ? %d" % (server['publicip'], publicip, server['publicip'] == publicip))
|
|
if server['publicip'] == publicip and (server['localport'] == str(localport) or server['publicport'] == str(localport)):
|
|
for x in range(0, 10):
|
|
s = 'localip%d' % x
|
|
if s in server:
|
|
if server[s] == localip:
|
|
return server
|
|
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() |