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gamespy_server_browser_server.py
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gamespy_server_browser_server.py
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# 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.
import logging
import socket
import ctypes
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_utility as gs_utils
import other.utils as utils
from multiprocessing.managers import BaseManager
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
# Logger settings
logger_output_to_console = True
logger_output_to_file = True
logger_name = "GameSpyServerBrowserServer"
logger_filename = "gamespy_server_browser_server.log"
logger = utils.create_logger(logger_name, logger_filename, -1, logger_output_to_console, logger_output_to_file)
class GameSpyServerDatabase(BaseManager):
pass
GameSpyServerDatabase.register("get_server_list")
GameSpyServerDatabase.register("modify_server_list")
GameSpyServerDatabase.register("find_servers")
GameSpyServerDatabase.register("find_server_by_address")
address = ("0.0.0.0", 28910)
class GameSpyServerBrowserServer(object):
def __init__(self, qr = None):
self.qr = qr
def start(self):
endpoint = serverFromString(reactor, "tcp:%d:interface=%s" % (address[1], address[0]))
conn = endpoint.listen(SessionFactory(self.qr))
try:
if reactor.running == False:
reactor.run(installSignalHandlers=0)
except ReactorAlreadyRunning:
pass
class SessionFactory(Factory):
def __init__(self, qr):
logger.log(logging.INFO, "Now listening for connections on %s:%d...", address[0], address[1])
self.secret_key_list = gs_utils.generate_secret_keys("gslist.cfg")
# TODO: Prune server cache at some point
self.server_cache = {}
self.qr = qr
def buildProtocol(self, address):
return Session(address, self.secret_key_list, self.server_cache, self.qr)
class Session(LineReceiver):
def __init__(self, address, secret_key_list, server_cache, qr):
self.setRawMode() # We're dealing with binary data so set to raw mode
self.address = address
self.forward_to_client = False
self.forward_client = ()
self.header_length = 0
self.expected_packet_length = 0
self.forward_packet = None
self.secret_key_list = secret_key_list # Don't waste time parsing every session, so just accept it from the parent
self.console = 0
self.server_cache = server_cache
self.qr = qr
manager_address = ("127.0.0.1", 27500)
manager_password = ""
self.server_manager = GameSpyServerDatabase(address = manager_address, authkey= manager_password)
self.server_manager.connect()
def log(self, level, message):
logger.log(level, "[%s:%d] %s", self.address.host, self.address.port,message)
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:
if self.forward_packet == None:
self.forward_packet = data
else:
self.forward_packet += data
if self.header_length + len(self.forward_packet) >= self.expected_packet_length:
# Is it possible that multiple packets will need to be waited for?
# Is it possible that more data will be in the last packet than expected?
self.forward_data_to_client(self.forward_packet, self.forward_client)
self.forward_to_client = False
self.forward_client = ()
self.header_length = 0
self.expected_packet_length = 0
self.forward_packet = None
return
if data[2] == '\x00': # Server list request
self.log(logging.DEBUG, "Received server list request from %s:%s..." % (self.address.host, self.address.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
NO_SERVER_LIST = 0x02
ALTERNATE_SOURCE_IP = 0x08
LIMIT_RESULT_COUNT = 0x80
send_ip = False
if (options & LIMIT_RESULT_COUNT):
max_servers = utils.get_int(data, idx)
elif (options & ALTERNATE_SOURCE_IP):
source_ip = utils.get_int(data, idx)
elif (options & NO_SERVER_LIST):
send_ip = True
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)
self.log(logging.DEBUG, "list version: %02x / encoding version: %02x / game version: %08x / query game: %s / game name: %s / challenge: %s / filter: %s / fields: %s / options: %08x / max servers: %d / source ip: %08x" % (list_version, encoding_version, game_version, query_game, game_name, challenge, filter, fields, options, max_servers, source_ip))
# Requesting ip and port of client, not server
if filter == "" or fields == "" or send_ip == True:
output = bytearray([int(x) for x in self.address.host.split('.')])
output += utils.get_bytes_from_short_be(6500) # Does this ever change?
enc = gs_utils.EncTypeX()
output_enc = enc.encrypt(self.secret_key_list[game_name], challenge, output)
self.transport.write(bytes(output_enc))
self.log(logging.DEBUG, "Responding with own IP and game port...")
self.log(logging.DEBUG, utils.pretty_print_hex(output))
else:
self.find_server(query_game, filter, fields, max_servers, game_name, challenge)
elif data[2] == '\x02': # Send message request
packet_len = utils.get_short_be(data, 0)
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)
self.log(logging.DEBUG, "Received send message request from %s:%s to %s:%d... expecting %d byte packet." % (self.address.host, self.address.port, dest_addr, dest_port, packet_len))
self.log(logging.DEBUG, utils.pretty_print_hex(bytearray(data)))
if packet_len == len(data):
# Contains entire packet, send immediately.
self.forward_data_to_client(data[3:], dest)
self.forward_to_client = False
self.forward_client = ()
self.header_length = 0
self.expected_packet_length = 0
self.forward_packet = None
else:
self.forward_to_client = True
self.forward_client = dest
self.header_length = len(data)
self.expected_packet_length = packet_len
elif data[2] == '\x03': # Keep alive reply
self.log(logging.DEBUG, "Received keep alive from %s:%s..." % (self.address.host, self.address.port))
else:
self.log(logging.DEBUG, "Received unknown command (%02x) from %s:%s..." % (ord(data[2]), self.address.host, self.address.port))
self.log(logging.DEBUG, utils.pretty_print_hex(bytearray(data)))
self.log(logging.DEBUG, utils.pretty_print_hex(data))
def get_game_id(self, data):
game_id = data[5: -1]
return game_id
def get_server_list(self, game, filter, fields, max_count):
results = self.server_manager.find_servers(game, filter, fields, max_count)
return results
def generate_server_list_data(self, 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:
if True:
# Write number of fields that will be returned.
key_count = len(fields)
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.
self.log(logging.WARNING, "key_count[%d] != len(fields)[%d]" % (key_count, len(fields)))
self.log(logging.WARNING, fields)
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 len(server_info) != 0:
flags |= ServerListFlags.HAS_KEYS_FLAG
if "natneg" in server_info:
flags |= ServerListFlags.CONNECT_NEGOTIATE_FLAG
ip = 0
if self.console != 0:
ip = utils.get_bytes_from_int_be(int(server_info['publicip'])) # Wii
flags_buffer += ip
else:
ip = utils.get_bytes_from_int(int(server_info['publicip'])) # DS
flags_buffer += ip
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 += ip #bytearray([int(x) for x in server_info['localip'].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
def find_server(self, query_game, filter, fields, max_servers, game_name, challenge):
# Get dictionary from master server list server.
self.log(logging.DEBUG, "Searching for server matching '%s' with the fields '%s'" % (filter, fields))
self.server_list = self.server_manager.find_servers(query_game, filter, fields, max_servers)._getvalue()
self.log(logging.DEBUG, "Found server(s):")
self.log(logging.DEBUG, self.server_list)
if self.server_list == []:
self.server_list.append({})
for _server in self.server_list:
server = _server
if len(server) > 0 and len(fields) > 0 and server['requested'] == {}:
# If the requested fields weren't found then don't return a server.
# This fixes a bug with Mario Kart DS.
#print "Requested was empty"
server = {}
if "__console__" in server:
self.console = int(server['__console__'])
# Generate binary server list data
data = self.generate_server_list_data(self.address, fields, server)
self.log(logging.DEBUG, utils.pretty_print_hex(data))
# Encrypt data
enc = gs_utils.EncTypeX()
data = enc.encrypt(self.secret_key_list[game_name], challenge, data)
# Send to client
self.transport.write(bytes(data))
self.log(logging.DEBUG, "Sent server list message to %s:%s..." % (self.address.host, self.address.port))
# if "publicip" in server and "publicport" in server:
# self.server_cache[str(server['publicip']) + str(server['publicport'])] = server
def find_server_in_cache(self, addr, port, console):
if console != 0:
ip = str(ctypes.c_int32(utils.get_int_be(bytearray([int(x) for x in addr.split('.')]), 0)).value) # Wii
else:
ip = str(ctypes.c_int32(utils.get_int(bytearray([int(x) for x in addr.split('.')]), 0)).value) # DS
self.log(logging.DEBUG, "IP: %s, Console: %d" % (ip, console))
# Get server based on ip/port
# server = None
# self.log(logging.DEBUG, self.server_cache)
# self.log(logging.DEBUG, "Searching for: %s %s" % (ip + str(port), addr))
# if (str(ip) + str(port)) in self.server_cache:
# server = self.server_cache[ip + str(port)]
# #self.server_cache.pop((publicip + str(self.forward_client[1])))
server = self.server_manager.find_server_by_address(ip, self.forward_client[1])._getvalue()
self.log(logging.DEBUG, "find_server_in_cache is returning: %s %s" % (server, ip))
return server, ip
def forward_data_to_client(self, data, forward_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?
if self.forward_client == None or len(self.forward_client) != 2:
return
server, ip = self.find_server_in_cache(self.forward_client[0], self.forward_client[1], self.console)
if server == None:
if self.console == 0:
server, ip = self.find_server_in_cache(self.forward_client[0], self.forward_client[1], 1) # Try Wii
elif self.console == 1:
server, ip = self.find_server_in_cache(self.forward_client[0], self.forward_client[1], 0) # Try DS
self.log(logging.DEBUG, "find_server_in_cache returned: %s" % server)
self.log(logging.DEBUG, "Trying to send message to %s:%d..." % (self.forward_client[0], self.forward_client[1]))
self.log(logging.DEBUG, utils.pretty_print_hex(bytearray(data)))
if server == None:
return
self.log(logging.DEBUG, "%s %s" % (ip, server['publicip']))
if server['publicip'] == ip and server['publicport'] == str(self.forward_client[1]):
# 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 later
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)
if self.qr != None:
self.qr.socket.sendto(output, forward_client)
self.log(logging.DEBUG, "Forwarded data to %s:%s through QR server..." % (forward_client[0], forward_client[1]))
else:
# In case we can't contact the QR server, just try sending the packet directly.
# This isn't standard behavior but it can work in some instances.
client_s = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
client_s.sendto(output, forward_client)
self.log(logging.DEBUG, "Forwarded data to %s:%s directly (potential error occurred)..." % (forward_client[0], forward_client[1]))