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- """DWC Network Server Emulator
- Copyright (C) 2014 polaris-
- Copyright (C) 2014 ToadKing
- Copyright (C) 2014 AdmiralCurtiss
- Copyright (C) 2015 Sepalani
- 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/>.
- Server emulator for *.available.gs.nintendowifi.net and
- *.master.gs.nintendowifi.net
- Query and Reporting:
- http://docs.poweredbygamespy.com/wiki/Query_and_Reporting_Overview
- """
- import logging
- import select
- import socket
- import struct
- import threading
- import time
- import Queue
- import traceback
- from multiprocessing.managers import BaseManager
- import gamespy.gs_utility as gs_utils
- import gamespy.gs_database as gs_database
- import other.utils as utils
- import dwc_config
- from gamespy_server_browser_server import GameSpyServerBrowserServer
- logger = dwc_config.get_logger('GameSpyQRServer')
- class GameSpyServerDatabase(BaseManager):
- pass
- class GameSpyQRServer(object):
- class Session(object):
- def __init__(self, address):
- self.session = ""
- self.challenge = ""
- self.secretkey = "" # Parse gslist.cfg later
- self.sent_challenge = False
- self.heartbeat_data = None
- self.address = address
- self.console = 0
- self.playerid = 0
- self.ingamesn = None
- self.gamename = ""
- self.keepalive = -1
- def __init__(self):
- self.sessions = {}
- # Generate a dictionary "secret_key_list" containing the secret game
- # keys associated with their game IDs. The dictionary key will be the
- # game's ID, and the value will be the secret key.
- self.secret_key_list = gs_utils.generate_secret_keys("gslist.cfg")
- # self.log(logging.DEBUG, address, session_id,
- # "Generated list of secret game keys...")
- GameSpyServerDatabase.register("update_server_list")
- GameSpyServerDatabase.register("delete_server")
- def log(self, level, address, session_id, msg, *args, **kwargs):
- """TODO: Use logger format"""
- if address is None:
- logger.log(level, msg, *args, **kwargs)
- else:
- if session_id is not None:
- logger.log(level, "[%s:%d %08x] " + msg,
- address[0], address[1], session_id,
- *args, **kwargs)
- else:
- logger.log(level, "[%s:%d] " + msg,
- address[0], address[1],
- *args, **kwargs)
- def start(self):
- try:
- manager_address = dwc_config.get_ip_port('GameSpyManager')
- manager_password = ""
- self.server_manager = GameSpyServerDatabase(
- address=manager_address,
- authkey=manager_password
- )
- self.server_manager.connect()
- # Start QR server
- # Accessible to outside connections (use this if you don't know
- # what you're doing)
- address = dwc_config.get_ip_port('GameSpyQRServer')
- self.socket = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
- self.socket.bind(address)
- self.socket.setblocking(0)
- logger.log(logging.INFO,
- "Server is now listening on %s:%s...",
- address[0], address[1])
- # Dependencies! I don't really like this solution but it's easier
- # than trying to manage it another way.
- server_browser_server = GameSpyServerBrowserServer(self)
- server_browser_server_thread = threading.Thread(
- target=server_browser_server.start
- )
- server_browser_server_thread.start()
- self.write_queue = Queue.Queue()
- self.db = gs_database.GamespyDatabase()
- threading.Thread(target=self.write_queue_worker).start()
- while True:
- ready = select.select([self.socket], [], [], 15)
- if ready[0]:
- try:
- recv_data, address = self.socket.recvfrom(2048)
- self.handle_packet(self.socket, recv_data, address)
- except:
- logger.log(logging.ERROR,
- "Failed to handle client: %s",
- traceback.format_exc())
- self.keepalive_check()
- except:
- logger.log(logging.ERROR,
- "Unknown exception: %s",
- traceback.format_exc())
- def write_queue_send(self, data, address):
- time.sleep(0.05)
- self.socket.sendto(data, address)
- def write_queue_worker(self):
- while True:
- data, address = self.write_queue.get()
- threading.Thread(target=self.write_queue_send,
- args=(data, address)).start()
- self.write_queue.task_done()
- def update_server_list(self, session_id, k):
- if "statechanged" in k and k['statechanged'] == "2": # Close server
- self.server_manager.delete_server(k['gamename'], session_id)
- if session_id in self.sessions:
- del self.sessions[session_id]
- else:
- # dwc_mtype controls what kind of server query we're looking for.
- # dwc_mtype = 0 is used when looking for a matchmaking game.
- # dwc_mtype = 1 is unknown.
- # dwc_mtype = 2 is used when hosting a friends only game
- # (possibly other uses too).
- # dwc_mtype = 3 is used when looking for a friends only game
- # (possibly other uses too).
- # Some memory could be saved by clearing out any unwanted fields
- # from k before sending.
- self.server_manager.update_server_list(
- k['gamename'], session_id, k,
- self.sessions[session_id].console
- )._getvalue()
- if session_id in self.sessions:
- self.sessions[session_id].gamename = k['gamename']
- def handle_packet(self, socket, recv_data, address):
- """Tetris DS overlay 10 @ 02144184 - Handle responses back to server.
- After some more packet inspection, it seems the format goes something
- like this:
- - All server messages seem to always start with \xfe\xfd.
- - The first byte from the client (or third byte from the server) is
- a command.
- - Bytes 2 - 5 from the client is some kind of ID. This will have to
- be inspected later. I believe it's a session-like ID because the
- number changes between connections. Copying the client's ID might
- be enough.
- The above was as guessed.
- The code in Tetris DS (overlay 10) @ 0216E974 handles the network
- command creation.
- R1 contains the command to be sent to the server.
- R2 contains a pointer to some unknown integer that gets written
- after the command.
- - Commands
- Commands range from 0x00 to 0x09 (for client only at least?)
- (Tetris DS overlay 10 @ 0216DDCC)
- CLIENT:
- 0x01 - Response (Tetris DS overlay 10 @ 216DCA4)
- Sends back base64 of RC4 encrypted string that was
- gotten from the server's 0x01.
- 0x03 - Send client state? (Tetris DS overlay 10 @ 216DA30)
- Data sent:
- 1) Loop for each localip available on the system, write
- as localip%d\x00(local ip)
- 2) localport\x00(local port)
- 3) natneg (either 0 or 1)
- 4) ONLY IF STATE CHANGED: statechanged\x00(state)
- (Possible values: 0, 1, 2, 3)
- 5) gamename\x00(game name)
- 6) ONLY IF PUBLIC IP AND PORT ARE AVAILABLE:
- publicip\x00(public ip)
- 7) ONLY IF PUBLIC IP AND PORT ARE AVAILABLE:
- publicport\x00(public port)
- if statechanged != 2:
- Write various other data described here:
- http://docs.poweredbygamespy.com/wiki/Query_and_Reporting_Implementation
- 0x07 - Unknown, related to server's 0x06
- (returns value sent from server)
- 0x08 - Keep alive? Sent after 0x03
- 0x09 - Availability check
- SERVER:
- 0x01 - Unknown
- Data sent:
- 8 random ASCII characters (?) followed by the public IP and
- port of the client as a hex string
- 0x06 - Unknown
- First 4 bytes is some kind of id? I believe it's a unique
- identifier for the data being sent, seeing how the server
- can send the same IP information many times in a row. If
- the IP information has already been parsed then it doesn't
- waste time handling it.
- After that is a "SBCM" section which is 0x14 bytes in
- total. SBCM information gets parsed at 2141A0C in Tetris DS
- overlay 10. Seems to contain IP address information.
- The SBCM seems to contain a little information that must be
- parsed before.
- After the SBCM:
- \x03\x00\x00\x00 - Always the same?
- \x01 - Found player?
- \x04 - Unknown
- (2 bytes) - Unknown. Port?
- (4 bytes) - Player's IP
- (4 bytes) - Unknown. Some other IP? Remote server IP?
- \x00\x00\x00\x00 - Unknown but seems to get checked
- Another SBCM, after a player has been found and attempting
- to start a game:
- \x03\x00\x00\x00 - Always the same?
- \x05 - Connecting to player?
- \x00 - Unknown
- (2 bytes) - Unknown. Port? Same as before.
- (4 bytes) - Player's IP
- (4 bytes) - Unknown. Some other IP? Remote server IP?
- 0x0a - Response to 0x01
- Gets sent after receiving 0x01 from the client.
- So, server 0x01 -> client 0x01 -> server 0x0a.
- Has no other data besides the client ID.
- - \xfd\xfc commands get passed directly between the other player(s)?
- Open source version of GameSpy found here:
- https://github.com/sfcspanky/Openspy-Core/tree/master/qr
- Use as reference.
- """
- session_id = None
- if recv_data[0] != '\x09':
- # Don't add a session if the client is trying to check if the game
- # is available or not
- session_id = struct.unpack("<I", recv_data[1:5])[0]
- session_id_raw = recv_data[1:5]
- if session_id not in self.sessions:
- # Found a new session, add to session list
- self.sessions[session_id] = self.Session(address)
- self.sessions[session_id].session = session_id
- self.sessions[session_id].keepalive = int(time.time())
- self.sessions[session_id].disconnected = False
- if session_id in self.sessions and \
- self.sessions[session_id].disconnected:
- return
- if session_id in self.sessions:
- # Make sure the server doesn't get removed
- self.sessions[session_id].keepalive = int(time.time())
- # Handle commands
- if recv_data[0] == '\x00': # Query
- self.log(logging.DEBUG, address, session_id,
- "NOT IMPLEMENTED! Received query from %s:%s... %s",
- address[0], address[1], recv_data[5:])
- elif recv_data[0] == '\x01': # Challenge
- self.log(logging.DEBUG, address, session_id,
- "Received challenge from %s:%s... %s",
- address[0], address[1], recv_data[5:])
- # Prepare the challenge sent from the server to be compared
- challenge = gs_utils.prepare_rc4_base64(
- self.sessions[session_id].secretkey,
- self.sessions[session_id].challenge
- )
- # Compare challenge
- client_challenge = recv_data[5:-1]
- if client_challenge == challenge:
- # Challenge succeeded
- # Send message back to client saying it was accepted
- # Send client registered command
- packet = bytearray([0xfe, 0xfd, 0x0a])
- packet.extend(session_id_raw) # Get the session ID
- self.write_queue.put((packet, address))
- self.log(logging.DEBUG, address, session_id,
- "Sent client registered to %s:%s...",
- address[0], address[1])
- if self.sessions[session_id].heartbeat_data is not None:
- self.update_server_list(
- session_id,
- self.sessions[session_id].heartbeat_data
- )
- else:
- # Failed the challenge, request another during the next
- # heartbeat
- self.sessions[session_id].sent_challenge = False
- self.server_manager.delete_server(
- self.sessions[session_id].gamename,
- session_id
- )
- elif recv_data[0] == '\x02': # Echo
- self.log(logging.DEBUG, address, session_id,
- "NOT IMPLEMENTED! Received echo from %s:%s... %s",
- address[0], address[1], recv_data[5:])
- elif recv_data[0] == '\x03': # Heartbeat
- data = recv_data[5:]
- self.log(logging.DEBUG, address, session_id,
- "Received heartbeat from %s:%s... %s",
- address[0], address[1], data)
- # Parse information from heartbeat here
- d = data.rstrip('\0').split('\0')
- # It may be safe to ignore "unknown" keys because the proper key
- # names get filled in later...
- k = {}
- for i in range(0, len(d), 2):
- # self.log(logging.DEBUG, address, session_id,
- # "%s = %s",
- # d[i], d[i + 1])
- k[d[i]] = d[i+1]
- if self.sessions[session_id].ingamesn is not None:
- if "gamename" in k and "dwc_pid" in k:
- try:
- profile = self.db.get_profile_from_profileid(
- k['dwc_pid']
- )
- naslogin = self.db.get_nas_login_from_userid(
- profile['userid']
- )
- # Convert to string from unicode (which is just a
- # base64 string anyway)
- self.sessions[session_id].ingamesn = \
- str(naslogin['ingamesn'])
- except Exception, e:
- # If the game doesn't have, don't worry about it.
- pass
- if self.sessions[session_id].ingamesn is not None and \
- "ingamesn" not in k:
- k['ingamesn'] = self.sessions[session_id].ingamesn
- if "gamename" in k:
- if k['gamename'] in self.secret_key_list:
- self.sessions[session_id].secretkey = \
- self.secret_key_list[k['gamename']]
- else:
- self.log(logging.INFO, address, session_id,
- "Connection from unknown game '%s'!",
- k['gamename'])
- if self.sessions[session_id].playerid == 0 and "dwc_pid" in k:
- # Get the player's id and then query the profile to figure
- # out what console they are on. The endianness of some server
- # data depends on the endianness of the console, so we must be
- # able to account for that.
- self.sessions[session_id].playerid = int(k['dwc_pid'])
- # Try to detect console without hitting the database first
- found_console = False
- if 'gamename' in k:
- self.sessions[session_id].console = 0
- if k['gamename'].endswith('ds') or \
- k['gamename'].endswith('dsam') or \
- k['gamename'].endswith('dsi') or \
- k['gamename'].endswith('dsiam'):
- self.sessions[session_id].console = 0
- found_console = True
- elif k['gamename'].endswith('wii') or \
- k['gamename'].endswith('wiiam') or \
- k['gamename'].endswith('wiiware') or \
- k['gamename'].endswith('wiiwaream'):
- self.sessions[session_id].console = 1
- found_console = True
- if found_console is False:
- # Couldn't detect game, try to get it from the database
- # Try a 3 times before giving up
- for i in range(0, 3):
- try:
- profile = self.db.get_profile_from_profileid(
- self.sessions[session_id].playerid
- )
- if "console" in profile:
- self.sessions[session_id].console = \
- profile['console']
- break
- except:
- time.sleep(0.5)
- if 'publicip' in k and k['publicip'] == "0":
- # and k['dwc_hoststate'] == "2":
- # When dwc_hoststate == 2 then it doesn't send an IP,
- # so calculate it ourselves
- be = self.sessions[session_id].console != 0
- k['publicip'] = str(utils.get_ip(
- bytearray([int(x) for x in address[0].split('.')]),
- 0,
- be
- ))
- if 'publicport' in k and \
- 'localport' in k and \
- k['publicport'] != k['localport']:
- self.log(logging.DEBUG, address, session_id,
- "publicport %s doesn't match localport %s,"
- " so changing publicport to %s...",
- k['publicport'], k['localport'],
- str(address[1]))
- k['publicport'] = str(address[1])
- if self.sessions[session_id].sent_challenge:
- self.update_server_list(session_id, k)
- else:
- addr_hex = ''.join(["%02X" % int(x)
- for x in address[0].split('.')])
- port_hex = "%04X" % int(address[1])
- server_challenge = utils.generate_random_str(6) + '00' + \
- addr_hex + port_hex
- self.sessions[session_id].challenge = server_challenge
- # Send challenge command
- packet = bytearray([0xfe, 0xfd, 0x01])
- # Get the session ID
- packet.extend(session_id_raw)
- packet.extend(server_challenge)
- packet.extend('\x00')
- self.write_queue.put((packet, address))
- self.log(logging.DEBUG, address, session_id,
- "Sent challenge to %s:%s...",
- address[0], address[1])
- self.sessions[session_id].sent_challenge = True
- self.sessions[session_id].heartbeat_data = k
- elif recv_data[0] == '\x04': # Add Error
- self.log(logging.WARNING, address, session_id,
- "NOT IMPLEMENTED! Received add error from %s:%s... %s",
- address[0], address[1], recv_data[5:])
- elif recv_data[0] == '\x05': # Echo Response
- self.log(logging.WARNING, address, session_id,
- "NOT IMPLEMENTED! Received echo response"
- " from %s:%s... %s",
- address[0], address[1], recv_data[5:])
- elif recv_data[0] == '\x06': # Client Message
- self.log(logging.WARNING, address, session_id,
- "NOT IMPLEMENTED! Received echo from %s:%s... %s",
- address[0], address[1], recv_data[5:])
- elif recv_data[0] == '\x07': # Client Message Ack
- # self.log(logging.WARNING, address, session_id,
- # "NOT IMPLEMENTED! Received client message ack"
- # " from %s:%s... %s",
- # address[0], address[1], recv_data[5:])
- self.log(logging.DEBUG, address, session_id,
- "Received client message ack from %s:%s...",
- address[0], address[1])
- elif recv_data[0] == '\x08': # Keep Alive
- self.log(logging.DEBUG, address, session_id,
- "Received keep alive from %s:%s...",
- address[0], address[1])
- self.sessions[session_id].keepalive = int(time.time())
- elif recv_data[0] == '\x09': # Available
- # Availability check only sent to *.available.gs.nintendowifi.net
- self.log(logging.DEBUG, address, session_id,
- "Received availability request for '%s' from %s:%s...",
- recv_data[5: -1], address[0], address[1])
- self.write_queue.put((
- bytearray([0xfe, 0xfd, 0x09, 0x00, 0x00, 0x00, 0x00]),
- address
- ))
- elif recv_data[0] == '\x0a': # Client Registered
- # Only sent to client, never received?
- self.log(logging.WARNING, address, session_id,
- "NOT IMPLEMENTED! Received client registered"
- " from %s:%s... %s",
- address[0], address[1], recv_data[5:])
- else:
- self.log(logging.ERROR, address, session_id,
- "Unknown request from %s:%s:",
- address[0], address[1])
- self.log(logging.DEBUG, address, session_id,
- "%s",
- utils.pretty_print_hex(recv_data))
- def keepalive_check(self):
- # self.log(logging.DEBUG, None, session_id,
- # "Keep alive check on %d sessions",
- # len(self.sessions))
- pruned = []
- now = int(time.time())
- for session_id in self.sessions:
- delta = now - self.sessions[session_id].keepalive
- timeout = 61 # Remove clients that haven't responded in x seconds
- if delta < 0 or delta >= timeout:
- pruned.append(session_id)
- self.server_manager.delete_server(
- self.sessions[session_id].gamename,
- self.sessions[session_id].session
- )
- self.log(logging.DEBUG, None, session_id,
- "Keep alive check removed %s:%s for game %s."
- " Client hasn't responded in %d seconds.",
- self.sessions[session_id].address[0],
- self.sessions[session_id].address[1],
- self.sessions[session_id].gamename,
- delta)
- for session_id in pruned:
- del self.sessions[session_id]
- if __name__ == "__main__":
- qr_server = GameSpyQRServer()
- qr_server.start()
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