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gamespy_qr_server.py
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gamespy_qr_server.py
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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()