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game_server.py
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import socket
import time
import random
from _thread import *
from threading import Thread
from lib import CSNSocket
from lib import DBHelper
from lib import up32u
from server_packets import *
from client_packets import *
from plugin.player import Player
from plugin.custom_cmd import Custom_CMD
from plugin.binprint import BinPrint
from plugin.maps import Maps
from plugin.ip_connector import Ip_Connector
from typing import List, Optional
m = Maps()
i = Ip_Connector()
class Game_Tcp_Handler:
# Every one player for one class
def __init__(self, conn: socket.socket, addr: tuple):
self.conn = conn
self.addr = addr
self.csn_socket = CSNSocket()
self.db_helper = DBHelper()
self.is_listening = True
self.send_start_packet = False
print("[+] New connection from", addr[0])
self.index = i.get_index_from_ip(addr[0])
cinfo = self.db_helper.get_characters(self.index)
apparences = self.db_helper.get_apparence(self.index)
equips = self.db_helper.get_equips(self.index)
self.player = Player(cinfo, apparences, equips)
self.custom_cmd = Custom_CMD(self.player, self)
self.conn.sendall(self.csn_socket.build(self.player.get_welcome_packet()))
def __str__(self):
return f"{self.addr} \t {self.get_ip()} \t {self.player.character_name}"
def get_ip(self):
return self.player.ip
def handle_client(self):
while True:
if self.is_listening == False:
break
data = self.conn.recv(1024)
size = 0
pos = 0
if data == b"":
break
while True:
size = data[pos]
self.process_packet(data[pos : pos + size])
pos += size
if pos >= len(data):
break
print("[-] Connection closed")
self.is_listening = False
self.conn.close()
return
def stop(self):
self.is_listening = False
def process_packet(self, data):
if not data or data == b"":
return -1
csn = self.csn_socket
csn.decrypt(data)
if csn.recv_opcode != 0xD:
csn.printheader()
b = BinPrint(csn.recv_decrypt_payload)
b.print()
opcode = csn.recv_opcode
if opcode == 0xD: # MoveandSaveCharacter
parse_0D(csn.recv_decrypt_payload)
# csn.printdata()
pass
# print(f"[+] MoveandSaveCharacter: {xpos}, {ypos}")
elif opcode == 0x3: # chatting
length, text = parse_03(csn.recv_decrypt_payload)
print(f"[+] User chatting: {text}")
if text[0] == "/":
payload = self.custom_cmd.get_chatting_cmd(text[1:])
self.conn.sendall(self.csn_socket.build(payload))
else:
payload = opcode_16(self.player.get_username(), text)
broadcast_to_map(self.player.current_map, payload)
elif opcode == 0x4: # setStats
payload = self.player.add_stats(int(csn.recv_decrypt_payload[1]))
self.conn.sendall(self.csn_socket.build(payload))
elif opcode == 0xE: # Create new User
parse_0E(csn.recv_decrypt_payload)
payload = opcode_1C()
self.conn.sendall(self.csn_socket.build(payload))
elif opcode == 0x15: # UseItemorSkill
item = parse_15(csn.recv_decrypt_payload)
item_info = self.db_helper.get_item_info(item)
print(f"[+] UseItemorSkill: {item}, {item_info['name']}")
# 소비 아이템
if item_info["Type"] == 0:
# TODO: 귀환석 추가
payload = self.player.set_delta_hp(item_info["HP"])
self.conn.sendall(self.csn_socket.build(payload))
payload = self.player.set_delta_mp(item_info["MP"])
self.conn.sendall(self.csn_socket.build(payload))
payload = [opcode_25(300), opcode_19(item, 1)]
self.conn.sendall(self.csn_socket.build(payload))
# 장비 아이템
elif item_info["Type"] == 1:
pass
# 기타 아이템
elif item_info["Type"] == 2:
pass
# 스킬
elif item_info["Type"] == 3:
if item_info["Con"] > 0:
time = item_info["Con"]
payload = self.player.get_usebuffskill_packet(item, time)
self.conn.sendall(self.csn_socket.build(payload))
payload = self.player.set_delta_hp(item_info["HP"])
self.conn.sendall(self.csn_socket.build(payload))
payload = self.player.set_delta_mp(item_info["MP"])
self.conn.sendall(self.csn_socket.build(payload))
elif opcode == 0x16: # AcceptQuest
pass
elif opcode == 0x2B: # EnterGame (2B)
if self.send_start_packet == False:
self.player.ip = parse_2B(csn.recv_decrypt_payload)
print(f"[+] EnterGame: {self.player.ip}")
m.add_tcp_conntion_to_maps(self)
broadcast_to_map(self.player.current_map, opcode_05(self), [self])
payload = self.player.get_ingame_packet()
self.conn.sendall(csn.build(payload))
payload = self.player.get_spawn_packet(self)
self.conn.sendall(csn.build(payload))
# Send welcome chat
payload = opcode_0A("Welcome to Pyslayer!", "mirusu400")
self.conn.sendall(csn.build(payload))
self.send_start_packet = True
elif opcode == 0x0B: # BuyItemOrSckill
item, count = parse_0B(csn.recv_decrypt_payload)
item_info = self.db_helper.get_item_info(item)
if item_info["Type"] == 3: # Skill
self.player.add_skill(item)
payload = opcode_18(item, count)
self.conn.sendall(csn.build(payload))
# elif opcode == 0x38:
# payload_list = []
# payload_list.append(opcode_20(6, 1))
# payload_list.append(opcode_20(8, 2))
# payload_list.append(opcode_20(9, 3))
# payload_list.append(opcode_20(0xA, 4))
# payload_list.append(opcode_20(0xB, 5))
# self.conn.sendall(csn.build(payload_list))
elif opcode == 0x39:
fight_type = parse_39(csn.recv_decrypt_payload)
payload = opcode_20(fight_type, 12 if fight_type < 0xA else 8)
self.conn.sendall(csn.build(payload))
elif opcode == 0x0C: # SellItem
item, count = parse_0C(csn.recv_decrypt_payload)
payload = opcode_19(item, count)
self.conn.sendall(csn.build(payload))
elif opcode == 0x2C: # GetListOfRooms
code = parse_2C(csn.recv_decrypt_payload)
if code == 0x01:
payload = opcode_33()
self.conn.sendall(csn.build(payload))
elif code == 0x04:
payload = opcode_A1()
self.conn.sendall(csn.build(payload))
else:
print(f"[-] GetListOfRooms: Unknown code {code}")
elif opcode == 0x1A:
unk1, unk2 = parse_1A(csn.recv_decrypt_payload)
# payload = opcode_34()
# self.conn.sendall(csn.build(payload))
elif opcode == 0x7E:
# ChangeMap
map_file_code, xpos, ypos = parse_7E(
csn.recv_decrypt_payload, self.player.current_map, self.db_helper
)
m.change_map(self, self.player.current_map, map_file_code)
print(m._maps)
self.player.set_current_map(map_file_code, xpos, ypos)
print(
f"[*] Current map: {self.player.current_map}\t Portal_code: {up32u(csn.recv_decrypt_payload[1:5])}\t"
)
payload = self.player.get_changemap_packet()
self.conn.sendall(csn.build(payload))
payload = self.player.get_spawn_packet(self)
self.conn.sendall(csn.build(payload))
else:
print("[-] Wrong Packet")
class Game_Server(Thread):
def __init__(self, lock, tcp_port=7012):
"""
Create a new tcp server
"""
Thread.__init__(self)
self.lock = lock
self.tcp_port = int(tcp_port)
self.is_listening = True
self.sock = None
self.msg = '{"success": "%(success)s", "message":"%(message)s"}'
self.conn = None
self.send_start_packet = False
self.custom_cmd = Custom_CMD()
self.client_list = []
def run(self):
"""
Start tcp server
"""
self.sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
self.sock.bind(("0.0.0.0", self.tcp_port))
self.sock.setblocking(0)
self.sock.settimeout(1)
time_reference = time.time()
self.sock.listen(1)
while self.is_listening:
conn, addr = None, None
try:
conn, addr = self.sock.accept()
except socket.timeout:
continue
time_reference = time.time()
print(
f"[+] Game Server Ch1. {time_reference}: {addr} {conn} connected at idx {len(self.client_list) + 1}."
)
tcpsocket = Game_Tcp_Handler(conn, addr)
if self.custom_cmd.connection == None:
self.custom_cmd.set_connection(tcpsocket)
self.client_list.append(tcpsocket)
start_new_thread(tcpsocket.handle_client, ())
for idx, item in enumerate(self.client_list):
if item.is_listening == False:
del self.client_list[idx]
# TODO: remove client from list when disconnected
for client in self.client_list:
try:
client.stop()
except:
continue
self.stop()
print("[-] Game Server Closed")
def send_custom_opcode(self, data):
"""
Send custom opcode
"""
self.custom_cmd.set_player(self.client_list[0].player)
payload = self.custom_cmd.get_custom_cmd_packet(data)
print(payload)
if payload != None:
self.client_list[0].conn.sendall(
self.client_list[0].csn_socket.build(payload)
)
def stop(self):
"""
Stop tcp data
"""
self.sock.close()
self.is_alive = False
def broadcast_to_map(map_id, packet, exclude: Optional[List[Game_Tcp_Handler]] = None):
for connection in m.get_tcp_connections_in_map(map_id):
if exclude is not None and connection in exclude:
continue
print(
f"send packet to {connection.player.character_name} ({connection.player.uid})"
)
connection.conn.sendall(connection.csn_socket.build(packet))
return