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@ -27,6 +27,7 @@
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<td><a href="{{ROOT}}/transport.html">Transport layer</a></td>
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<td><a href="{{ROOT}}/packet.html">Packet format</a></td>
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<td><a href="{{ROOT}}/protocol.html">Application Protocol</a></td>
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<td><a href="{{ROOT}}/server.html">Let's write a server</a></td>
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</tr>
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</table>
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{% block body %}{% endblock %}
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@ -8,10 +8,12 @@
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going to have to reverse engineer an open source project (or a closed source one, for that matter), I might as
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well just go reverse engineer an actual game (or it's stdlib, as most of my time has been spent currently).</p>
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<p>For the sake of being lazy, I'll probably end up calling it eAmuse more than anything else throughout these
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pages. Other names you may come across include <code>httac</code> and <code>xrpc</code>. The latter are the
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pages. Other names you may come across include <code>httpac</code>* and <code>xrpc</code>. The latter are the
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suite of HTTP functions used in the Bemani stdlib, and the name of their communication protocol they implement
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at the application layer, but whenever someone refers to any of them in the context of a rhythm game, they will
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be referring to the things documented here.</p>
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be referring to the things documented here.<br />
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<small style="margin-left: 8px">*I believe <code>httpac</code> is the official name for the protocol internally.</small>
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</p>
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<p>These pages are very much a work in progress, and are being written <i>as</i> I reverse engineer parts of the
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protocol. I've been asserting all my assumptions by writing my own implementation as I go, however it currently
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isn't sharable quality code and, more importantly, the purpose of these pages is to make implementation of one's
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@ -52,6 +54,12 @@
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<ul>
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<li>There are a crazy number of sub pages here, so just go check the contents there.</li>
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</ul>
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<li><a href="./server.html">Let's write a server</a></li>
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<ol>
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<li><a href="./server.html#groundwork">Groundwork</a></li>
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<li><a href="./server.html#handlers">Implementing handlers</a></li>
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<li><a href="./server.html#extra">Extra endpoints</a></li>
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</ol>
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<li>Misc pages</li>
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<ol>
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<li><a href="./cardid.html">Parsing and converting card IDs</a></li>
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@ -6,11 +6,10 @@
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getting data around. This means we need an HTTP server running but, as we'll see, we don't need to think too
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hard about that.</p>
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<p>Every request made is a <code>POST</code> request, to <code>//<model>/<module>/<method></code>,
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with its body being encoded data as described in the previous sections. In addition to the
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<code>X-Compress:</code> and <code>X-Eamuse-Info:</code> headers previously detailed, there is also a
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<code>X-PCB-ID:</code> header. that can be set. Your machine's PCB ID uniquely defines the physical board. This
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header is added in out-bound requests, and allows the server to identify you. Importantly, it's also the value
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that the server uses to identify which machines are authorized to be on the network, and which are not.
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with its body being encoded data as described in the previous sections. This behaviour can be altered using the
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<code>url_slash</code> flag in <code>ea3-config.xml</code>. Disabling this switches to using
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<code>/?model=...&module=...&method=...</code> for requests instead. Make sure to implement both of these if
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implementing a server!
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</p>
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<p>Every request is followed immediately by a response. Any response code other than <code>200</code> is considered
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a failure.</p>
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{% extends "base.html" %}
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{% block body %}
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{% endblock %}
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<h1>Let's write an e-Amusement server!</h1>
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<p>No, seriously. It's quite easy.</p>
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<p>Before we start anything, let's figure out exactly what we <i>need</i> to implement in order to get games to start.
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As it turns out, very little.</p>
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<ul>
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<li><code><a href="{{ROOT}}/proto/services.html#get">services.get</a></code></li>
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<li><code><a href="{{ROOT}}/proto/pcbtracker.html#alive">pcbtracker.alive</a></code></li>
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<li><code><a href="{{ROOT}}/proto/message.html#get">message.get</a></code></li>
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<li><code><a href="{{ROOT}}/proto/facility.html#get">facility.get</a></code></li>
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</ul>
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<p>To make matters even easier, none of these endpoints require any functioning logic! It should be noted that to follow
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along, however, you will need a functioning packet encoder and decoder.</p>
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<h2 id="groundwork">Groundwork</h2>
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<p>Before we get started, there are a few things we need to get out of the way. One potential elephant in the room is
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how we tell games to use our server. You may have configured this thousands of times, or maybe this is your first
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time. Head on over to <code>prop/ea3-config.xml</code>, and edit <code>ea3/network/services</code> to
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<code>http://localhost:5000</code> (or whatever you want :P). If you can't find it, search for
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<code>https://eamuse.konami.fun/service/services/services/</code> and swap that out (yes, they really felt the
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need to repeat service 3 times).
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</p>
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<p>While we're in this file, we need to turn off a few services (for now). This is part of how we're able to start the
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game with such a minimal server. Right at the bottom of the file there should be a <code>option</code> and
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<code>service</code> block. Within these we want to turn off <code>pcbevent</code> and <code>package</code>. Totally
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turning of e-Amusement will usually lead to the game refusing to start, and that's no fun anyway.
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</p>
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<p>We will turn these two back on later, but for now we want everything turned off. (<code>cardmng</code> and
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<code>userdata</code> aren't used during statup, so don't matter.)
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</p>
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<h3 id="stub-code">Basic code framework</h3>
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<p>I'm going to assume you already have a working packet processor. I have used an intentionally simple API for mine, so
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hopefully it should be easy to follow along with code samples. In addition to that, to create a server we will need
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a, well, server. I'm going to be using <code>flask</code>, because I'm using Python, but I'm going to minimise how
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much flask-specific code I write, so this should really be applicable to any server. With that said, shall we
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starting writing code?</p>
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<pre>{% highlight "python" %}
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from flask import Flask, request, make_response
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app = Flask(__name__)
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def handle(model, module, method):
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ea_info = request.headers.get("x-eamuse-info")
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compression = request.headers.get("x-compress")
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compressed = compression == "lz77"
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payload = b"" # TODO: This
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response = make_response(payload, 200)
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if ea_info:
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response.headers["X-Eamuse-Info"] = ea_info
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response.headers["X-Compress"] = "lz77" if compressed else "none"
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return response
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@app.route("//<model>/<module>/<method>", methods=["POST"])
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def call(model, module, method):
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return handle(model, module, method)
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@app.route("/", methods=["POST"])
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def index():
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return handle(request.args.get("model"),request.args.get("module"), request.args.get("method"))
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if __name__ == "__main__":
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app.run(debug=True)
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{% endhighlight %}</pre>
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<p>This is all of the flask-specific code I'm going to be writing. It should be fairly simple to follow what it going on
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here. From within <code>handle</code> we need to:</p>
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<ol>
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<li>Unpack the request</li>
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<li>Identify the handler for that method</li>
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<li>Call the handler</li>
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<li>Construction and pack the response</li>
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</ol>
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<p>For me, that looks something like:</p>
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<pre>{% highlight "python" %}
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from utils.decoder import decode, unwrap
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from utils.encoder import encode, wrap
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from utils.node import create_root
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methods = {}
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# Populate methods
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# Step 1.
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call, encoding = decode(unwrap(request.data, ea_info, compressed))
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# Step 2.
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handler = methods[(module, method)]
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# Step 3.
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root = create_root("response")
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handler(call, root)
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# Step 4.
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payload = wrap(encode(root, encoding), ea_info, compressed)
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{% endhighlight %}</pre>
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<p>At this point, you should be able to start the game and see a single request come in for the services method. This
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endpoint is mandatory for anything else to happen, but if you're able to inspect that one request then you're on the
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right track.</p>
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<h2 id="handlers">Implementing handlers</h2>
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<p>Now that the groundwork is in place, implementing handlers themselves should be a fairly easy task. The first handler
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we need to implement is <code><a href="{{ROOT}}/proto/services.html#get">services.get</a></code>. You may have
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noticed in the previous section, but this request is made <i>before</i> the network check is performed. Weird, but
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okay. Referencing the spec, the response to this method should be a list of every service we support. Luckilly for
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us, that's not very many right now. My code for this is as follows:</p>
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<pre>{% highlight "python" %}
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from utils.node import append_child
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SERVICES_MODE = "operation"
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SERVICE_URL = "http://localhost:5000"
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SERVICES = {
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"facility": SERVICE_URL,
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"message": SERVICE_URL,
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"pcbtracker": SERVICE_URL,
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}
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@handler("services", "get")
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def services_get(call, resp):
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services = append_child(resp, "services", expire="10800", mode=SERVICES_MODE, status="0")
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for service in SERVICES:
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append_child(services, "item", name=service, url=SERVICES[service])
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{% endhighlight %}</pre>
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<p><code>@handler</code> is a helper function I have defined that registers the function into the <code>methods</code>
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dictionary.</p>
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<p>Next on the menu is <code><a href="{{ROOT}}/proto/pcbtracker.html#alive">pcbtracker.alive</a></code>. If we were
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implementing a full server, handling this would involve looking up the machine in our database, confirming if paseli
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is allowed, and processing the request accordingly. Luckily for us, that's not what we're doing. We're going to just
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echo back the enabled flag the machine operator has set.</p>
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<pre>{% highlight "python" %}
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@handler("pcbtracker", "alive")
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def pcbtracker(call, resp):
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ecflag = call[0].ecflag
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append_child(
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resp, "pcbtracker",
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status="0", expire="1200",
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ecenable=ecflag, eclimit="0", limit="0",
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time=str(round(time.time()))
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)
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{% endhighlight %}</pre>
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<p>Feel free to pause right now and implement a less trusting solution here. I just didn't particularly feel like it,
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and the objective of this page is to get a bare-bones server running.</p>
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<p>Our next method is <i>even</i> simpler. Again, we <i>should</i> be performing database queries to determine if there
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are any new messages to send, but we don't, and there won't be!</p>
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<pre>{% highlight "python" %}
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@handler("message", "get")
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def message(call, resp):
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append_child(resp, "message", expire="300", status="0")
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{% endhighlight %}</pre>
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<p>Take a breather at this point. I'm really sorry, but the last endpoint we need to imeplement is
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<code><a href="{{ROOT}}/proto/facility.html#get">facility.get</a></code>. This endpoint is neither simple not small.
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Well... Okay. Let's cheat. Same deal as ever. We should be looking up all this information (in this instance, we
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need to check the details about the physical arcade the machine is registered within) but we can hardcode it all.
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Does much of this data make any sense? Nope. Does it actually get validated by the game? Not really.
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</p>
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<pre>{% highlight "python" %}
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@handler("facility", "get")
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def facility_get(call, resp):
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facility = append_child(resp, "facility", status="0")
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location = append_child(facility, "location")
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append_child(location, "id", Type.Str, "")
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append_child(location, "country", Type.Str, "UK")
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append_child(location, "region", Type.Str, "")
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append_child(location, "name", Type.Str, "Hello Flask")
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append_child(location, "type", Type.U8, 0)
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append_child(location, "countryname", Type.Str, "UK-c")
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append_child(location, "countryjname", Type.Str, "")
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append_child(location, "regionname", Type.Str, "UK-r")
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append_child(location, "regionjname", Type.Str, "")
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append_child(location, "customercode", Type.Str, "")
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append_child(location, "companycode", Type.Str, "")
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append_child(location, "latitude", Type.S32, 0)
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append_child(location, "longitude", Type.S32, 0)
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append_child(location, "accuracy", Type.U8, 0)
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line = append_child(facility, "line")
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append_child(line, "id", Type.Str, "")
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append_child(line, "class", Type.U8, 0)
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portfw = append_child(facility, "portfw")
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append_child(portfw, "globalip", Type.IPv4, map(int, request.remote_addr.split(".")))
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append_child(portfw, "globalport", Type.S16, request.environ.get('REMOTE_PORT'))
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append_child(portfw, "privateport", Type.S16, request.environ.get('REMOTE_PORT'))
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public = append_child(facility, "public")
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append_child(public, "flag", Type.U8, 1)
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append_child(public, "name", Type.Str, "")
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append_child(public, "latitude", Type.S32, 0)
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append_child(public, "longitude", Type.S32, 0)
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share = append_child(facility, "share")
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eacoin = append_child(share, "eacoin")
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append_child(eacoin, "notchamount", Type.S32, 0)
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append_child(eacoin, "notchcount", Type.S32, 0)
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append_child(eacoin, "supplylimit", Type.S32, 100000)
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url = append_child(share, "url")
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append_child(url, "eapass", Type.Str, "www.ea-pass.konami.net")
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append_child(url, "arcadefan", Type.Str, "www.konami.jp/am")
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append_child(url, "konaminetdx", Type.Str, "http://am.573.jp")
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append_child(url, "konamiid", Type.Str, "http://id.konami.jp")
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append_child(url, "eagate", Type.Str, "http://eagate.573.jp")
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{% endhighlight %}</pre>
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<h2 id="start">Start the game!</h2>
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<p>Go for it, you've earned it.</p>
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<p>If you've done everything right, you should now be able to pass the network check during startup. If you get really
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lucky, you might be able to insert coins... Yeah okay unfortunately we aren't <i>quite</i> done. It's quite
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satisfying though getting to the title screen at least, right?</p>
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<p>To unblock the coin mechanism we're going to want to enable the <code>pcbevent</code> option within
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<code>ea3-config.xml</code>. Don't forget to also update your services endpoint to return a URL for
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<code>pcbevent</code>. The handler is super simple, at least. (As ever, this should be doing database stuff--logging
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in this case--but we're not bothering with that.)
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</p>
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<pre>{% highlight "python" %}
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@handler("pcbevent", "put")
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def pcbevent(call, resp):
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append_child(resp, "pcbevent", status="0")
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{% endhighlight %}</pre>
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<p>For real, this time, we can start the game.</p>
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<figure>
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<img width="256" src="./images/game_started.png">
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<figcaption>It lives!</figcaption>
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</figure>
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<h2 id="extra">Extra endpoints</h2>
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<p>Remember how we also disabled <code>package</code>? We can go and enable that one too if we want. Assuming you don't
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plan to offer OTA updates from your server, this endpoint ends up super simple too; just report nothing to download.
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</p>
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<pre>{% highlight "python" %}
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@handler("package", "list")
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def package_list(call, resp):
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append_child(resp, "package", expire="600", status="0")
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{% endhighlight %}</pre>
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<h3 id="cardmng">Stub cardmng implementation</h3>
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<p>As with other endpoints, we can get a "working" implementation of e-Amusement cards by returning some generic
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hardcoded values. Check the reference if you want to properly implement these endpoints, because they aren't
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terribly complex.</p>
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<pre>{% highlight "python" %}
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cardmng = handler("cardmng")
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@cardmng("inquire")
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def inquire(call, resp):
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append_child(resp, "cardmng", binded="1", dataid="0000000000000000",
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exflag="1", expired="0", newflag="0", refid="0000000000000000", status="0")
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@cardmng("authpass")
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def authpass(call, resp):
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append_child(resp, "cardmng", status="0")
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{% endhighlight %}</pre>
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<h3 id="sdvx4">Stub SDVX 4 implementation</h3>
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<p>Odds are implementing the <code>cardmng</code> endpoints got you past the card check, but then immediately into a
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network error, as the game attempted to retrieve your game-specific profile. While I don't know the endpoints for
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all games, I do know that SDVX 4's can be stubbed out quite simply (below). It should be noted that this works by
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always returning "player is a new user" in the <code>sv4_load</code> handler, meaning we haven't really achieved
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much here besides adding an bunch of extra steps players need to take before they can play the game.</p>
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<pre>{% highlight "python" %}
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game = handler("game")
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@game("sv4_load")
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def sv4_load(call, resp):
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game = append_child(resp, "game", status="0")
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append_child(game, "result", Type.U8, 1)
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@game("sv4_load_m")
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def sv4_load(call, resp):
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game = append_child(resp, "game", status="0")
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append_child(game, "music")
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@game("sv4_load_r")
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def sv4_load(call, resp):
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append_child(resp, "game", status="0")
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@game("sv4_frozen")
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def sv4_load(call, resp):
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append_child(resp, "game", status="0")
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@game("sv4_new")
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def sv4_load(call, resp):
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append_child(resp, "game", status="0")
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{% endhighlight %}</pre>
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{% endblock %}
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