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bf4-server-status.py
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bf4-server-status.py
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#!/usr/bin/env python
import argparse
import os
import socket
import sys
import time
from collections import namedtuple, OrderedDict
import requests
from frostbite_wire.packet import Packet
from jinja2 import Template
template = """
<!DOCTYPE html>
<html xmlns="http://www.w3.org/1999/xhtml" lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="refresh" content="{{refresh}}" >
<link rel="stylesheet" href="https://netdna.bootstrapcdn.com/bootstrap/{{bootstrap_version}}/css/bootstrap.min.css">
<title>{{server_name}}</title>
</head>
<body>
<div class="container">
<h3>{{player_count}} player(s) on {{current_map}} {{current_mode}}</h3>
{% macro team_block(team, player_data) %}
<div class="col-xs-6">
<div class="panel panel-primary">
<table class="table table-striped table-condensed">
<tr>
<th>Player</th>
<th class="text-center">Cheat Score</th>
</tr>
{% for key, value in player_data.items() %}
<tr>
<td><a href="{{value.bf4db_url}}">{{key.name}}</a></td>
{% if value.cheatscore < 1 or value.cheatscore == None %} {% set level="default" %}
{% elif value.cheatscore < 60 %} {% set level="warning" %}
{% else %} {% set level="danger" %}
{% endif %}
<td class="{{level}} text-center"><a href="{{value.bf4db_url}}" class="btn btn-xs btn-{{level}}">{{value.cheatscore}}</a></td>
</tr>
{% endfor %}
</table>
<div class="panel-heading"><strong>Team {{team}}</strong></div>
</div>
</div>
{% endmacro %}
{% for team, player_data in [(1, team1_players), (2, team2_players)] %}
{{ team_block(team, player_data) }}
{% endfor %}
</div>
<div class="container text-center">
<p><a href="https://www.dontcamp.com/teamspeak_monitor.html">TeamSpeak Monitor</a> | <a href="https://www.dontcamp.com/forums/">Forums</a></p>
<p>Last updated at {{update_time}} UTC</p>
</div>
<script src="https://code.jquery.com/jquery.js"></script>
<script src="https://netdna.bootstrapcdn.com/bootstrap/{{bootstrap_version}}/js/bootstrap.min.js"></script>
</body>
</html>
"""
class CommandLine:
def __init__(self):
self.debug = False
self.address = ''
self.server_port = None
self.file_dir = ''
def cmdline(self):
parser = argparse.ArgumentParser(description='Status web page for your BF4 server.')
parser.add_argument('-d', help='show debug info in terminal',
action="store_true")
parser.add_argument('address', help='Server hostname or IP address')
parser.add_argument('-p', '--port', type=int, help='Server port number')
parser.add_argument('file_dir', help='Path to generated HTML file(s)')
args = parser.parse_args()
self.address = args.address
self.file_dir = args.file_dir
if args.d:
self.debug = True
else:
self.debug = False
if args.port:
self.server_port = args.port
else:
self.server_port = None
# http://stackoverflow.com/questions/788411/check-to-see-if-python-script-is-running
class ProcessLock:
def __init__(self):
self.lock_socket = socket.socket(socket.AF_UNIX, socket.SOCK_DGRAM)
def get_lock(self, process_name):
try:
self.lock_socket.bind('\0' + process_name)
except socket.error:
sys.exit('already running. exiting.')
def server_status(address, server_port=None, debug=False):
# Mapping engine map names to human-readable names
map_names = {'MP_Abandoned': 'Zavod 311',
'MP_Damage': 'Lancang Dam',
'MP_Flooded': 'Flood Zone',
'MP_Journey': 'Golmud Railway',
'MP_Naval': 'Paracel Storm',
'MP_Prison': 'Operation Locker',
'MP_Resort': 'Hainan Resort',
'MP_Siege': 'Siege of Shanghai',
'MP_TheDish': 'Rogue Transmission',
'MP_Tremors': 'Dawnbreaker',
'XP1_001': 'Silk Road',
'XP1_002': 'Altai Range',
'XP1_003': 'Guilin Peaks',
'XP1_004': 'Dragon Pass',
'XP0_Caspian': 'Caspian Border',
'XP0_Firestorm': 'Operation Firestorm',
'XP0_Metro': 'Operation Metro',
'XP0_Oman': 'Gulf of Oman',
'XP2_001': 'Lost Islands',
'XP2_002': 'Nansha strike',
'XP2_003': 'WaveBreaker',
'XP2_004': 'Operation Mortar',
'XP3_MarketPl': 'Pearl Market',
'XP3_Prpganda': 'Propaganda',
'XP3_UrbanGdn': 'Lumphini Garden',
'XP3_WtrFront': 'Sunken Dragon',
'XP4_Arctic': 'Operation Whiteout',
'XP4_SubBase': 'Hammerhead',
'XP4_Titan': 'Hangar 21',
'XP4_WlkrFtry': 'Giants of Karelia',
'MP_Bank': 'Bank Job',
'MP_Bloodout': 'The Block',
'MP_Desert05': 'Dustbowl',
'MP_Downtown': 'Downtown',
'MP_Eastside': 'Derailed',
'MP_Glades': 'Everglades',
'MP_Growhouse': 'Growhouse',
'MP_Hills': 'Hollywood Heights',
'MP_OffShore': 'Riptide'}
# Mapping engine map modes to human-readable names
game_modes = {'AirSuperiority0': 'Air Superiority',
'CaptureTheFlag0': 'Capture the Flag',
'CarrierAssaultSmall0': 'Carrier Assault',
'CarrierAssaultLarge0': 'Carrier Assault Large',
'Chainlink0': 'Chain Link',
'ConquestSmall0': 'Conquest Small',
'ConquestLarge0': 'Conquest Large',
'Elimination0': 'Defuse',
'Domination0': 'Domination',
'Obliteration': 'Obliteration',
'RushLarge0': 'Rush',
'SquadDeathMatch0': 'Squad DM',
'TurfWarLarge0': 'Conquest Large',
'TurfWarSmall0': 'Conquest Small',
'Heist0': 'Heist',
'Hotwire0': 'Hotwire',
'BloodMoney0': 'Blood Money',
'Hit0': 'Crosshair',
'Hostage0': 'Rescue',
'TeamDeathMatch0': 'Team DM',
'GunMaster0': 'Gun Master'}
def recv(sock):
# Pull enough to get the int headers and instantiate a Packet
out = sock.recv(12)
p = Packet.from_buffer(out)
packet_size = len(p)
# Pull one character at a time until we've recv'd
# up to the reported size
while len(out) < packet_size:
out += sock.recv(1)
return out
try:
port = int(server_port)
except TypeError:
port = 47200
server = address, port
sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
sock.connect(server)
serverinfo = Packet(1, False, True, 'serverinfo')
sock.sendall(serverinfo.to_buffer())
response = Packet.from_buffer(recv(sock))
serverinfo = response.words
listplayers = Packet(2, False, True, 'listPlayers all')
sock.sendall(listplayers.to_buffer())
response = Packet.from_buffer(recv(sock))
listplayers = response.words
sock.close()
# Need both of these to go on
assert serverinfo[0] == 'OK'
assert listplayers[0] == 'OK'
# Chomp on the listplayers output and loop out some namedtuples
num_fields, the_rest = int(listplayers[1]), listplayers[2:]
fields, num_players, players = (
the_rest[:num_fields],
the_rest[num_fields],
the_rest[num_fields + 1:]
)
Player = namedtuple('Player', fields)
player_list = list()
while players:
player_list.append(Player(*players[:num_fields]))
players = players[num_fields:]
# Print out pretty server name/players
if debug:
print 'server name: ' + serverinfo[1]
print 'players : ' + serverinfo[2]
print 'maxplayers : ' + serverinfo[3]
print 'mode : ' + serverinfo[4]
print 'map : ' + serverinfo[5]
player_count = serverinfo[2] + '/' + serverinfo[3]
current_map = map_names[serverinfo[5]]
current_mode = game_modes[serverinfo[4]]
server_name = serverinfo[1]
return player_list, player_count, current_map, current_mode, server_name
def json_query(json_url):
retry_limit = range(1, 3)
for x in retry_limit:
if x >= retry_limit[-1]:
break
try:
r = requests.get(json_url, timeout=10)
return r.json()
except:
print 'query failed - URL was ' + json_url
print 'attempting retry ' + str(x) + ' of ' + str(retry_limit[-1])
def bf4db_query(player_list, bf4db_url, debug=False):
bf4db_up = True
player_dict = OrderedDict()
for p in sorted(player_list, key=lambda k: k.name.lower()):
if bf4db_up:
time.sleep(0.3)
try:
bf4db_json = json_query(bf4db_url + p.name)
player_dict[p] = bf4db_json['data']
# Sometimes we can't get a cheatscore. If so, set to
# -1 so that the table can still be created and sorted.
if player_dict[p]['cheatscore'] is None:
player_dict[p]['cheatscore'] = -1
if debug:
print p.name, player_dict[p]['cheatscore']
except Exception as ex:
bf4db_up = False
if debug:
print ex, ex.args[0]
else:
# reset the player dictionary since bf4db is down
player_dict = {}
return player_dict
# Generic way to write our files
def write_file(filename, text):
with open(filename, 'w') as f:
f.write(text.encode('utf-8'))
def write_template(player_count, current_map, current_mode, player_data,
server_name, file_dir, refresh):
# Our template. Could just as easily be stored in a separate file
write_file(os.path.join(file_dir, 'player_count.html'), player_count)
update_time = time.strftime('%H:%M:%S %m/%d/%Y')
t = Template(template)
team1_players = OrderedDict()
team2_players = OrderedDict()
for player in player_data:
if player.teamId == '1':
team1_players[player] = player_data[player]
elif player.teamId == '2':
team2_players[player] = player_data[player]
context = {
"player_count": player_count,
"current_map": current_map,
"current_mode": current_mode,
"refresh": refresh,
"update_time": update_time,
"team1_players": team1_players,
"team2_players": team2_players,
"server_name": server_name,
"bootstrap_version": '3.3.1',
}
write_file(os.path.join(file_dir, 'index.html'), t.render(**context))
def _main():
cmdline = CommandLine()
cmdline.cmdline()
process_lock = ProcessLock()
process_lock.get_lock(os.path.basename(__file__))
refresh = 60
bf4db_url = 'http://api.bf4db.com/api-player.php?format=json&name='
player_list, player_count, current_map, current_mode, server_name = server_status(
cmdline.address, cmdline.server_port, cmdline.debug)
player_data = bf4db_query(player_list, bf4db_url, cmdline.debug)
# Get a sorted list of keys based on cheatscore first, then the player name
player_data_sorted_keys = sorted(player_data.keys(),
key=lambda k: '%d%s' % (player_data[k]['cheatscore'], k.name.lower()))
# rebuild player_data based on the sorted keys
sorted_player_data = OrderedDict()
for sorted_player in player_data_sorted_keys:
sorted_player_data[sorted_player] = player_data[sorted_player]
write_template(player_count, current_map, current_mode, sorted_player_data, server_name,
cmdline.file_dir, refresh)
if __name__ == '__main__':
_main()