forked from dichotomy/scorebot
/
FlagStore.py
executable file
·420 lines (392 loc) · 17.4 KB
/
FlagStore.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
'''
Created on Aug 24, 2012
@author: dichotomy@riseup.net
FlagStore.py is a module in the scorebot program. It's purpose is to manage flags during a competition.
Copyright (C) 2012 Dichotomy
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
'''
import re
import sys
import cgi
import time
import Queue
import random
import threading
import traceback
import globalvars
from Flag import Flag
web_dir = "/var/www"
class FlagStore(threading.Thread):
def __init__(self, logger, flag_queue, answer_queue):
threading.Thread.__init__(self)
self.logger = logger
self.flag_queue = flag_queue
self.answer_queue = answer_queue
self.flags = {}
self.teams = {}
self.theft = {}
self.bogus = {}
self.bandits = {}
self.bandit_keys = {}
self.integrity = {}
self.beacons = {}
def run(self):
while True:
try:
message = self.flag_queue.get(True, 1)
msg_type = message[0]
msg_id = message[1]
match_obj = message[2]
if msg_type == 0:
(thief, flag) = match_obj.groups()
self.logger.out("Got %s:%s\n" % (thief, flag))
name = self.find(flag)
# Is this a real flag?
if name:
flag_team = self.get_team(name)
if flag_team in thief:
self.answer_queue.put([msg_id, "Stealing your own flag, really? How about no."])
raise Exception("Bad flag submission")
if not globalvars.binjitsu:
if thief in self.teams:
self.answer_queue.put([msg_id, "This ain't Binjitsu! Get yer defense on!"])
raise Exception("Bad flag submission")
answer = self.flags[name].get_answer()
self.answer_queue.put([msg_id, answer])
team = self.flags[name].get_team()
# Is this a real team?
if self.teams.has_key(team):
if globalvars.binjitsu:
if thief in self.bandits:
self.bandits[thief].append(name)
elif thief in self.teams:
pass
else:
self.answer_queue.put([msg_id, "bogus idenity %s!" % thief])
raise Exception("Bad flag submission")
if name in self.teams[team]:
self.teams[team][name].append(thief)
else:
self.teams[team][name] = [thief]
if thief in self.theft:
self.theft[thief].append(name)
else:
self.theft[thief] = [name]
else:
if thief in self.teams:
self.answer_queue.put([msg_id, "This ain't Binjisu!!"])
raise Exception("Bad flag submission")
elif thief in self.bandits:
self.bandits[thief].append(name)
else:
self.answer_queue.put([msg_id, "bogus idenity %s!" % thief])
raise Exception("Bad flag submission")
if self.teams[team].has_key(name):
self.teams[team][name].append(thief)
else:
self.teams[team][name] = [thief]
else:
msg = "Flag %s has a bad team value:%s\n"
self.logger.err(msg % (flag, team))
else:
self.logger.out("Didn't find a team for %s:%s\n" %
(thief, name))
if self.bogus.has_key(thief):
self.bogus[thief].append(flag)
else:
self.bogus[thief] = [flag]
elif msg_type == 1:
(label, bandit) = match_obj.groups()
bandit = cgi.escape(bandit)
if bandit in self.bandits:
msg = "\t%s already registered once, regenerating key...\n"
self.logger.out(msg)
key = int(random.random() * 10000000)
self.bandit_keys[key] = bandit
self.answer_queue.put([msg_id, key])
self.logger.out("%s registered with key %s\n" % (bandit, key))
else:
self.bandits[bandit] = []
key = int(random.random() * 10000000)
self.bandit_keys[key] = bandit
self.answer_queue.put([msg_id, key])
self.logger.out("%s registered with key %s\n" % (bandit, key))
elif msg_type == 2:
(team, flag) = match_obj.groups()
self.logger.out("Got integrity sumbission %s:%s\n" % (team,flag))
name = self.find(flag)
# Is this a real flag?
if name:
flag_team = self.get_team(name)
if team in flag_team:
answer = self.flags[name].get_answer()
self.answer_queue.put([msg_id, answer])
self.logger.out("Received %s from %s\n" % (flag, team))
if self.integrity.has_key(team):
self.integrity[team].append(name)
else:
self.integrity[team] = []
self.integrity[team].append(name)
else:
self.answer_queue.put([msg_id, "wrongteam"])
self.logger.out("Received bogus intergity flag %s from %s\n" % (flag, team))
else:
self.answer_queue.put([msg_id, "badflag"])
msg = "Flag %s from team %s does not exist\n"
self.logger.err(msg % (flag, team))
elif msg_type == 3:
resp_match = match_obj[0]
pwned = match_obj[1]
key = int(resp_match.groups()[0])
print "Got key %s from %s" % (key,pwned)
timestamp = time.time()
if key in self.bandit_keys:
bandit = self.bandit_keys[key]
if bandit not in self.beacons:
self.beacons[bandit] = {}
self.beacons[bandit][pwned] = timestamp
self.answer_queue.put([msg_id, "success"])
else:
self.answer_queue.put([msg_id, "fuckoff"])
else:
self.logger.out("Unrecognized code %s\n" % msg_type)
except Queue.Empty, err:
time.sleep(1)
pass
except:
my_traceback = traceback.format_exc()
err = sys.exc_info()[0]
self.logger.out("Had a problem: %s\n%s\n" % (err, my_traceback))
def score(self, team, round):
stolen = 0
lost = 0
# find out how l33t they are
self.logger.out("Team %s, round %s:\n" % (team, round))
if self.theft.has_key(team):
#on the board, not bad, but how much?...
for name in self.theft[team]:
stolen += self.flags[name].get_score()
stolen = len(self.theft[team])
self.logger.out("\tStole %s\n" % (",".join(self.theft[team])))
else:
# lame...get on with it!
pass
# We take points for lost flags - did they lose any???
if self.teams.has_key(team):
# Let's see.....
lost_flags = len(self.teams[team].keys())
if lost_flags:
# uhoh....
for name in self.teams[team].keys():
score = self.flags[name].get_score()
lost += (len(self.teams[team][name]) * score)
self.logger.out("\tLost %s\n" %
(",".join(self.teams[team].keys())))
else:
# skillz! (or...no worthy opponents... ;-)
pass
if self.integrity.has_key(team):
integrity_score = len(self.integrity[team])
self.logger.out("\tIntegrity %s\n" %
(",".join(self.integrity[team])))
else:
integrity_score = 0
# do the math...
if globalvars.binjitsu:
flag_score = stolen + integrity_score - lost
else:
flag_score = integrity_score - lost
return flag_score
def add(self, team, name, value, score=None, answer=""):
# todo - enforce global uniqueness of flags!!
#initialize our score-keeping variables as new team names come in
if self.teams.has_key(team):
pass
else:
self.teams[team] = {}
if self.theft.has_key(team):
pass
else:
self.theft[team] = []
if self.integrity.has_key(team):
pass
else:
self.integrity[team] = []
flag_name = "%s_%s" % (team, name)
self.logger.out("Adding %s:%s:%s\n\tfor team %s\n" %
(flag_name,value,score,team))
this_flag = Flag(team, flag_name, value, score, answer)
flag_team = this_flag.get_team()
flag_name = this_flag.get_name()
flag_value = this_flag.get_value()
self.logger.out("Set %s:%s\n\tfor team %s\n" % \
(flag_name,flag_value,flag_team))
if self.flags.has_key(name):
old_value = self.flags[flag_name].get_value()
self.logger.out("Clobbering team %s flag %s:%s with %s:%s\n" %
(team, name, old_value, flag_name, value))
self.flags[flag_name] = this_flag
def get(self, name):
return self.flags[name].get_value()
def rem(self, name):
if self.flags.has_key(name):
value = self.flags[name].get_value()
del self.flags[name]
return value
else:
return None
def find(self, value):
for name in self.flags.keys():
this_value = self.flags[name].get_value()
if this_value == value:
return name
return None
def get_team(self, name):
if name in self.flags:
return self.flags[name].get_team()
else:
return False
def get_lost(self, team):
flags_by_name = []
if self.teams.has_key(team):
for name in self.teams[team].keys():
flag_only = name.replace(team+"_", "")
flags_by_name.append(flag_only)
return flags_by_name
def get_integrity(self, team):
flags_by_name = []
if self.integrity.has_key(team):
for name in self.integrity[team]:
flag_only = name.replace(team+"_", "")
flags_by_name.append(flag_only)
return flags_by_name
def get_stolen(self, team):
flags_by_name = []
if self.theft.has_key(team):
for name in self.theft[team]:
flags_by_name.append(name)
return flags_by_name
def get_bogus(self, team):
raw_flags = []
if self.bogus.has_key(team):
for flag in self.bogus[team].keys():
raw_flags.append(flag)
return raw_flags
def get_beacons(self):
# clean up the beacons, pulling stale ones
beacon_list = {}
for bandit in self.beacons:
beacon_list[bandit] = {}
for pwned in self.beacons[bandit]:
now = time.time()
beacon_time = self.beacons[bandit][pwned]
delta = now - beacon_time
if delta < 300:
beacon_list[bandit][pwned] = beacon_time
return beacon_list
def get_bandits(self):
return self.bandits
def get_all_flags(self):
all_flags = {}
all_flags["flags"] = self.flags
all_flags["teams"] = self.teams
all_flags["theft"] = self.theft
all_flags["bogus"] = self.bogus
all_flags["bandits"] = self.bandits
all_flags["integrity"] = self.integrity
return all_flags
def restore(self, all_flags):
self.flags = all_flags["flags"]
self.teams = all_flags["teams"]
self.theft = all_flags["theft"]
self.bogus = all_flags["bogus"]
self.bandits = all_flags["bandits"]
self.integrity = all_flags["integrity"]
def getnum(min, max):
number = 0
while (min >= number) or (number > max):
number = int(random.random()*(max+1))
return number
def main():
from Logger import Logger
import Queue
import random
msg_re = re.compile("(\S+),(\S+)")
queue = Queue.Queue()
logger = Logger("Flagstest")
flagstore_obj = FlagStore(logger, queue)
flagstore_obj.start()
# set up a pretend CTF
teams = ["alpha", "beta", "gamma"]
flags = {}
for team in teams:
max_flag = 20
for count in range(max_flag):
flag = int(random.random()*100000000000)
name = "%s_%d" % (team, flag)
flagstore_obj.add(team, name, flag)
if flags.has_key(team):
flags[team].append(flag)
else:
flags[team] = [flag]
print "Team %s got flag %s:%s" % (team, name, flag)
# Simulate a game (LOL! ;)
rounds = getnum(5, 10)
print "we're going for %d rounds!" % rounds
for round in range(rounds):
# what's the score?
for team in teams:
score = flagstore_obj.score(team)
print "Team %s received %s points in round %s" % (team, score, round)
# How many things happen?
action_num = getnum(1,5)
print "Round %d, going for %d actions!" % (round, action_num)
# What happens?
for action in range(action_num):
#action = getnum(1,4)
action = 1
thief = None
flag = None
if action == 1: #Uhoh, someone stole a flag!
thief_index = getnum(0, (len(teams)-1))
thief = teams[thief_index]
victim_index = thief_index
while victim_index==thief_index:
victim_index = getnum(0, (len(teams)-1))
victim = teams[victim_index]
flag_index = getnum(0, (len(flags[victim])-1))
flag = flags[victim][flag_index]
print "Team %s stole %s from team %s" % (thief, flag, victim)
elif action == 2: #hehe, someone faked a flag!!
thief_index = getnum(0, (len(teams)-1))
thief = teams[thief_index]
flag = random.random()*100000000
print "Team %s faked %s!" % (thief, flag)
elif action == 3: #someone faked a team! WTF?
team = int(random.random()*100000000)
victim_index = getnum(0, (len(teams)-1))
victim = teams[victim_index]
flag_index = getnum(0, (len(flags[victim])-1))
flag = flags[victim][flag_index]
print "Fake team %s stole %s from team %s" % (team, flag, victim)
elif action == 4: #well now you're just making shit up
thief = int(random.random() * 1000000)
flag = int(random.random()*100000000)
print "Fake team %s faked %s!" % (thief, flag)
# Make it so!
msg = "%s,%s" % (thief, flag)
queue_msg = msg_re.match(msg)
queue.put(queue_msg)
time.sleep(10)
if __name__ == "__main__":
main()