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authorPatric Stout <truebrain@openttd.org>2021-04-27 11:51:00 +0200
committerPatric Stout <github@truebrain.nl>2021-07-16 19:50:29 +0200
commit8adade26ed0354e5357803cf19ea9839c2eb785c (patch)
tree08c73e20a16ea19ee1545de8df6c4b1095c08707 /src/network
parent55eed246b842d372cd32784c1afcc904aef67f65 (diff)
downloadopenttd-8adade26ed0354e5357803cf19ea9839c2eb785c.tar.xz
Feature: allow the use of STUN to connect client and server together
This method doesn't require port-forwarding to be used, and works for most common NAT routers in home setups. But, for sure it doesn't work for all setups, and not everyone will be able to use this.
Diffstat (limited to 'src/network')
-rw-r--r--src/network/CMakeLists.txt2
-rw-r--r--src/network/core/CMakeLists.txt2
-rw-r--r--src/network/core/address.cpp42
-rw-r--r--src/network/core/address.h2
-rw-r--r--src/network/core/config.cpp14
-rw-r--r--src/network/core/config.h4
-rw-r--r--src/network/core/os_abstraction.cpp17
-rw-r--r--src/network/core/os_abstraction.h1
-rw-r--r--src/network/core/tcp.h3
-rw-r--r--src/network/core/tcp_connect.cpp12
-rw-r--r--src/network/core/tcp_coordinator.cpp6
-rw-r--r--src/network/core/tcp_coordinator.h48
-rw-r--r--src/network/core/tcp_listen.h72
-rw-r--r--src/network/core/tcp_stun.cpp29
-rw-r--r--src/network/core/tcp_stun.h53
-rw-r--r--src/network/network_coordinator.cpp187
-rw-r--r--src/network/network_coordinator.h14
-rw-r--r--src/network/network_stun.cpp140
-rw-r--r--src/network/network_stun.h34
19 files changed, 614 insertions, 68 deletions
diff --git a/src/network/CMakeLists.txt b/src/network/CMakeLists.txt
index bf89b5c1d..8b0157918 100644
--- a/src/network/CMakeLists.txt
+++ b/src/network/CMakeLists.txt
@@ -24,6 +24,8 @@ add_files(
network_internal.h
network_server.cpp
network_server.h
+ network_stun.cpp
+ network_stun.h
network_type.h
network_udp.cpp
network_udp.h
diff --git a/src/network/core/CMakeLists.txt b/src/network/core/CMakeLists.txt
index 82bf7843d..bcecad38c 100644
--- a/src/network/core/CMakeLists.txt
+++ b/src/network/core/CMakeLists.txt
@@ -28,6 +28,8 @@ add_files(
tcp_http.cpp
tcp_http.h
tcp_listen.h
+ tcp_stun.cpp
+ tcp_stun.h
udp.cpp
udp.h
)
diff --git a/src/network/core/address.cpp b/src/network/core/address.cpp
index 4c090c14a..9a2d3dc48 100644
--- a/src/network/core/address.cpp
+++ b/src/network/core/address.cpp
@@ -313,13 +313,12 @@ static SOCKET ListenLoopProc(addrinfo *runp)
Debug(net, 1, "Setting no-delay mode failed: {}", NetworkError::GetLast().AsString());
}
- int on = 1;
- /* The (const char*) cast is needed for windows!! */
- if (setsockopt(sock, SOL_SOCKET, SO_REUSEADDR, (const char*)&on, sizeof(on)) == -1) {
+ if (!SetReusePort(sock)) {
Debug(net, 0, "Setting reuse-address mode failed: {}", NetworkError::GetLast().AsString());
}
#ifndef __OS2__
+ int on = 1;
if (runp->ai_family == AF_INET6 &&
setsockopt(sock, IPPROTO_IPV6, IPV6_V6ONLY, (const char*)&on, sizeof(on)) == -1) {
Debug(net, 3, "Could not disable IPv4 over IPv6: {}", NetworkError::GetLast().AsString());
@@ -401,16 +400,45 @@ void NetworkAddress::Listen(int socktype, SocketList *sockets)
}
/**
+ * Get the peer address of a socket as NetworkAddress.
+ * @param sock The socket to get the peer address of.
+ * @return The NetworkAddress of the peer address.
+ */
+/* static */ NetworkAddress NetworkAddress::GetPeerAddress(SOCKET sock)
+{
+ sockaddr_storage addr = {};
+ socklen_t addr_len = sizeof(addr);
+ if (getpeername(sock, (sockaddr *)&addr, &addr_len) != 0) {
+ Debug(net, 0, "Failed to get address of the peer: {}", NetworkError::GetLast().AsString());
+ return NetworkAddress();
+ }
+ return NetworkAddress(addr, addr_len);
+}
+
+/**
+ * Get the local address of a socket as NetworkAddress.
+ * @param sock The socket to get the local address of.
+ * @return The NetworkAddress of the local address.
+ */
+/* static */ NetworkAddress NetworkAddress::GetSockAddress(SOCKET sock)
+{
+ sockaddr_storage addr = {};
+ socklen_t addr_len = sizeof(addr);
+ if (getsockname(sock, (sockaddr *)&addr, &addr_len) != 0) {
+ Debug(net, 0, "Failed to get address of the socket: {}", NetworkError::GetLast().AsString());
+ return NetworkAddress();
+ }
+ return NetworkAddress(addr, addr_len);
+}
+
+/**
* Get the peer name of a socket in string format.
* @param sock The socket to get the peer name of.
* @return The string representation of the peer name.
*/
/* static */ const std::string NetworkAddress::GetPeerName(SOCKET sock)
{
- sockaddr_storage addr;
- socklen_t addr_len = sizeof(addr);
- getpeername(sock, (sockaddr *)&addr, &addr_len);
- return NetworkAddress(addr, addr_len).GetAddressAsString();
+ return NetworkAddress::GetPeerAddress(sock).GetAddressAsString();
}
/**
diff --git a/src/network/core/address.h b/src/network/core/address.h
index 9e09632d3..f9c2eaef6 100644
--- a/src/network/core/address.h
+++ b/src/network/core/address.h
@@ -175,6 +175,8 @@ public:
static const char *SocketTypeAsString(int socktype);
static const char *AddressFamilyAsString(int family);
+ static NetworkAddress GetPeerAddress(SOCKET sock);
+ static NetworkAddress GetSockAddress(SOCKET sock);
static const std::string GetPeerName(SOCKET sock);
};
diff --git a/src/network/core/config.cpp b/src/network/core/config.cpp
index c5fe3adbd..6e7f8a11c 100644
--- a/src/network/core/config.cpp
+++ b/src/network/core/config.cpp
@@ -39,9 +39,19 @@ const char *NetworkCoordinatorConnectionString()
}
/**
+ * Get the connection string for the STUN server from the environment variable OTTD_STUN_CS,
+ * or when it has not been set a hard coded default DNS hostname of the production server.
+ * @return The STUN server's connection string.
+ */
+const char *NetworkStunConnectionString()
+{
+ return GetEnv("OTTD_STUN_CS", "stun.openttd.org");
+}
+
+/**
* Get the connection string for the content server from the environment variable OTTD_CONTENT_SERVER_CS,
* or when it has not been set a hard coded default DNS hostname of the production server.
- * @return The game coordinator's connection string.
+ * @return The content server's connection string.
*/
const char *NetworkContentServerConnectionString()
{
@@ -51,7 +61,7 @@ const char *NetworkContentServerConnectionString()
/**
* Get the connection string for the content mirror from the environment variable OTTD_CONTENT_MIRROR_CS,
* or when it has not been set a hard coded default DNS hostname of the production server.
- * @return The game coordinator's connection string.
+ * @return The content mirror's connection string.
*/
const char *NetworkContentMirrorConnectionString()
{
diff --git a/src/network/core/config.h b/src/network/core/config.h
index 757556993..6039c4252 100644
--- a/src/network/core/config.h
+++ b/src/network/core/config.h
@@ -13,6 +13,7 @@
#define NETWORK_CORE_CONFIG_H
const char *NetworkCoordinatorConnectionString();
+const char *NetworkStunConnectionString();
const char *NetworkContentServerConnectionString();
const char *NetworkContentMirrorConnectionString();
@@ -20,6 +21,7 @@ const char *NetworkContentMirrorConnectionString();
static const char * const NETWORK_CONTENT_MIRROR_URL = "/bananas";
static const uint16 NETWORK_COORDINATOR_SERVER_PORT = 3976; ///< The default port of the Game Coordinator server (TCP)
+static const uint16 NETWORK_STUN_SERVER_PORT = 3975; ///< The default port of the STUN server (TCP)
static const uint16 NETWORK_CONTENT_SERVER_PORT = 3978; ///< The default port of the content server (TCP)
static const uint16 NETWORK_CONTENT_MIRROR_PORT = 80; ///< The default port of the content mirror (TCP)
static const uint16 NETWORK_DEFAULT_PORT = 3979; ///< The default port of the game server (TCP & UDP)
@@ -47,7 +49,7 @@ static const uint16 COMPAT_MTU = 1460; ///< Numbe
static const byte NETWORK_GAME_ADMIN_VERSION = 1; ///< What version of the admin network do we use?
static const byte NETWORK_GAME_INFO_VERSION = 5; ///< What version of game-info do we use?
static const byte NETWORK_COMPANY_INFO_VERSION = 6; ///< What version of company info is this?
-static const byte NETWORK_COORDINATOR_VERSION = 2; ///< What version of game-coordinator-protocol do we use?
+static const byte NETWORK_COORDINATOR_VERSION = 3; ///< What version of game-coordinator-protocol do we use?
static const uint NETWORK_NAME_LENGTH = 80; ///< The maximum length of the server name and map name, in bytes including '\0'
static const uint NETWORK_COMPANY_NAME_LENGTH = 128; ///< The maximum length of the company name, in bytes including '\0'
diff --git a/src/network/core/os_abstraction.cpp b/src/network/core/os_abstraction.cpp
index 202806a34..225c95d93 100644
--- a/src/network/core/os_abstraction.cpp
+++ b/src/network/core/os_abstraction.cpp
@@ -160,6 +160,23 @@ bool SetNoDelay(SOCKET d)
}
/**
+ * Try to set the socket to reuse ports.
+ * @param d The socket to reuse ports on.
+ * @return True if disabling the delaying succeeded, otherwise false.
+ */
+bool SetReusePort(SOCKET d)
+{
+#ifdef _WIN32
+ /* Windows has no SO_REUSEPORT, but for our usecases SO_REUSEADDR does the same job. */
+ int reuse_port = 1;
+ return setsockopt(d, SOL_SOCKET, SO_REUSEADDR, (const char *)&reuse_port, sizeof(reuse_port)) == 0;
+#else
+ int reuse_port = 1;
+ return setsockopt(d, SOL_SOCKET, SO_REUSEPORT, &reuse_port, sizeof(reuse_port)) == 0;
+#endif
+}
+
+/**
* Get the error from a socket, if any.
* @param d The socket to get the error from.
* @return The errno on the socket.
diff --git a/src/network/core/os_abstraction.h b/src/network/core/os_abstraction.h
index fbde92c05..6bb6101a1 100644
--- a/src/network/core/os_abstraction.h
+++ b/src/network/core/os_abstraction.h
@@ -196,6 +196,7 @@ static inline socklen_t FixAddrLenForEmscripten(struct sockaddr_storage &address
bool SetNonBlocking(SOCKET d);
bool SetNoDelay(SOCKET d);
+bool SetReusePort(SOCKET d);
NetworkError GetSocketError(SOCKET d);
/* Make sure these structures have the size we expect them to be */
diff --git a/src/network/core/tcp.h b/src/network/core/tcp.h
index b4b4398de..52d9cfddb 100644
--- a/src/network/core/tcp.h
+++ b/src/network/core/tcp.h
@@ -99,6 +99,7 @@ private:
std::string connection_string; ///< Current address we are connecting to (before resolving).
NetworkAddress bind_address; ///< Address we're binding to, if any.
+ int family = AF_UNSPEC; ///< Family we are using to connect with.
void Resolve();
void OnResolved(addrinfo *ai);
@@ -114,7 +115,7 @@ private:
public:
TCPConnecter() {};
- TCPConnecter(const std::string &connection_string, uint16 default_port, NetworkAddress bind_address = {});
+ TCPConnecter(const std::string &connection_string, uint16 default_port, NetworkAddress bind_address = {}, int family = AF_UNSPEC);
virtual ~TCPConnecter();
/**
diff --git a/src/network/core/tcp_connect.cpp b/src/network/core/tcp_connect.cpp
index 6db2500f3..29e9048d9 100644
--- a/src/network/core/tcp_connect.cpp
+++ b/src/network/core/tcp_connect.cpp
@@ -29,8 +29,9 @@ static std::vector<TCPConnecter *> _tcp_connecters;
* @param default_port If not indicated in connection_string, what port to use.
* @param bind_address The local bind address to use. Defaults to letting the OS find one.
*/
-TCPConnecter::TCPConnecter(const std::string &connection_string, uint16 default_port, NetworkAddress bind_address) :
- bind_address(bind_address)
+TCPConnecter::TCPConnecter(const std::string &connection_string, uint16 default_port, NetworkAddress bind_address, int family) :
+ bind_address(bind_address),
+ family(family)
{
this->connection_string = NormalizeConnectionString(connection_string, default_port);
@@ -99,6 +100,10 @@ void TCPConnecter::Connect(addrinfo *address)
return;
}
+ if (!SetReusePort(sock)) {
+ Debug(net, 0, "Setting reuse-port mode failed: {}", NetworkError::GetLast().AsString());
+ }
+
if (this->bind_address.GetPort() > 0) {
if (bind(sock, (const sockaddr *)this->bind_address.GetAddress(), this->bind_address.GetAddressLength()) != 0) {
Debug(net, 1, "Could not bind socket on {}: {}", this->bind_address.GetAddressAsString(), NetworkError::GetLast().AsString());
@@ -170,6 +175,9 @@ void TCPConnecter::OnResolved(addrinfo *ai)
/* Convert the addrinfo into NetworkAddresses. */
for (addrinfo *runp = ai; runp != nullptr; runp = runp->ai_next) {
+ /* Skip entries if the family is set and it is not matching. */
+ if (this->family != AF_UNSPEC && this->family != runp->ai_family) continue;
+
if (resort) {
if (runp->ai_family == AF_INET6) {
addresses_ipv6.emplace_back(runp);
diff --git a/src/network/core/tcp_coordinator.cpp b/src/network/core/tcp_coordinator.cpp
index dfd73147e..abcff9579 100644
--- a/src/network/core/tcp_coordinator.cpp
+++ b/src/network/core/tcp_coordinator.cpp
@@ -39,6 +39,9 @@ bool NetworkCoordinatorSocketHandler::HandlePacket(Packet *p)
case PACKET_COORDINATOR_GC_CONNECT_FAILED: return this->Receive_GC_CONNECT_FAILED(p);
case PACKET_COORDINATOR_CLIENT_CONNECTED: return this->Receive_CLIENT_CONNECTED(p);
case PACKET_COORDINATOR_GC_DIRECT_CONNECT: return this->Receive_GC_DIRECT_CONNECT(p);
+ case PACKET_COORDINATOR_GC_STUN_REQUEST: return this->Receive_GC_STUN_REQUEST(p);
+ case PACKET_COORDINATOR_SERCLI_STUN_RESULT: return this->Receive_SERCLI_STUN_RESULT(p);
+ case PACKET_COORDINATOR_GC_STUN_CONNECT: return this->Receive_GC_STUN_CONNECT(p);
default:
Debug(net, 0, "[tcp/coordinator] Received invalid packet type {}", type);
@@ -94,3 +97,6 @@ bool NetworkCoordinatorSocketHandler::Receive_SERCLI_CONNECT_FAILED(Packet *p) {
bool NetworkCoordinatorSocketHandler::Receive_GC_CONNECT_FAILED(Packet *p) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_GC_CONNECT_FAILED); }
bool NetworkCoordinatorSocketHandler::Receive_CLIENT_CONNECTED(Packet *p) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_CLIENT_CONNECTED); }
bool NetworkCoordinatorSocketHandler::Receive_GC_DIRECT_CONNECT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_GC_DIRECT_CONNECT); }
+bool NetworkCoordinatorSocketHandler::Receive_GC_STUN_REQUEST(Packet *p) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_GC_STUN_REQUEST); }
+bool NetworkCoordinatorSocketHandler::Receive_SERCLI_STUN_RESULT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_SERCLI_STUN_RESULT); }
+bool NetworkCoordinatorSocketHandler::Receive_GC_STUN_CONNECT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_GC_STUN_CONNECT); }
diff --git a/src/network/core/tcp_coordinator.h b/src/network/core/tcp_coordinator.h
index 2d793b1b6..40502e7e3 100644
--- a/src/network/core/tcp_coordinator.h
+++ b/src/network/core/tcp_coordinator.h
@@ -38,6 +38,9 @@ enum PacketCoordinatorType {
PACKET_COORDINATOR_GC_CONNECT_FAILED, ///< Game Coordinator informs client/server it has given up on the connection attempt.
PACKET_COORDINATOR_CLIENT_CONNECTED, ///< Client informs the Game Coordinator the connection with the server is established.
PACKET_COORDINATOR_GC_DIRECT_CONNECT, ///< Game Coordinator tells client to directly connect to the hostname:port of the server.
+ PACKET_COORDINATOR_GC_STUN_REQUEST, ///< Game Coordinator tells client/server to initiate a STUN request.
+ PACKET_COORDINATOR_SERCLI_STUN_RESULT, ///< Client/server informs the Game Coordinator of the result of the STUN request.
+ PACKET_COORDINATOR_GC_STUN_CONNECT, ///< Game Coordinator tells client/server to connect() reusing the STUN local address.
PACKET_COORDINATOR_END, ///< Must ALWAYS be on the end of this list!! (period)
};
@@ -48,6 +51,7 @@ enum ConnectionType {
CONNECTION_TYPE_UNKNOWN, ///< The Game Coordinator hasn't informed us yet what type of connection we have.
CONNECTION_TYPE_ISOLATED, ///< The Game Coordinator failed to find a way to connect to your server. Nobody will be able to join.
CONNECTION_TYPE_DIRECT, ///< The Game Coordinator can directly connect to your server.
+ CONNECTION_TYPE_STUN, ///< The Game Coordinator can connect to your server via a STUN request.
};
/**
@@ -215,6 +219,50 @@ protected:
*/
virtual bool Receive_GC_DIRECT_CONNECT(Packet *p);
+ /**
+ * Game Coordinator requests the client/server to do a STUN request to the
+ * STUN server. Important is to remember the local port these STUN requests
+ * are sent from, as this will be needed for later conenctions too.
+ * The client/server should do multiple STUN requests for every available
+ * interface that connects to the Internet (e.g., once for IPv4 and once
+ * for IPv6).
+ *
+ * string Token to track the current connect request.
+ *
+ * @param p The packet that was just received.
+ * @return True upon success, otherwise false.
+ */
+ virtual bool Receive_GC_STUN_REQUEST(Packet *p);
+
+ /**
+ * Client/server informs the Game Coordinator the result of a STUN request.
+ *
+ * uint8 Game Coordinator protocol version.
+ * string Token to track the current connect request.
+ * uint8 Interface number, as given during STUN request.
+ * bool Whether the STUN connection was successful.
+ *
+ * @param p The packet that was just received.
+ * @return True upon success, otherwise false.
+ */
+ virtual bool Receive_SERCLI_STUN_RESULT(Packet *p);
+
+ /**
+ * Game Coordinator informs the client/server of its STUN peer (the host:ip
+ * of the other side). It should start a connect() to this peer ASAP with
+ * the local address as used with the STUN request.
+ *
+ * string Token to track the current connect request.
+ * uint8 Tracking number to track current connect request.
+ * uint8 Interface number, as given during STUN request.
+ * string Host of the peer.
+ * uint16 Port of the peer.
+ *
+ * @param p The packet that was just received.
+ * @return True upon success, otherwise false.
+ */
+ virtual bool Receive_GC_STUN_CONNECT(Packet *p);
+
bool HandlePacket(Packet *p);
public:
/**
diff --git a/src/network/core/tcp_listen.h b/src/network/core/tcp_listen.h
index 03945e230..0c7b11df1 100644
--- a/src/network/core/tcp_listen.h
+++ b/src/network/core/tcp_listen.h
@@ -30,6 +30,42 @@ class TCPListenHandler {
static SocketList sockets;
public:
+ static bool ValidateClient(SOCKET s, NetworkAddress &address)
+ {
+ /* Check if the client is banned. */
+ for (const auto &entry : _network_ban_list) {
+ if (address.IsInNetmask(entry)) {
+ Packet p(Tban_packet);
+ p.PrepareToSend();
+
+ Debug(net, 2, "[{}] Banned ip tried to join ({}), refused", Tsocket::GetName(), entry);
+
+ if (p.TransferOut<int>(send, s, 0) < 0) {
+ Debug(net, 0, "[{}] send failed: {}", Tsocket::GetName(), NetworkError::GetLast().AsString());
+ }
+ closesocket(s);
+ return false;
+ }
+ }
+
+ /* Can we handle a new client? */
+ if (!Tsocket::AllowConnection()) {
+ /* No more clients allowed?
+ * Send to the client that we are full! */
+ Packet p(Tfull_packet);
+ p.PrepareToSend();
+
+ if (p.TransferOut<int>(send, s, 0) < 0) {
+ Debug(net, 0, "[{}] send failed: {}", Tsocket::GetName(), NetworkError::GetLast().AsString());
+ }
+ closesocket(s);
+
+ return false;
+ }
+
+ return true;
+ }
+
/**
* Accepts clients from the sockets.
* @param ls Socket to accept clients from.
@@ -53,41 +89,7 @@ public:
SetNoDelay(s); // XXX error handling?
- /* Check if the client is banned */
- bool banned = false;
- for (const auto &entry : _network_ban_list) {
- banned = address.IsInNetmask(entry);
- if (banned) {
- Packet p(Tban_packet);
- p.PrepareToSend();
-
- Debug(net, 2, "[{}] Banned ip tried to join ({}), refused", Tsocket::GetName(), entry);
-
- if (p.TransferOut<int>(send, s, 0) < 0) {
- Debug(net, 0, "[{}] send failed: {}", Tsocket::GetName(), NetworkError::GetLast().AsString());
- }
- closesocket(s);
- break;
- }
- }
- /* If this client is banned, continue with next client */
- if (banned) continue;
-
- /* Can we handle a new client? */
- if (!Tsocket::AllowConnection()) {
- /* no more clients allowed?
- * Send to the client that we are full! */
- Packet p(Tfull_packet);
- p.PrepareToSend();
-
- if (p.TransferOut<int>(send, s, 0) < 0) {
- Debug(net, 0, "[{}] send failed: {}", Tsocket::GetName(), NetworkError::GetLast().AsString());
- }
- closesocket(s);
-
- continue;
- }
-
+ if (!Tsocket::ValidateClient(s, address)) continue;
Tsocket::AcceptConnection(s, address);
}
}
diff --git a/src/network/core/tcp_stun.cpp b/src/network/core/tcp_stun.cpp
new file mode 100644
index 000000000..b6aeff683
--- /dev/null
+++ b/src/network/core/tcp_stun.cpp
@@ -0,0 +1,29 @@
+/*
+ * This file is part of OpenTTD.
+ * OpenTTD 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, version 2.
+ * OpenTTD 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 OpenTTD. If not, see <http://www.gnu.org/licenses/>.
+ */
+
+/**
+ * @file tcp_stun.cpp Basic functions to receive and send STUN packets.
+ */
+
+#include "../../stdafx.h"
+#include "../../debug.h"
+#include "tcp_stun.h"
+
+#include "../../safeguards.h"
+
+/**
+ * Helper for logging receiving invalid packets.
+ * @param type The received packet type.
+ * @return Always false, as it's an error.
+ */
+bool NetworkStunSocketHandler::ReceiveInvalidPacket(PacketStunType type)
+{
+ Debug(net, 0, "[tcp/stun] Received illegal packet type {}", type);
+ return false;
+}
+
+bool NetworkStunSocketHandler::Receive_SERCLI_STUN(Packet *p) { return this->ReceiveInvalidPacket(PACKET_STUN_SERCLI_STUN); }
diff --git a/src/network/core/tcp_stun.h b/src/network/core/tcp_stun.h
new file mode 100644
index 000000000..e96a97ef3
--- /dev/null
+++ b/src/network/core/tcp_stun.h
@@ -0,0 +1,53 @@
+/*
+ * This file is part of OpenTTD.
+ * OpenTTD 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, version 2.
+ * OpenTTD 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 OpenTTD. If not, see <http://www.gnu.org/licenses/>.
+ */
+
+/**
+ * @file tcp_stun.h Basic functions to receive and send TCP packets to/from the STUN server.
+ */
+
+#ifndef NETWORK_CORE_TCP_STUN_H
+#define NETWORK_CORE_TCP_STUN_H
+
+#include "os_abstraction.h"
+#include "tcp.h"
+#include "packet.h"
+
+/** Enum with all types of TCP STUN packets. The order MUST not be changed. **/
+enum PacketStunType {
+ PACKET_STUN_SERCLI_STUN, ///< Send a STUN request to the STUN server.
+ PACKET_STUN_END, ///< Must ALWAYS be on the end of this list!! (period)
+};
+
+/** Base socket handler for all STUN TCP sockets. */
+class NetworkStunSocketHandler : public NetworkTCPSocketHandler {
+protected:
+ bool ReceiveInvalidPacket(PacketStunType type);
+
+ /**
+ * Send a STUN request to the STUN server letting the Game Coordinator know
+ * what our actually public IP:port is.
+ *
+ * uint8 Game Coordinator protocol version.
+ * string Token to track the current STUN request.
+ * uint8 Which interface number this is (for example, IPv4 or IPv6).
+ * The Game Coordinator relays this number back in later packets.
+ *
+ * @param p The packet that was just received.
+ * @return True upon success, otherwise false.
+ */
+ virtual bool Receive_SERCLI_STUN(Packet *p);
+
+public:
+ /**
+ * Create a new cs socket handler for a given cs.
+ * @param s the socket we are connected with.
+ * @param address IP etc. of the client.
+ */
+ NetworkStunSocketHandler(SOCKET s = INVALID_SOCKET) : NetworkTCPSocketHandler(s) {}
+};
+
+#endif /* NETWORK_CORE_TCP_STUN_H */
diff --git a/src/network/network_coordinator.cpp b/src/network/network_coordinator.cpp
index 22b303f00..bf8e06261 100644
--- a/src/network/network_coordinator.cpp
+++ b/src/network/network_coordinator.cpp
@@ -19,6 +19,8 @@
#include "network_coordinator.h"
#include "network_gamelist.h"
#include "network_internal.h"
+#include "network_server.h"
+#include "network_stun.h"
#include "table/strings.h"
#include "../safeguards.h"
@@ -51,7 +53,48 @@ public:
void OnConnect(SOCKET s) override
{
- _network_coordinator_client.ConnectSuccess(this->token, s);
+ NetworkAddress address = NetworkAddress::GetPeerAddress(s);
+ _network_coordinator_client.ConnectSuccess(this->token, s, address);
+ }
+};
+
+/** Connecter used after STUN exchange to connect from both sides to each other. */
+class NetworkReuseStunConnecter : public TCPConnecter {
+private:
+ std::string token; ///< Token of this connection.
+ uint8 tracking_number; ///< Tracking number of this connection.
+ uint8 family; ///< Family of this connection.
+
+public:
+ /**
+ * Try to establish a STUN-based connection.
+ * @param hostname The hostname of the peer.
+ * @param port The port of the peer.
+ * @param bind_address The local bind address used for this connection.
+ * @param token The connection token.
+ * @param tracking_number The tracking number of the connection.
+ * @param family The family this connection is using.
+ */
+ NetworkReuseStunConnecter(const std::string &hostname, uint16 port, const NetworkAddress &bind_address, std::string token, uint8 tracking_number, uint8 family) :
+ TCPConnecter(hostname, port, bind_address),
+ token(token),
+ tracking_number(tracking_number),
+ family(family)
+ {
+ }
+
+ void OnFailure() override
+ {
+ /* Close the STUN connection too, as it is no longer of use. */
+ _network_coordinator_client.CloseStunHandler(this->token, this->family);
+
+ _network_coordinator_client.ConnectFailure(this->token, this->tracking_number);
+ }
+
+ void OnConnect(SOCKET s) override
+ {
+ NetworkAddress address = NetworkAddress::GetPeerAddress(s);
+ _network_coordinator_client.ConnectSuccess(this->token, s, address);
}
};
@@ -101,10 +144,7 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_ERROR(Packet *p)
return false;
case NETWORK_COORDINATOR_ERROR_INVALID_INVITE_CODE: {
- /* Find the connecter based on the invite code. */
- auto connecter_it = this->connecter_pre.find(detail);
- if (connecter_it == this->connecter_pre.end()) return true;
- this->connecter_pre.erase(connecter_it);
+ this->CloseToken(detail);
/* Mark the server as offline. */
NetworkGameList *item = NetworkGameListAddItem(detail);
@@ -148,6 +188,7 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_REGISTER_ACK(Packet *p)
switch (_network_server_connection_type) {
case CONNECTION_TYPE_ISOLATED: connection_type = "Remote players can't connect"; break;
case CONNECTION_TYPE_DIRECT: connection_type = "Public"; break;
+ case CONNECTION_TYPE_STUN: connection_type = "Behind NAT"; break;
case CONNECTION_TYPE_UNKNOWN: // Never returned from Game Coordinator.
default: connection_type = "Unknown"; break; // Should never happen, but don't fail if it does.
@@ -263,6 +304,49 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_DIRECT_CONNECT(Packet *p)
return true;
}
+bool ClientNetworkCoordinatorSocketHandler::Receive_GC_STUN_REQUEST(Packet *p)
+{
+ std::string token = p->Recv_string(NETWORK_TOKEN_LENGTH);
+
+ this->stun_handlers[token][AF_INET6] = ClientNetworkStunSocketHandler::Stun(token, AF_INET6);
+ this->stun_handlers[token][AF_INET] = ClientNetworkStunSocketHandler::Stun(token, AF_INET);
+ return true;
+}
+
+bool ClientNetworkCoordinatorSocketHandler::Receive_GC_STUN_CONNECT(Packet *p)
+{
+ std::string token = p->Recv_string(NETWORK_TOKEN_LENGTH);
+ uint8 tracking_number = p->Recv_uint8();
+ uint8 family = p->Recv_uint8();
+ std::string host = p->Recv_string(NETWORK_HOSTNAME_PORT_LENGTH);
+ uint16 port = p->Recv_uint16();
+
+ /* Check if we know this token. */
+ auto stun_it = this->stun_handlers.find(token);
+ if (stun_it == this->stun_handlers.end()) return true;
+ auto family_it = stun_it->second.find(family);
+ if (family_it == stun_it->second.end()) return true;
+
+ /* Ensure all other pending connection attempts are killed. */
+ if (this->game_connecter != nullptr) {
+ this->game_connecter->Kill();
+ this->game_connecter = nullptr;
+ }
+
+ /* We now mark the connection as closed, but we do not really close the
+ * socket yet. We do this when the NetworkReuseStunConnecter is connected.
+ * This prevents any NAT to already remove the route while we create the
+ * second connection on top of the first. */
+ family_it->second->CloseConnection(false);
+
+ /* Connect to our peer from the same local address as we use for the
+ * STUN server. This means that if there is any NAT in the local network,
+ * the public ip:port is still pointing to the local address, and as such
+ * a connection can be established. */
+ this->game_connecter = new NetworkReuseStunConnecter(host, port, family_it->second->local_addr, token, tracking_number, family);
+ return true;
+}
+
void ClientNetworkCoordinatorSocketHandler::Connect()
{
/* We are either already connected or are trying to connect. */
@@ -399,11 +483,8 @@ void ClientNetworkCoordinatorSocketHandler::ConnectFailure(const std::string &to
this->SendPacket(p);
- auto connecter_it = this->connecter.find(token);
- assert(connecter_it != this->connecter.end());
-
- connecter_it->second->SetFailure();
- this->connecter.erase(connecter_it);
+ /* We do not close the associated connecter here yet, as the
+ * Game Coordinator might have other methods of connecting available. */
}
/**
@@ -412,26 +493,72 @@ void ClientNetworkCoordinatorSocketHandler::ConnectFailure(const std::string &to
* @param token Token of the connecter that succeeded.
* @param sock The socket that the connecter can now use.
*/
-void ClientNetworkCoordinatorSocketHandler::ConnectSuccess(const std::string &token, SOCKET sock)
+void ClientNetworkCoordinatorSocketHandler::ConnectSuccess(const std::string &token, SOCKET sock, NetworkAddress &address)
{
/* Connecter will destroy itself. */
this->game_connecter = nullptr;
- assert(!_network_server);
+ if (_network_server) {
+ if (!ServerNetworkGameSocketHandler::ValidateClient(sock, address)) return;
+ Debug(net, 3, "[{}] Client connected from {} on frame {}", ServerNetworkGameSocketHandler::GetName(), address.GetHostname(), _frame_counter);
+ ServerNetworkGameSocketHandler::AcceptConnection(sock, address);
+ } else {
+ /* The client informs the Game Coordinator about the success. The server
+ * doesn't have to, as it is implied by the client telling. */
+ Packet *p = new Packet(PACKET_COORDINATOR_CLIENT_CONNECTED);
+ p->Send_uint8(NETWORK_COORDINATOR_VERSION);
+ p->Send_string(token);
+ this->SendPacket(p);
+
+ auto connecter_it = this->connecter.find(token);
+ assert(connecter_it != this->connecter.end());
+
+ connecter_it->second->SetConnected(sock);
+ this->connecter.erase(connecter_it);
+ }
- Packet *p = new Packet(PACKET_COORDINATOR_CLIENT_CONNECTED);
+ /* Close all remaining connections. */
+ this->CloseToken(token);
+}
+
+/**
+ * Callback from the STUN connecter to inform the Game Coordinator about the
+ * result of the STUN.
+ *
+ * This helps the Game Coordinator not to wait for a timeout on its end, but
+ * rather react as soon as the client/server knows the result.
+ */
+void ClientNetworkCoordinatorSocketHandler::StunResult(const std::string &token, uint8 family, bool result)
+{
+ Packet *p = new Packet(PACKET_COORDINATOR_SERCLI_STUN_RESULT);
p->Send_uint8(NETWORK_COORDINATOR_VERSION);
p->Send_string(token);
+ p->Send_uint8(family);
+ p->Send_bool(result);
this->SendPacket(p);
+}
- auto connecter_it = this->connecter.find(token);
- assert(connecter_it != this->connecter.end());
+void ClientNetworkCoordinatorSocketHandler::CloseStunHandler(const std::string &token, uint8 family)
+{
+ auto stun_it = this->stun_handlers.find(token);
+ if (stun_it == this->stun_handlers.end()) return;
- connecter_it->second->SetConnected(sock);
- this->connecter.erase(connecter_it);
+ if (family == AF_UNSPEC) {
+ for (auto &[family, stun_handler] : stun_it->second) {
+ stun_handler->CloseConnection();
+ stun_handler->CloseSocket();
+ }
- /* Close all remaining connections. */
- this->CloseToken(token);
+ this->stun_handlers.erase(stun_it);
+ } else {
+ auto family_it = stun_it->second.find(family);
+ if (family_it == stun_it->second.end()) return;
+
+ family_it->second->CloseConnection();
+ family_it->second->CloseSocket();
+
+ stun_it->second.erase(family_it);
+ }
}
/**
@@ -445,6 +572,21 @@ void ClientNetworkCoordinatorSocketHandler::CloseToken(const std::string &token)
this->game_connecter->Kill();
this->game_connecter = nullptr;
}
+
+ /* Close all remaining STUN connections. */
+ this->CloseStunHandler(token);
+
+ /* Close the caller of the connection attempt. */
+ auto connecter_it = this->connecter.find(token);
+ if (connecter_it != this->connecter.end()) {
+ connecter_it->second->SetFailure();
+ this->connecter.erase(connecter_it);
+ }
+ auto connecter_pre_it = this->connecter_pre.find(token);
+ if (connecter_pre_it != this->connecter_pre.end()) {
+ connecter_pre_it->second->SetFailure();
+ this->connecter_pre.erase(connecter_pre_it);
+ }
}
/**
@@ -460,6 +602,7 @@ void ClientNetworkCoordinatorSocketHandler::CloseAllTokens()
/* Mark any pending connecters as failed. */
for (auto &[token, it] : this->connecter) {
+ this->CloseStunHandler(token);
it->SetFailure();
}
for (auto &[invite_code, it] : this->connecter_pre) {
@@ -535,4 +678,10 @@ void ClientNetworkCoordinatorSocketHandler::SendReceive()
}
this->SendPackets();
+
+ for (const auto &[token, families] : this->stun_handlers) {
+ for (const auto &[family, stun_handler] : families) {
+ stun_handler->SendReceive();
+ }
+ }
}
diff --git a/src/network/network_coordinator.h b/src/network/network_coordinator.h
index f846958bf..9dd4c9b39 100644
--- a/src/network/network_coordinator.h
+++ b/src/network/network_coordinator.h
@@ -11,6 +11,7 @@
#define NETWORK_COORDINATOR_H
#include "core/tcp_coordinator.h"
+#include "network_stun.h"
#include <map>
/**
@@ -33,6 +34,12 @@
* - Send the client a GC_CONNECT with the peer address.
* - a) Client connects, client sends CLIENT_CONNECTED to Game Coordinator.
* - b) Client connect fails, client sends CLIENT_CONNECT_FAILED to Game Coordinator.
+ * 2) STUN? (see https://en.wikipedia.org/wiki/STUN)
+ * - Game Coordinator sends GC_STUN_REQUEST to server/client (asking for both IPv4 and IPv6 STUN requests).
+ * - Game Coordinator collects what combination works and sends GC_STUN_CONNECT to server/client.
+ * - a) Server/client connect, client sends CLIENT_CONNECTED to Game Coordinator.
+ * - b) Server/client connect fails, both send SERCLI_CONNECT_FAILED to Game Coordinator.
+ * - Game Coordinator tries other combination if available.
* - If all fails, Game Coordinator sends GC_CONNECT_FAILED to indicate no connection is possible.
*/
@@ -42,6 +49,7 @@ private:
std::chrono::steady_clock::time_point next_update; ///< When to send the next update (if server and public).
std::map<std::string, TCPServerConnecter *> connecter; ///< Based on tokens, the current connecters that are pending.
std::map<std::string, TCPServerConnecter *> connecter_pre; ///< Based on invite codes, the current connecters that are pending.
+ std::map<std::string, std::map<int, std::unique_ptr<ClientNetworkStunSocketHandler>>> stun_handlers; ///< All pending STUN handlers, stored by token:family.
TCPConnecter *game_connecter = nullptr; ///< Pending connecter to the game server.
protected:
@@ -51,6 +59,8 @@ protected:
bool Receive_GC_CONNECTING(Packet *p) override;
bool Receive_GC_CONNECT_FAILED(Packet *p) override;
bool Receive_GC_DIRECT_CONNECT(Packet *p) override;
+ bool Receive_GC_STUN_REQUEST(Packet *p) override;
+ bool Receive_GC_STUN_CONNECT(Packet *p) override;
public:
/** The idle timeout; when to close the connection because it's idle. */
@@ -65,11 +75,13 @@ public:
void SendReceive();
void ConnectFailure(const std::string &token, uint8 tracking_number);
- void ConnectSuccess(const std::string &token, SOCKET sock);
+ void ConnectSuccess(const std::string &token, SOCKET sock, NetworkAddress &address);
+ void StunResult(const std::string &token, uint8 family, bool result);
void Connect();
void CloseToken(const std::string &token);
void CloseAllTokens();
+ void CloseStunHandler(const std::string &token, uint8 family = AF_UNSPEC);
void Register();
void SendServerUpdate();
diff --git a/src/network/network_stun.cpp b/src/network/network_stun.cpp
new file mode 100644
index 000000000..4af9b1e9d
--- /dev/null
+++ b/src/network/network_stun.cpp
@@ -0,0 +1,140 @@
+/*
+ * This file is part of OpenTTD.
+ * OpenTTD 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, version 2.
+ * OpenTTD 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 OpenTTD. If not, see <http://www.gnu.org/licenses/>.
+ */
+
+/** @file network_stun.cpp STUN sending/receiving part of the network protocol. */
+
+#include "../stdafx.h"
+#include "../debug.h"
+#include "network.h"
+#include "network_coordinator.h"
+#include "network_stun.h"
+
+#include "../safeguards.h"
+
+/** Connect to the STUN server. */
+class NetworkStunConnecter : public TCPConnecter {
+private:
+ ClientNetworkStunSocketHandler *stun_handler;
+ std::string token;
+ uint8 family;
+
+public:
+ /**
+ * Initiate the connecting.
+ * @param stun_handler The handler for this request.
+ * @param connection_string The address of the server.
+ */
+ NetworkStunConnecter(ClientNetworkStunSocketHandler *stun_handler, const std::string &connection_string, const std::string &token, uint8 family) :
+ TCPConnecter(connection_string, NETWORK_STUN_SERVER_PORT, NetworkAddress(), family),
+ stun_handler(stun_handler),
+ token(token),
+ family(family)
+ {
+ }
+
+ void OnFailure() override
+ {
+ this->stun_handler->connecter = nullptr;
+
+ /* Connection to STUN server failed. For example, the client doesn't
+ * support IPv6, which means it will fail that attempt. */
+
+ _network_coordinator_client.StunResult(this->token, this->family, false);
+ }
+
+ void OnConnect(SOCKET s) override
+ {
+ this->stun_handler->connecter = nullptr;
+
+ assert(this->stun_handler->sock == INVALID_SOCKET);
+ this->stun_handler->sock = s;
+
+ /* Store the local address; later connects will reuse it again.
+ * This is what makes STUN work for most NATs. */
+ this->stun_handler->local_addr = NetworkAddress::GetSockAddress(s);
+
+ /* We leave the connection open till the real connection is setup later. */
+ }
+};
+
+/**
+ * Connect to the STUN server over either IPv4 or IPv6.
+ * @param token The token as received from the Game Coordinator.
+ * @param family What IP family to use.
+ */
+void ClientNetworkStunSocketHandler::Connect(const std::string &token, uint8 family)
+{
+ this->token = token;
+ this->family = family;
+
+ this->connecter = new NetworkStunConnecter(this, NetworkStunConnectionString(), token, family);
+}
+
+/**
+ * Send a STUN packet to the STUN server.
+ * @param token The token as received from the Game Coordinator.
+ * @param family What IP family this STUN request is for.
+ * @return The handler for this STUN request.
+ */
+std::unique_ptr<ClientNetworkStunSocketHandler> ClientNetworkStunSocketHandler::Stun(const std::string &token, uint8 family)
+{
+ auto stun_handler = std::make_unique<ClientNetworkStunSocketHandler>();
+
+ stun_handler->Connect(token, family);
+
+ Packet *p = new Packet(PACKET_STUN_SERCLI_STUN);
+ p->Send_uint8(NETWORK_COORDINATOR_VERSION);
+ p->Send_string(token);
+ p->Send_uint8(family);
+
+ stun_handler->SendPacket(p);
+
+ return stun_handler;
+}
+
+NetworkRecvStatus ClientNetworkStunSocketHandler::CloseConnection(bool error)
+{
+ NetworkStunSocketHandler::CloseConnection(error);
+
+ /* If our connecter is still pending, shut it down too. Otherwise the
+ * callback of the connecter can call into us, and our object is most
+ * likely about to be destroyed. */
+ if (this->connecter != nullptr) {
+ this->connecter->Kill();
+ this->connecter = nullptr;
+ }
+
+ return NETWORK_RECV_STATUS_OKAY;
+}
+
+/**
+ * Check whether we received/can send some data from/to the STUN server and
+ * when that's the case handle it appropriately.
+ */
+void ClientNetworkStunSocketHandler::SendReceive()
+{
+ if (this->sock == INVALID_SOCKET) return;
+
+ /* We never attempt to receive anything on a STUN socket. After
+ * connecting a STUN connection, the local address will be reused to
+ * to establish the connection with the real server. If we would be to
+ * read this socket, some OSes get confused and deliver us packets meant
+ * for the real connection. It appears most OSes play best when we simply
+ * never attempt to read it to start with (and the packets will remain
+ * available on the other socket).
+ * Protocol-wise, the STUN server will never send any packet back anyway. */
+
+ this->CanSendReceive();
+ if (this->SendPackets() == SPS_ALL_SENT && !this->sent_result) {
+ /* We delay giving the GC the result this long, as to make sure we
+ * have sent the STUN packet first. This means the GC is more likely
+ * to have the result ready by the time our StunResult() packet
+ * arrives. */
+ this->sent_result = true;
+ _network_coordinator_client.StunResult(this->token, this->family, true);
+ }
+}
diff --git a/src/network/network_stun.h b/src/network/network_stun.h
new file mode 100644
index 000000000..8ffbff500
--- /dev/null
+++ b/src/network/network_stun.h
@@ -0,0 +1,34 @@
+/*
+ * This file is part of OpenTTD.
+ * OpenTTD 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, version 2.
+ * OpenTTD 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 OpenTTD. If not, see <http://www.gnu.org/licenses/>.
+ */
+
+/** @file network_stun.h Part of the network protocol handling STUN requests. */
+
+#ifndef NETWORK_STUN_H
+#define NETWORK_STUN_H
+
+#include "core/tcp_stun.h"
+
+/** Class for handling the client side of the STUN connection. */
+class ClientNetworkStunSocketHandler : public NetworkStunSocketHandler {
+private:
+ std::string token; ///< Token of this STUN handler.
+ uint8 family = AF_UNSPEC; ///< Family of this STUN handler.
+ bool sent_result = false; ///< Did we sent the result of the STUN connection?
+
+public:
+ TCPConnecter *connecter = nullptr; ///< Connecter instance.
+ NetworkAddress local_addr; ///< Local addresses of the socket.
+
+ NetworkRecvStatus CloseConnection(bool error = true) override;
+ void SendReceive();
+
+ void Connect(const std::string &token, uint8 family);
+
+ static std::unique_ptr<ClientNetworkStunSocketHandler> Stun(const std::string &token, uint8 family);
+};
+
+#endif /* NETWORK_STUN_H */