SA-MP/raknet/NatPunchthrough.h

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/// \file
/// \brief Contains the NAT-punchthrough plugin
///
/// This file is part of RakNet Copyright 2003 Kevin Jenkins.
///
/// Usage of RakNet is subject to the appropriate license agreement.
/// Creative Commons Licensees are subject to the
/// license found at
/// http://creativecommons.org/licenses/by-nc/2.5/
/// Single application licensees are subject to the license found at
/// http://www.rakkarsoft.com/SingleApplicationLicense.html
/// Custom license users are subject to the terms therein.
/// GPL license users are subject to 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.
#ifndef __NAT_PUNCHTHROUGH_H
#define __NAT_PUNCHTHROUGH_H
#include "NetworkTypes.h"
#include "Export.h"
#include "PluginInterface.h"
#include "PacketPriority.h"
#include "DS_List.h"
class RakPeerInterface;
struct Packet;
/// \defgroup NAT_PUNCHTHROUGH_GROUP NatPunchthrough
/// \ingroup PLUGINS_GROUP
/// \brief The NatPunchthrough class implements the NAT punch through technique, allowing two systems to connect to each other that are both behind NATs.
///
/// A NAT (Network Address Translator) is a system that will makes it so your system's IP address is different from the IP address exposed to the internet.
/// This provides some security and allows multiple computers, each with a different IP address, to share one IP address as seen by the internet.
///
/// The problem is that NATs also ignore packets sent to them unless they sent a packet to the sender first.
/// If two systems are both behind NATs, then neither system can connect to each other.
/// Furthermore, some NATs will impose a temporary ban on an IP address that send unsolicited packets to them.
///
/// This can be solved by using a third system, a facilitator, that is not behind a NAT and that both systems are already connected to.
/// It will synchronize a send between both NAT systems such that the routers will both consider themselves as handling a reply to a message, when in
/// fact they are handing an initial message. As replies are allowed, both systems get their corresponding messages and the connection takes place.
/// S = system that wants to connect
/// F = facilitator
/// R = system to get the connection request.
///
/// S knows IP of R in advance.
/// 1. S->F facilitate connection request to R
/// 2. if (R is not is connected) F->S ID_NAT_TARGET_NOT_CONNECTED. Exit.
/// 3. F -> (Ping S, Ping R), every X ms Y times. Wait Max(Ping(s), Ping(r) * multiple ms more, then go to step 4.
/// 4. F picks time highest(ave of Ping R,S) * N from now and sends this time RELIABLE and timestamped to R,S.
/// 5. At time picked in (4), S attempts to connect to R. R sends offline ping to S.
/// 6. If R disconnects before or at step 4, tell this to S via ID_NAT_TARGET_CONNECTION_LOST
///
/// \note Timing is important with this plugin. You need to call RakPeer::Receive frequently.
/// \ingroup NAT_PUNCHTHROUGH_GROUP
class RAK_DLL_EXPORT NatPunchthrough : public PluginInterface
{
public:
/// Constructor
NatPunchthrough();
/// Destructor
~NatPunchthrough();
/// Call with true to allow other systems to use this system as a NAT punch through facilitator. This takes a little bandwidth but
/// otherwise there is no reason to disallow it.
/// Defaults to true
/// \param[in] allow True to allow, false to disallow.
void FacilitateConnections(bool allow);
/// Call this to start to connect to the specified host (ip or domain name) and server port using \a facilitator to punch through a NAT
/// This is a non-blocking operation
/// You know the connection is successful when you get the message ID_CONNECTION_ACCEPTED.
/// You know the connection failed when you get the message ID_CONNECTION_ATTEMPT_FAILED, ID_CONNECTION_BANNED, or ID_NAT_TARGET_NOT_CONNECTED
/// Both you and the host must be connected to the facilitator.
/// \pre Requires that you first call Initialize
/// \pre Both \a host and this system must already be connected to the system at the address \a facilitator and facilitator must be running NatPunchthrough with FacilitateConnections(true) previously called.
/// \param[in] receiver Either a dotted IP address or a domain name of the system you ultimately want to connect to.
/// \param[in] remotePort Which port to connect to of the system you ultimately want to connect to.
/// \param[in] passwordData A data block that must match the data block on the \a host. This can be just a password, or can be a stream of data
/// \param[in] passwordDataLength The length in bytes of passwordData
/// \return If you are not connected to the facilitator this function returns false. Otherwise it returns true.
bool Connect(const char* receiver, unsigned short remotePort, char* passwordData, int passwordDataLength, PlayerID facilitator);
/// Same as above, but takes a PlayerID for a host
/// \param[in] receiver The address of the host to connect to.
/// \param[in] remotePort Which port to connect to of the system you ultimately want to connect to.
/// \param[in] passwordData A data block that must match the data block on the \a host. This can be just a password, or can be a stream of data
/// \param[in] passwordDataLength The length in bytes of passwordData
/// \return If you are not connected to the facilitator this function returns false. Otherwise it returns true.
bool Connect(PlayerID receiver, char* passwordData, int passwordDataLength, PlayerID facilitator);
/// Free internal memory.
void Clear(void);
/// \internal For plugin handling
virtual void OnAttach(RakPeerInterface *peer);
/// \internal For plugin handling
virtual void Update(RakPeerInterface *peer);
/// \internal For plugin handling
virtual PluginReceiveResult OnReceive(RakPeerInterface *peer, Packet *packet);
/// \internal For plugin handling
virtual void OnDisconnect(RakPeerInterface *peer);
/// \internal For plugin handling
virtual void OnCloseConnection(RakPeerInterface *peer, PlayerID playerId);
struct ConnectionRequest
{
// Used by all
// 0 means unset. non-zero means send a connection request or offline message at that time.
// If the sender is set, then we send an offline message. If the reciever is set, we send a connection request.
RakNetTime nextActionTime;
// Used by sender and facilitator
bool facilitatingConnection;
PlayerID receiver;
// Used to remove old connection Requests
RakNetTime timeoutTime;
// Used only by sender
PlayerID facilitator;
char* passwordData;
int passwordDataLength;
// Used only by facilitator
PlayerID sender;
unsigned char pingCount;
};
protected:
void OnPunchthroughRequest(RakPeerInterface *peer, Packet *packet);
void OnConnectAtTime(RakPeerInterface *peer, Packet *packet);
void OnSendOfflineMessageAtTime(RakPeerInterface *peer, Packet *packet);
PluginReceiveResult RemoveRequestByFacilitator(PlayerID playerId);
bool allowFacilitation;
RakPeerInterface *rakPeer;
DataStructures::List<ConnectionRequest*> connectionRequestList;
};
#endif