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bcdbedc0be
* Add RakNet source files to the VS project
144 lines
6.9 KiB
C++
144 lines
6.9 KiB
C++
/// \file
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/// \brief Contains the NAT-punchthrough plugin
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///
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/// This file is part of RakNet Copyright 2003 Kevin Jenkins.
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///
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/// Usage of RakNet is subject to the appropriate license agreement.
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/// Creative Commons Licensees are subject to the
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/// license found at
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/// http://creativecommons.org/licenses/by-nc/2.5/
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/// Single application licensees are subject to the license found at
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/// http://www.rakkarsoft.com/SingleApplicationLicense.html
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/// Custom license users are subject to the terms therein.
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/// GPL license users are subject to the GNU General Public
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/// License as published by the Free
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/// Software Foundation; either version 2 of the License, or (at your
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/// option) any later version.
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#ifndef __NAT_PUNCHTHROUGH_H
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#define __NAT_PUNCHTHROUGH_H
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#include "NetworkTypes.h"
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#include "Export.h"
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#include "PluginInterface.h"
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#include "PacketPriority.h"
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#include "DS_List.h"
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class RakPeerInterface;
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struct Packet;
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/// \defgroup NAT_PUNCHTHROUGH_GROUP NatPunchthrough
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/// \ingroup PLUGINS_GROUP
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/// \brief The NatPunchthrough class implements the NAT punch through technique, allowing two systems to connect to each other that are both behind NATs.
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///
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/// 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.
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/// This provides some security and allows multiple computers, each with a different IP address, to share one IP address as seen by the internet.
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///
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/// The problem is that NATs also ignore packets sent to them unless they sent a packet to the sender first.
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/// If two systems are both behind NATs, then neither system can connect to each other.
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/// Furthermore, some NATs will impose a temporary ban on an IP address that send unsolicited packets to them.
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///
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/// 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.
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/// 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
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/// fact they are handing an initial message. As replies are allowed, both systems get their corresponding messages and the connection takes place.
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/// S = system that wants to connect
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/// F = facilitator
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/// R = system to get the connection request.
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///
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/// S knows IP of R in advance.
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/// 1. S->F facilitate connection request to R
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/// 2. if (R is not is connected) F->S ID_NAT_TARGET_NOT_CONNECTED. Exit.
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/// 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.
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/// 4. F picks time highest(ave of Ping R,S) * N from now and sends this time RELIABLE and timestamped to R,S.
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/// 5. At time picked in (4), S attempts to connect to R. R sends offline ping to S.
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/// 6. If R disconnects before or at step 4, tell this to S via ID_NAT_TARGET_CONNECTION_LOST
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///
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/// \note Timing is important with this plugin. You need to call RakPeer::Receive frequently.
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/// \ingroup NAT_PUNCHTHROUGH_GROUP
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class RAK_DLL_EXPORT NatPunchthrough : public PluginInterface
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{
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public:
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/// Constructor
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NatPunchthrough();
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/// Destructor
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~NatPunchthrough();
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/// Call with true to allow other systems to use this system as a NAT punch through facilitator. This takes a little bandwidth but
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/// otherwise there is no reason to disallow it.
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/// Defaults to true
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/// \param[in] allow True to allow, false to disallow.
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void FacilitateConnections(bool allow);
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/// 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
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/// This is a non-blocking operation
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/// You know the connection is successful when you get the message ID_CONNECTION_ACCEPTED.
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/// You know the connection failed when you get the message ID_CONNECTION_ATTEMPT_FAILED, ID_CONNECTION_BANNED, or ID_NAT_TARGET_NOT_CONNECTED
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/// Both you and the host must be connected to the facilitator.
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/// \pre Requires that you first call Initialize
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/// \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.
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/// \param[in] receiver Either a dotted IP address or a domain name of the system you ultimately want to connect to.
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/// \param[in] remotePort Which port to connect to of the system you ultimately want to connect to.
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/// \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
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/// \param[in] passwordDataLength The length in bytes of passwordData
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/// \return If you are not connected to the facilitator this function returns false. Otherwise it returns true.
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bool Connect(const char* receiver, unsigned short remotePort, char* passwordData, int passwordDataLength, PlayerID facilitator);
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/// Same as above, but takes a PlayerID for a host
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/// \param[in] receiver The address of the host to connect to.
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/// \param[in] remotePort Which port to connect to of the system you ultimately want to connect to.
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/// \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
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/// \param[in] passwordDataLength The length in bytes of passwordData
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/// \return If you are not connected to the facilitator this function returns false. Otherwise it returns true.
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bool Connect(PlayerID receiver, char* passwordData, int passwordDataLength, PlayerID facilitator);
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/// Free internal memory.
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void Clear(void);
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/// \internal For plugin handling
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virtual void OnAttach(RakPeerInterface *peer);
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/// \internal For plugin handling
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virtual void Update(RakPeerInterface *peer);
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/// \internal For plugin handling
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virtual PluginReceiveResult OnReceive(RakPeerInterface *peer, Packet *packet);
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/// \internal For plugin handling
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virtual void OnDisconnect(RakPeerInterface *peer);
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/// \internal For plugin handling
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virtual void OnCloseConnection(RakPeerInterface *peer, PlayerID playerId);
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struct ConnectionRequest
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{
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// Used by all
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// 0 means unset. non-zero means send a connection request or offline message at that time.
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// If the sender is set, then we send an offline message. If the reciever is set, we send a connection request.
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RakNetTime nextActionTime;
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// Used by sender and facilitator
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bool facilitatingConnection;
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PlayerID receiver;
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// Used to remove old connection Requests
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RakNetTime timeoutTime;
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// Used only by sender
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PlayerID facilitator;
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char* passwordData;
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int passwordDataLength;
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// Used only by facilitator
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PlayerID sender;
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unsigned char pingCount;
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};
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protected:
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void OnPunchthroughRequest(RakPeerInterface *peer, Packet *packet);
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void OnConnectAtTime(RakPeerInterface *peer, Packet *packet);
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void OnSendOfflineMessageAtTime(RakPeerInterface *peer, Packet *packet);
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PluginReceiveResult RemoveRequestByFacilitator(PlayerID playerId);
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bool allowFacilitation;
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RakPeerInterface *rakPeer;
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DataStructures::List<ConnectionRequest*> connectionRequestList;
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};
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#endif
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