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CnC_Renegade/Code/Commando/natter.cpp

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** 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 3 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, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : Command & Conquer *
* *
* $Archive:: /Commando/Code/Commando/natter.cpp $*
* *
* $Author:: Steve_t $*
* *
* $Modtime:: 3/22/02 4:08p $*
* *
* $Revision:: 28 $*
* *
* *
*---------------------------------------------------------------------------------------------*
* *
* *
*---------------------------------------------------------------------------------------------*
* *
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
/*
** Disable warning about exception handling not being enabled.
*/
#pragma warning(disable : 4530)
#include "always.h"
#include "_globals.h"
#include "wwdebug.h"
#include "natter.h"
#include "nat.h"
#include "natsock.h"
#include "crandom.h"
#include "registry.h"
#include "wollogonmgr.h"
#include "packettype.h"
#include "cnetwork.h"
#include "fromaddress.h"
#include "packetmgr.h"
#include "..\wwonline\wolchannel.h"
#include "..\wwonline\wolgameoptions.h"
#include "..\wwonline\wollogininfo.h"
#include "..\wwonline\wolproduct.h"
#include "..\wwonline\wolserver.h"
WOLNATInterfaceClass WOLNATInterface;
/***********************************************************************************************
* WOLNATInterfaceClass::WOLNATInterfaceClass -- Class constructor *
* *
* *
* *
* INPUT: Nothing *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 8/7/2001 7:45PM ST : Created *
*=============================================================================================*/
WOLNATInterfaceClass::WOLNATInterfaceClass(void)
{
GameOptionsMutex = CreateMutex(NULL, false, NULL);
ServiceSocketHandler = NULL;
IsServer = false;
PortBase = 0;
ForcePort = 0;
RegExternalIP = 0;
RegExternalPort = 0;
ChatExternalIP = 0;
}
/***********************************************************************************************
* WOLNATInterfaceClass::~WOLNATInterfaceClass -- Class destructor *
* *
* *
* *
* INPUT: Nothing *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 8/7/2001 7:45PM ST : Created *
*=============================================================================================*/
WOLNATInterfaceClass::~WOLNATInterfaceClass(void)
{
CloseHandle(GameOptionsMutex);
}
/***********************************************************************************************
* WOLNATInterfaceClass::Init -- Get the class ready for use. *
* *
* *
* *
* INPUT: Nothing *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 8/9/2001 1:20PM ST : Created *
*=============================================================================================*/
void WOLNATInterfaceClass::Init(void)
{
/*
** Start up the firewall helper class.
*/
FirewallHelper.Startup();
/*
** Get the session pointer.
*/
SessionPtr = WWOnline::Session::GetInstance(false);
/*
** Register as an observer.
*/
Observer<WWOnline::UserEvent>::NotifyMe(*SessionPtr);
Observer<WWOnline::UserIPEvent>::NotifyMe(*SessionPtr);
Observer<WWOnline::GameOptionsMessage>::NotifyMe(*SessionPtr);
Observer<WWOnline::ConnectionStatus>::NotifyMe(*SessionPtr);
/*
** Read default values from the registry.
*/
RegistryClass reg(APPLICATION_SUB_KEY_NAME_NET_FIREWALL);
fw_assert(reg.Is_Valid());
if (reg.Is_Valid()) {
/*
** Read the FirewallHelper values from the registry.
*/
int last_behavior = reg.Get_Int("Behavior", 0);
int last_source_port_allocation_delta = reg.Get_Int("PortDelta", 1);
int source_port_pool = reg.Get_Int("PortPool", 0);
int confidence = reg.Get_Int("Confidence", 0);
bool send_delay; // = reg.Get_Bool("SendDelay", 0);
int force_port;
Get_Config(&reg, force_port, send_delay);
ForcePort = (unsigned short) force_port;
RegExternalIP = (unsigned long) reg.Get_Int("ExternalIP", RegExternalIP);
RegExternalPort = (unsigned short) reg.Get_Int("ExternalPort", RegExternalPort);
/*
** Set the values into the firewall helper.
*/
FirewallHelper.Set_Firewall_Info((unsigned long)last_behavior, last_source_port_allocation_delta, (unsigned short)source_port_pool, send_delay, confidence);
/*
** Read the local class values from the registry.
*/
PortBase = reg.Get_Int("PortBase", PortBase);
//ForcePort = reg.Get_Int("ForcePort", ForcePort);
}
/*
** Make sure the base port is reasonable.
*/
if (PortBase < 1024) {
PortBase = FreeRandom.Get_Int(PORT_BASE_MIN, PORT_BASE_MAX - 32);
}
fw_assert(PortBase >= PORT_BASE_MIN && PortBase < PORT_BASE_MAX);
/*
** Use the next base port. Add 2 not 1 since the server requires 2 ports if not dedicated.
** Make sure the port isn't in use.
*/
bool got_port = false;
unsigned short start_port = PortBase;
unsigned long timeout = TIMEGETTIME() + TIMER_SECOND * 5;
do {
PortBase += 2;
if (PortBase > PORT_BASE_MAX - 1) {
PortBase = PORT_BASE_MIN;
}
/*
** If we went all the way around and couldn't find a port then give up.
*/
if (PortBase == start_port) {
break;
}
/*
** Try binding the ports to sockets to see if they are useable.
*/
SocketHandlerClass socket1, socket2;
if (socket1.Open(PortBase, 0)) {
if (socket2.Open(PortBase+1, 0)) {
got_port = true;
socket2.Close();
} else {
WWDEBUG_SAY(("WOLNATInterface::Init - unable to open port %d\n", (int)PortBase+1));
}
socket1.Close();
} else {
WWDEBUG_SAY(("WOLNATInterface::Init - unable to open port %d\n", (int)PortBase));
}
} while (!got_port && timeout > TIMEGETTIME());
}
/***********************************************************************************************
* WOLNATInterfaceClass::Get_Port_As_Server -- Get the current server port number *
* *
* *
* *
* INPUT: Nothing *
* *
* OUTPUT: Server port *
* *
* WARNINGS: Use on server side only *
* *
* HISTORY: *
* 8/20/2001 12:27PM ST : Created *
*=============================================================================================*/
unsigned short WOLNATInterfaceClass::Get_Port_As_Server(void)
{
fw_assert(PortBase != 0);
/*
** If the user specified a port then use that.
*/
if (ForcePort) {
WWDEBUG_SAY(("WOLNATInterface::Get_Port_As_Server - returning port %d\n", (int)ForcePort));
return(ForcePort);
}
/*
** Use the rolling port number scheme.
*/
WWDEBUG_SAY(("WOLNATInterface::Get_Port_As_Server - returning port %d\n", (int)PortBase));
return(PortBase);
}
/***********************************************************************************************
* WOLNATInterfaceClass::Get_Port_As_Server_Client -- Get the current client port number *
* *
* *
* *
* INPUT: Nothing *
* *
* OUTPUT: Client port for server player *
* *
* WARNINGS: Use on server side only *
* *
* HISTORY: *
* 8/20/2001 12:27PM ST : Created *
*=============================================================================================*/
unsigned short WOLNATInterfaceClass::Get_Port_As_Server_Client(void)
{
fw_assert(PortBase != 0);
/*
** If the user specified a port then use that.
*/
if (ForcePort) {
WWDEBUG_SAY(("WOLNATInterface::Get_Port_As_Server_Client - returning port %d\n", (int)ForcePort+1));
return(ForcePort + 1);
}
/*
** Use the rolling port number scheme.
*/
WWDEBUG_SAY(("WOLNATInterface::Get_Port_As_Server_Client - returning port %d\n", (int)PortBase+1));
return(PortBase + 1);
}
/***********************************************************************************************
* WOLNATInterfaceClass::Set_Server -- Set the IsServer flag for the class *
* *
* *
* *
* INPUT: Nothing *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 8/14/2001 2:20PM ST : Created *
*=============================================================================================*/
void WOLNATInterfaceClass::Set_Server(bool is_server)
{
IsServer = is_server;
if (IsServer) {
FirewallHelper.Reset_Server();
}
}
/***********************************************************************************************
* WOLNATInterfaceClass::Get_Mangler_Server_List -- Get list if mangler servers *
* *
* *
* *
* INPUT: Nothing *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 8/21/2001 9:59PM ST : Created *
*=============================================================================================*/
DynamicVectorClass<WOL::Server*> WOLNATInterfaceClass::Get_Mangler_Server_List(void)
{
DynamicVectorClass<WOL::Server*> return_list;
const WWOnline::MGLServerList &server_list = SessionPtr->GetManglerServerList();
int num_servers = server_list.size();
/*
** Copy each server from the Session server list into our own vector.
*/
for (int i=0 ; i<num_servers ; i++) {
WOL::Server *server = new WOL::Server;
memcpy((void*)server, (void*)&(server_list[i]->GetData()), sizeof(*server));
return_list.Add(server);
}
return(return_list);
}
/***********************************************************************************************
* WOLNATInterfaceClass::Get_Num_Mangler_Servers -- Get the number of mangler servers we have *
* *
* *
* *
* INPUT: Nothing *
* *
* OUTPUT: Number of mangler servers *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 8/21/2001 9:59PM ST : Created *
*=============================================================================================*/
int WOLNATInterfaceClass::Get_Num_Mangler_Servers(void)
{
const WWOnline::MGLServerList &server_list = SessionPtr->GetManglerServerList();
return(server_list.size());
}
/***********************************************************************************************
* WOLNATInterfaceClass::Get_Mangler_Name_By_Index -- Get mangler name from servserv *
* *
* *
* *
* INPUT: Index of name to retrieve *
* Buffer to return name in *
* *
* OUTPUT: True if we found the name *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 8/21/2001 10:17PM ST : Created *
*=============================================================================================*/
bool WOLNATInterfaceClass::Get_Mangler_Name_By_Index(int index, char *mangler_name)
{
/*
** Get the server list.
*/
DynamicVectorClass<WOL::Server*> server_list = WOLNATInterface.Get_Mangler_Server_List();
/*
** Make sure it contains the server index we want.
*/
if (server_list.Count() <= index) {
for (int i=0 ; i<server_list.Count() ; i++) {
delete server_list[i];
}
server_list.Delete_All();
return(false);
}
/*
** Find the name we want.
*/
char conn_data[128];
fw_assert(strlen((char*)server_list[index]->conndata) < 128);
strcpy(conn_data, (char*) server_list[index]->conndata);
for (int i=0 ; i<server_list.Count() ; i++) {
delete server_list[i];
}
server_list.Delete_All();
char *cptr = strtok(conn_data, ";");
cptr = strtok(NULL, ";");
if (cptr) {
/*
** Found the name, copy it into the return buffer and we are done.
*/
strcpy(mangler_name, cptr);
return(true);
}
return(false);
}
/***********************************************************************************************
* WOLNATInterfaceClass::Get_Mangler_Port_By_Index -- Get mangler port from servserv *
* *
* *
* *
* INPUT: Index of port number to retrieve *
* *
* OUTPUT: Port number (0 if not found) *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 8/21/2001 10:17PM ST : Created *
*=============================================================================================*/
unsigned short WOLNATInterfaceClass::Get_Mangler_Port_By_Index(int index)
{
/*
** Get the server list.
*/
DynamicVectorClass<WOL::Server*> server_list = WOLNATInterface.Get_Mangler_Server_List();
/*
** Make sure it contains the server index we want.
*/
if (server_list.Count() <= index) {
for (int i=0 ; i<server_list.Count() ; i++) {
delete server_list[i];
}
server_list.Delete_All();
return(false);
}
/*
** Find the port we want.
*/
char conn_data[128];
fw_assert(strlen((char*)server_list[index]->conndata) < 128);
strcpy(conn_data, (char*) server_list[index]->conndata);
for (int i=0 ; i<server_list.Count() ; i++) {
delete server_list[i];
}
server_list.Delete_All();
char *cptr = strtok(conn_data, ";");
cptr = strtok(NULL, ";");
if (cptr) {
cptr = strtok(NULL, ";");
if (cptr) {
return((unsigned short)atol(cptr));
}
}
return(0);
}
/***********************************************************************************************
* WOLNATInterfaceClass::Shutdown -- Put the class into a limbo state *
* *
* *
* *
* INPUT: Nothing *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 8/9/2001 1:20PM ST : Created *
*=============================================================================================*/
void WOLNATInterfaceClass::Shutdown(void)
{
/*
** Unregister our observer status.
*/
//Observer<WWOnline::UserEvent>::StopObserving();
Observer<WWOnline::GameOptionsMessage>::StopObserving();
Observer<WWOnline::ConnectionStatus>::StopObserving();
/*
** Relase the session pointer
*/
SessionPtr.Release();
/*
** Now we need to write out any registry values that might have changed.
*/
RegistryClass reg(APPLICATION_SUB_KEY_NAME_NET_FIREWALL);
fw_assert(reg.Is_Valid());
if (reg.Is_Valid()) {
/*
** Read the FirewallHelper values from the class.
*/
unsigned long last_behavior = 0;
int last_source_port_allocation_delta = 1;
unsigned short source_port_pool = PORT_POOL_MIN;
bool send_delay = false;
int confidence = 0;
FirewallHelper.Get_Firewall_Info(last_behavior, last_source_port_allocation_delta, source_port_pool, send_delay, confidence);
reg.Set_Int("Behavior", (int)last_behavior);
reg.Set_Int("PortDelta", last_source_port_allocation_delta);
reg.Set_Int("PortPool", (int)source_port_pool);
reg.Set_Int("Confidence", confidence);
//reg.Set_Bool("SendDelay", send_delay);
/*
** Set the local class values into the registry.
*/
reg.Set_Int("PortBase", PortBase);
//reg.Set_Int("ForcePort", ForcePort);
Set_Config(&reg, ForcePort, send_delay);
}
/*
** Shut down the firewall helper class.
*/
FirewallHelper.Shutdown();
}
/***********************************************************************************************
* WOLNATInterfaceClass::Get_Config -- Get config settings from the registry. *
* *
* *
* *
* INPUT: Ptr to registry entry object (null for default) *
* Reference to port number to set *
* Reference to send delay flag to set *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 9/24/2001 12:38PM ST : Created *
*=============================================================================================*/
void WOLNATInterfaceClass::Get_Config(RegistryClass *reg, int &port_number, bool &send_delay)
{
RegistryClass *local_reg = reg;
if (!local_reg) {
local_reg = new RegistryClass(APPLICATION_SUB_KEY_NAME_NET_FIREWALL);
}
send_delay = local_reg->Get_Bool("SendDelay", FirewallHelper.Get_Send_Delay());
port_number = local_reg->Get_Int("ForcePort", ForcePort);
FirewallHelper.Set_Send_Delay(send_delay);
ForcePort = port_number;
if (!reg) {
delete local_reg;
}
}
/***********************************************************************************************
* WOLNATInterfaceClass::Set_Config -- Set config settings into the registry *
* *
* *
* *
* INPUT: Ptr to registry entry object (null for default) *
* Port number to set *
* Send delay flag to set *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 9/24/2001 12:39PM ST : Created *
*=============================================================================================*/
void WOLNATInterfaceClass::Set_Config(RegistryClass *reg, int port_number, bool send_delay)
{
RegistryClass *local_reg = reg;
if (!local_reg) {
local_reg = new RegistryClass(APPLICATION_SUB_KEY_NAME_NET_FIREWALL);
}
FirewallHelper.Set_Send_Delay(send_delay);
ForcePort = port_number;
local_reg->Set_Bool("SendDelay", send_delay);
local_reg->Set_Int("ForcePort", ForcePort);
if (!reg) {
delete local_reg;
}
}
/***********************************************************************************************
* WOLNATInterfaceClass::HandleNotification -- Handle notification for user event. *
* *
* *
* *
* INPUT: UserEvent thingy *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 8/7/2001 6:57PM ST : Created *
*=============================================================================================*/
void WOLNATInterfaceClass::HandleNotification(WWOnline::UserEvent& event)
{
WWDEBUG_SAY(("WOLNATInterface: UserEvent received.\n"));
/*
** If we are in a channel the request our IP.
*/
if (ChatExternalIP == 0) {
if (event.GetEvent() == WWOnline::UserEvent::Join) {
const RefPtr<WWOnline::UserData>& joiner = event.Subject();
WOL::User const &user = joiner->GetData();
/*
** Is this me?
*/
WideStringClass nick;
if (WOLLogonMgr::GetLoginName(nick)) {
WWDEBUG_SAY(("WOLNATInterface: User is %s\n", (char*)user.name));
char name_buffer[256];
name_buffer[0] = 0;
Get_Silly_String(&nick, name_buffer, 256);
if (stricmp(name_buffer, (char*)user.name) == 0) {
/*
** Ask the chat server what my IP is.
*/
SessionPtr->RequestUserIP((char*)user.name);
}
}
}
}
/*
** If someone is leaving the channel, and we are a server they are waiting to negotiate with, then we need to remove them
** from our pending negotiation list.
*/
if (Am_I_Server() && event.GetEvent() == WWOnline::UserEvent::Leave) {
const RefPtr<WWOnline::UserData>& joiner = event.Subject();
WOL::User const &user = joiner->GetData();
if (FirewallHelper.Remove_Player_From_Negotiation_Queue_If_Mutex_Available((char *)user.name)) {
WWDEBUG_SAY(("WOLNATInterface: UserEvent Handler: Removed %s from player queue.\n", (char*)user.name));
}
}
#if (0)
/*
** Don't do anything here unless we are the server.
*/
if (Am_I_Server()) {
//if (CombatManager::I_Am_Server()) {
/*
** If someone is joining our channel and we are a game server then we need to start talking to them.
*/
if (event.GetEvent() == WWOnline::UserEvent::Join) {
WWDEBUG_SAY(("WOLNATInterface: UserEvent is 'Join'.\n"));
/*
** Make sure this is a game channel by comparing the channel type to the game ID in our SKU.
*/
/*
** Get the channel type and our product SKU.
*/
const RefPtr<WWOnline::ChannelData> &channel = SessionPtr->GetCurrentChannel();
WOL::Channel &wol_channel = channel->GetData();
RefPtrConst<WWOnline::Product> product = WWOnline::Product::Current();
if (product.IsValid()) {
int sku = product->GetSKU();
/*
** Compare only the product type field of the sku with the game channel type.
*/
if (wol_channel.type == ((sku & 0xff00) >> 8)) {
WWDEBUG_SAY(("WOLNATInterface: Channel is of our game type\n"));
/*
** Get the original user structure from the event.
*/
const RefPtr<WWOnline::UserData>& joiner = event.Subject();
WOL::User const &user = joiner->GetData();
/*
** Is this me? If so, we don't want to invite ourselves.
*/
WideStringClass nick;
if (WOLLogonMgr::GetLoginName(nick)) {
WWDEBUG_SAY(("WOLNATInterface: User is %s\n", (char*)user.name));
char name_buffer[256];
name_buffer[0] = 0;
Get_Silly_String(&nick, name_buffer, 256);
if (stricmp(name_buffer, (char*)user.name) != 0) {
WWDEBUG_SAY(("WOLNATInterface: User isn't me.\n", (char*)user.name));
/*
** Call the join function.
*/
FirewallHelper.Talk_To_New_Player((WOL::User*)&user);
}
}
}
}
}
}
#endif //(0)
}
/***********************************************************************************************
* WOLNATInterfaceClass::HandleNotification -- Handle notification for game options. *
* *
* *
* *
* INPUT: Game options message *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 8/7/2001 7:50PM ST : Created *
*=============================================================================================*/
void WOLNATInterfaceClass::HandleNotification(WWOnline::GameOptionsMessage &message)
{
WWDEBUG_SAY(("WOLNATInterface: GameOptionsMessage received.\n"));
if (message.IsPrivate()) {
/*
** Get the message.
*/
const WOL::User& user = message.GetWOLUser();
WideStringClass porky_options = message.GetOptions();
/*
** Convert to standard string.
*/
char slender_options[OPTIONS_STAGING_BUFFER_SIZE];
#ifdef WWDEBUG
char *ptr =
#endif //WWDEBUG
Get_Silly_String(&porky_options, slender_options, sizeof(slender_options));
fw_assert(ptr == slender_options);
if (strnicmp(slender_options, "NAT:", 4) == 0) {
/*
** Add it to the options staging area.
*/
ThreadLockClass locker(this);
GameOptionsStagingStruct *new_options = new GameOptionsStagingStruct;
new_options->User = user;
strcpy(new_options->Options, slender_options);
IncomingOptions.Add(new_options);
}
}
}
/***********************************************************************************************
* WOLNATInterfaceClass::HandleNotification -- Handle notification for connection status. *
* *
* *
* *
* INPUT: Connection status *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 8/7/2001 7:50PM ST : Created *
*=============================================================================================*/
void WOLNATInterfaceClass::HandleNotification(WWOnline::ConnectionStatus &status)
{
WWDEBUG_SAY(("WOLNATInterface: ConnectionStatus received.\n"));
if (status == WWOnline::ConnectionConnected) {
FirewallHelper.Connected_To_WWOnline_Server();
}
}
/***********************************************************************************************
* WOLNATInterfaceClass::HandleNotification -- Handle notification for user IP events *
* *
* *
* *
* INPUT: User IP Event *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 8/7/2001 7:50PM ST : Created *
*=============================================================================================*/
void WOLNATInterfaceClass::HandleNotification(WWOnline::UserIPEvent &ipevent)
{
WWDEBUG_SAY(("WOLNATInterface: ConnectionStatus received.\n"));
if (ipevent.GetEvent() == WWOnline::UserIPEvent::GotIP) {
WOL::User user = ipevent();
char namebuf[32];
if (Get_My_Name(namebuf)) {
if (stricmp((char*)user.name, namebuf) == 0) {
unsigned long ip = user.ipaddr;
WWDEBUG_SAY(("WOLNATInterfaceClass::HandleNotification(WWOnline::UserIPEvent &ipevent) : ip = %08x\n"));
ChatExternalIP = ip;
if (ForcePort || !FirewallHelper.Get_External_Address().Is_Valid() || FirewallHelper.Get_External_Address().Get_Address() == 0) {
IPAddressClass ipaddr(ip, 0);
FirewallHelper.Set_External_Address(ipaddr);
}
}
}
}
}
/***********************************************************************************************
* WOLNATInterfaceClass::Get_My_Name -- Get name of local user. *
* *
* *
* *
* INPUT: Ptr to return buffer *
* *
* OUTPUT: True if got name *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 8/13/2001 12:08PM ST : Created *
*=============================================================================================*/
bool WOLNATInterfaceClass::Get_My_Name(char *namebuf)
{
WideStringClass nick;
if (WOLLogonMgr::GetLoginName(nick)) {
namebuf[0] = 0;
Get_Silly_String(&nick, namebuf, 256);
return(true);
}
return(false);
}
/***********************************************************************************************
* WOLNATInterfaceClass::Send_Private_Game_Options -- Send private game options *
* *
* *
* *
* INPUT: Nothing *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 8/7/2001 7:18PM ST : Created *
*=============================================================================================*/
void WOLNATInterfaceClass::Send_Private_Game_Options(WOL::User *user, char *options)
{
/*
** This can be called from the firewall thread so all it does is add the options to a queue. We can't send them directly
** here since WOLAPI doesn't have a multi-threaded interface.
*/
ThreadLockClass locker(this);
fw_assert(user != NULL);
fw_assert(options != NULL);
fw_assert(strlen(options) < OPTIONS_STAGING_BUFFER_SIZE);
GameOptionsStagingStruct *new_options = new GameOptionsStagingStruct;
new_options->User = *user;
strcpy(new_options->Options, options);
WWDEBUG_SAY(("WOLNATInterface: Send options string: %s\n", options));
OutgoingOptions.Add(new_options);
}
/***********************************************************************************************
* WOLNATInterfaceClass::Get_Private_Game_Options -- Return next game options packet *
* *
* *
* *
* INPUT: Nothing *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 8/9/2001 9:40PM ST : Created *
*=============================================================================================*/
bool WOLNATInterfaceClass::Get_Private_Game_Options(WOL::User *user, char *options_buffer, int option_buffer_len)
{
ThreadLockClass locker(this);
fw_assert(user != NULL);
fw_assert(options_buffer != NULL);
fw_assert(option_buffer_len >= OPTIONS_STAGING_BUFFER_SIZE);
if (IncomingOptions.Count()) {
GameOptionsStagingStruct *options = IncomingOptions[0];
memcpy(user, &options->User, sizeof(*user));
strcpy(options_buffer, options->Options);
delete IncomingOptions[0];
IncomingOptions.Delete(0);
return(true);
}
return(false);
}
/***********************************************************************************************
* WOLNATInterfaceClass::Tell_Server_That_Client_Is_In_Channel -- Client initiates port neg. *
* *
* *
* *
* INPUT: Nothing *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 11/13/2001 2:15PM ST : Created *
*=============================================================================================*/
void WOLNATInterfaceClass::Tell_Server_That_Client_Is_In_Channel(void)
{
/*
** Get the channel name (could be passed in maybe).
*/
RefPtr<WWOnline::Session> wol_session = WWOnline::Session::GetInstance(false);
WideStringClass name_string(wol_session->GetCurrentChannel()->GetName(), true);
char namebuf[256];
int buffer_size = sizeof(namebuf);
Get_Silly_String(&name_string, namebuf, buffer_size);
/*
** Fill in a ClientInChannel options packet to send to the host.
*/
PrivateGameOptionsStruct options;
strcpy(options.NATOptionsPrefix, "NAT:");
options.Option = WOLNATInterfaceClass::OPTION_CLIENT_IN_CHANNEL;
char my_name[64];
Get_My_Name(my_name);
strcpy(options.OptionData.ClientInChannel.Name, my_name);
/*
** Send it.
*/
WOL::User user;
memset(&user, 0, sizeof(user));
strcpy((char*)user.name, namebuf);
WOLNATInterface.Send_Private_Game_Options(&user, (char*)&options);
}
/***********************************************************************************************
* WOLNATInterfaceClass::Service -- Game options service *
* *
* *
* *
* INPUT: Nothing *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 8/7/2001 8:17PM ST : Created *
*=============================================================================================*/
void WOLNATInterfaceClass::Service(void)
{
ThreadLockClass locker(this);
/*
** Remove any names from the client queue that represent players who have already left the channel.
*/
FirewallHelper.Cleanup_Client_Queue();
/*
** Send any pending game options strings.
*/
while (OutgoingOptions.Count()) {
GameOptionsStagingStruct *options = OutgoingOptions[0];
#ifdef WWDEBUG
HRESULT res =
#endif //WWDEBUG
SessionPtr->GetChatObject()->RequestPrivateGameOptions(&options->User, options->Options);
fw_assert(res == S_OK);
OutgoingOptions.Delete(0);
delete options;
}
/*
** Do any socket level servicing needed.
*/
if (ServiceSocketHandler) {
Service_Receive_Queue(ServiceSocketHandler);
}
}
/***********************************************************************************************
* WOLNATInterfaceClass::Set_Service_Socket_Handler -- Set socket handler for service *
* *
* *
* *
* INPUT: Ptr to socket handler class *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 8/13/2001 3:10PM ST : Created *
*=============================================================================================*/
void WOLNATInterfaceClass::Set_Service_Socket_Handler(SocketHandlerClass *socket)
{
ThreadLockClass locker(this);
fw_assert((socket == NULL && ServiceSocketHandler != NULL) || (socket != NULL && ServiceSocketHandler == NULL));
ServiceSocketHandler = socket;
}
/***********************************************************************************************
* WOLNATInterfaceClass::Get_Silly_String -- Convert wide string to char[] *
* *
* *
* *
* INPUT: Ptr to wide string *
* Buffer to return string in *
* Size of buffer *
* *
* OUTPUT: Ptr to input buffer *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 8/7/2001 8:19PM ST : Created *
*=============================================================================================*/
char *WOLNATInterfaceClass::Get_Silly_String(WideStringClass *silly_string, char *buffer, int buffer_size)
{
StringClass string;
silly_string->Convert_To(string);
char *string_buffer = string.Peek_Buffer();
fw_assert(strlen(string_buffer) < (unsigned)buffer_size);
strcpy(buffer, string_buffer);
return(buffer);
}
/***********************************************************************************************
* WOLNATInterfaceClass::Get_Current_Server -- Get server we are logged into *
* *
* *
* *
* INPUT: Nothing *
* *
* OUTPUT: Current server *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 8/7/2001 9:44PM ST : Created *
*=============================================================================================*/
void WOLNATInterfaceClass::Get_Current_Server_ConnData(char *buffer, int size)
{
const RefPtr<WWOnline::IRCServerData>& server = SessionPtr->GetCurrentServer();
if (server.IsValid()) {
WOL::Server& data = server->GetData();
fw_assert(buffer != NULL);
fw_assert(size >= sizeof(data.conndata));
strncpy(buffer, (char*)data.conndata, size);
} else {
buffer[0] = 0;
}
}
/***********************************************************************************************
* WOLNATInterfaceClass::Send_Game_Format_Packet_To -- Send game packet with our payload *
* *
* *
* *
* INPUT: Address to send to *
* Packet to send *
* Size of packet *
* Socket to send from as client *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 8/10/2001 11:12AM ST : Created *
*=============================================================================================*/
bool WOLNATInterfaceClass::Send_Game_Format_Packet_To(IPAddressClass *address, char *payload, int payload_size, SocketHandlerClass *socket_handler)
{
ThreadLockClass locker(this);
payload_size = payload_size;
fw_assert(address != NULL);
fw_assert(address->Is_Valid());
fw_assert(payload != NULL);
/*
** Build the packet.
*/
cPacket packet;
packet.Set_Type(PACKETTYPE_FIREWALL_PROBE);
packet.Set_Id(cPacket::UNDEFINED_ID+1);
packet.Add_Terminated_String(payload);
/*
** Convert the address to game format.
*/
struct sockaddr_in sock_address;
sock_address.sin_family = AF_INET;
sock_address.sin_port = (unsigned short) htons((unsigned short)address->Get_Port());
address->Get_Address((unsigned char*)&sock_address.sin_addr.s_addr);
/*
** Send the packet.
*/
if (Am_I_Server()) {
/*
** On the server, we can use the regular game packet send.
*/
fw_assert(cNetwork::PServerConnection != NULL);
cNetwork::PServerConnection->Send_Packet_To_Address(packet, &sock_address);
} else {
fw_assert(socket != NULL);
/*
** If we are the client then the game comms isn't initialised and we need to send directly. Ugh.
**
** Calculate the packet CRC.
*/
cPacket full_packet;
cPacket::Construct_Full_Packet(full_packet, packet);
/*
** Send it.
*/
PacketManager.Take_Packet((unsigned char *)full_packet.Get_Data(), full_packet.Get_Compressed_Size_Bytes(), (unsigned char*)&sock_address.sin_addr.s_addr, sock_address.sin_port, socket_handler->Get_Socket());
PacketManager.Flush(true); //Hmmmmm is this going to send a bunch of other packets to the wrong place?
#if (0)
WWDEBUG_SAY(("WOLNATInterface - sendto %s\n", address->As_String()));
int result = sendto(socket_handler->Get_Socket(), full_packet.Get_Data(), full_packet.Get_Compressed_Size_Bytes(), 0, (LPSOCKADDR) &sock_address, sizeof(SOCKADDR_IN));
if (result == SOCKET_ERROR){
if (LAST_ERROR != WSAEWOULDBLOCK) {
WWDEBUG_SAY(("WOLNATInterface - sendto returned error code %d\n", LAST_ERROR));
} else {
/*
** No more room for outgoing packets.
*/
WWDEBUG_SAY(("WOLNATInterface - sendto returned WSAEWOULDBLOCK\n", LAST_ERROR));
}
}
#endif //(0)
}
return(true);
}
/***********************************************************************************************
* WOLNATInterfaceClass::Intercept_Game_Packet -- Handle one of our packets coming in *
* *
* *
* *
* INPUT: Nothing *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 8/10/2001 12:08PM ST : Created *
*=============================================================================================*/
void WOLNATInterfaceClass::Intercept_Game_Packet(cPacket &packet)
{
ThreadLockClass locker(this);
/*
** All we care about is the from address and the payload string to extract those.
*/
char payload[512];
payload[0] = 0;
int payload_size = 512;
packet.Get_Terminated_String(payload, payload_size, true);
fw_assert(strlen(payload) > 0);
/*
** Get the address.
*/
cFromAddress const *from_address = packet.Get_From_Address_Wrapper();
IPAddressClass my_address;
my_address.Set_Address((unsigned char*)&(from_address->FromAddress.sin_addr.s_addr), (unsigned short) ntohs(from_address->FromAddress.sin_port));
WWDEBUG_SAY(("WOLNATInterface: Got game packet from address %s - %s\n", my_address.As_String(), payload));
/*
** Add it to the incoming packet queue.
*/
GamePacketStruct *new_packet = new GamePacketStruct;
new_packet->FromAddress = my_address;
fw_assert(strlen(payload) < sizeof(new_packet->Payload));
strncpy((char*)(new_packet->Payload), payload, sizeof(new_packet->Payload)-1);
IncomingPackets.Add(new_packet);
}
/***********************************************************************************************
* WOLNATInterfaceClass::Service_Receive_Queue -- Pick up game packets for clients only *
* *
* *
* *
* INPUT: Socket to check on *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 8/10/2001 1:42PM ST : Created *
*=============================================================================================*/
void WOLNATInterfaceClass::Service_Receive_Queue(SocketHandlerClass *socket)
{
ThreadLockClass locker(this);
fw_assert(socket != NULL);
fw_assert(socket->Get_Socket() != INVALID_SOCKET);
/*
** If we are not the server, just try to pick up a single packet.
*/
if (!Am_I_Server()) {
cPacket packet;
cPacket full_packet;
unsigned char ip_address[4];
unsigned short port;
int bytes = PacketManager.Get_Packet(socket->Get_Socket(), (unsigned char *)full_packet.Get_Data(), full_packet.Get_Max_Size(), ip_address, port);
if (bytes > 0) {
sockaddr_in *addr_ptr = (LPSOCKADDR_IN) &full_packet.Get_From_Address_Wrapper()->FromAddress;
memcpy(&addr_ptr->sin_addr.s_addr, ip_address, 4);
addr_ptr->sin_port = port;
}
if (bytes > 0) {
full_packet.Set_Bit_Length(bytes*8);
cPacket::Construct_App_Packet(packet, full_packet);
Intercept_Game_Packet(packet);
}
#if (0)
unsigned long bytes = 0;
int result = ioctlsocket(socket->Get_Socket(), FIONREAD, &bytes);
/*
** Result of 0 is success.
*/
fw_assert(result == 0);
/*
** If there is outstanding data, 'bytes' will contain the size of the next queued datagram.
*/
if (bytes != 0) {
/*
** Call recvfrom function to get the outstanding packet.
*/
int addr_len = sizeof(sockaddr_in);
result = recvfrom(socket->Get_Socket(), full_packet.Get_Data(), full_packet.Get_Max_Size(), 0, (LPSOCKADDR) &full_packet.Get_From_Address_Wrapper()->FromAddress, &addr_len);
/*
** See if we got an error.
*/
if (result != SOCKET_ERROR) {
full_packet.Set_Bit_Length(result*8);
cPacket::Construct_App_Packet(packet, full_packet);
Intercept_Game_Packet(packet);
}
}
#endif //(0)
}
}
/***********************************************************************************************
* WOLNATInterfaceClass::Get_Packet -- Get the next queued packet. *
* *
* *
* *
* INPUT: Nothing *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 8/10/2001 12:25PM ST : Created *
*=============================================================================================*/
bool WOLNATInterfaceClass::Get_Packet(char *packet_buffer, int buffer_size, IPAddressClass &address)
{
ThreadLockClass locker(this);
/*
** If there is a packet in the queue then return it.
*/
if (IncomingPackets.Count()) {
GamePacketStruct *packet = IncomingPackets[0];
fw_assert(strlen((char*)(packet->Payload)) < (unsigned)buffer_size);
strncpy(packet_buffer, (char*)(packet->Payload), buffer_size-1);
address = packet->FromAddress;
delete packet;
IncomingPackets.Delete(0);
return(true);
}
return(false);
}
/***********************************************************************************************
* WOLNATInterfaceClass::Get_Next_Client_Port -- Get next port client should use *
* *
* *
* *
* INPUT: Nothing *
* *
* OUTPUT: Next client port *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 8/14/2001 10:12PM ST : Created *
*=============================================================================================*/
unsigned short WOLNATInterfaceClass::Get_Next_Client_Port(void)
{
/*
** If the user specified a port then use that.
*/
if (ForcePort) {
WWDEBUG_SAY(("WOLNATInterface::Get_Next_Client_Port - returning port %d\n", (int)ForcePort));
return(ForcePort);
}
/*
** Use the rolling port number scheme.
** Make sure the port isn't in use.
*/
bool got_port = false;
unsigned short start_port = PortBase;
unsigned long timeout = TIMEGETTIME() + TIMER_SECOND * 5;
do {
PortBase++;
if (PortBase > PORT_BASE_MAX - 1) {
PortBase = PORT_BASE_MIN;
}
/*
** If we went all the way around and couldn't find a port then give up.
*/
if (PortBase == start_port) {
break;
}
/*
** Try binding the port to a socket to see if it is useable.
*/
SocketHandlerClass socket;
if (socket.Open(PortBase, 0)) {
got_port = true;
socket.Close();
} else {
WWDEBUG_SAY(("WOLNATInterface::Get_Next_Client_Port - unable to open port %d\n", (int)PortBase));
}
} while (!got_port && timeout > TIMEGETTIME());
WWDEBUG_SAY(("WOLNATInterface::Get_Next_Client_Port - returning port %d\n", (int)PortBase));
return(PortBase);
}
/***********************************************************************************************
* WOLNATInterfaceClass::Set_Server_Negotiated_Address -- Write server ip and port back to game*
* *
* *
* *
* INPUT: Server address *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 8/15/2001 6:43PM ST : Created *
*=============================================================================================*/
void WOLNATInterfaceClass::Set_Server_Negotiated_Address(IPAddressClass *server_address)
{
fw_assert(server_address != NULL);
fw_assert(server_address->Is_Valid());
if (server_address && server_address->Is_Valid()) {
ServerNegotiatedAddress = *server_address;
WWASSERT(PTheGameData != NULL);
The_Game()->Set_Ip_Address((unsigned long)server_address->Get_Address());
The_Game()->Set_Port(server_address->Get_Port());
}
}
/***********************************************************************************************
* WOLNATInterfaceClass::Save_Firewall_Info_To_Registry -- Save detection info to registry *
* *
* *
* *
* INPUT: Nothing *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 11/28/2001 9:39PM ST : Created *
*=============================================================================================*/
void WOLNATInterfaceClass::Save_Firewall_Info_To_Registry(void)
{
RegistryClass reg(APPLICATION_SUB_KEY_NAME_NET_FIREWALL);
fw_assert(reg.Is_Valid());
if (reg.Is_Valid()) {
IPAddressClass addr = FirewallHelper.Get_External_Address();
if (addr.Is_Valid()) {
reg.Set_Int("ExternalIP", addr.Get_Address());
reg.Set_Int("ExternalPort", addr.Get_Port());
}
}
}
/***********************************************************************************************
* WOLNATInterfaceClass::Get_Compact_Log -- Get basic log information to send to server *
* *
* *
* *
* INPUT: String to add info to *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 12/4/2001 1:12PM ST : Created *
*=============================================================================================*/
void WOLNATInterfaceClass::Get_Compact_Log(StringClass &log_string)
{
char temp[1024];
/*
** Port Base
** Force Port
** Send Delay
** Local IP
** External IP
** Raw firewall behavior
** Source port allocation delta
** Source port pool
** Server negotiated IP
** Server negotiated port.
*/
sprintf(temp, "%d\t%d\t%d\t%08X\t%08X\t%02X\t%d\t%d\t%08X\t%d\t",
PortBase,
ForcePort,
FirewallHelper.Get_Send_Delay(),
ntohl(FirewallHelper.Get_Local_Address()),
(unsigned long) FirewallHelper.Get_External_Address().Get_Address(),
(int) FirewallHelper.Get_Raw_Firewall_Behavior(),
(int) FirewallHelper.Get_Source_Port_Allocation_Delta(),
FirewallHelper.Get_Source_Port_Pool(),
(unsigned long) ServerNegotiatedAddress.Get_Address(),
(int) ServerNegotiatedAddress.Get_Port());
log_string = temp;
}
/***********************************************************************************************
* WOLNATInterfaceClass::Is_NAT_Thread_Busy -- Is the NAY thread not in it's idle state? *
* *
* *
* *
* INPUT: Nothing *
* *
* OUTPUT: bool - true if the NAT thread not in it's idle state *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 1/30/2002 12:52PM ST : Created *
*=============================================================================================*/
bool WOLNATInterfaceClass::Is_NAT_Thread_Busy(void)
{
return(FirewallHelper.Is_Busy());
}