OpenTTD Source  20240919-master-gdf0233f4c2
network_stun.cpp
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1 /*
2  * This file is part of OpenTTD.
3  * 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.
4  * 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.
5  * 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/>.
6  */
7 
10 #include "../stdafx.h"
11 #include "../debug.h"
12 #include "network.h"
13 #include "network_coordinator.h"
14 #include "network_stun.h"
15 
16 #include "../safeguards.h"
17 
20 private:
21  ClientNetworkStunSocketHandler *stun_handler;
22  std::string token;
23  uint8_t family;
24 
25 public:
31  NetworkStunConnecter(ClientNetworkStunSocketHandler *stun_handler, const std::string &connection_string, const std::string &token, uint8_t family) :
33  stun_handler(stun_handler),
34  token(token),
35  family(family)
36  {
37  }
38 
39  void OnFailure() override
40  {
41  Debug(net, 9, "Stun::OnFailure(): family={}", this->family);
42 
43  this->stun_handler->connecter = nullptr;
44 
45  /* Connection to STUN server failed. For example, the client doesn't
46  * support IPv6, which means it will fail that attempt. */
47 
48  _network_coordinator_client.StunResult(this->token, this->family, false);
49  }
50 
51  void OnConnect(SOCKET s) override
52  {
53  Debug(net, 9, "Stun::OnConnect(): family={}", this->family);
54 
55  this->stun_handler->connecter = nullptr;
56 
57  assert(this->stun_handler->sock == INVALID_SOCKET);
58  this->stun_handler->sock = s;
59 
60  /* Store the local address; later connects will reuse it again.
61  * This is what makes STUN work for most NATs. */
62  this->stun_handler->local_addr = NetworkAddress::GetSockAddress(s);
63 
64  /* We leave the connection open till the real connection is setup later. */
65  }
66 };
67 
73 void ClientNetworkStunSocketHandler::Connect(const std::string &token, uint8_t family)
74 {
75  this->token = token;
76  this->family = family;
77 
78  Debug(net, 9, "Stun::Connect(): family={}", this->family);
79 
80  this->connecter = TCPConnecter::Create<NetworkStunConnecter>(this, NetworkStunConnectionString(), token, family);
81 }
82 
89 std::unique_ptr<ClientNetworkStunSocketHandler> ClientNetworkStunSocketHandler::Stun(const std::string &token, uint8_t family)
90 {
91  auto stun_handler = std::make_unique<ClientNetworkStunSocketHandler>();
92 
93  stun_handler->Connect(token, family);
94 
95  auto p = std::make_unique<Packet>(stun_handler.get(), PACKET_STUN_SERCLI_STUN);
96  p->Send_uint8(NETWORK_COORDINATOR_VERSION);
97  p->Send_string(token);
98  p->Send_uint8(family);
99 
100  stun_handler->SendPacket(std::move(p));
101 
102  return stun_handler;
103 }
104 
106 {
108 
109  /* Also make sure any pending connecter is killed ASAP. */
110  if (this->connecter != nullptr) {
111  this->connecter->Kill();
112  this->connecter = nullptr;
113  }
114 
116 }
117 
118 ClientNetworkStunSocketHandler::~ClientNetworkStunSocketHandler()
119 {
120  if (this->connecter != nullptr) {
121  this->connecter->Kill();
122  this->connecter = nullptr;
123  }
124 }
125 
131 {
132  if (this->sock == INVALID_SOCKET) return;
133 
134  /* We never attempt to receive anything on a STUN socket. After
135  * connecting a STUN connection, the local address will be reused to
136  * to establish the connection with the real server. If we would be to
137  * read this socket, some OSes get confused and deliver us packets meant
138  * for the real connection. It appears most OSes play best when we simply
139  * never attempt to read it to start with (and the packets will remain
140  * available on the other socket).
141  * Protocol-wise, the STUN server will never send any packet back anyway. */
142 
143  this->CanSendReceive();
144  if (this->SendPackets() == SPS_ALL_SENT && !this->sent_result) {
145  /* We delay giving the GC the result this long, as to make sure we
146  * have sent the STUN packet first. This means the GC is more likely
147  * to have the result ready by the time our StunResult() packet
148  * arrives. */
149  this->sent_result = true;
151  }
152 }
TCPConnecter::connection_string
std::string connection_string
Current address we are connecting to (before resolving).
Definition: tcp.h:99
TCPConnecter
"Helper" class for creating TCP connections in a non-blocking manner
Definition: tcp.h:70
ClientNetworkStunSocketHandler::Connect
void Connect(const std::string &token, uint8_t family)
Connect to the STUN server over either IPv4 or IPv6.
Definition: network_stun.cpp:73
NETWORK_COORDINATOR_VERSION
static const uint8_t NETWORK_COORDINATOR_VERSION
What version of game-coordinator-protocol do we use?
Definition: config.h:50
network_stun.h
NetworkTCPSocketHandler::sock
SOCKET sock
The socket currently connected to.
Definition: tcp.h:38
ClientNetworkCoordinatorSocketHandler::StunResult
void StunResult(const std::string &token, uint8_t family, bool result)
Callback from the STUN connecter to inform the Game Coordinator about the result of the STUN.
Definition: network_coordinator.cpp:607
NetworkStunConnectionString
const char * NetworkStunConnectionString()
Get the connection string for the STUN server from the environment variable OTTD_STUN_CS,...
Definition: config.cpp:45
SPS_ALL_SENT
@ SPS_ALL_SENT
All packets in the queue are sent.
Definition: tcp.h:27
Debug
#define Debug(category, level, format_string,...)
Ouptut a line of debugging information.
Definition: debug.h:37
NetworkAddress::GetSockAddress
static NetworkAddress GetSockAddress(SOCKET sock)
Get the local address of a socket as NetworkAddress.
Definition: address.cpp:419
ClientNetworkStunSocketHandler::local_addr
NetworkAddress local_addr
Local addresses of the socket.
Definition: network_stun.h:24
NetworkStunConnecter::OnFailure
void OnFailure() override
Callback for when the connection attempt failed.
Definition: network_stun.cpp:39
network_coordinator.h
ClientNetworkStunSocketHandler::family
uint8_t family
Family of this STUN handler.
Definition: network_stun.h:19
ClientNetworkStunSocketHandler::connecter
std::shared_ptr< TCPConnecter > connecter
Connecter instance.
Definition: network_stun.h:23
NetworkTCPSocketHandler::CloseConnection
virtual NetworkRecvStatus CloseConnection(bool error=true)
This will put this socket handler in a close state.
Definition: tcp.cpp:51
ClientNetworkStunSocketHandler::token
std::string token
Token of this STUN handler.
Definition: network_stun.h:18
ClientNetworkStunSocketHandler::CloseConnection
NetworkRecvStatus CloseConnection(bool error=true) override
This will put this socket handler in a close state.
Definition: network_stun.cpp:105
NetworkTCPSocketHandler::SendPackets
SendPacketsState SendPackets(bool closing_down=false)
Sends all the buffered packets out for this client.
Definition: tcp.cpp:86
NetworkAddress
Wrapper for (un)resolved network addresses; there's no reason to transform a numeric IP to a string a...
Definition: address.h:28
NetworkStunConnecter::NetworkStunConnecter
NetworkStunConnecter(ClientNetworkStunSocketHandler *stun_handler, const std::string &connection_string, const std::string &token, uint8_t family)
Initiate the connecting.
Definition: network_stun.cpp:31
NetworkTCPSocketHandler::CanSendReceive
bool CanSendReceive()
Check whether this socket can send or receive something.
Definition: tcp.cpp:204
ClientNetworkStunSocketHandler::SendReceive
void SendReceive()
Check whether we received/can send some data from/to the STUN server and when that's the case handle ...
Definition: network_stun.cpp:130
NetworkRecvStatus
NetworkRecvStatus
Status of a network client; reasons why a client has quit.
Definition: core.h:23
_network_coordinator_client
ClientNetworkCoordinatorSocketHandler _network_coordinator_client
The connection to the Game Coordinator.
Definition: network_coordinator.cpp:30
ClientNetworkStunSocketHandler::Stun
static std::unique_ptr< ClientNetworkStunSocketHandler > Stun(const std::string &token, uint8_t family)
Send a STUN packet to the STUN server.
Definition: network_stun.cpp:89
network.h
NETWORK_RECV_STATUS_OKAY
@ NETWORK_RECV_STATUS_OKAY
Everything is okay.
Definition: core.h:24
ClientNetworkStunSocketHandler::sent_result
bool sent_result
Did we sent the result of the STUN connection?
Definition: network_stun.h:20
NETWORK_STUN_SERVER_PORT
static const uint16_t NETWORK_STUN_SERVER_PORT
The default port of the STUN server (TCP)
Definition: config.h:22
ClientNetworkStunSocketHandler
Class for handling the client side of the STUN connection.
Definition: network_stun.h:16
NetworkStunConnecter
Connect to the STUN server.
Definition: network_stun.cpp:19
PACKET_STUN_SERCLI_STUN
@ PACKET_STUN_SERCLI_STUN
Send a STUN request to the STUN server.
Definition: tcp_stun.h:21