/* ** Command & Conquer Generals Zero Hour(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 . */ //////////////////////////////////////////////////////////////////////////////// // // // (c) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// // FILE: NAT.cpp ///////////////////////////////////////////////////////////////////////////////// // Author: Bryan Cleveland April 2002 // Props to Steve Tall for figuring all the NAT and Firewall behavior patterns out, making my job // a LOT easier. // Desc: Resolves NAT'd IPs and port numbers for the other players in a game. /////////////////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "GameNetwork/NAT.h" #include "GameNetwork/Transport.h" #include "GameNetwork/NetworkDefs.h" #include "GameClient/EstablishConnectionsMenu.h" #include "GameNetwork/NetworkInterface.h" #include "GameNetwork/GameInfo.h" #include "GameNetwork/GameSpy/PeerThread.h" #include "GameNetwork/GameSpy/PeerDefs.h" #include "GameNetwork/GameSpy/PersistentStorageThread.h" #include "GameNetwork/GameSpy/GSConfig.h" #ifdef _INTERNAL // for occasional debugging... //#pragma optimize("", off) //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes") #endif /* * In case you're wondering, we do this weird connection pairing scheme * to speed up the negotiation process, especially in cases where there * are 4 or more players (nodes). Take for example an 8 player game... * In an 8 player game there are 28 connections that need to be negotiated, * doing this pairing scheme thing, we can make those 28 connections in the * time it would normally take to make 7 connections. Since each connection * could potentially take several seconds, this can be a HUGE time savings. * Right now you're probably wondering who this Bryan Cleveland guy is. * He's the network coder that got fired when this didn't work. * In case you're wondering, this did end up working and Bryan left by * his own choice. */ // m_connectionPairs[num nodes] [round] [node index] /* static */ Int NAT::m_connectionPairs[MAX_SLOTS-1][MAX_SLOTS-1][MAX_SLOTS] = { { // 2 nodes // node 0 node 1 node 2 node 3 node 4 node 5 node 6 node 7 { 1, 0, -1, -1, -1, -1, -1, -1}, // round 0 { -1, -1, -1, -1, -1, -1, -1, -1}, // round 1 { -1, -1, -1, -1, -1, -1, -1, -1}, // round 2 { -1, -1, -1, -1, -1, -1, -1, -1}, // round 3 { -1, -1, -1, -1, -1, -1, -1, -1}, // round 4 { -1, -1, -1, -1, -1, -1, -1, -1}, // round 5 { -1, -1, -1, -1, -1, -1, -1, -1} // round 6 }, { // 3 nodes // node 0 node 1 node 2 node 3 node 4 node 5 node 6 node 7 { 1, 0, -1, -1, -1, -1, -1, -1}, // round 0 { 2, -1, 0, -1, -1, -1, -1, -1}, // round 1 { -1, 2, 1, -1, -1, -1, -1, -1}, // round 2 { -1, -1, -1, -1, -1, -1, -1, -1}, // round 3 { -1, -1, -1, -1, -1, -1, -1, -1}, // round 4 { -1, -1, -1, -1, -1, -1, -1, -1}, // round 5 { -1, -1, -1, -1, -1, -1, -1, -1} // round 6 }, { // 4 nodes // node 0 node 1 node 2 node 3 node 4 node 5 node 6 node 7 { 1, 0, 3, 2, -1, -1, -1, -1}, // round 0 { 2, 3, 0, 1, -1, -1, -1, -1}, // round 1 { 3, 2, 1, 0, -1, -1, -1, -1}, // round 2 { -1, -1, -1, -1, -1, -1, -1, -1}, // round 3 { -1, -1, -1, -1, -1, -1, -1, -1}, // round 4 { -1, -1, -1, -1, -1, -1, -1, -1}, // round 5 { -1, -1, -1, -1, -1, -1, -1, -1} // round 6 }, { // 5 nodes // node 0 node 1 node 2 node 3 node 4 node 5 node 6 node 7 { 2, 4, 0, -1, 1, -1, -1, -1}, // round 0 { -1, 3, 4, 1, 2, -1, -1, -1}, // round 1 { 3, 2, 1, 0, -1, -1, -1, -1}, // round 2 { 4, -1, 3, 2, 0, -1, -1, -1}, // round 3 { 1, 0, -1, 4, 3, -1, -1, -1}, // round 4 { -1, -1, -1, -1, -1, -1, -1, -1}, // round 5 { -1, -1, -1, -1, -1, -1, -1, -1} // round 6 }, { // 6 nodes // node 0 node 1 node 2 node 3 node 4 node 5 node 6 node 7 { 3, 5, 4, 0, 2, 1, -1, -1}, // round 0 { 2, 4, 0, 5, 1, 3, -1, -1}, // round 1 { 4, 3, 5, 1, 0, 2, -1, -1}, // round 2 { 1, 0, 3, 2, 5, 4, -1, -1}, // round 3 { 5, 2, 1, 4, 3, 0, -1, -1}, // round 4 { -1, -1, -1, -1, -1, -1, -1, -1}, // round 5 { -1, -1, -1, -1, -1, -1, -1, -1} // round 6 }, { // 7 nodes // node 0 node 1 node 2 node 3 node 4 node 5 node 6 node 7 { -1, 6, 5, 4, 3, 2, 1, -1}, // round 0 { 2, -1, 0, 6, 5, 4, 3, -1}, // round 1 { 4, 3, -1, 1, 0, 6, 5, -1}, // round 2 { 6, 5, 4, -1, 2, 1, 0, -1}, // round 3 { 1, 0, 6, 5, -1, 3, 2, -1}, // round 4 { 3, 2, 1, 0, 6, -1, 4, -1}, // round 5 { 5, 4, 3, 2, 1, 0, -1, -1} // round 6 }, { // 8 nodes // node 0 node 1 node 2 node 3 node 4 node 5 node 6 node 7 { 4, 5, 6, 7, 0, 1, 2, 3}, // round 0 { 5, 4, 7, 6, 1, 0, 3, 2}, // round 1 { 3, 6, 5, 0, 7, 2, 1, 4}, // round 2 { 2, 7, 0, 5, 6, 3, 4, 1}, // round 3 { 6, 3, 4, 1, 2, 7, 0, 5}, // round 4 { 1, 0, 3, 2, 5, 4, 7, 6}, // round 5 { 7, 2, 1, 4, 3, 6, 5, 0} // round 6 } }; /* static */ Int NAT::m_timeBetweenRetries = 500; // .5 seconds between retries sounds good to me. /* static */ time_t NAT::m_manglerRetryTimeInterval = 300; // sounds good to me. /* static */ Int NAT::m_maxAllowedManglerRetries = 25; // works for me. /* static */ time_t NAT::m_keepaliveInterval = 15000; // 15 seconds between keepalive packets seems good. /* static */ time_t NAT::m_timeToWaitForPort = 15000; // wait for 15 seconds for the other player's port number. /* static */ time_t NAT::m_timeForRoundTimeout = 15000; // wait for at most 15 seconds for each connection round to finish. NAT *TheNAT = NULL; NAT::NAT() { //Added By Sadullah Nader //Initializations inserted m_beenProbed = FALSE; m_connectionPairIndex = 0; m_connectionRound = 0; m_localIP = 0; m_localNodeNumber = 0; m_manglerAddress = 0; m_manglerRetries = 0; m_numNodes = 0; m_numRetries = 0; m_previousSourcePort = 0; for(Int i = 0; i < MAX_SLOTS; i++) m_sourcePorts[i] = 0; m_spareSocketPort = 0; m_startingPortNumber = 0; m_targetNodeNumber = 0; // m_transport = NULL; m_slotList = NULL; m_roundTimeout = 0; m_maxNumRetriesAllowed = 10; m_packetID = 0x7f00; } NAT::~NAT() { } // if we're already finished, change to being idle // if we are negotiating now, check to see if this round is done // if it is, check to see if we're completely done with all rounds. // if we are, set state to be done. // if not go on to the next connection round. // if we are negotiating still, call the connection update // check to see if this connection is done for us, or if it has failed. enum { MS_TO_WAIT_FOR_STATS = 5000 }; NATStateType NAT::update() { static UnsignedInt s_startStatWaitTime = 0; if (m_NATState == NATSTATE_DONE) { m_NATState = NATSTATE_IDLE; } else if (m_NATState == NATSTATE_WAITFORSTATS) { // check for all stats Bool gotAllStats = TRUE; Bool timedOut = FALSE; for (Int i=0; igetGameSpySlot(i); if (slot && slot->isHuman()) { PSPlayerStats stats = TheGameSpyPSMessageQueue->findPlayerStatsByID(slot->getProfileID()); if (stats.id == 0) { gotAllStats = FALSE; //DEBUG_LOG(("Failed to find stats for %ls(%d)\n", slot->getName().str(), slot->getProfileID())); } } } // check for timeout. Timing out is not a fatal error - it just means we didn't get the other // player's stats. We'll see 0/0 as his record, but we can still play him just fine. UnsignedInt now = timeGetTime(); if (now > s_startStatWaitTime + MS_TO_WAIT_FOR_STATS) { DEBUG_LOG(("Timed out waiting for stats. Let's just start the dang game.\n")); timedOut = TRUE; } if (gotAllStats || timedOut) { m_NATState = NATSTATE_DONE; TheEstablishConnectionsMenu->endMenu(); if (TheFirewallHelper != NULL) { delete TheFirewallHelper; TheFirewallHelper = NULL; } } } else if (m_NATState == NATSTATE_DOCONNECTIONPATHS) { if (allConnectionsDoneThisRound() == TRUE) { // we finished this round, move on to the next one. ++m_connectionRound; // m_roundTimeout = timeGetTime() + TheGameSpyConfig->getRoundTimeout(); m_roundTimeout = timeGetTime() + m_timeForRoundTimeout; DEBUG_LOG(("NAT::update - done with connection round, moving on to round %d\n", m_connectionRound)); // we finished that round, now check to see if we're done, or if there are more rounds to go. if (allConnectionsDone() == TRUE) { // we're all done, time to go back home. m_NATState = NATSTATE_WAITFORSTATS; // 2/19/03 BGC - we have successfully negotaited a NAT thingy, so our behavior must be correct // so therefore we don't need to refresh our NAT even if we previously thought we had to. TheFirewallHelper->flagNeedToRefresh(FALSE); s_startStatWaitTime = timeGetTime(); DEBUG_LOG(("NAT::update - done with all connections, woohoo!!\n")); /* m_NATState = NATSTATE_DONE; TheEstablishConnectionsMenu->endMenu(); if (TheFirewallHelper != NULL) { delete TheFirewallHelper; TheFirewallHelper = NULL; } */ } else { doThisConnectionRound(); } } NATConnectionState state = connectionUpdate(); if (timeGetTime() > m_roundTimeout) { DEBUG_LOG(("NAT::update - round timeout expired\n")); setConnectionState(m_localNodeNumber, NATCONNECTIONSTATE_FAILED); notifyUsersOfConnectionFailed(m_localNodeNumber); } if (state == NATCONNECTIONSTATE_FAILED) { // if we fail m_NATState = NATSTATE_FAILED; TheEstablishConnectionsMenu->endMenu(); if (TheFirewallHelper != NULL) { // we failed NAT negotiation, perhaps we need to redetect our firewall settings. // We don't trust the user to do it for themselves so we force them to do it next time // the log in. // 2/19/03 - ok, we don't want to do this right away, if the user tries to play in another game // before they log out and log back in the game won't have a chance at working. // so we need to simply flag it so that when they log out the firewall behavior gets blown away. TheFirewallHelper->flagNeedToRefresh(TRUE); // TheWritableGlobalData->m_firewallBehavior = FirewallHelperClass::FIREWALL_TYPE_UNKNOWN; // TheFirewallHelper->writeFirewallBehavior(); delete TheFirewallHelper; TheFirewallHelper = NULL; } // we failed to connect, so we don't have to pass on the transport to the network. if (m_transport != NULL) { delete m_transport; m_transport = NULL; } } } return m_NATState; } // update transport, check for PROBE packets from our target. // check to see if its time to PROBE our target // MANGLER: // if we are talking to the mangler, check to see if we got a response // if we didn't get a response, check to see if its time to send another packet to it NATConnectionState NAT::connectionUpdate() { GameSlot *targetSlot = NULL; if (m_targetNodeNumber >= 0) { targetSlot = m_slotList[m_connectionNodes[m_targetNodeNumber].m_slotIndex]; } else { return m_connectionStates[m_localNodeNumber]; } if (m_beenProbed == FALSE) { if (timeGetTime() >= m_nextPortSendTime) { // sendMangledPortNumberToTarget(m_previousSourcePort, targetSlot); sendMangledPortNumberToTarget(m_sourcePorts[m_targetNodeNumber], targetSlot); // m_nextPortSendTime = timeGetTime() + TheGameSpyConfig->getRetryInterval(); m_nextPortSendTime = timeGetTime() + m_timeBetweenRetries; } } // check to see if its time to send out our keepalives. if (timeGetTime() >= m_nextKeepaliveTime) { for (Int node = 0; node < m_numNodes; ++node) { if (m_myConnections[node] == TRUE) { // we've made this connection, send a keepalive. Int slotIndex = m_connectionNodes[node].m_slotIndex; GameSlot *slot = m_slotList[slotIndex]; DEBUG_ASSERTCRASH(slot != NULL, ("Trying to send keepalive to a NULL slot")); if (slot != NULL) { UnsignedInt ip = slot->getIP(); DEBUG_LOG(("NAT::connectionUpdate - sending keep alive to node %d at %d.%d.%d.%d:%d\n", node, ip >> 24, (ip >> 16) & 0xff, (ip >> 8) & 0xff, ip & 0xff, slot->getPort())); m_transport->queueSend(ip, slot->getPort(), (const unsigned char *)"KEEPALIVE", strlen("KEEPALIVE") + 1); } } } // m_nextKeepaliveTime = timeGetTime() + TheGameSpyConfig->getKeepaliveInterval(); m_nextKeepaliveTime = timeGetTime() + m_keepaliveInterval; } m_transport->update(); // check to see if we've been probed. for (Int i = 0; i < MAX_MESSAGES; ++i) { if (m_transport->m_inBuffer[i].length > 0) { #ifdef DEBUG_LOGGING UnsignedInt ip = m_transport->m_inBuffer[i].addr; #endif DEBUG_LOG(("NAT::connectionUpdate - got a packet from %d.%d.%d.%d:%d, length = %d\n", ip >> 24, (ip >> 16) & 0xff, (ip >> 8) & 0xff, ip & 0xff, m_transport->m_inBuffer[i].port, m_transport->m_inBuffer[i].length)); UnsignedByte *data = m_transport->m_inBuffer[i].data; if (memcmp(data, "PROBE", strlen("PROBE")) == 0) { Int fromNode = atoi((char *)data + strlen("PROBE")); DEBUG_LOG(("NAT::connectionUpdate - we've been probed by node %d.\n", fromNode)); if (fromNode == m_targetNodeNumber) { DEBUG_LOG(("NAT::connectionUpdate - probe was sent by our target, setting connection state %d to done.\n", m_targetNodeNumber)); setConnectionState(m_targetNodeNumber, NATCONNECTIONSTATE_DONE); if (m_transport->m_inBuffer[i].addr != targetSlot->getIP()) { UnsignedInt fromIP = m_transport->m_inBuffer[i].addr; #ifdef DEBUG_LOGGING UnsignedInt slotIP = targetSlot->getIP(); #endif DEBUG_LOG(("NAT::connectionUpdate - incomming packet has different from address than we expected, incoming: %d.%d.%d.%d expected: %d.%d.%d.%d\n", fromIP >> 24, (fromIP >> 16) & 0xff, (fromIP >> 8) & 0xff, fromIP & 0xff, slotIP >> 24, (slotIP >> 16) & 0xff, (slotIP >> 8) & 0xff, slotIP & 0xff)); targetSlot->setIP(fromIP); } if (m_transport->m_inBuffer[i].port != targetSlot->getPort()) { DEBUG_LOG(("NAT::connectionUpdate - incoming packet came from a different port than we expected, incoming: %d expected: %d\n", m_transport->m_inBuffer[i].port, targetSlot->getPort())); targetSlot->setPort(m_transport->m_inBuffer[i].port); m_sourcePorts[m_targetNodeNumber] = m_transport->m_inBuffer[i].port; } notifyUsersOfConnectionDone(m_targetNodeNumber); } m_transport->m_inBuffer[i].length = 0; } if (memcmp(data, "KEEPALIVE", strlen("KEEPALIVE")) == 0) { // keep alive packet, just toss it. DEBUG_LOG(("NAT::connectionUpdate - got keepalive from %d.%d.%d.%d:%d\n", ip >> 24, (ip >> 16) & 0xff, (ip >> 8) && 0xff, ip & 0xff, m_transport->m_inBuffer[i].port)); m_transport->m_inBuffer[i].length = 0; } } } // we are waiting for our target to tell us that they have received our probe. if (m_connectionStates[m_localNodeNumber] == NATCONNECTIONSTATE_WAITINGFORRESPONSE) { // check to see if it's time to probe our target. if ((m_timeTillNextSend != -1) && (m_timeTillNextSend <= timeGetTime())) { if (m_numRetries > m_maxNumRetriesAllowed) { DEBUG_LOG(("NAT::connectionUpdate - too many retries, connection failed.\n")); setConnectionState(m_localNodeNumber, NATCONNECTIONSTATE_FAILED); notifyUsersOfConnectionFailed(m_localNodeNumber); } else { DEBUG_LOG(("NAT::connectionUpdate - trying to send another probe (#%d) to our target\n", m_numRetries+1)); // Send a probe. sendAProbe(targetSlot->getIP(), targetSlot->getPort(), m_localNodeNumber); // m_timeTillNextSend = timeGetTime() + TheGameSpyConfig->getRetryInterval(); m_timeTillNextSend = timeGetTime() + m_timeBetweenRetries; // tell the target they've been probed. In other words, our port is open. notifyTargetOfProbe(targetSlot); ++m_numRetries; } } } // we are waiting for a response from the mangler to tell us what port we're using. if (m_connectionStates[m_localNodeNumber] == NATCONNECTIONSTATE_WAITINGFORMANGLERRESPONSE) { UnsignedShort mangledPort = 0; if (TheFirewallHelper != NULL) { mangledPort = TheFirewallHelper->getManglerResponse(m_packetID); } if (mangledPort != 0) { // we got a response. now we need to start probing (unless of course we have a netgear) processManglerResponse(mangledPort); // we know there is a firewall helper if we got here. TheFirewallHelper->closeSpareSocket(m_spareSocketPort); m_spareSocketPort = 0; } else { if (timeGetTime() >= m_manglerRetryTime) { ++m_manglerRetries; // if (m_manglerRetries > TheGameSpyConfig->getMaxManglerRetries()) { if (m_manglerRetries > m_maxAllowedManglerRetries) { // we couldn't communicate with the mangler, just use our non-mangled // port number and hope that works. DEBUG_LOG(("NAT::connectionUpdate - couldn't talk with the mangler using default port number\n")); sendMangledPortNumberToTarget(getSlotPort(m_connectionNodes[m_localNodeNumber].m_slotIndex), targetSlot); m_sourcePorts[m_targetNodeNumber] = getSlotPort(m_connectionNodes[m_localNodeNumber].m_slotIndex); setConnectionState(m_localNodeNumber, NATCONNECTIONSTATE_WAITINGFORRESPONSE); } else { if (TheFirewallHelper != NULL) { DEBUG_LOG(("NAT::connectionUpdate - trying to send to the mangler again. mangler address: %d.%d.%d.%d, from port: %d, packet ID:%d\n", m_manglerAddress >> 24, (m_manglerAddress >> 16) & 0xff, (m_manglerAddress >> 8) & 0xff, m_manglerAddress & 0xff, m_spareSocketPort, m_packetID)); TheFirewallHelper->sendToManglerFromPort(m_manglerAddress, m_spareSocketPort, m_packetID); } // m_manglerRetryTime = TheGameSpyConfig->getRetryInterval() + timeGetTime(); m_manglerRetryTime = m_manglerRetryTimeInterval + timeGetTime(); } } } } if (m_connectionStates[m_localNodeNumber] == NATCONNECTIONSTATE_WAITINGFORMANGLEDPORT) { if (timeGetTime() > m_timeoutTime) { DEBUG_LOG(("NAT::connectionUpdate - waiting too long to get the other player's port number, failed.\n")); setConnectionState(m_localNodeNumber, NATCONNECTIONSTATE_FAILED); notifyUsersOfConnectionFailed(m_localNodeNumber); } } return m_connectionStates[m_localNodeNumber]; } // this is the function that starts the NAT/firewall negotiation process. // after calling this, you should call the update function untill it returns // NATSTATE_DONE. void NAT::establishConnectionPaths() { DEBUG_LOG(("NAT::establishConnectionPaths - entering\n")); m_NATState = NATSTATE_DOCONNECTIONPATHS; DEBUG_LOG(("NAT::establishConnectionPaths - using %d as our starting port number\n", m_startingPortNumber)); if (TheEstablishConnectionsMenu == NULL) { TheEstablishConnectionsMenu = NEW EstablishConnectionsMenu; } TheEstablishConnectionsMenu->initMenu(); if (TheFirewallHelper == NULL) { TheFirewallHelper = createFirewallHelper(); } DEBUG_ASSERTCRASH(m_slotList != NULL, ("NAT::establishConnectionPaths - don't have a slot list")); if (m_slotList == NULL) { return; } // determine how many nodes we have. m_numNodes = 0; for (Int i = 0; i < MAX_SLOTS; ++i) { if (m_slotList[i] != NULL) { if (m_slotList[i]->isHuman()) { DEBUG_LOG(("NAT::establishConnectionPaths - slot %d is %ls\n", i, m_slotList[i]->getName().str())); ++m_numNodes; } } } DEBUG_LOG(("NAT::establishConnectionPaths - number of nodes: %d\n", m_numNodes)); if (m_numNodes < 2) { // just start the game - there isn't anybody to which to connect. :P m_NATState = NATSTATE_DONE; return; } m_connectionRound = 0; m_connectionPairIndex = m_numNodes - 2; Bool connectionAssigned[MAX_SLOTS]; for (i = 0; i < MAX_SLOTS; ++i) { m_connectionNodes[i].m_slotIndex = -1; connectionAssigned[i] = FALSE; m_sourcePorts[i] = 0; } m_previousSourcePort = 0; // check for netgear bug behavior. // as an aside, if there are more than 2 netgear bug firewall's in the game, // it probably isn't going to work so well. stupid netgear. // nodes with a netgear bug behavior need to be matched up first. This prevents // the NAT table from being reset for connections to other nodes. This also happens // to be the reason why I call them "nodes" rather than "slots" or "players" as the // ordering has to be messed with to get the netgears to make love, not war. DEBUG_LOG(("NAT::establishConnectionPaths - about to set up the node list\n")); DEBUG_LOG(("NAT::establishConnectionPaths - doing the netgear stuff\n")); UnsignedInt otherNetgearNum = -1; for (i = 0; i < MAX_SLOTS; ++i) { if ((m_slotList != NULL) && (m_slotList[i] != NULL)) { if ((m_slotList[i]->getNATBehavior() & FirewallHelperClass::FIREWALL_TYPE_NETGEAR_BUG) != 0) { if (otherNetgearNum == -1) { // this is the start of a new pair, put it in as the first non -1 node connection pair thing. Int nodeindex = 0; while ((m_connectionPairs[m_connectionPairIndex][0][nodeindex] == -1) || (m_connectionNodes[nodeindex].m_slotIndex != -1)) { ++nodeindex; } m_connectionNodes[nodeindex].m_slotIndex = i; m_connectionNodes[nodeindex].m_behavior = m_slotList[i]->getNATBehavior(); connectionAssigned[i] = TRUE; otherNetgearNum = nodeindex; DEBUG_LOG(("NAT::establishConnectionPaths - first netgear in pair. assigning node %d to slot %d (%ls)\n", nodeindex, i, m_slotList[i]->getName().str())); } else { // this is the second in the pair of netgears, pair this up with the other one // for the first round. Int nodeindex = 0; while (m_connectionPairs[m_connectionPairIndex][0][nodeindex] != otherNetgearNum) { ++nodeindex; } m_connectionNodes[nodeindex].m_slotIndex = i; m_connectionNodes[nodeindex].m_behavior = m_slotList[i]->getNATBehavior(); connectionAssigned[i] = TRUE; otherNetgearNum = -1; DEBUG_LOG(("NAT::establishConnectionPaths - second netgear in pair. assigning node %d to slot %d (%ls)\n", nodeindex, i, m_slotList[i]->getName().str())); } } } } // fill in the rest of the nodes with the remaining slots. DEBUG_LOG(("NAT::establishConnectionPaths - doing the non-Netgear nodes\n")); for (i = 0; i < MAX_SLOTS; ++i) { if (connectionAssigned[i] == TRUE) { continue; } if (m_slotList[i] == NULL) { continue; } if (!(m_slotList[i]->isHuman())) { continue; } // find the first available connection node for this slot. Int nodeindex = 0; while (m_connectionNodes[nodeindex].m_slotIndex != -1) { ++nodeindex; } DEBUG_LOG(("NAT::establishConnectionPaths - assigning node %d to slot %d (%ls)\n", nodeindex, i, m_slotList[i]->getName().str())); m_connectionNodes[nodeindex].m_slotIndex = i; m_connectionNodes[nodeindex].m_behavior = m_slotList[i]->getNATBehavior(); connectionAssigned[i] = TRUE; } // sanity check #if defined(_DEBUG) || defined(_INTERNAL) for (i = 0; i < m_numNodes; ++i) { DEBUG_ASSERTCRASH(connectionAssigned[i] == TRUE, ("connection number %d not assigned", i)); } #endif // find the local node number. for (i = 0; i < m_numNodes; ++i) { if (m_connectionNodes[i].m_slotIndex == TheGameSpyGame->getLocalSlotNum()) { m_localNodeNumber = i; DEBUG_LOG(("NAT::establishConnectionPaths - local node is %d\n", m_localNodeNumber)); break; } } // set up the names in the connection window. Int playerNum = 0; for (i = 0; i < MAX_SLOTS; ++i) { while ((i < MAX_SLOTS) && (m_slotList[i] != NULL) && !(m_slotList[i]->isHuman())) { ++i; } if (i >= MAX_SLOTS) { break; } if (i != TheGameSpyGame->getLocalSlotNum()) { TheEstablishConnectionsMenu->setPlayerName(playerNum, m_slotList[i]->getName()); TheEstablishConnectionsMenu->setPlayerStatus(playerNum, NATCONNECTIONSTATE_WAITINGTOBEGIN); ++playerNum; } } // m_roundTimeout = timeGetTime() + TheGameSpyConfig->getRoundTimeout(); m_roundTimeout = timeGetTime() + m_timeForRoundTimeout; // make the connections for this round. // this song is cool. doThisConnectionRound(); } void NAT::attachSlotList(GameSlot *slotList[], Int localSlot, UnsignedInt localIP) { m_slotList = slotList; m_localIP = localIP; m_transport = new Transport; DEBUG_LOG(("NAT::attachSlotList - initting the transport socket with address %d.%d.%d.%d:%d\n", m_localIP >> 24, (m_localIP >> 16) & 0xff, (m_localIP >> 8) & 0xff, m_localIP & 0xff, getSlotPort(localSlot))); m_startingPortNumber = NETWORK_BASE_PORT_NUMBER + ((timeGetTime() / 1000) % 20000); DEBUG_LOG(("NAT::attachSlotList - using %d as the starting port number\n", m_startingPortNumber)); generatePortNumbers(slotList, localSlot); m_transport->init(m_localIP, getSlotPort(localSlot)); } Int NAT::getSlotPort(Int slot) { // return (slot + m_startingPortNumber); if (m_slotList[slot] != NULL) { return m_slotList[slot]->getPort(); } return 0; } void NAT::generatePortNumbers(GameSlot *slotList[], Int localSlot) { for (Int i = 0; i < MAX_SLOTS; ++i) { if (slotList[i] != NULL) { if ((i == localSlot) && (TheWritableGlobalData->m_firewallPortOverride != 0)) { slotList[i]->setPort(TheWritableGlobalData->m_firewallPortOverride); } else { slotList[i]->setPort(i + m_startingPortNumber); } } } } Transport * NAT::getTransport() { return m_transport; } // figure out which port I'll be using. // send the port number to our target for this round. // init the m_connectionStates for all players. void NAT::doThisConnectionRound() { DEBUG_LOG(("NAT::doThisConnectionRound - starting process for connection round %d\n", m_connectionRound)); // clear out the states from the last round. m_targetNodeNumber = -1; for (Int i = 0; i < MAX_SLOTS; ++i) { setConnectionState(i, NATCONNECTIONSTATE_NOSTATE); } m_beenProbed = FALSE; m_numRetries = 0; for (i = 0; i < m_numNodes; ++i) { Int targetNodeNumber = m_connectionPairs[m_connectionPairIndex][m_connectionRound][i]; DEBUG_LOG(("NAT::doThisConnectionRound - node %d needs to connect to node %d\n", i, targetNodeNumber)); if (targetNodeNumber != -1) { if (i == m_localNodeNumber) { m_targetNodeNumber = targetNodeNumber; DEBUG_LOG(("NAT::doThisConnectionRound - Local node is connecting to node %d\n", m_targetNodeNumber)); UnsignedInt targetSlotIndex = m_connectionNodes[(m_connectionPairs[m_connectionPairIndex][m_connectionRound][i])].m_slotIndex; GameSlot *targetSlot = m_slotList[targetSlotIndex]; GameSlot *localSlot = m_slotList[m_connectionNodes[m_localNodeNumber].m_slotIndex]; DEBUG_ASSERTCRASH(localSlot != NULL, ("local slot is NULL")); DEBUG_ASSERTCRASH(targetSlot != NULL, ("trying to negotiate with a NULL target slot, slot is %d", m_connectionPairs[m_connectionPairIndex][m_connectionRound][i])); DEBUG_LOG(("NAT::doThisConnectionRound - Target slot index = %d (%ls)\n", targetSlotIndex, m_slotList[targetSlotIndex]->getName().str())); DEBUG_LOG(("NAT::doThisConnectionRound - Target slot has NAT behavior 0x%8X, local slot has NAT behavior 0x%8X\n", targetSlot->getNATBehavior(), localSlot->getNATBehavior())); #if defined(DEBUG_LOGGING) UnsignedInt targetIP = targetSlot->getIP(); UnsignedInt localIP = localSlot->getIP(); #endif DEBUG_LOG(("NAT::doThisConnectionRound - Target slot has IP %d.%d.%d.%d Local slot has IP %d.%d.%d.%d\n", targetIP >> 24, (targetIP >> 16) & 0xff, (targetIP >> 8) & 0xff, targetIP & 0xff, localIP >> 24, (localIP >> 16) & 0xff, (localIP >> 8) & 0xff, localIP & 0xff)); if (((targetSlot->getNATBehavior() & FirewallHelperClass::FIREWALL_TYPE_NETGEAR_BUG) == 0) && ((localSlot->getNATBehavior() & FirewallHelperClass::FIREWALL_TYPE_NETGEAR_BUG) != 0)) { // we have a netgear bug type behavior and the target does not, so we need them to send to us // first to avoid having our NAT table reset. DEBUG_LOG(("NAT::doThisConnectionRound - Local node has a netgear and the target node does not, need to delay our probe.\n")); m_timeTillNextSend = -1; } // figure out which port number I'm using for this connection // this merely starts to talk to the mangler server, we have to keep calling // the update function till we get a response. DEBUG_LOG(("NAT::doThisConnectionRound - About to attempt to get the next mangled source port\n")); sendMangledSourcePort(); // m_nextPortSendTime = timeGetTime() + TheGameSpyConfig->getRetryInterval(); m_nextPortSendTime = timeGetTime() + m_timeBetweenRetries; // m_timeoutTime = timeGetTime() + TheGameSpyConfig->getPortTimeout(); m_timeoutTime = timeGetTime() + m_timeToWaitForPort; } else { // this is someone else that needs to connect to someone, so wait till they tell us // that they're done. setConnectionState(i, NATCONNECTIONSTATE_WAITINGFORRESPONSE); } } else { // no one to connect to, so this one is done. DEBUG_LOG(("NAT::doThisConnectionRound - node %d has no one to connect to, so they're done\n", i)); setConnectionState(i, NATCONNECTIONSTATE_DONE); } } } void NAT::sendAProbe(UnsignedInt ip, UnsignedShort port, Int fromNode) { DEBUG_LOG(("NAT::sendAProbe - sending a probe from port %d to %d.%d.%d.%d:%d\n", getSlotPort(m_connectionNodes[m_localNodeNumber].m_slotIndex), ip >> 24, (ip >> 16) & 0xff, (ip >> 8) & 0xff, ip & 0xff, port)); AsciiString str; str.format("PROBE%d", fromNode); m_transport->queueSend(ip, port, (unsigned char *)str.str(), str.getLength() + 1); m_transport->doSend(); } // find the next mangled source port, and then send it to the other player. // if this requires talking to the mangler, we'll have to wait till a later update // to send our port out. void NAT::sendMangledSourcePort() { UnsignedShort sourcePort = getSlotPort(m_connectionNodes[m_localNodeNumber].m_slotIndex); FirewallHelperClass::tFirewallBehaviorType fwType = m_slotList[m_connectionNodes[m_localNodeNumber].m_slotIndex]->getNATBehavior(); GameSlot *targetSlot = m_slotList[m_connectionNodes[m_targetNodeNumber].m_slotIndex]; DEBUG_ASSERTCRASH(targetSlot != NULL, ("NAT::sendMangledSourcePort - targetSlot is NULL")); if (targetSlot == NULL) { DEBUG_LOG(("NAT::sendMangledSourcePort - targetSlot is NULL, failed this connection\n")); setConnectionState(m_localNodeNumber, NATCONNECTIONSTATE_FAILED); return; } GameSlot *localSlot = m_slotList[m_connectionNodes[m_localNodeNumber].m_slotIndex]; DEBUG_ASSERTCRASH(localSlot != NULL, ("NAT::sendMangledSourcePort - localSlot is NULL, WTF?")); if (localSlot == NULL) { DEBUG_LOG(("NAT::sendMangledSourcePort - localSlot is NULL, failed this connection\n")); setConnectionState(m_localNodeNumber, NATCONNECTIONSTATE_FAILED); return; } // check to see if the target and I are behind the same NAT if (targetSlot->getIP() == localSlot->getIP()) { #if defined(DEBUG_LOGGING) UnsignedInt localip = localSlot->getIP(); UnsignedInt targetip = targetSlot->getIP(); #endif DEBUG_LOG(("NAT::sendMangledSourcePort - target and I are behind the same NAT, no mangling\n")); DEBUG_LOG(("NAT::sendMangledSourcePort - I am %ls, target is %ls, my IP is %d.%d.%d.%d, target IP is %d.%d.%d.%d\n", localSlot->getName().str(), targetSlot->getName().str(), localip >> 24, (localip >> 16) & 0xff, (localip >> 8) & 0xff, localip & 0xff, targetip >> 24, (targetip >> 16) & 0xff, (targetip >> 8) & 0xff, targetip & 0xff)); sendMangledPortNumberToTarget(sourcePort, targetSlot); m_sourcePorts[m_targetNodeNumber] = sourcePort; setConnectionState(m_localNodeNumber, NATCONNECTIONSTATE_WAITINGFORMANGLEDPORT); // In case you're wondering, we don't set the m_previousSourcePort here because this will be a different source // address than what other nodes will likely see (unless of course there are more than // two of us behind the same NAT, but we won't worry about that cause theres no mangling // in that case anyways) return; } // check to see if we are NAT'd at all. if ((fwType == 0) || (fwType == FirewallHelperClass::FIREWALL_TYPE_SIMPLE)) { // no mangling, just return the source port DEBUG_LOG(("NAT::sendMangledSourcePort - no mangling, just using the source port\n")); sendMangledPortNumberToTarget(sourcePort, targetSlot); m_previousSourcePort = sourcePort; m_sourcePorts[m_targetNodeNumber] = sourcePort; setConnectionState(m_localNodeNumber, NATCONNECTIONSTATE_WAITINGFORMANGLEDPORT); return; } // check to see if our NAT keeps the same source port for different destinations. // if this is the case, and we've already worked out what our mangled port number is // then we don't have to figure it out again. if (((fwType & FirewallHelperClass::FIREWALL_TYPE_DESTINATION_PORT_DELTA) == 0) && ((fwType & FirewallHelperClass::FIREWALL_TYPE_SMART_MANGLING) == 0)) { DEBUG_LOG(("NAT::sendMangledSourcePort - our firewall doesn't NAT based on destination address, checking for old connections from this address\n")); if (m_previousSourcePort != 0) { DEBUG_LOG(("NAT::sendMangledSourcePort - Previous source port was %d, using that one\n", m_previousSourcePort)); sendMangledPortNumberToTarget(m_previousSourcePort, targetSlot); m_sourcePorts[m_targetNodeNumber] = m_previousSourcePort; setConnectionState(m_localNodeNumber, NATCONNECTIONSTATE_WAITINGFORMANGLEDPORT); return; } else { DEBUG_LOG(("NAT::sendMangledSourcePort - Previous source port not found\n")); } } // At this point we know that our NAT uses some kind of relative port mapping scheme, so we // need to talk to the mangler to find out where we are now so we can find out where we'll be on the // next port allocation. // get the address of the mangler we need to talk to. Char manglerName[256]; FirewallHelperClass::getManglerName(1, manglerName); DEBUG_LOG(("NAT::sendMangledSourcePort - about to call gethostbyname for mangler at %s\n", manglerName)); struct hostent *hostInfo = gethostbyname(manglerName); if (hostInfo == NULL) { DEBUG_LOG(("NAT::sendMangledSourcePort - gethostbyname failed for mangler address %s\n", manglerName)); // can't find the mangler, we're screwed so just send the source port. sendMangledPortNumberToTarget(sourcePort, targetSlot); m_sourcePorts[m_targetNodeNumber] = sourcePort; setConnectionState(m_localNodeNumber, NATCONNECTIONSTATE_WAITINGFORMANGLEDPORT); return; } memcpy(&m_manglerAddress, &(hostInfo->h_addr_list[0][0]), 4); m_manglerAddress = ntohl(m_manglerAddress); DEBUG_LOG(("NAT::sendMangledSourcePort - mangler %s address is %d.%d.%d.%d\n", manglerName, m_manglerAddress >> 24, (m_manglerAddress >> 16) & 0xff, (m_manglerAddress >> 8) & 0xff, m_manglerAddress & 0xff)); DEBUG_LOG(("NAT::sendMangledSourcePort - NAT behavior = 0x%08x\n", fwType)); // m_manglerRetryTime = TheGameSpyConfig->getRetryInterval() + timeGetTime(); m_manglerRetryTime = m_manglerRetryTimeInterval + timeGetTime(); m_manglerRetries = 0; if (TheFirewallHelper != NULL) { m_spareSocketPort = TheFirewallHelper->getNextTemporarySourcePort(0); TheFirewallHelper->openSpareSocket(m_spareSocketPort); TheFirewallHelper->sendToManglerFromPort(m_manglerAddress, m_spareSocketPort, m_packetID); // m_manglerRetryTime = TheGameSpyConfig->getRetryInterval() + timeGetTime(); m_manglerRetryTime = m_manglerRetryTimeInterval + timeGetTime(); } setConnectionState(m_localNodeNumber, NATCONNECTIONSTATE_WAITINGFORMANGLERRESPONSE); } void NAT::processManglerResponse(UnsignedShort mangledPort) { DEBUG_LOG(("NAT::processManglerResponse - Work out what my NAT'd port will be\n")); GameSlot *targetSlot = m_slotList[m_connectionNodes[m_targetNodeNumber].m_slotIndex]; DEBUG_ASSERTCRASH(targetSlot != NULL, ("NAT::processManglerResponse - targetSlot is NULL")); if (targetSlot == NULL) { DEBUG_LOG(("NAT::processManglerResponse - targetSlot is NULL, failed this connection\n")); setConnectionState(m_localNodeNumber, NATCONNECTIONSTATE_FAILED); return; } Short delta = TheGlobalData->m_firewallPortAllocationDelta; UnsignedShort sourcePort = getSlotPort(m_connectionNodes[m_localNodeNumber].m_slotIndex); UnsignedShort returnPort = 0; FirewallHelperClass::tFirewallBehaviorType fwType = m_slotList[m_connectionNodes[m_localNodeNumber].m_slotIndex]->getNATBehavior(); if ((fwType & FirewallHelperClass::FIREWALL_TYPE_SIMPLE_PORT_ALLOCATION) != 0) { returnPort = mangledPort + delta; } else { // to steal a line from Steve Tall... // Rats. It's a relative mangler. This is much harder. Damn NAT32 guy. if (delta == 100) { // Special NAT32 section. // NAT32 mangles source UDP port by ading 1700 + 100*NAT table index. returnPort = mangledPort - m_spareSocketPort; returnPort -= 1700; returnPort += delta; returnPort += sourcePort; returnPort += 1700; } else if (delta == 0) { returnPort = sourcePort; } else { returnPort = mangledPort / delta; returnPort = returnPort * delta; returnPort += (sourcePort % delta); returnPort += delta; } } // This bit is probably doomed. if (returnPort > 65535) { returnPort -= 65535; } if (returnPort < 1024) { returnPort += 1024; } DEBUG_LOG(("NAT::processManglerResponse - mangled port is %d\n", returnPort)); m_previousSourcePort = returnPort; sendMangledPortNumberToTarget(returnPort, targetSlot); m_sourcePorts[m_targetNodeNumber] = returnPort; if (targetSlot->getPort() == 0) { // we haven't got the target's mangled port number yet, wait for it. setConnectionState(m_localNodeNumber, NATCONNECTIONSTATE_WAITINGFORMANGLEDPORT); } else { // in this case we should have already sent a PROBE, so we'll just change the state // and leave it at that. setConnectionState(m_localNodeNumber, NATCONNECTIONSTATE_WAITINGFORRESPONSE); } } // check to see if we've completed all the rounds // this is kind of a cheesy way to check, but it works. Bool NAT::allConnectionsDone() { if (m_numNodes == 2) { if (m_connectionRound >= 1) { return TRUE; } } else if (m_numNodes == 3) { if (m_connectionRound >= 3) { return TRUE; } } else if (m_numNodes == 4) { if (m_connectionRound >= 3) { return TRUE; } } else if (m_numNodes == 5) { if (m_connectionRound >= 5) { return TRUE; } } else if (m_numNodes == 6) { if (m_connectionRound >= 5) { return TRUE; } } else if (m_numNodes == 7) { if (m_connectionRound >= 7) { return TRUE; } } else if (m_numNodes == 8) { if (m_connectionRound >= 7) { return TRUE; } } return FALSE; } Bool NAT::allConnectionsDoneThisRound() { Bool retval = TRUE; for (Int i = 0; (i < m_numNodes) && (retval == TRUE); ++i) { if ((m_connectionStates[i] != NATCONNECTIONSTATE_DONE) && (m_connectionStates[i] != NATCONNECTIONSTATE_FAILED)) { retval = FALSE; } } return retval; } // this node's connection for this round has been completed. void NAT::connectionComplete(Int slotIndex) { } // this node's connection for this round has failed. void NAT::connectionFailed(Int slotIndex) { } // I have been probed by the target. void NAT::probed(Int nodeNumber) { GameSlot *localSlot = m_slotList[m_connectionNodes[m_localNodeNumber].m_slotIndex]; DEBUG_ASSERTCRASH(localSlot != NULL, ("NAT::probed - localSlot is NULL, WTF?")); if (localSlot == NULL) { DEBUG_LOG(("NAT::probed - localSlot is NULL, failed this connection\n")); setConnectionState(m_localNodeNumber, NATCONNECTIONSTATE_FAILED); return; } if (m_beenProbed == FALSE) { m_beenProbed = TRUE; DEBUG_LOG(("NAT::probed - just got probed for the first time.\n")); if ((localSlot->getNATBehavior() & FirewallHelperClass::FIREWALL_TYPE_NETGEAR_BUG) != 0) { DEBUG_LOG(("NAT::probed - we have a NETGEAR and we were just probed for the first time\n")); GameSlot *targetSlot = m_slotList[m_connectionNodes[m_targetNodeNumber].m_slotIndex]; DEBUG_ASSERTCRASH(targetSlot != NULL, ("NAT::probed - targetSlot is NULL")); if (targetSlot == NULL) { DEBUG_LOG(("NAT::probed - targetSlot is NULL, failed this connection\n")); setConnectionState(m_localNodeNumber, NATCONNECTIONSTATE_FAILED); return; } if (targetSlot->getPort() == 0) { setConnectionState(m_localNodeNumber, NATCONNECTIONSTATE_WAITINGFORMANGLEDPORT); DEBUG_LOG(("NAT::probed - still waiting for mangled port\n")); } else { DEBUG_LOG(("NAT::probed - sending a probe to %ls\n", targetSlot->getName().str())); sendAProbe(targetSlot->getIP(), targetSlot->getPort(), m_localNodeNumber); notifyTargetOfProbe(targetSlot); setConnectionState(m_localNodeNumber, NATCONNECTIONSTATE_WAITINGFORRESPONSE); } } } } // got the mangled port for our target for this round. void NAT::gotMangledPort(Int nodeNumber, UnsignedShort mangledPort) { // if we've already finished the connection, then we don't need to process this. if (m_connectionStates[m_localNodeNumber] == NATCONNECTIONSTATE_DONE) { DEBUG_LOG(("NAT::gotMangledPort - got a mangled port, but we've already finished this connection, ignoring.\n")); return; } GameSlot *targetSlot = m_slotList[m_connectionNodes[m_targetNodeNumber].m_slotIndex]; DEBUG_ASSERTCRASH(targetSlot != NULL, ("NAT::gotMangledPort - targetSlot is NULL")); if (targetSlot == NULL) { DEBUG_LOG(("NAT::gotMangledPort - targetSlot is NULL, failed this connection\n")); setConnectionState(m_localNodeNumber, NATCONNECTIONSTATE_FAILED); return; } GameSlot *localSlot = m_slotList[m_connectionNodes[m_localNodeNumber].m_slotIndex]; DEBUG_ASSERTCRASH(localSlot != NULL, ("NAT::gotMangledPort - localSlot is NULL, WTF?")); if (localSlot == NULL) { DEBUG_LOG(("NAT::gotMangledPort - localSlot is NULL, failed this connection\n")); setConnectionState(m_localNodeNumber, NATCONNECTIONSTATE_FAILED); return; } if (nodeNumber != m_targetNodeNumber) { DEBUG_LOG(("NAT::gotMangledPort - got a mangled port number for someone that isn't my target. node = %d, target node = %d\n", nodeNumber, m_targetNodeNumber)); return; } targetSlot->setPort(mangledPort); DEBUG_LOG(("NAT::gotMangledPort - got mangled port number %d from our target node (%ls)\n", mangledPort, targetSlot->getName().str())); if (((localSlot->getNATBehavior() & FirewallHelperClass::FIREWALL_TYPE_NETGEAR_BUG) == 0) || (m_beenProbed == TRUE) || (((localSlot->getNATBehavior() & FirewallHelperClass::FIREWALL_TYPE_NETGEAR_BUG) != 0) && ((targetSlot->getNATBehavior() & FirewallHelperClass::FIREWALL_TYPE_NETGEAR_BUG) != 0))) { #ifdef DEBUG_LOGGING UnsignedInt ip = targetSlot->getIP(); #endif DEBUG_LOG(("NAT::gotMangledPort - don't have a netgear or we have already been probed, or both my target and I have a netgear, send a PROBE. Sending to %d.%d.%d.%d:%d\n", ip >> 24, (ip >> 16) & 0xff, (ip >> 8) & 0xff, ip & 0xff, targetSlot->getPort())); sendAProbe(targetSlot->getIP(), targetSlot->getPort(), m_localNodeNumber); notifyTargetOfProbe(targetSlot); setConnectionState(m_localNodeNumber, NATCONNECTIONSTATE_WAITINGFORRESPONSE); } else { DEBUG_LOG(("NAT::gotMangledPort - we are a netgear, not sending a PROBE yet.\n")); } } void NAT::gotInternalAddress(Int nodeNumber, UnsignedInt address) { GameSlot *targetSlot = m_slotList[m_connectionNodes[nodeNumber].m_slotIndex]; DEBUG_ASSERTCRASH(targetSlot != NULL, ("NAT::gotInternalAddress - targetSlot is NULL")); if (targetSlot == NULL) { return; } GameSlot *localSlot = m_slotList[m_connectionNodes[m_localNodeNumber].m_slotIndex]; DEBUG_ASSERTCRASH(localSlot != NULL, ("NAT::gotInternalAddress - localSlot is NULL, WTF?")); if (localSlot == NULL) { return; } if (nodeNumber != m_targetNodeNumber) { DEBUG_LOG(("NAT::gotInternalAddress - got a internal address for someone that isn't my target. node = %d, target node = %d\n", nodeNumber, m_targetNodeNumber)); return; } if (localSlot->getIP() == targetSlot->getIP()) { // we have the same IP address, i.e. we are behind the same NAT. // I need to talk directly to his internal address. DEBUG_LOG(("NAT::gotInternalAddress - target and local players have same external address, using internal address.\n")); targetSlot->setIP(address); // use the slot's internal address from now on } } void NAT::notifyTargetOfProbe(GameSlot *targetSlot) { PeerRequest req; AsciiString options; options.format("PROBED%d", m_localNodeNumber); req.peerRequestType = PeerRequest::PEERREQUEST_UTMPLAYER; req.UTM.isStagingRoom = TRUE; req.id = "NAT/"; AsciiString hostName; hostName.translate(targetSlot->getName()); req.nick = hostName.str(); req.options = options.str(); TheGameSpyPeerMessageQueue->addRequest(req); DEBUG_LOG(("NAT::notifyTargetOfProbe - notifying %ls that we have probed them.\n", targetSlot->getName().str())); } void NAT::notifyUsersOfConnectionDone(Int nodeIndex) { GameSlot *localSlot = m_slotList[m_connectionNodes[m_localNodeNumber].m_slotIndex]; DEBUG_ASSERTCRASH(localSlot != NULL, ("NAT::notifyUsersOfConnectionDone - localSlot is NULL, WTF?")); if (localSlot == NULL) { DEBUG_LOG(("NAT::notifyUsersOfConnectionDone - localSlot is NULL, failed this connection\n")); setConnectionState(m_localNodeNumber, NATCONNECTIONSTATE_FAILED); return; } PeerRequest req; AsciiString options; options.format("CONNDONE%d %d", nodeIndex, m_localNodeNumber); req.peerRequestType = PeerRequest::PEERREQUEST_UTMPLAYER; req.UTM.isStagingRoom = TRUE; req.id = "NAT"; AsciiString names; for (Int i=0; iisHuman() == FALSE)) { continue; } AsciiString name; name.translate(m_slotList[i]->getName()); if (names.isNotEmpty()) { names.concat(','); } names.concat(name); } req.nick = names.str(); req.options = options.str(); DEBUG_LOG(("NAT::notifyUsersOfConnectionDone - sending %s to %s\n", options.str(), names.str())); TheGameSpyPeerMessageQueue->addRequest(req); } void NAT::notifyUsersOfConnectionFailed(Int nodeIndex) { GameSlot *localSlot = m_slotList[m_connectionNodes[m_localNodeNumber].m_slotIndex]; DEBUG_ASSERTCRASH(localSlot != NULL, ("NAT::notifyUsersOfConnectionFailed - localSlot is NULL, WTF?")); if (localSlot == NULL) { DEBUG_LOG(("NAT::notifyUsersOfConnectionFailed - localSlot is NULL, failed this connection\n")); setConnectionState(m_localNodeNumber, NATCONNECTIONSTATE_FAILED); return; } PeerRequest req; AsciiString options; options.format("CONNFAILED%d", nodeIndex); /* req.peerRequestType = PeerRequest::PEERREQUEST_UTMROOM; req.UTM.isStagingRoom = TRUE; req.id = "NAT/"; req.options = options.str(); DEBUG_LOG(("NAT::notifyUsersOfConnectionFailed - sending %s to room\n", options.str())); */ req.peerRequestType = PeerRequest::PEERREQUEST_UTMPLAYER; req.UTM.isStagingRoom = TRUE; req.id = "NAT"; AsciiString names; for (Int i=0; iisHuman() == FALSE)) { continue; } AsciiString name; name.translate(m_slotList[i]->getName()); if (names.isNotEmpty()) { names.concat(','); } names.concat(name); } req.nick = names.str(); req.options = options.str(); DEBUG_LOG(("NAT::notifyUsersOfConnectionFailed - sending %s to %s\n", options.str(), names.str())); TheGameSpyPeerMessageQueue->addRequest(req); } void NAT::sendMangledPortNumberToTarget(UnsignedShort mangledPort, GameSlot *targetSlot) { PeerRequest req; AsciiString options; options.format("PORT%d %d %08X", m_localNodeNumber, mangledPort, m_localIP); req.peerRequestType = PeerRequest::PEERREQUEST_UTMPLAYER; req.UTM.isStagingRoom = TRUE; req.id = "NAT/"; AsciiString hostName; hostName.translate(targetSlot->getName()); req.nick = hostName.str(); req.options = options.str(); DEBUG_LOG(("NAT::sendMangledPortNumberToTarget - sending \"%s\" to %s\n", options.str(), hostName.str())); TheGameSpyPeerMessageQueue->addRequest(req); } void NAT::processGlobalMessage(Int slotNum, const char *options) { const char *ptr = options; // skip preceding whitespace. while (isspace(*ptr)) { ++ptr; } DEBUG_LOG(("NAT::processGlobalMessage - got message from slot %d, message is \"%s\"\n", slotNum, ptr)); if (!strncmp(ptr, "PROBED", strlen("PROBED"))) { // format: PROBED // a probe has been sent at us, if we are waiting because of a netgear or something, we // should start sending our own probes. Int node = atoi(ptr + strlen("PROBED")); if (node == m_targetNodeNumber) { // make sure we're being probed by who we're supposed to be probed by. probed(node); } else { DEBUG_LOG(("NAT::processGlobalMessage - probed by node %d, not our target\n", node)); } } else if (!strncmp(ptr, "CONNDONE", strlen("CONNDONE"))) { // format: CONNDONE // we should get the node number of the player who's connection is done from the options // and mark that down as part of the connectionStates. const char *c = ptr + strlen("CONNDONE"); /* while (*c != ' ') { ++c; } while (*c == ' ') { ++c; } */ Int node; Int sendingNode; sscanf(c, "%d %d\n", &node, &sendingNode); if (m_connectionPairs[m_connectionPairIndex][m_connectionRound][node] == sendingNode) { // Int node = atoi(ptr + strlen("CONNDONE")); DEBUG_LOG(("NAT::processGlobalMessage - got a CONNDONE message for node %d\n", node)); if ((node >= 0) && (node <= m_numNodes)) { DEBUG_LOG(("NAT::processGlobalMessage - node %d's connection is complete, setting connection state to done\n", node)); setConnectionState(node, NATCONNECTIONSTATE_DONE); } } else { DEBUG_LOG(("NAT::processGlobalMessage - got a connection done message that isn't from this round. node: %d sending node: %d\n", node, sendingNode)); } } else if (!strncmp(ptr, "CONNFAILED", strlen("CONNFAILED"))) { // format: CONNFAILED // we should get the node number of the player who's connection failed from the options // and mark that down as part of the connectionStates. Int node = atoi(ptr + strlen("CONNFAILED")); if ((node >= 0) && (node < m_numNodes)) { DEBUG_LOG(("NAT::processGlobalMessage - node %d's connection failed, setting connection state to failed\n", node)); setConnectionState(node, NATCONNECTIONSTATE_FAILED); } } else if (!strncmp(ptr, "PORT", strlen("PORT"))) { // format: PORT // we should get the node number and the mangled port number of the client we // are supposed to be communicating with and start probing them. No, that was not // meant to be a phallic reference, you sicko. const char *c = ptr + strlen("PORT"); Int node = atoi(c); while (*c != ' ') { ++c; } while (*c == ' ') { ++c; } UnsignedInt intport = 0; UnsignedInt addr = 0; sscanf(c, "%d %X", &intport, &addr); UnsignedShort port = (UnsignedShort)intport; DEBUG_LOG(("NAT::processGlobalMessage - got port message from node %d, port: %d, internal address: %d.%d.%d.%d\n", node, port, addr >> 24, (addr >> 16) & 0xff, (addr >> 8) & 0xff, addr & 0xff)); if ((node >= 0) && (node < m_numNodes)) { if (port < 1024) { // it has to be less than 65535 cause its a short duh. DEBUG_ASSERTCRASH(port >= 1024, ("Was passed an invalid port number")); port += 1024; } gotInternalAddress(node, addr); gotMangledPort(node, port); } } } void NAT::setConnectionState(Int nodeNumber, NATConnectionState state) { m_connectionStates[nodeNumber] = state; if (nodeNumber != m_localNodeNumber) { return; } // if this is the case we are starting a new round and we don't know // who we're connecting to yet. if (m_localNodeNumber == m_targetNodeNumber) { return; } // if this is the start of a new connection round we don't have a // target yet. if (m_targetNodeNumber == -1) { return; } // find the menu slot of the target node. Int slotIndex = m_connectionNodes[m_targetNodeNumber].m_slotIndex; Int slot = 0; for (Int i = 0; i < MAX_SLOTS; ++i) { if (m_slotList[i] != NULL) { if (m_slotList[i]->isHuman()) { if (i != m_connectionNodes[m_localNodeNumber].m_slotIndex) { if (i == slotIndex) { break; } ++slot; } } } } if (i == MAX_SLOTS) { DEBUG_ASSERTCRASH(i < MAX_SLOTS, ("Didn't find the node number in the slot list")); return; } TheEstablishConnectionsMenu->setPlayerStatus(slot, state); }