| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325 |
- /*
- ** 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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (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; i<MAX_SLOTS; ++i)
- {
- const GameSpyGameSlot *slot = TheGameSpyGame->getGameSpySlot(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; i<MAX_SLOTS; ++i)
- {
- if (m_connectionNodes[m_localNodeNumber].m_slotIndex == i) {
- continue;
- }
- if ((m_slotList[i] == NULL) || (m_slotList[i]->isHuman() == 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; i<MAX_SLOTS; ++i)
- {
- if (m_connectionNodes[m_localNodeNumber].m_slotIndex == i) {
- continue;
- }
- if ((m_slotList[i] == NULL) || (m_slotList[i]->isHuman() == 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<node number>
- // 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<node number>
- // 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<node number>
- // 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<node number> <port number> <internal IP>
- // 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);
- }
|