Files @ r25827:5a9ded1a0c1a
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Location: cpp/openttd-patchpack/source/src/network/core/address.h

Patric Stout
Feature: allow the use of STUN to connect client and server together

This method doesn't require port-forwarding to be used, and works for
most common NAT routers in home setups. But, for sure it doesn't work
for all setups, and not everyone will be able to use this.
/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 */

/** @file core/address.h Wrapper for network addresses. */

#ifndef NETWORK_CORE_ADDRESS_H
#define NETWORK_CORE_ADDRESS_H

#include "os_abstraction.h"
#include "config.h"
#include "../../company_type.h"
#include "../../string_func.h"
#include "../../core/smallmap_type.hpp"

#include <string>

class NetworkAddress;
typedef std::vector<NetworkAddress> NetworkAddressList; ///< Type for a list of addresses.
typedef SmallMap<NetworkAddress, SOCKET> SocketList;    ///< Type for a mapping between address and socket.

/**
 * Wrapper for (un)resolved network addresses; there's no reason to transform
 * a numeric IP to a string and then back again to pass it to functions. It
 * furthermore allows easier delaying of the hostname lookup.
 */
class NetworkAddress {
private:
	std::string hostname;     ///< The hostname
	int address_length;       ///< The length of the resolved address
	sockaddr_storage address; ///< The resolved address
	bool resolved;            ///< Whether the address has been (tried to be) resolved

	/**
	 * Helper function to resolve something to a socket.
	 * @param runp information about the socket to try not
	 * @return the opened socket or INVALID_SOCKET
	 */
	typedef SOCKET (*LoopProc)(addrinfo *runp);

	SOCKET Resolve(int family, int socktype, int flags, SocketList *sockets, LoopProc func);
public:
	/**
	 * Create a network address based on a resolved IP and port.
	 * @param address The IP address with port.
	 * @param address_length The length of the address.
	 */
	NetworkAddress(struct sockaddr_storage &address, int address_length) :
		address_length(address_length),
		address(address),
		resolved(address_length != 0)
	{
	}

	/**
	 * Create a network address based on a resolved IP and port.
	 * @param address The IP address with port.
	 * @param address_length The length of the address.
	 */
	NetworkAddress(sockaddr *address, int address_length) :
		address_length(address_length),
		resolved(address_length != 0)
	{
		memset(&this->address, 0, sizeof(this->address));
		memcpy(&this->address, address, address_length);
	}

	/**
	 * Create a network address based on a unresolved host and port
	 * @param hostname the unresolved hostname
	 * @param port the port
	 * @param family the address family
	 */
	NetworkAddress(std::string_view hostname = "", uint16 port = 0, int family = AF_UNSPEC) :
		address_length(0),
		resolved(false)
	{
		if (!hostname.empty() && hostname.front() == '[' && hostname.back() == ']') {
			hostname.remove_prefix(1);
			hostname.remove_suffix(1);
		}
		this->hostname = hostname;

		memset(&this->address, 0, sizeof(this->address));
		this->address.ss_family = family;
		this->SetPort(port);
	}

	const std::string &GetHostname();
	std::string GetAddressAsString(bool with_family = true);
	const sockaddr_storage *GetAddress();

	/**
	 * Get the (valid) length of the address.
	 * @return the length
	 */
	int GetAddressLength()
	{
		/* Resolve it if we didn't do it already */
		if (!this->IsResolved()) this->GetAddress();
		return this->address_length;
	}

	uint16 GetPort() const;
	void SetPort(uint16 port);

	/**
	 * Check whether the IP address has been resolved already
	 * @return true iff the port has been resolved
	 */
	bool IsResolved() const
	{
		return this->resolved;
	}

	bool IsFamily(int family);
	bool IsInNetmask(const std::string &netmask);

	/**
	 * Compare the address of this class with the address of another.
	 * @param address the other address.
	 * @return < 0 if address is less, 0 if equal and > 0 if address is more
	 */
	int CompareTo(NetworkAddress &address)
	{
		int r = this->GetAddressLength() - address.GetAddressLength();
		if (r == 0) r = this->address.ss_family - address.address.ss_family;
		if (r == 0) r = memcmp(&this->address, &address.address, this->address_length);
		if (r == 0) r = this->GetPort() - address.GetPort();
		return r;
	}

	/**
	 * Compare the address of this class with the address of another.
	 * @param address the other address.
	 * @return true if both match.
	 */
	bool operator == (NetworkAddress &address)
	{
		return this->CompareTo(address) == 0;
	}

	/**
	 * Compare the address of this class with the address of another.
	 * @param address the other address.
	 * @return true if both match.
	 */
	bool operator == (NetworkAddress &address) const
	{
		return const_cast<NetworkAddress*>(this)->CompareTo(address) == 0;
	}
	/**
	 * Compare the address of this class with the address of another.
	 * @param address the other address.
	 * @return true if both do not match.
	 */
	bool operator != (NetworkAddress address) const
	{
		return const_cast<NetworkAddress*>(this)->CompareTo(address) != 0;
	}

	/**
	 * Compare the address of this class with the address of another.
	 * @param address the other address.
	 */
	bool operator < (NetworkAddress &address)
	{
		return this->CompareTo(address) < 0;
	}

	void Listen(int socktype, SocketList *sockets);

	static const char *SocketTypeAsString(int socktype);
	static const char *AddressFamilyAsString(int family);
	static NetworkAddress GetPeerAddress(SOCKET sock);
	static NetworkAddress GetSockAddress(SOCKET sock);
	static const std::string GetPeerName(SOCKET sock);
};

/**
 * Types of server addresses we know.
 *
 * Sorting will prefer entries at the top of this list above ones at the bottom.
 */
enum ServerAddressType {
	SERVER_ADDRESS_DIRECT,      ///< Server-address is based on an hostname:port.
	SERVER_ADDRESS_INVITE_CODE, ///< Server-address is based on an invite code.
};

/**
 * Address to a game server.
 *
 * This generalises addresses which are based on different identifiers.
 */
class ServerAddress {
private:
	/**
	 * Create a new ServerAddress object.
	 *
	 * Please use ServerAddress::Parse() instead of calling this directly.
	 *
	 * @param type The type of the ServerAdress.
	 * @param connection_string The connection_string that belongs to this ServerAddress type.
	 */
	ServerAddress(ServerAddressType type, const std::string &connection_string) : type(type), connection_string(connection_string) {}

public:
	ServerAddressType type;        ///< The type of this ServerAddress.
	std::string connection_string; ///< The connection string for this ServerAddress.

	static ServerAddress Parse(const std::string &connection_string, uint16 default_port, CompanyID *company_id = nullptr);
};

#endif /* NETWORK_CORE_ADDRESS_H */