Files @ r25827:5a9ded1a0c1a
Branch filter:

Location: cpp/openttd-patchpack/source/src/network/core/tcp_stun.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 tcp_stun.h Basic functions to receive and send TCP packets to/from the STUN server.
 */

#ifndef NETWORK_CORE_TCP_STUN_H
#define NETWORK_CORE_TCP_STUN_H

#include "os_abstraction.h"
#include "tcp.h"
#include "packet.h"

/** Enum with all types of TCP STUN packets. The order MUST not be changed. **/
enum PacketStunType {
	PACKET_STUN_SERCLI_STUN,  ///< Send a STUN request to the STUN server.
	PACKET_STUN_END,          ///< Must ALWAYS be on the end of this list!! (period)
};

/** Base socket handler for all STUN TCP sockets. */
class NetworkStunSocketHandler : public NetworkTCPSocketHandler {
protected:
	bool ReceiveInvalidPacket(PacketStunType type);

	/**
	 * Send a STUN request to the STUN server letting the Game Coordinator know
	 * what our actually public IP:port is.
	 *
	 *  uint8   Game Coordinator protocol version.
	 *  string  Token to track the current STUN request.
	 *  uint8   Which interface number this is (for example, IPv4 or IPv6).
	 *          The Game Coordinator relays this number back in later packets.
	 *
	 * @param p The packet that was just received.
	 * @return True upon success, otherwise false.
	 */
	virtual bool Receive_SERCLI_STUN(Packet *p);

public:
	/**
	 * Create a new cs socket handler for a given cs.
	 * @param s  the socket we are connected with.
	 * @param address IP etc. of the client.
	 */
	NetworkStunSocketHandler(SOCKET s = INVALID_SOCKET) : NetworkTCPSocketHandler(s) {}
};

#endif /* NETWORK_CORE_TCP_STUN_H */