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

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/udp.cpp Basic functions to receive and send UDP packets.
 */

#include "../../stdafx.h"
#include "../../date_func.h"
#include "../../debug.h"
#include "game_info.h"
#include "udp.h"

#include "../../safeguards.h"

/**
 * Create an UDP socket but don't listen yet.
 * @param bind the addresses to bind to.
 */
NetworkUDPSocketHandler::NetworkUDPSocketHandler(NetworkAddressList *bind)
{
	if (bind != nullptr) {
		for (NetworkAddress &addr : *bind) {
			this->bind.push_back(addr);
		}
	} else {
		/* As an empty hostname and port 0 don't go well when
		 * resolving it we need to add an address for each of
		 * the address families we support. */
		this->bind.emplace_back("", 0, AF_INET);
		this->bind.emplace_back("", 0, AF_INET6);
	}
}


/**
 * Start listening on the given host and port.
 * @return true if at least one port is listening
 */
bool NetworkUDPSocketHandler::Listen()
{
	/* Make sure socket is closed */
	this->CloseSocket();

	for (NetworkAddress &addr : this->bind) {
		addr.Listen(SOCK_DGRAM, &this->sockets);
	}

	return this->sockets.size() != 0;
}

/**
 * Close the actual UDP socket.
 */
void NetworkUDPSocketHandler::CloseSocket()
{
	for (auto &s : this->sockets) {
		closesocket(s.second);
	}
	this->sockets.clear();
}

/**
 * Send a packet over UDP
 * @param p    the packet to send
 * @param recv the receiver (target) of the packet
 * @param all  send the packet using all sockets that can send it
 * @param broadcast whether to send a broadcast message
 */
void NetworkUDPSocketHandler::SendPacket(Packet *p, NetworkAddress *recv, bool all, bool broadcast)
{
	if (this->sockets.size() == 0) this->Listen();

	for (auto &s : this->sockets) {
		/* Make a local copy because if we resolve it we cannot
		 * easily unresolve it so we can resolve it later again. */
		NetworkAddress send(*recv);

		/* Not the same type */
		if (!send.IsFamily(s.first.GetAddress()->ss_family)) continue;

		p->PrepareToSend();

		if (broadcast) {
			/* Enable broadcast */
			unsigned long val = 1;
			if (setsockopt(s.second, SOL_SOCKET, SO_BROADCAST, (char *) &val, sizeof(val)) < 0) {
				Debug(net, 1, "Setting broadcast mode failed: {}", NetworkError::GetLast().AsString());
			}
		}

		/* Send the buffer */
		ssize_t res = p->TransferOut<int>(sendto, s.second, 0, (const struct sockaddr *)send.GetAddress(), send.GetAddressLength());
		Debug(net, 7, "sendto({})", send.GetAddressAsString());

		/* Check for any errors, but ignore it otherwise */
		if (res == -1) Debug(net, 1, "sendto({}) failed: {}", send.GetAddressAsString(), NetworkError::GetLast().AsString());

		if (!all) break;
	}
}

/**
 * Receive a packet at UDP level
 */
void NetworkUDPSocketHandler::ReceivePackets()
{
	for (auto &s : this->sockets) {
		for (int i = 0; i < 1000; i++) { // Do not infinitely loop when DoSing with UDP
			struct sockaddr_storage client_addr;
			memset(&client_addr, 0, sizeof(client_addr));

			/* The limit is UDP_MTU, but also allocate that much as we need to read the whole packet in one go. */
			Packet p(this, UDP_MTU, UDP_MTU);
			socklen_t client_len = sizeof(client_addr);

			/* Try to receive anything */
			SetNonBlocking(s.second); // Some OSes seem to lose the non-blocking status of the socket
			ssize_t nbytes = p.TransferIn<int>(recvfrom, s.second, 0, (struct sockaddr *)&client_addr, &client_len);

			/* Did we get the bytes for the base header of the packet? */
			if (nbytes <= 0) break;    // No data, i.e. no packet
			if (nbytes <= 2) continue; // Invalid data; try next packet
#ifdef __EMSCRIPTEN__
			client_len = FixAddrLenForEmscripten(client_addr);
#endif

			NetworkAddress address(client_addr, client_len);

			/* If the size does not match the packet must be corrupted.
			 * Otherwise it will be marked as corrupted later on. */
			if (!p.ParsePacketSize() || (size_t)nbytes != p.Size()) {
				Debug(net, 1, "Received a packet with mismatching size from {}", address.GetAddressAsString());
				continue;
			}
			p.PrepareToRead();

			/* Handle the packet */
			this->HandleUDPPacket(&p, &address);
		}
	}
}

/**
 * Handle an incoming packets by sending it to the correct function.
 * @param p the received packet
 * @param client_addr the sender of the packet
 */
void NetworkUDPSocketHandler::HandleUDPPacket(Packet *p, NetworkAddress *client_addr)
{
	PacketUDPType type;

	/* New packet == new client, which has not quit yet */
	this->Reopen();

	type = (PacketUDPType)p->Recv_uint8();

	switch (this->HasClientQuit() ? PACKET_UDP_END : type) {
		case PACKET_UDP_CLIENT_FIND_SERVER:   this->Receive_CLIENT_FIND_SERVER(p, client_addr);   break;
		case PACKET_UDP_SERVER_RESPONSE:      this->Receive_SERVER_RESPONSE(p, client_addr);      break;

		default:
			if (this->HasClientQuit()) {
				Debug(net, 0, "[udp] Received invalid packet type {} from {}", type, client_addr->GetAddressAsString());
			} else {
				Debug(net, 0, "[udp] Received illegal packet from {}", client_addr->GetAddressAsString());
			}
			break;
	}
}

/**
 * Helper for logging receiving invalid packets.
 * @param type The received packet type.
 * @param client_addr The address we received the packet from.
 */
void NetworkUDPSocketHandler::ReceiveInvalidPacket(PacketUDPType type, NetworkAddress *client_addr)
{
	Debug(net, 0, "[udp] Received packet type {} on wrong port from {}", type, client_addr->GetAddressAsString());
}

void NetworkUDPSocketHandler::Receive_CLIENT_FIND_SERVER(Packet *p, NetworkAddress *client_addr) { this->ReceiveInvalidPacket(PACKET_UDP_CLIENT_FIND_SERVER, client_addr); }
void NetworkUDPSocketHandler::Receive_SERVER_RESPONSE(Packet *p, NetworkAddress *client_addr) { this->ReceiveInvalidPacket(PACKET_UDP_SERVER_RESPONSE, client_addr); }