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Source/include/slikenet/NatPunchthroughServer.h
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Source/include/slikenet/NatPunchthroughServer.h
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/*
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* Original work: Copyright (c) 2014, Oculus VR, Inc.
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* All rights reserved.
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*
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* This source code is licensed under the BSD-style license found in the
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* RakNet License.txt file in the licenses directory of this source tree. An additional grant
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* of patent rights can be found in the RakNet Patents.txt file in the same directory.
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*
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*
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* Modified work: Copyright (c) 2017, SLikeSoft UG (haftungsbeschränkt)
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*
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* This source code was modified by SLikeSoft. Modifications are licensed under the MIT-style
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* license found in the license.txt file in the root directory of this source tree.
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*/
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/// \file
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/// \brief Contains the NAT-punchthrough plugin for the server.
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///
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#include "NativeFeatureIncludes.h"
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#if _RAKNET_SUPPORT_NatPunchthroughServer==1
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#ifndef __NAT_PUNCHTHROUGH_SERVER_H
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#define __NAT_PUNCHTHROUGH_SERVER_H
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#include "types.h"
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#include "Export.h"
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#include "PluginInterface2.h"
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#include "PacketPriority.h"
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#include "SocketIncludes.h"
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#include "DS_OrderedList.h"
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#include "string.h"
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namespace SLNet
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{
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/// Forward declarations
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class RakPeerInterface;
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struct Packet;
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#if _RAKNET_SUPPORT_PacketLogger==1
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class PacketLogger;
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#endif
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/// \defgroup NAT_PUNCHTHROUGH_GROUP NatPunchthrough
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/// \brief Connect systems despite both systems being behind a router
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/// \details
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/// \ingroup PLUGINS_GROUP
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/// \ingroup NAT_PUNCHTHROUGH_GROUP
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struct RAK_DLL_EXPORT NatPunchthroughServerDebugInterface
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{
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NatPunchthroughServerDebugInterface() {}
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virtual ~NatPunchthroughServerDebugInterface() {}
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virtual void OnServerMessage(const char *msg)=0;
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};
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/// \ingroup NAT_PUNCHTHROUGH_GROUP
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struct RAK_DLL_EXPORT NatPunchthroughServerDebugInterface_Printf : public NatPunchthroughServerDebugInterface
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{
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virtual void OnServerMessage(const char *msg);
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};
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#if _RAKNET_SUPPORT_PacketLogger==1
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/// \ingroup NAT_PUNCHTHROUGH_GROUP
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struct RAK_DLL_EXPORT NatPunchthroughServerDebugInterface_PacketLogger : public NatPunchthroughServerDebugInterface
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{
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// Set to non-zero to write to the packetlogger!
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PacketLogger *pl;
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NatPunchthroughServerDebugInterface_PacketLogger() {pl=0;}
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~NatPunchthroughServerDebugInterface_PacketLogger() {}
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virtual void OnServerMessage(const char *msg);
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};
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#endif
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/// \brief Server code for NATPunchthrough
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/// \details Maintain connection to NatPunchthroughServer to process incoming connection attempts through NatPunchthroughClient<BR>
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/// Server maintains two sockets clients can connect to so as to estimate the next port choice<BR>
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/// Server tells other client about port estimate, current public port to the server, and a time to start connection attempts
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/// \sa NatTypeDetectionClient
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/// See also http://www.jenkinssoftware.com/raknet/manual/natpunchthrough.html
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/// \ingroup NAT_PUNCHTHROUGH_GROUP
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class RAK_DLL_EXPORT NatPunchthroughServer : public PluginInterface2
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{
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public:
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STATIC_FACTORY_DECLARATIONS(NatPunchthroughServer)
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// Constructor
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NatPunchthroughServer();
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// Destructor
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virtual ~NatPunchthroughServer();
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/// Sets a callback to be called with debug messages
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/// \param[in] i Pointer to an interface. The pointer is stored, so don't delete it while in progress. Pass 0 to clear.
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void SetDebugInterface(NatPunchthroughServerDebugInterface *i);
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/// \internal For plugin handling
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virtual void Update(void);
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/// \internal For plugin handling
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virtual PluginReceiveResult OnReceive(Packet *packet);
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/// \internal For plugin handling
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virtual void OnClosedConnection(const SystemAddress &systemAddress, RakNetGUID rakNetGUID, PI2_LostConnectionReason lostConnectionReason );
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virtual void OnNewConnection(const SystemAddress &systemAddress, RakNetGUID rakNetGUID, bool isIncoming);
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// Each connected user has a ready state. Ready means ready for nat punchthrough.
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struct User;
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struct ConnectionAttempt
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{
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ConnectionAttempt() {sender=0; recipient=0; startTime=0; attemptPhase=NAT_ATTEMPT_PHASE_NOT_STARTED;}
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User *sender, *recipient;
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uint16_t sessionId;
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SLNet::Time startTime;
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enum
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{
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NAT_ATTEMPT_PHASE_NOT_STARTED,
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NAT_ATTEMPT_PHASE_GETTING_RECENT_PORTS,
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} attemptPhase;
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};
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struct User
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{
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RakNetGUID guid;
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SystemAddress systemAddress;
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unsigned short mostRecentPort;
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bool isReady;
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DataStructures::OrderedList<RakNetGUID,RakNetGUID> groupPunchthroughRequests;
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DataStructures::List<ConnectionAttempt *> connectionAttempts;
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bool HasConnectionAttemptToUser(User *user);
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void DerefConnectionAttempt(ConnectionAttempt *ca);
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void DeleteConnectionAttempt(ConnectionAttempt *ca);
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void LogConnectionAttempts(SLNet::RakString &rs);
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};
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SLNet::Time lastUpdate;
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static int NatPunchthroughUserComp( const RakNetGUID &key, User * const &data );
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protected:
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void OnNATPunchthroughRequest(Packet *packet);
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DataStructures::OrderedList<RakNetGUID, User*, NatPunchthroughServer::NatPunchthroughUserComp> users;
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void OnGetMostRecentPort(Packet *packet);
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void OnClientReady(Packet *packet);
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void SendTimestamps(void);
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void StartPendingPunchthrough(void);
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void StartPunchthroughForUser(User*user);
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uint16_t sessionId;
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NatPunchthroughServerDebugInterface *natPunchthroughServerDebugInterface;
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SystemAddress boundAddresses[MAXIMUM_NUMBER_OF_INTERNAL_IDS];
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unsigned char boundAddressCount;
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};
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} // namespace SLNet
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#endif
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#endif // _RAKNET_SUPPORT_*
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