mirror of
https://github.com/ServUO/ServUO
synced 2026-08-11 20:23:04 -04:00
194 lines
7.1 KiB
C#
194 lines
7.1 KiB
C#
using System;
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using System.IO;
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using System.Net;
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using System.Net.NetworkInformation;
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using System.Net.Sockets;
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using Server.Network;
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namespace Server.Misc
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{
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public class ServerList
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{
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/*
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* The default setting for Address, a value of 'null', will use your local IP address. If all of your local IP addresses
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* are private network addresses and AutoDetect is 'true' then ServUO will attempt to discover your public IP address
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* for you automatically.
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*
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* If you do not plan on allowing clients outside of your LAN to connect, you can set AutoDetect to 'false' and leave
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* Address set to 'null'.
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*
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* If your public IP address cannot be determined, you must change the value of Address to your public IP address
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* manually to allow clients outside of your LAN to connect to your server. Address can be either an IP address or
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* a hostname that will be resolved when ServUO starts.
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*
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* If you want players outside your LAN to be able to connect to your server and you are behind a router, you must also
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* forward TCP port 2593 to your private IP address. The procedure for doing this varies by manufacturer but generally
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* involves configuration of the router through your web browser.
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*
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* ServerList will direct connecting clients depending on both the address they are connecting from and the address and
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* port they are connecting to. If it is determined that both ends of a connection are private IP addresses, ServerList
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* will direct the client to the local private IP address. If a client is connecting to a local public IP address, they
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* will be directed to whichever address and port they initially connected to. This allows multihomed servers to function
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* properly and fully supports listening on multiple ports. If a client with a public IP address is connecting to a
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* locally private address, the server will direct the client to either the AutoDetected IP address or the manually entered
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* IP address or hostname, whichever is applicable. Loopback clients will be directed to loopback.
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*
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* If you would like to listen on additional ports (i.e. 22, 23, 80, for clients behind highly restrictive egress
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* firewalls) or specific IP adddresses you can do so by modifying the file SocketOptions.cs found in this directory.
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*/
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public static readonly string Address = null;
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public static readonly string ServerName = "My Shard";
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public static readonly bool AutoDetect = true;
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private static IPAddress m_PublicAddress;
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public static void Initialize()
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{
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if (Address == null)
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{
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if (AutoDetect)
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AutoDetection();
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}
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else
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{
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Resolve(Address, out m_PublicAddress);
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}
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EventSink.ServerList += new ServerListEventHandler(EventSink_ServerList);
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}
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private static void EventSink_ServerList(ServerListEventArgs e)
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{
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try
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{
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NetState ns = e.State;
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Socket s = ns.Socket;
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IPEndPoint ipep = (IPEndPoint)s.LocalEndPoint;
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IPAddress localAddress = ipep.Address;
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int localPort = ipep.Port;
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if (IsPrivateNetwork(localAddress))
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{
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ipep = (IPEndPoint)s.RemoteEndPoint;
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if (!IsPrivateNetwork(ipep.Address) && m_PublicAddress != null)
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localAddress = m_PublicAddress;
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}
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e.AddServer(ServerName, new IPEndPoint(localAddress, localPort));
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}
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catch
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{
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e.Rejected = true;
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}
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}
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private static void AutoDetection()
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{
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if (!HasPublicIPAddress())
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{
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Console.Write("ServerList: Auto-detecting public IP address...");
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m_PublicAddress = FindPublicAddress();
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if (m_PublicAddress != null)
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Console.WriteLine("done ({0})", m_PublicAddress.ToString());
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else
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Console.WriteLine("failed");
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}
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}
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private static void Resolve(string addr, out IPAddress outValue)
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{
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if (IPAddress.TryParse(addr, out outValue))
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return;
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try
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{
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IPHostEntry iphe = Dns.GetHostEntry(addr);
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if (iphe.AddressList.Length > 0)
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outValue = iphe.AddressList[iphe.AddressList.Length - 1];
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}
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catch
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{
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}
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}
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private static bool HasPublicIPAddress()
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{
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NetworkInterface[] adapters = NetworkInterface.GetAllNetworkInterfaces();
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foreach (NetworkInterface adapter in adapters)
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{
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IPInterfaceProperties properties = adapter.GetIPProperties();
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foreach (IPAddressInformation unicast in properties.UnicastAddresses)
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{
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IPAddress ip = unicast.Address;
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if (!IPAddress.IsLoopback(ip) && ip.AddressFamily != AddressFamily.InterNetworkV6 && !IsPrivateNetwork(ip))
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return true;
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}
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}
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return false;
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/*
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IPHostEntry iphe = Dns.GetHostEntry( Dns.GetHostName() );
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IPAddress[] ips = iphe.AddressList;
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for ( int i = 0; i < ips.Length; ++i )
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{
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if ( ips[i].AddressFamily != AddressFamily.InterNetworkV6 && !IsPrivateNetwork( ips[i] ) )
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return true;
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}
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return false;
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*/
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}
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private static bool IsPrivateNetwork(IPAddress ip)
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{
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// 10.0.0.0/8
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// 172.16.0.0/12
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// 192.168.0.0/16
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if (ip.AddressFamily == AddressFamily.InterNetworkV6)
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return false;
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if (Utility.IPMatch("192.168.*", ip))
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return true;
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else if (Utility.IPMatch("10.*", ip))
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return true;
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else if (Utility.IPMatch("172.16-31.*", ip))
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return true;
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else
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return false;
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}
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private static IPAddress FindPublicAddress()
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{
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try
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{
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String ip = "";
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WebRequest request = WebRequest.Create("http://checkip.dyndns.org/");
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request.Timeout = 15000;
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using (WebResponse response = request.GetResponse())
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{
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using (StreamReader stream = new StreamReader(response.GetResponseStream()))
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{
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ip = stream.ReadToEnd();
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}
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}
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int first = ip.IndexOf("Address: ") + 9;
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int last = ip.LastIndexOf("</body>");
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ip = ip.Substring(first, last - first);
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return IPAddress.Parse(ip);
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}
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catch
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{
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return null;
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}
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}
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}
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}
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