#W# Initial Commit: Avatars Conquest
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176
Scripts/Misc/ServerList.cs
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176
Scripts/Misc/ServerList.cs
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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;
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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 RunUO 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 RunUO 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 = Server.Misc.Settings.ServerName();
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public static readonly bool AutoDetect = true;
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public static void Initialize()
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{
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if ( Address == null ) {
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if ( AutoDetect )
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AutoDetection();
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}
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else {
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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 IPAddress m_PublicAddress;
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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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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() || Server.Misc.Settings.DetectPublicIP() ) {
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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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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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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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IPInterfaceProperties properties = adapter.GetIPProperties();
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foreach ( IPAddressInformation unicast in properties.UnicastAddresses ) {
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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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private static bool IsPrivateNetwork( IPAddress ip )
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{
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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( "127.0.0.1", ip ) )
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return true;
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else if ( Utility.IPMatch( "169.254.*", 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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WebRequest req = HttpWebRequest.Create( Server.Misc.Settings.PublicIP() );
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req.Timeout = 15000;
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WebResponse res = req.GetResponse();
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Stream s = res.GetResponseStream();
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StreamReader sr = new StreamReader( s );
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IPAddress ip = IPAddress.Parse( sr.ReadLine() );
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sr.Close();
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s.Close();
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res.Close();
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return ip;
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} catch {
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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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