LibUv Networking (#65)
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69 changed files with 5612 additions and 586 deletions
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@ -3,24 +3,25 @@ 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 Microsoft.AspNetCore.Connections;
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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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/*
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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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*
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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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*
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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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@ -32,7 +33,7 @@ namespace Server.Misc
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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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*
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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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@ -64,7 +65,7 @@ namespace Server.Misc
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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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ConnectionContext s = ns.Connection;
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IPEndPoint ipep = (IPEndPoint)s.LocalEndPoint;
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