fix: Simplifies server list (#797)

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Kamron Batman 2021-09-19 00:40:39 -07:00 committed by GitHub
parent 7c18997965
commit 77e5d8521f
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@ -1,6 +1,4 @@
using System;
using System.IO;
using System.Linq;
using System.Net;
using System.Net.NetworkInformation;
using System.Net.Sockets;
@ -8,39 +6,33 @@ using Server.Logging;
namespace Server.Misc
{
/*
* The default settings are configured to automatically detect your external IP address.
*
* If your public IP address cannot be determined then set your IP address in modernuo.json, for example:
* "serverListing.address": "1.2.3.4"
*
* If you do not plan on allowing clients outside of your LAN to connect, then set the following in modernuo.json
* "serverListing.address": null,
* "serverListing.autoDetect": false
*
* If you want players outside your LAN to be able to connect to your server and you are behind a router, you must also
* forward TCP port 2593 to your private IP address. The procedure for doing this varies by manufacturer but generally
* involves configuration of the router through your web browser.
*
* ServerList will direct connecting clients depending on both the address they are connecting from and the address and
* port they are connecting to. If it is determined that both ends of a connection are private IP addresses, ServerList
* will direct the client to the local private IP address. If a client is connecting to a local public IP address, they
* will be directed to whichever address and port they initially connected to. This allows multi-homed servers to function
* properly and fully supports listening on multiple ports. If a client with a public IP address is connecting to a
* locally private address, the server will direct the client to either the automatically detected IP address or the
* manually entered IP address or hostname, whichever is applicable. Loopback clients will be directed to loopback.
*/
public static class ServerList
{
private static readonly ILogger logger = LogFactory.GetLogger(typeof(ServerList));
private static IPAddress m_PublicAddress;
/*
* The default setting for Address, a value of 'null', will use your local IP address. If all of your local IP addresses
* are private network addresses and AutoDetect is 'true' then RunUO will attempt to discover your public IP address
* for you automatically.
*
* If you do not plan on allowing clients outside of your LAN to connect, you can set AutoDetect to 'false' and leave
* Address set to 'null'.
*
* If your public IP address cannot be determined, you must change the value of Address to your public IP address
* manually to allow clients outside of your LAN to connect to your server. Address can be either an IP address or
* a hostname that will be resolved when RunUO starts.
*
* If you want players outside your LAN to be able to connect to your server and you are behind a router, you must also
* forward TCP port 2593 to your private IP address. The procedure for doing this varies by manufacturer but generally
* involves configuration of the router through your web browser.
*
* ServerList will direct connecting clients depending on both the address they are connecting from and the address and
* port they are connecting to. If it is determined that both ends of a connection are private IP addresses, ServerList
* will direct the client to the local private IP address. If a client is connecting to a local public IP address, they
* will be directed to whichever address and port they initially connected to. This allows multihomed servers to function
* properly and fully supports listening on multiple ports. If a client with a public IP address is connecting to a
* locally private address, the server will direct the client to either the AutoDetected IP address or the manually entered
* IP address or hostname, whichever is applicable. Loopback clients will be directed to loopback.
*
* If you would like to listen on additional ports (i.e. 22, 23, 80, for clients behind highly restrictive egress
* firewalls) or specific IP addresses you can do so by modifying the file SocketOptions.cs found in this directory.
*/
private static IPAddress _publicAddress;
public static string Address { get; private set; }
public static string ServerName { get; private set; }
@ -64,7 +56,7 @@ namespace Server.Misc
}
else
{
Resolve(Address, out m_PublicAddress);
Resolve(Address, out _publicAddress);
}
EventSink.ServerList += EventSink_ServerList;
@ -84,9 +76,9 @@ namespace Server.Misc
if (IsPrivateNetwork(localAddress))
{
ipep = (IPEndPoint)ns.Connection.RemoteEndPoint;
if (!IsPrivateNetwork(ipep.Address) && m_PublicAddress != null)
if (!IsPrivateNetwork(ipep.Address) && _publicAddress != null)
{
localAddress = m_PublicAddress;
localAddress = _publicAddress;
}
}
@ -103,11 +95,11 @@ namespace Server.Misc
{
if (!HasPublicIPAddress())
{
m_PublicAddress = FindPublicAddress();
_publicAddress = FindPublicAddress();
if (m_PublicAddress != null)
if (_publicAddress != null)
{
logger.Information("Auto-detected public IP address ({0})", m_PublicAddress);
logger.Information("Auto-detected public IP address ({0})", _publicAddress);
}
else
{
@ -138,16 +130,23 @@ namespace Server.Misc
}
}
private static bool HasPublicIPAddress() =>
NetworkInterface.GetAllNetworkInterfaces()
.Select(adapter => adapter.GetIPProperties())
.Any(
properties => properties.UnicastAddresses.Select(unicast => unicast.Address)
.Any(
ip => !IPAddress.IsLoopback(ip) && ip.AddressFamily != AddressFamily.InterNetworkV6 &&
!IsPrivateNetwork(ip)
)
);
private static bool HasPublicIPAddress()
{
foreach (var adapter in NetworkInterface.GetAllNetworkInterfaces())
{
foreach (var unicast in adapter.GetIPProperties().UnicastAddresses)
{
var ip = unicast.Address;
if (!IPAddress.IsLoopback(ip) && ip.AddressFamily != AddressFamily.InterNetworkV6 &&
!IsPrivateNetwork(ip))
{
return true;
}
}
}
return false;
}
// 10.0.0.0/8
// 172.16.0.0/12
@ -166,23 +165,8 @@ namespace Server.Misc
{
try
{
var req = WebRequest.Create("https://api.ipify.org");
req.Timeout = 15000;
var res = req.GetResponse();
var s = res.GetResponseStream();
var sr = new StreamReader(s);
var ip = IPAddress.Parse(sr.ReadLine() ?? "");
sr.Close();
s.Close();
res.Close();
return ip;
using WebClient wc = new WebClient();
return IPAddress.Parse(wc.DownloadString("https://api.ipify.org"));
}
catch
{