diff --git a/Projects/UOContent/Misc/ServerList.cs b/Projects/UOContent/Misc/ServerList.cs index a600dd3f4..33e33d2af 100644 --- a/Projects/UOContent/Misc/ServerList.cs +++ b/Projects/UOContent/Misc/ServerList.cs @@ -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 {