using System; using System.IO; using System.Linq; using System.Net; using System.Net.NetworkInformation; using System.Net.Sockets; using Server.Logging; namespace Server.Misc { 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. */ public static string Address { get; private set; } public static string ServerName { get; private set; } public static bool AutoDetect { get; private set; } public static void Configure() { Address = ServerConfiguration.GetOrUpdateSetting("serverListing.address", null); AutoDetect = ServerConfiguration.GetOrUpdateSetting("serverListing.autoDetect", true); ServerName = ServerConfiguration.GetOrUpdateSetting("serverListing.serverName", "ModernUO"); } public static void Initialize() { if (Address == null) { if (AutoDetect) { AutoDetection(); } } else { Resolve(Address, out m_PublicAddress); } EventSink.ServerList += EventSink_ServerList; } private static void EventSink_ServerList(ServerListEventArgs e) { try { var ns = e.State; var ipep = (IPEndPoint)ns.Connection.LocalEndPoint; var localAddress = ipep.Address; var localPort = ipep.Port; if (IsPrivateNetwork(localAddress)) { ipep = (IPEndPoint)ns.Connection.RemoteEndPoint; if (!IsPrivateNetwork(ipep.Address) && m_PublicAddress != null) { localAddress = m_PublicAddress; } } e.AddServer(ServerName, new IPEndPoint(localAddress, localPort)); } catch (Exception er) { logger.Warning(er, "Unhandled exception at server list"); e.Rejected = true; } } private static void AutoDetection() { if (!HasPublicIPAddress()) { m_PublicAddress = FindPublicAddress(); if (m_PublicAddress != null) { logger.Information("Auto-detected public IP address ({0})", m_PublicAddress); } else { logger.Warning("Could not auto-detect public IP address"); } } } private static void Resolve(string addr, out IPAddress outValue) { if (IPAddress.TryParse(addr, out outValue)) { return; } try { var iphe = Dns.GetHostEntry(addr); if (iphe.AddressList.Length > 0) { outValue = iphe.AddressList[^1]; } } catch { // ignored } } 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) ) ); // 10.0.0.0/8 // 172.16.0.0/12 // 192.168.0.0/16 // 169.254.0.0/16 // 100.64.0.0/10 RFC 6598 private static bool IsPrivateNetwork(IPAddress ip) => ip.AddressFamily != AddressFamily.InterNetworkV6 && (Utility.IPMatch("192.168.*", ip) || Utility.IPMatch("10.*", ip) || Utility.IPMatch("172.16-31.*", ip) || Utility.IPMatch("169.254.*", ip) || Utility.IPMatch("100.64-127.*", ip)); private static IPAddress FindPublicAddress() { 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; } catch { return null; } } } }