* Fixes a bug with the main loop. Removes unnecessary optimizations for RDRand. * WIP - Rewriting packets. * Cleanup and updates README * Converts more packets * Fixes header * Converts Effects packets. * Forgot the send command * Adds the start of containers packets. * Adds message packets with caching * Extends the send methods * Starts to add Acquire methods * Converted the packets * Cleanup * Cleanup * Adds more packets * Adds more packets * Fixes clearing arrays from pool. Adds Mobile Incoming * Converts more packets. * Moves more packets * Moves more packets * Test compression * Merges * Migrating to an idiomatic syntax that also supports compression, and proxying. * Optimize the stack alloc. Changes attributes * Converted container packets * Visual Studio doesn't auto save files. I am still getting used to subpar IDEs. * Adds static packet caching. Will profile later. Converts more packets * Fixes packets and changes how compression is configured * WIP - Adds basics for Gumps. Not finished though. * Fix file * Fixes formatting * Changed SpanWriter to be more idiomatic. * Fixes Span vs RawSpan and missing stackallocs * Converts over some more gumps * WIP - Deletes 32bit support. * Drops RDRand32 support. * Fixes gump compilation * Converting gump components * Removes old huffman compression function * Revert signature for backwards compatibility * WIP - Converting more gump components * Creates ArraySet for the strings. Updates AppendTo to reference that. * Converts the maining gump components * Cleans up gump components * Cleans up directives * Cleans up ArraySet and moves it. Adds null-coalescing-assignment * Cleanup, Target Packets, and C# 8 changes. * Removed OPL Packet * World packets * Fixing packet uses * Cleans up code. Fixes packet uses in various places. * More cleanup for packets * Code cleanup * Converts more packet uses and cleans up more code * More code cleanup * Finishes fixing the packets in Item * Updates secure trade packets * Updates core and gets it to compile. * Moved packets to scripts. Fixed account handler use of packets * Code cleanup * Updates chat packets * Code cleanuo * Adds party packets, but need to implement them. * Party packets WIP * Finishes party packets * Rearrange movement namespaces and classes * Finishes plant packets * Code Formatting * Fixes moving effects * Code cleanup, eliminates equipinfo * Adds more packets. Fixes bugs with various packets. * Finishes mahjon packets * Fixes mahjong packet * Code cleanup * Finishes mahjong packets * Adds Map packets * Add multifacet maps and charts * Cleans up some packets with UTF8 * Optimizes packets * Cleans up more packets. Moves the MessageHelper * Removes assistant support. Removes extended protocol. Incorporates MapUO packets as normal packets. * Updates protocol extensions packet receiver * Fixes a few bugs. Fixes a few more packets. * Code cleanup and fixing more packets * Fixes packet effects * Cleaned up more code * Buff Icon cleanup * Removed unused constructors * Code Cleanup. Adds BoatHS Packets * Moves house files. Updates house foundation packets. * Deployment cleanup * Fixes: * Code cleanup * More code cleanup * More code cleanup * Cleaned up BaseHouse * Enforces styling * Converts foreach to linq where possible. * Dont need that * Goals/Readme updates * Removes 32bit support at the highest level. Turns on HRT by default. * Code cleanup. Fixes extended features packet. * Fixes various bugs * Code cleanup * Code cleanup * Code cleanup. Fixes gump X/Y assignment. * Code cleanup using |= operator * More code cleanup * Cleanup * Fixes spacing issues. Thanks Visual Studio. You suck. * Compiler error * Fixes NPE from RunUO 2.7 * Renames ScriptCompiler to AssemblyHandler. Fixes packets. Updates README * Fixes more packets. Stupid trailing nulls. * Fixes various bugs. * Fixes for gumps * Fixes more gump stuff. Going to split it out later since it is getting insane * Recoded the gump writing * WIP * *Added output path of scripts project to dev branch *Activated debugging in code
169 lines
5.7 KiB
C#
169 lines
5.7 KiB
C#
using System;
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using System.IO;
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using System.Linq;
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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.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 = "RunUO TC";
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public static readonly bool AutoDetect = true;
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private static IPAddress m_PublicAddress;
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public static void Initialize()
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{
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if (Address == null)
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{
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if (AutoDetect)
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AutoDetection();
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}
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else
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{
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Resolve(Address, out m_PublicAddress);
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}
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EventSink.ServerList += EventSink_ServerList;
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}
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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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{
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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 (Exception er)
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{
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Console.WriteLine(er);
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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())
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{
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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);
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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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{
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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[^1];
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}
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catch
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{
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// ignored
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}
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}
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private static bool HasPublicIPAddress() =>
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NetworkInterface.GetAllNetworkInterfaces().Select(adapter => adapter.GetIPProperties())
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.Any(properties => properties.UnicastAddresses.Select(unicast => unicast.Address)
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.Any(ip => !IPAddress.IsLoopback(ip) && ip.AddressFamily != AddressFamily.InterNetworkV6 && !IsPrivateNetwork(ip)));
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// 10.0.0.0/8
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// 172.16.0.0/12
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// 192.168.0.0/16
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// 169.254.0.0/16
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// 100.64.0.0/10 RFC 6598
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private static bool IsPrivateNetwork(IPAddress ip) =>
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ip.AddressFamily != AddressFamily.InterNetworkV6 &&
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(Utility.IPMatch("192.168.*", ip) ||
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Utility.IPMatch("10.*", ip) ||
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Utility.IPMatch("172.16-31.*", ip) ||
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Utility.IPMatch("169.254.*", ip) ||
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Utility.IPMatch("100.64-127.*", ip));
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private static IPAddress FindPublicAddress()
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{
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try
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{
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WebRequest req = WebRequest.Create("https://api.ipify.org");
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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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}
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catch
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{
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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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