ModernUO/Projects/Scripts/Misc/ServerList.cs
2020-01-19 12:47:34 -08:00

170 lines
5.7 KiB
C#

using System;
using System.IO;
using System.Linq;
using System.Net;
using System.Net.NetworkInformation;
using System.Net.Sockets;
using Microsoft.AspNetCore.Connections;
using Server.Network;
namespace Server.Misc
{
public class ServerList
{
/*
* 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 adddresses you can do so by modifying the file SocketOptions.cs found in this directory.
*/
public static readonly string Address = null;
public const string ServerName = "ModernUO TC";
public const bool AutoDetect = true;
private static IPAddress m_PublicAddress;
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
{
NetState ns = e.State;
ConnectionContext s = ns.Connection;
IPEndPoint ipep = (IPEndPoint)s.LocalEndPoint;
IPAddress localAddress = ipep.Address;
int localPort = ipep.Port;
if (IsPrivateNetwork(localAddress))
{
ipep = (IPEndPoint)s.RemoteEndPoint;
if (!IsPrivateNetwork(ipep.Address) && m_PublicAddress != null)
localAddress = m_PublicAddress;
}
e.AddServer(ServerName, new IPEndPoint(localAddress, localPort));
}
catch (Exception er)
{
Console.WriteLine(er);
e.Rejected = true;
}
}
private static void AutoDetection()
{
if (!HasPublicIPAddress())
{
Console.Write("ServerList: Auto-detecting public IP address...");
m_PublicAddress = FindPublicAddress();
if (m_PublicAddress != null)
Console.WriteLine("done ({0})", m_PublicAddress);
else
Console.WriteLine("failed");
}
}
private static void Resolve(string addr, out IPAddress outValue)
{
if (IPAddress.TryParse(addr, out outValue))
return;
try
{
IPHostEntry iphe = Dns.GetHostEntry(addr);
if (iphe.AddressList.Length > 0)
outValue = iphe.AddressList[iphe.AddressList.Length - 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
{
WebRequest req = WebRequest.Create("https://api.ipify.org");
req.Timeout = 15000;
WebResponse res = req.GetResponse();
Stream s = res.GetResponseStream();
StreamReader sr = new StreamReader(s);
IPAddress ip = IPAddress.Parse(sr.ReadLine() ?? "");
sr.Close();
s.Close();
res.Close();
return ip;
}
catch
{
return null;
}
}
}
}