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PuncherClient.cs
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PuncherClient.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Net.Sockets;
using MLAPI.Puncher.Client.Exceptions;
using MLAPI.Puncher.Shared;
namespace MLAPI.Puncher.Client
{
/// <summary>
/// Delegate used on the listener to inform about a connector that punched our NAT.
/// </summary>
public delegate void OnConnectorPunchSuccessfulDelegate(IPEndPoint endpoint);
/// <summary>
/// A puncher client capable of pucnhing and being punched.
/// </summary>
public class PuncherClient : IDisposable
{
/// <summary>
/// Gets or sets the transport used to communicate with puncher server.
/// </summary>
/// <value>The transport used to communcate with puncher server.</value>
public IUDPTransport Transport { get; set; } = new SlimUDPTransport();
/// <summary>
/// Gets or sets the amount port predictions to attempt.
/// </summary>
/// <value>The amount of port predictions to attempt.</value>
public int PortPredictions { get; set; } = 12;
/// <summary>
/// Gets or sets the max punch response wait time in milliseconds.
/// </summary>
/// <value>The max punch response wait time in milliseconds.</value>
public int PunchResponseTimeout { get; set; } = 8000;
/// <summary>
/// Gets or sets the server register response timeout.
/// If the Puncher server does not respond within this time the connection times out in milliseconds.
/// </summary>
/// <value>The server register response timeout in milliseconds.</value>
public int ServerRegisterResponseTimeout { get; set; } = 8000;
/// <summary>
/// Gets or sets the interval of register requests sent to the server in milliseconds.
/// </summary>
/// <value>The server register interval in milliseconds.</value>
public int ServerRegisterInterval { get; set; } = 60_000;
/// <summary>
/// Gets or sets the socket send timeout in milliseconds.
/// </summary>
/// <value>The socket send timeout in milliseconds.</value>
public int SocketSendTimeout { get; set; } = 500;
/// <summary>
/// Gets or sets the socket receive timeout in milliseconds.
/// </summary>
/// <value>The socket receive timeout in milliseconds.</value>
public int SocketReceiveTimeout { get; set; } = 500;
/// <summary>
/// Gets or sets a value indicating whether this <see cref="T:MLAPI.Puncher.Client.PuncherClient"/> should drop unknown addresses.
/// That is, ignore addresses we have not explicitly connected to. This setting only affect connectors.
/// </summary>
/// <value><c>true</c> if we should drop unknown addresses; otherwise, <c>false</c>.</value>
public bool DropUnknownAddresses { get; set; } = true;
/// <summary>
/// Occurs on the listener when a connector punches our NAT.
/// </summary>
public event OnConnectorPunchSuccessfulDelegate OnConnectorPunchSuccessful;
private readonly IPEndPoint[] _puncherServerEndpoints;
private bool _isRunning = false;
// Buffers
private readonly byte[] _buffer = new byte[Constants.BUFFER_SIZE];
private readonly byte[] _tokenBuffer = new byte[Constants.TOKEN_BUFFER_SIZE];
/// <summary>
/// Initializes a new instance of the <see cref="T:MLAPI.Puncher.Client.PuncherClient"/> class with a specified server endpoint.
/// </summary>
/// <param name="puncherServerEndpoint">Puncher server endpoint.</param>
public PuncherClient(IPEndPoint puncherServerEndpoint)
{
_puncherServerEndpoints = new IPEndPoint[1] { puncherServerEndpoint };
}
/// <summary>
/// Initializes a new instance of the <see cref="T:MLAPI.Puncher.Client.PuncherClient"/> class with a specified server endpoints.
/// </summary>
/// <param name="puncherServerEndpoint">Puncher server endpoints.</param>
public PuncherClient(IPEndPoint[] puncherServerEndpoint)
{
_puncherServerEndpoints = puncherServerEndpoint;
}
/// <summary>
/// Initializes a new instance of the <see cref="T:MLAPI.Puncher.Client.PuncherClient"/> class with a specified server host and port.
/// </summary>
/// <param name="puncherServerHost">Puncher server host.</param>
/// <param name="puncherServerPort">Puncher server port.</param>
public PuncherClient(string puncherServerHost, ushort puncherServerPort)
{
// Send the DNS query
IPHostEntry hostEntry = Dns.GetHostEntry(puncherServerHost);
// Sort only IPv4 addresses
_puncherServerEndpoints = hostEntry.AddressList.Where(x => x.AddressFamily == AddressFamily.InterNetwork).Select(x => new IPEndPoint(x, puncherServerPort)).ToArray();
}
/// <summary>
/// Listens for incoming punch requests.
/// </summary>
/// <param name="listenEndpoint">The endpoint where new players should join.</param>
public void ListenForPunches(IPEndPoint listenEndpoint)
{
// Bind the socket
Transport.Bind(listenEndpoint);
_isRunning = true;
RunListenerJob(false, false);
_isRunning = false;
}
/// <summary>
/// Listens for a single punch and returns when the punch is successful.
/// </summary>
/// <returns>The address of the connector that punched through our NAT.</returns>
/// <param name="listenEndpoint">The endpoint where new players should join.</param>
public IPEndPoint ListenForSinglePunch(IPEndPoint listenEndpoint)
{
// Bind the socket
Transport.Bind(listenEndpoint);
_isRunning = true;
IPEndPoint endpoint = RunListenerJob(true, false);
_isRunning = false;
return endpoint;
}
/// <summary>
/// Starts punching the requested peer.
/// </summary>
/// <returns>The remote peer connectable address.</returns>
/// <param name="connectAddress">The peer connect address.</param>
public bool TryPunch(IPAddress connectAddress, out IPEndPoint punchResult)
{
if (connectAddress.AddressFamily != AddressFamily.InterNetwork)
{
throw new ArgumentException("Only IPv4 addresses can be punched. IPv6 addresses does not have to be punched as they dont use NAT.");
}
// Bind the socket
Transport.Bind(new IPEndPoint(IPAddress.Any, 0));
// Set running state
_isRunning = true;
// Generate random token
byte[] token = new byte[32];
Random rnd = new Random();
rnd.NextBytes(token);
// Default punch result
punchResult = null;
// Register with NAT server
SendRegisterRequest(connectAddress, token);
// Waits for response from the puncher server.
if (TryWaitForConnectorRegisterResponse(token, out IPEndPoint punchEndPoint, false))
{
if (DropUnknownAddresses && !punchEndPoint.Address.Equals(connectAddress))
{
// The address we were asked to punch was not the same as the one we connected to.
// This might mean either a proxy, or a malicious interception.
return false;
}
// Sends punches
SendPunches(punchEndPoint, new ArraySegment<byte>(token, 0, token.Length));
// Waits for PunchSuccess
if (TryCompleteConnectorPunch(punchEndPoint, token, out punchResult) && punchResult != null)
{
_isRunning = false;
return true;
}
}
_isRunning = false;
return false;
}
#region CLIENT & SERVER
// Sends a register and waits for a response.
private void SendRegisterRequest(IPAddress connectAddress, byte[] token)
{
// Prevent info leaks
Array.Clear(_buffer, 0, Constants.BUFFER_SIZE);
// Write message type
_buffer[0] = (byte)MessageType.Register;
// Flag byte (1 = (isConnector true && isListener false))
// (2 = (isConnector false && isListener true))
bool isConnector = connectAddress != null;
if (isConnector)
{
// Set flag byte
_buffer[1] = 1;
// Write target address
byte[] addressBytes = connectAddress.GetAddressBytes();
// Write IPv4 Address
Buffer.BlockCopy(addressBytes, 0, _buffer, 2, 4);
// Calculate token lenght. Max is 32
byte tokenLength = (byte)Math.Min(token.Length, 32);
// Write token length
_buffer[6] = tokenLength;
// Write the token
Buffer.BlockCopy(token, 0, _buffer, 7, token.Length);
}
else
{
// Set flag byte
_buffer[1] = 2;
}
for (int i = 0; i < _puncherServerEndpoints.Length; i++)
{
// Send register
int size = Transport.SendTo(_buffer, 0, Constants.BUFFER_SIZE, SocketSendTimeout, _puncherServerEndpoints[i]);
if (size != Constants.BUFFER_SIZE)
{
throw new SocketSendException("Could not send Register packet on socket");
}
}
}
// Sends punches and punch predictions
private void SendPunches(IPEndPoint punchEndpoint, ArraySegment<byte> token)
{
// Write punch
_buffer[0] = (byte)MessageType.Punch;
// Write token length
_buffer[1] = (byte)token.Count;
// Write token
Buffer.BlockCopy(token.Array, token.Offset, _buffer, 2, (byte)token.Count);
for (int i = 0; i < PortPredictions; i++)
{
// Send all punches
int size = Transport.SendTo(_buffer, 0, Constants.BUFFER_SIZE, SocketSendTimeout, new IPEndPoint(punchEndpoint.Address, punchEndpoint.Port + i));
if (size != Constants.BUFFER_SIZE)
{
throw new SocketSendException("Could not send Punch packet on socket");
}
}
}
#endregion
#region LISTENER
internal struct ListenerResponseStatus
{
public IPEndPoint EndPoint;
public bool IsWaitingForResponse;
public DateTime LastRegisterTime;
}
private IPEndPoint RunListenerJob(bool exitOnSuccessfulPunch, bool timeoutException)
{
// Register and punch loop
SendRegisterRequest(null, null);
// Create listener status array
ListenerResponseStatus[] statuses = new ListenerResponseStatus[_puncherServerEndpoints.Length];
for (int i = 0; i < statuses.Length; i++)
{
// Set defaults
statuses[i] = new ListenerResponseStatus()
{
EndPoint = _puncherServerEndpoints[i],
IsWaitingForResponse = false,
LastRegisterTime = DateTime.Now
};
}
while (_isRunning)
{
int size = Transport.ReceiveFrom(_buffer, 0, Constants.BUFFER_SIZE, SocketReceiveTimeout, out IPEndPoint remoteEndPoint);
int indexOfEndPointStatus = -1;
for (int i = 0; i < statuses.Length; i++)
{
if (statuses[i].EndPoint.Equals(remoteEndPoint))
{
indexOfEndPointStatus = i;
break;
}
}
if (size == Constants.BUFFER_SIZE)
{
if (_buffer[0] == (byte)MessageType.Registered && remoteEndPoint != null && _puncherServerEndpoints.Contains(remoteEndPoint))
{
// Registered response.
statuses[indexOfEndPointStatus].IsWaitingForResponse = false;
}
else if (remoteEndPoint != null)
{
// If the message is not a registration confirmation, we try to parse it as a packet for the listener
if (TryParseListenerPacket(remoteEndPoint, out IPEndPoint successEndPoint))
{
if (successEndPoint != null && exitOnSuccessfulPunch)
{
return successEndPoint;
}
else if (successEndPoint != null && OnConnectorPunchSuccessful != null)
{
OnConnectorPunchSuccessful(successEndPoint);
}
}
}
}
// Resend and timeout loop
for (int i = 0; i < statuses.Length; i++)
{
if (!statuses[i].IsWaitingForResponse && (DateTime.Now - statuses[i].LastRegisterTime).TotalMilliseconds > ServerRegisterInterval)
{
// Sends new registration request
SendRegisterRequest(null, null);
// Update last register time
statuses[i].LastRegisterTime = DateTime.Now;
statuses[i].IsWaitingForResponse = true;
}
// No registration response received within timeout
if (statuses[i].IsWaitingForResponse && (DateTime.Now - statuses[i].LastRegisterTime).TotalMilliseconds > ServerRegisterResponseTimeout && timeoutException)
{
// We got no response to our register request.
throw new ServerNotReachableException("The connection to the PuncherServer \"" + _puncherServerEndpoints + "\" timed out.");
}
}
}
return null;
}
// Handles punch messages
private bool TryParseListenerPacket(IPEndPoint remoteEndPoint, out IPEndPoint punchSuccessEndpoint)
{
// Default endpoint
punchSuccessEndpoint = null;
if (_buffer[0] == (byte)MessageType.ConnectTo && remoteEndPoint != null && _puncherServerEndpoints.Contains(remoteEndPoint))
{
// Read incoming target address, port, token length and token
IPAddress connectToAddress = new IPAddress(new byte[4] { _buffer[1], _buffer[2], _buffer[3], _buffer[4] });
ushort port = (ushort)((ushort)_buffer[5] | (ushort)_buffer[6] << 8);
byte tokenSize = _buffer[7];
if (tokenSize > Constants.BUFFER_SIZE - 6)
{
// Invalid token size
return false;
}
// Copy token
Buffer.BlockCopy(_buffer, 8, _tokenBuffer, 0, tokenSize);
// Clear incoming data
Array.Clear(_buffer, 0, Constants.BUFFER_SIZE);
// Send punches
SendPunches(new IPEndPoint(connectToAddress, port), new ArraySegment<byte>(_tokenBuffer, 0, tokenSize));
return true;
}
else if (_buffer[0] == (byte)MessageType.Punch && remoteEndPoint != null)
{
// Change message type, leave the body the same (token length and token)
_buffer[0] = (byte)MessageType.PunchSuccess;
// Send punch success
int size = Transport.SendTo(_buffer, 0, Constants.BUFFER_SIZE, SocketSendTimeout, remoteEndPoint);
if (size != Constants.BUFFER_SIZE)
{
throw new SocketSendException("Could not send PunchSuccess packet on socket");
}
// Return the connector address that punched through our NAT.
punchSuccessEndpoint = remoteEndPoint;
return true;
}
return false;
}
#endregion
#region CONNECTOR
private bool TryWaitForConnectorRegisterResponse(byte[] token, out IPEndPoint connectToEndpoint, bool timeoutException)
{
DateTime responseWaitTimeStart = DateTime.Now;
connectToEndpoint = null;
do
{
int size = Transport.ReceiveFrom(_buffer, 0, Constants.BUFFER_SIZE, SocketReceiveTimeout, out IPEndPoint remoteEndPoint);
if (size == Constants.BUFFER_SIZE && remoteEndPoint != null && _puncherServerEndpoints.Contains(remoteEndPoint))
{
if (_buffer[0] == (byte)MessageType.Error)
{
connectToEndpoint = null;
return false;
}
else if (_buffer[0] == (byte)MessageType.ConnectTo)
{
IPAddress connectToAddress = new IPAddress(new byte[4] { _buffer[1], _buffer[2], _buffer[3], _buffer[4] });
ushort port = (ushort)((ushort)_buffer[5] | (ushort)_buffer[6] << 8);
byte tokenSize = _buffer[7];
if (tokenSize > Constants.BUFFER_SIZE - 6)
{
// Invalid token size
continue;
}
// Copy token
Buffer.BlockCopy(_buffer, 8, _tokenBuffer, 0, tokenSize);
// Validate the request is correct.
bool correct = true;
for (int i = 0; i < tokenSize; i++)
{
if (_tokenBuffer[i] != token[i])
{
correct = false;
break;
}
}
if (!correct)
{
// The token was incorrect. Dont return yet.
// Instead go for further iterations to ensure that there are no clogged messages
continue;
}
connectToEndpoint = new IPEndPoint(connectToAddress, port);
return true;
}
}
} while ((DateTime.Now - responseWaitTimeStart).TotalMilliseconds < ServerRegisterResponseTimeout && _isRunning);
if (timeoutException)
{
// We got no response to our register request.
throw new ServerNotReachableException("The connection to the PuncherServer \"" + _puncherServerEndpoints + "\" timed out.");
}
else
{
return false;
}
}
// Waits for a punch response
private bool TryCompleteConnectorPunch(IPEndPoint punchEndpoint, byte[] token, out IPEndPoint punchedEndpoint)
{
punchedEndpoint = null;
DateTime receiveStart = DateTime.Now;
do
{
// Receive punch success
int size = Transport.ReceiveFrom(_buffer, 0, Constants.BUFFER_SIZE, SocketReceiveTimeout, out IPEndPoint remoteEndPoint);
// Santy checks
if (size == Constants.BUFFER_SIZE && remoteEndPoint != null && remoteEndPoint.Address.Equals(punchEndpoint.Address))
{
if ((MessageType)_buffer[0] == MessageType.Punch)
{
// We got the listeners punch. If they punch us from a port we have not yet punched. We want to punch their new port.
// This improves symmetric NAT succeess rates.
// Make sure token size is the same
if (_buffer[1] == (byte)token.Length)
{
bool correct = true;
for (int x = 0; x < (byte)token.Length; x++)
{
if (_buffer[2 + x] != token[x])
{
correct = false;
break;
}
}
if (correct)
{
// Token was correct.
// If the port we got the punch on is a port we have not yet punched. Use the new port to send new punches (Improves symmetric success)
bool hasPingedPort = false;
for (int x = 0; x < PortPredictions; x++)
{
if (punchEndpoint.Port + x == remoteEndPoint.Port)
{
hasPingedPort = true;
break;
}
}
if (!hasPingedPort)
{
// They got a totally new port that we have not seen before.
// Lets punch it. We dont need to port predict these new punches
int sendSize = Transport.SendTo(_buffer, 0, Constants.BUFFER_SIZE, SocketSendTimeout, new IPEndPoint(punchEndpoint.Address, remoteEndPoint.Port));
if (sendSize != Constants.BUFFER_SIZE)
{
throw new SocketSendException("Could not send Punch packet on socket");
}
}
}
}
}
else if (((MessageType)_buffer[0]) == MessageType.PunchSuccess)
{
// We got a punch success.
// Make sure token size is the same
if (_buffer[1] == (byte)token.Length)
{
bool correct = true;
for (int x = 0; x < (byte)token.Length; x++)
{
if (_buffer[2 + x] != _tokenBuffer[x])
{
correct = false;
break;
}
}
if (correct)
{
// Success
punchedEndpoint = remoteEndPoint;
return true;
}
}
}
}
} while ((DateTime.Now - receiveStart).TotalMilliseconds < PunchResponseTimeout && _isRunning);
// Timeout
return false;
}
#endregion
/// <summary>
/// Releases all resource used by the <see cref="T:MLAPI.Puncher.Client.PuncherClient"/> object.
/// </summary>
/// <remarks>Call <see cref="Dispose"/> when you are finished using the
/// <see cref="T:MLAPI.Puncher.Client.PuncherClient"/>. The <see cref="Dispose"/> method leaves the
/// <see cref="T:MLAPI.Puncher.Client.PuncherClient"/> in an unusable state. After calling
/// <see cref="Dispose"/>, you must release all references to the
/// <see cref="T:MLAPI.Puncher.Client.PuncherClient"/> so the garbage collector can reclaim the memory that the
/// <see cref="T:MLAPI.Puncher.Client.PuncherClient"/> was occupying.</remarks>
public void Dispose()
{
_isRunning = false;
Transport.Close();
}
/// <summary>
/// Closes the instance and releases resources.
/// </summary>
public void Close()
{
_isRunning = false;
Transport.Close();
}
}
}