Files
0ad/source/network/StunClient.h
T
wraitii 2034136560 Implement a workaround for routers without NAT loopback.
This allows joining a lobby game hosted on the same network (behind the
same NAT gateway).
This is relatively primitive to keep things simple: if the server and
the client have the same public IP, it is assumed that they are on the
same network and the client instead requests the local IP.

Differential Revision: https://code.wildfiregames.com/D3944
This was SVN commit r25448.
2021-05-16 15:34:38 +00:00

52 lines
1.4 KiB
C++

/* Copyright (C) 2021 Wildfire Games.
* Copyright (C) 2013-2016 SuperTuxKart-Team.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef STUNCLIENT_H
#define STUNCLIENT_H
#include <string>
typedef struct _ENetHost ENetHost;
class ScriptInterface;
class CStr8;
namespace StunClient
{
struct StunEndpoint {
u32 ip;
u16 port;
};
void SendStunRequest(ENetHost& transactionHost, u32 targetIp, u16 targetPort);
bool FindStunEndpointHost(CStr8& ip, u16& port);
bool FindStunEndpointJoin(ENetHost& transactionHost, StunClient::StunEndpoint& stunEndpoint, CStr8& ip);
void SendHolePunchingMessages(ENetHost& enetClient, const std::string& serverAddress, u16 serverPort);
/**
* Return the local IP.
* Technically not a STUN method, but convenient to define here.
*/
bool FindLocalIP(CStr8& ip);
}
#endif // STUNCLIENT_H