#region References using System; using System.IO; using System.Linq; using System.Net; using System.Net.NetworkInformation; using System.Net.Sockets; using System.Text.RegularExpressions; using System.Threading; #endregion 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 ServUO 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 ServUO 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 = Config.Get("Server.Address", default(string)); public static readonly bool AutoDetect = Config.Get("Server.AutoDetect", true); public static string ServerName = Config.Get("Server.Name", "My Shard"); private static IPAddress _PublicAddress; private static readonly Regex _AddressPattern = new Regex(@"([0-9]{1,3}\.[0-9]{1,3}\.[0-9]{1,3}\.[0-9]{1,3})"); public static void Initialize() { if (Address == null) { if (AutoDetect) { AutoDetection(); } } else { Resolve(Address, out _PublicAddress); } EventSink.ServerList += EventSink_ServerList; } private static void EventSink_ServerList(ServerListEventArgs e) { try { var ns = e.State; var s = ns.Socket; var ipep = (IPEndPoint)s.LocalEndPoint; var localAddress = ipep.Address; var localPort = ipep.Port; if (IsPrivateNetwork(localAddress)) { ipep = (IPEndPoint)s.RemoteEndPoint; if (!IsPrivateNetwork(ipep.Address) && _PublicAddress != null) { localAddress = _PublicAddress; } } e.AddServer(ServerName, new IPEndPoint(localAddress, localPort)); } catch { e.Rejected = true; } } public static string[] IPServices = { "http://services.servuo.com/ip.php", "http://api.ipify.org", "http://checkip.dyndns.org/" }; private static void AutoDetection() { if (!HasPublicIPAddress()) { Utility.PushColor(ConsoleColor.Yellow); Console.WriteLine("ServerList: Auto-detecting public IP address..."); _PublicAddress = FindPublicAddress(IPServices); if (_PublicAddress != null) { Console.WriteLine("ServerList: Done: '{0}'", _PublicAddress); } else { _PublicAddress = IPAddress.Any; Console.WriteLine("ServerList: Failed: reverting to private IP address..."); } Utility.PopColor(); } } 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[iphe.AddressList.Length - 1]; } } catch { } } private static bool HasPublicIPAddress() { var adapters = NetworkInterface.GetAllNetworkInterfaces(); var uips = adapters.Select(a => a.GetIPProperties()) .SelectMany(p => p.UnicastAddresses.Cast(), (p, u) => u.Address); return uips.Any( ip => !IPAddress.IsLoopback(ip) && ip.AddressFamily != AddressFamily.InterNetworkV6 && !IsPrivateNetwork(ip)); } private static bool IsPrivateNetwork(IPAddress 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 if (ip.AddressFamily == AddressFamily.InterNetworkV6) { return false; } if (Utility.IPMatch("192.168.*", ip)) { return true; } if (Utility.IPMatch("10.*", ip)) { return true; } if (Utility.IPMatch("172.16-31.*", ip)) { return true; } if (Utility.IPMatch("169.254.*", ip)) { return true; } if (Utility.IPMatch("100.64-127.*", ip)) { return true; } return false; } public static IPAddress FindPublicAddress(params string[] services) { if (services == null || services.Length == 0) { services = IPServices; } if (services == null || services.Length == 0) { return null; } IPAddress ip = null; Uri uri; string data; Match match; foreach (var service in services.Where(s => !String.IsNullOrWhiteSpace(s))) { try { uri = new Uri(service); Console.WriteLine("ServerList: >>> {0}", uri.Host); using (var client = new WebClient()) { data = client.DownloadString(uri); } Console.WriteLine("ServerList: <<< {0}", data); match = _AddressPattern.Match(data); if (!match.Success || !IPAddress.TryParse(match.Value, out ip)) { ip = null; } } catch (UriFormatException) { Console.WriteLine("ServerList: Invalid IP service Uri '{0}'", service); ip = null; } catch { ip = null; } if (ip != null) { break; } } return ip; } } }