0ad/source/network/StunClient.h

54 lines
1.8 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 "ps/CStrForward.h"
#include <string>
typedef struct _ENetHost ENetHost;
namespace StunClient
{
/**
* Return the publicly accessible IP of the given ENet host/socket.
* This is done by contacting STUN server.
* The return IP & port should only be considered valid for the give host/socket.
*/
bool FindPublicIP(ENetHost& enetClient, CStr8& ip, u16& port);
/**
* Send a message to the target server with the given ENet host/socket.
* This will open a port on the local gateway (if any) to receive trafic,
* allowing the recipient to answer (thus 'punching a hole' in the NAT).
* NB: this assumes consistent NAT, i.e. the outgoing port is always the same for the given client,
* thus allowing the IP discovered via STUN to be sent to the target server.
*/
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