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This makes using STUN mandatory for games hosted using the multiplayer lobby. The motivation for that is a reduction in complexity, because right now if STUN is disabled we use a home-grown STUN-like logic, which got implemented before Pyrogenesis got STUN support. That home-grown logic relies on a custom ejabberd module (mod_ipstamp), which inserts the external IP-address of a host in the response messages when a host registers a game. Originally mod_ipstamp was also used to inform all potential players of a hosts IP-address, however that has already been removed to let hosts to only share their IP-address with players actually joining their game. Removing the home-grown logic and instead always relying on STUN removes complexity in Pyrogenesis and the lobby server and also eases hosting games for players, as they don't have to figure out anymore whether they need to enable STUN or not. These changes shouldn't negatively impact the ability of Pyrogenesis to handle different types of NAT or broken networks. There is one difference though: While the custom logic using mod_ipstamp utilized TCP as transport protocol, the STUN implementation in Pyrogenesis currently uses UDP. That doesn't allow hosts with UDP-connectivity issues to resolve their external IP-address anymore, however without UDP-connectivity they aren't able to successfully host games anyway, as the actual game updates are transferred using UDP as well.
162 lines
4.3 KiB
C++
162 lines
4.3 KiB
C++
/* Copyright (C) 2025 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef STANZAEXTENSIONS_H
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#define STANZAEXTENSIONS_H
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#include "lib/external_libraries/gloox.h"
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#include <vector>
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/// Global Gamelist Extension
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#define EXTGAMELISTQUERY 1403
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#define XMLNS_GAMELIST "jabber:iq:gamelist"
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/// Global Boardlist Extension
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#define EXTBOARDLISTQUERY 1404
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#define XMLNS_BOARDLIST "jabber:iq:boardlist"
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/// Global Gamereport Extension
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#define EXTGAMEREPORT 1405
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#define XMLNS_GAMEREPORT "jabber:iq:gamereport"
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/// Global Profile Extension
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#define EXTPROFILEQUERY 1406
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#define XMLNS_PROFILE "jabber:iq:profile"
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/// Global Lobby Authentication Extension
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#define EXTLOBBYAUTH 1407
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#define XMLNS_LOBBYAUTH "jabber:iq:lobbyauth"
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#define EXTCONNECTIONDATA 1408
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#define XMLNS_CONNECTIONDATA "jabber:iq:connectiondata"
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class ConnectionData : public gloox::StanzaExtension
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{
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public:
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ConnectionData(const gloox::Tag* tag = 0);
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// Following four methods are all required by gloox
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StanzaExtension* newInstance(const gloox::Tag* tag) const override
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{
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return new ConnectionData(tag);
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}
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const std::string& filterString() const override;
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gloox::Tag* tag() const override;
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gloox::StanzaExtension* clone() const override;
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std::string m_Ip;
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std::string m_Port;
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std::string m_IsLocalIP;
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std::string m_Password;
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std::string m_ClientSalt;
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std::string m_Error;
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};
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class GameReport : public gloox::StanzaExtension
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{
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public:
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GameReport(const gloox::Tag* tag = 0);
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// Following four methods are all required by gloox
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StanzaExtension* newInstance(const gloox::Tag* tag) const override
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{
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return new GameReport(tag);
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}
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const std::string& filterString() const override;
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gloox::Tag* tag() const override;
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gloox::StanzaExtension* clone() const override;
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std::vector<const gloox::Tag*> m_GameReport;
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};
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class GameListQuery : public gloox::StanzaExtension
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{
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public:
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GameListQuery(const gloox::Tag* tag = 0);
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// Following four methods are all required by gloox
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StanzaExtension* newInstance(const gloox::Tag* tag) const override
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{
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return new GameListQuery(tag);
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}
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const std::string& filterString() const override;
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gloox::Tag* tag() const override;
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gloox::StanzaExtension* clone() const override;
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~GameListQuery();
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std::string m_Command;
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std::vector<const gloox::Tag*> m_GameList;
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};
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class BoardListQuery : public gloox::StanzaExtension
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{
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public:
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BoardListQuery(const gloox::Tag* tag = 0);
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// Following four methods are all required by gloox
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StanzaExtension* newInstance(const gloox::Tag* tag) const override
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{
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return new BoardListQuery(tag);
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}
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const std::string& filterString() const override;
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gloox::Tag* tag() const override;
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gloox::StanzaExtension* clone() const override;
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~BoardListQuery();
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std::string m_Command;
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std::vector<const gloox::Tag*> m_StanzaBoardList;
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};
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class ProfileQuery : public gloox::StanzaExtension
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{
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public:
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ProfileQuery(const gloox::Tag* tag = 0);
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// Following four methods are all required by gloox
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StanzaExtension* newInstance(const gloox::Tag* tag) const override
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{
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return new ProfileQuery(tag);
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}
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const std::string& filterString() const override;
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gloox::Tag* tag() const override;
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gloox::StanzaExtension* clone() const override;
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~ProfileQuery();
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std::string m_Command;
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std::vector<const gloox::Tag*> m_StanzaProfile;
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};
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class LobbyAuth : public gloox::StanzaExtension
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{
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public:
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LobbyAuth(const gloox::Tag* tag = 0);
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// Following four methods are all required by gloox
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StanzaExtension* newInstance(const gloox::Tag* tag) const override
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{
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return new LobbyAuth(tag);
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}
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const std::string& filterString() const override;
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gloox::Tag* tag() const override;
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gloox::StanzaExtension* clone() const override;
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std::string m_Token;
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};
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#endif // STANZAEXTENSIONS_H
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