722 lines
16 KiB
C++
722 lines
16 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include "NetPlayServer.h"
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NetPlayServer::~NetPlayServer()
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{
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if (is_connected)
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{
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m_do_loop = false;
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m_thread.join();
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m_socket.Close();
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}
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#ifdef USE_UPNP
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if (m_upnp_thread.joinable())
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m_upnp_thread.join();
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m_upnp_thread = std::thread(&NetPlayServer::unmapPortThread);
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m_upnp_thread.join();
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#endif
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}
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// called from ---GUI--- thread
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NetPlayServer::NetPlayServer(const u16 port) : is_connected(false), m_is_running(false)
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{
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memset(m_pad_map, -1, sizeof(m_pad_map));
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memset(m_wiimote_map, -1, sizeof(m_wiimote_map));
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if (m_socket.Listen(port))
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{
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is_connected = true;
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m_do_loop = true;
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m_selector.Add(m_socket);
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m_thread = std::thread(std::mem_fun(&NetPlayServer::ThreadFunc), this);
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m_target_buffer_size = 20;
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}
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}
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// called from ---NETPLAY--- thread
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void NetPlayServer::ThreadFunc()
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{
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while (m_do_loop)
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{
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// update pings every so many seconds
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if ((m_ping_timer.GetTimeElapsed() > (10 * 1000)) || m_update_pings)
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{
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//PanicAlertT("Sending pings");
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m_ping_key = Common::Timer::GetTimeMs();
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sf::Packet spac;
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spac << (MessageId)NP_MSG_PING;
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spac << m_ping_key;
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std::lock_guard<std::recursive_mutex> lks(m_crit.send);
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m_ping_timer.Start();
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SendToClients(spac);
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m_update_pings = false;
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}
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// check which sockets need attention
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const unsigned int num = m_selector.Wait(0.01f);
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for (unsigned int i=0; i<num; ++i)
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{
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sf::SocketTCP ready_socket = m_selector.GetSocketReady(i);
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// listening socket
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if (ready_socket == m_socket)
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{
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sf::SocketTCP accept_socket;
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m_socket.Accept(accept_socket);
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unsigned int error;
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{
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std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
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error = OnConnect(accept_socket);
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}
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if (error)
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{
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sf::Packet spac;
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spac << (MessageId)error;
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// don't need to lock, this client isn't in the client map
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accept_socket.Send(spac);
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// TODO: not sure if client gets the message if i close right away
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accept_socket.Close();
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}
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}
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// client socket
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else
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{
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sf::Packet rpac;
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switch (ready_socket.Receive(rpac))
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{
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case sf::Socket::Done :
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// if a bad packet is received, disconnect the client
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if (0 == OnData(rpac, ready_socket))
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break;
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//case sf::Socket::Disconnected :
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default :
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{
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std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
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OnDisconnect(ready_socket);
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break;
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}
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}
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}
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}
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}
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// close listening socket and client sockets
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{
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std::map<sf::SocketTCP, Client>::reverse_iterator
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i = m_players.rbegin(),
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e = m_players.rend();
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for ( ; i!=e; ++i)
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i->second.socket.Close();
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}
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return;
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}
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// called from ---NETPLAY--- thread
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unsigned int NetPlayServer::OnConnect(sf::SocketTCP& socket)
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{
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sf::Packet rpac;
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// TODO: make this not hang / check if good packet
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socket.Receive(rpac);
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std::string npver;
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rpac >> npver;
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// dolphin netplay version
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if (npver != NETPLAY_VERSION)
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return CON_ERR_VERSION_MISMATCH;
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// game is currently running
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if (m_is_running)
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return CON_ERR_GAME_RUNNING;
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// too many players
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if (m_players.size() >= 255)
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return CON_ERR_SERVER_FULL;
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// cause pings to be updated
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m_update_pings = true;
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Client player;
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player.socket = socket;
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rpac >> player.revision;
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rpac >> player.name;
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// give new client first available id
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player.pid = (PlayerId)(m_players.size() + 1);
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// try to automatically assign new user a pad
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for (unsigned int m = 0; m < 4; ++m)
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{
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if (m_pad_map[m] == -1)
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{
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m_pad_map[m] = player.pid;
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break;
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}
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}
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{
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std::lock_guard<std::recursive_mutex> lks(m_crit.send);
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// send join message to already connected clients
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sf::Packet spac;
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spac << (MessageId)NP_MSG_PLAYER_JOIN;
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spac << player.pid << player.name << player.revision;
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SendToClients(spac);
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// send new client success message with their id
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spac.Clear();
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spac << (MessageId)0;
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spac << player.pid;
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socket.Send(spac);
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// send new client the selected game
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if (m_selected_game != "")
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{
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spac.Clear();
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spac << (MessageId)NP_MSG_CHANGE_GAME;
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spac << m_selected_game;
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socket.Send(spac);
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}
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// send the pad buffer value
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spac.Clear();
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spac << (MessageId)NP_MSG_PAD_BUFFER;
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spac << (u32)m_target_buffer_size;
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socket.Send(spac);
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// sync values with new client
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std::map<sf::SocketTCP, Client>::const_iterator
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i,
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e = m_players.end();
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for (i = m_players.begin(); i!=e; ++i)
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{
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spac.Clear();
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spac << (MessageId)NP_MSG_PLAYER_JOIN;
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spac << i->second.pid << i->second.name << i->second.revision;
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socket.Send(spac);
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}
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} // unlock send
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// add client to the player list
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{
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std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
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m_players[socket] = player;
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std::lock_guard<std::recursive_mutex> lks(m_crit.send);
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UpdatePadMapping(); // sync pad mappings with everyone
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UpdateWiimoteMapping();
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}
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// add client to selector/ used for receiving
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m_selector.Add(socket);
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return 0;
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}
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// called from ---NETPLAY--- thread
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unsigned int NetPlayServer::OnDisconnect(sf::SocketTCP& socket)
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{
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PlayerId pid = m_players[socket].pid;
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if (m_is_running)
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{
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for (int i = 0; i < 4; i++)
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{
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if (m_pad_map[i] == pid)
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{
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PanicAlertT("Client disconnect while game is running!! NetPlay is disabled. You must manually stop the game.");
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std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
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m_is_running = false;
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sf::Packet spac;
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spac << (MessageId)NP_MSG_DISABLE_GAME;
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// this thread doesn't need players lock
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std::lock_guard<std::recursive_mutex> lks(m_crit.send);
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SendToClients(spac);
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break;
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}
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}
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}
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sf::Packet spac;
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spac << (MessageId)NP_MSG_PLAYER_LEAVE;
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spac << pid;
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m_selector.Remove(socket);
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std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
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m_players.erase(m_players.find(socket));
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// alert other players of disconnect
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std::lock_guard<std::recursive_mutex> lks(m_crit.send);
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SendToClients(spac);
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for (int i = 0; i < 4; i++)
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if (m_pad_map[i] == pid)
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m_pad_map[i] = -1;
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UpdatePadMapping();
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for (int i = 0; i < 4; i++)
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if (m_wiimote_map[i] == pid)
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m_wiimote_map[i] = -1;
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UpdateWiimoteMapping();
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return 0;
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}
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// called from ---GUI--- thread
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void NetPlayServer::GetPadMapping(PadMapping map[4])
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{
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for (int i = 0; i < 4; i++)
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map[i] = m_pad_map[i];
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}
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void NetPlayServer::GetWiimoteMapping(PadMapping map[4])
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{
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for (int i = 0; i < 4; i++)
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map[i] = m_wiimote_map[i];
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}
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// called from ---GUI--- thread
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void NetPlayServer::SetPadMapping(const PadMapping map[4])
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{
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for (int i = 0; i < 4; i++)
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m_pad_map[i] = map[i];
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UpdatePadMapping();
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}
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// called from ---GUI--- thread
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void NetPlayServer::SetWiimoteMapping(const PadMapping map[4])
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{
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for (int i = 0; i < 4; i++)
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m_wiimote_map[i] = map[i];
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UpdateWiimoteMapping();
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}
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// called from ---GUI--- thread and ---NETPLAY--- thread
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void NetPlayServer::UpdatePadMapping()
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{
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sf::Packet spac;
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spac << (MessageId)NP_MSG_PAD_MAPPING;
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for (int i = 0; i < 4; i++)
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spac << m_pad_map[i];
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SendToClients(spac);
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}
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// called from ---NETPLAY--- thread
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void NetPlayServer::UpdateWiimoteMapping()
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{
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sf::Packet spac;
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spac << (MessageId)NP_MSG_WIIMOTE_MAPPING;
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for (int i = 0; i < 4; i++)
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spac << m_wiimote_map[i];
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SendToClients(spac);
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}
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// called from ---GUI--- thread and ---NETPLAY--- thread
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void NetPlayServer::AdjustPadBufferSize(unsigned int size)
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{
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std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
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m_target_buffer_size = size;
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// tell clients to change buffer size
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sf::Packet spac;
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spac << (MessageId)NP_MSG_PAD_BUFFER;
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spac << (u32)m_target_buffer_size;
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std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
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std::lock_guard<std::recursive_mutex> lks(m_crit.send);
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SendToClients(spac);
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}
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// called from ---NETPLAY--- thread
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unsigned int NetPlayServer::OnData(sf::Packet& packet, sf::SocketTCP& socket)
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{
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MessageId mid;
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packet >> mid;
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// don't need lock because this is the only thread that modifies the players
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// only need locks for writes to m_players in this thread
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Client& player = m_players[socket];
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switch (mid)
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{
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case NP_MSG_CHAT_MESSAGE :
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{
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std::string msg;
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packet >> msg;
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// send msg to other clients
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sf::Packet spac;
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spac << (MessageId)NP_MSG_CHAT_MESSAGE;
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spac << player.pid;
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spac << msg;
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{
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std::lock_guard<std::recursive_mutex> lks(m_crit.send);
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SendToClients(spac, player.pid);
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}
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}
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break;
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case NP_MSG_PAD_DATA :
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{
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// if this is pad data from the last game still being received, ignore it
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if (player.current_game != m_current_game)
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break;
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PadMapping map = 0;
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int hi, lo;
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packet >> map >> hi >> lo;
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// If the data is not from the correct player,
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// then disconnect them.
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if (m_pad_map[map] != player.pid)
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return 1;
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// Relay to clients
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sf::Packet spac;
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spac << (MessageId)NP_MSG_PAD_DATA;
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spac << map << hi << lo;
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std::lock_guard<std::recursive_mutex> lks(m_crit.send);
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SendToClients(spac, player.pid);
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}
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break;
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case NP_MSG_WIIMOTE_DATA :
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{
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// if this is wiimote data from the last game still being received, ignore it
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if (player.current_game != m_current_game)
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break;
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PadMapping map = 0;
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u8 size;
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packet >> map >> size;
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u8* data = new u8[size];
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for (unsigned int i = 0; i < size; ++i)
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packet >> data[i];
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// If the data is not from the correct player,
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// then disconnect them.
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if (m_wiimote_map[map] != player.pid)
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{
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delete[] data;
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return 1;
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}
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// relay to clients
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sf::Packet spac;
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spac << (MessageId)NP_MSG_WIIMOTE_DATA;
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spac << map;
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spac << size;
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for (unsigned int i = 0; i < size; ++i)
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spac << data[i];
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delete[] data;
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std::lock_guard<std::recursive_mutex> lks(m_crit.send);
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SendToClients(spac, player.pid);
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}
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break;
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case NP_MSG_PONG :
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{
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const u32 ping = (u32)m_ping_timer.GetTimeElapsed();
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u32 ping_key = 0;
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packet >> ping_key;
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if (m_ping_key == ping_key)
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{
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player.ping = ping;
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}
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sf::Packet spac;
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spac << (MessageId)NP_MSG_PLAYER_PING_DATA;
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spac << player.pid;
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spac << player.ping;
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std::lock_guard<std::recursive_mutex> lks(m_crit.send);
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SendToClients(spac);
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}
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break;
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case NP_MSG_START_GAME :
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{
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packet >> player.current_game;
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}
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break;
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case NP_MSG_STOP_GAME:
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{
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// tell clients to stop game
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sf::Packet spac;
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spac << (MessageId)NP_MSG_STOP_GAME;
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std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
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std::lock_guard<std::recursive_mutex> lks(m_crit.send);
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SendToClients(spac);
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m_is_running = false;
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}
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break;
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default :
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PanicAlertT("Unknown message with id:%d received from player:%d Kicking player!", mid, player.pid);
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// unknown message, kick the client
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return 1;
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break;
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}
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return 0;
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}
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// called from ---GUI--- thread / and ---NETPLAY--- thread
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void NetPlayServer::SendChatMessage(const std::string& msg)
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{
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sf::Packet spac;
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spac << (MessageId)NP_MSG_CHAT_MESSAGE;
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spac << (PlayerId)0; // server id always 0
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spac << msg;
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std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
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std::lock_guard<std::recursive_mutex> lks(m_crit.send);
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SendToClients(spac);
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}
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// called from ---GUI--- thread
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bool NetPlayServer::ChangeGame(const std::string &game)
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{
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std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
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m_selected_game = game;
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// send changed game to clients
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sf::Packet spac;
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spac << (MessageId)NP_MSG_CHANGE_GAME;
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spac << game;
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std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
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std::lock_guard<std::recursive_mutex> lks(m_crit.send);
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SendToClients(spac);
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return true;
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}
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// called from ---GUI--- thread
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void NetPlayServer::SetNetSettings(const NetSettings &settings)
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{
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m_settings = settings;
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}
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// called from ---GUI--- thread
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bool NetPlayServer::StartGame(const std::string &path)
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{
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std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
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m_current_game = Common::Timer::GetTimeMs();
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// no change, just update with clients
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AdjustPadBufferSize(m_target_buffer_size);
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// tell clients to start game
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sf::Packet spac;
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spac << (MessageId)NP_MSG_START_GAME;
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spac << m_current_game;
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spac << m_settings.m_CPUthread;
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spac << m_settings.m_CPUcore;
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spac << m_settings.m_DSPEnableJIT;
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spac << m_settings.m_DSPHLE;
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spac << m_settings.m_WriteToMemcard;
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spac << m_settings.m_EXIDevice[0];
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spac << m_settings.m_EXIDevice[1];
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std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
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std::lock_guard<std::recursive_mutex> lks(m_crit.send);
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SendToClients(spac);
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m_is_running = true;
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return true;
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}
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// called from multiple threads
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void NetPlayServer::SendToClients(sf::Packet& packet, const PlayerId skip_pid)
|
|
{
|
|
std::map<sf::SocketTCP, Client>::iterator
|
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i = m_players.begin(),
|
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e = m_players.end();
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|
for ( ; i!=e; ++i)
|
|
if (i->second.pid && (i->second.pid != skip_pid))
|
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i->second.socket.Send(packet);
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|
}
|
|
|
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#ifdef USE_UPNP
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#include <miniwget.h>
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#include <miniupnpc.h>
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|
#include <upnpcommands.h>
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|
|
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struct UPNPUrls NetPlayServer::m_upnp_urls;
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struct IGDdatas NetPlayServer::m_upnp_data;
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u16 NetPlayServer::m_upnp_mapped = 0;
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bool NetPlayServer::m_upnp_inited = false;
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|
bool NetPlayServer::m_upnp_error = false;
|
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std::thread NetPlayServer::m_upnp_thread;
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|
|
|
// called from ---GUI--- thread
|
|
void NetPlayServer::TryPortmapping(u16 port)
|
|
{
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|
if (m_upnp_thread.joinable())
|
|
m_upnp_thread.join();
|
|
m_upnp_thread = std::thread(&NetPlayServer::mapPortThread, port);
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|
}
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|
|
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// UPnP thread: try to map a port
|
|
void NetPlayServer::mapPortThread(const u16 port)
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|
{
|
|
std::string ourIP = sf::IPAddress::GetLocalAddress().ToString();
|
|
|
|
if (!m_upnp_inited)
|
|
if (!initUPnP())
|
|
goto fail;
|
|
|
|
if (!UPnPMapPort(ourIP, port))
|
|
goto fail;
|
|
|
|
NOTICE_LOG(NETPLAY, "Successfully mapped port %d to %s.", port, ourIP.c_str());
|
|
return;
|
|
fail:
|
|
WARN_LOG(NETPLAY, "Failed to map port %d to %s.", port, ourIP.c_str());
|
|
return;
|
|
}
|
|
|
|
// UPnP thread: try to unmap a port
|
|
void NetPlayServer::unmapPortThread()
|
|
{
|
|
if (m_upnp_mapped > 0)
|
|
UPnPUnmapPort(m_upnp_mapped);
|
|
}
|
|
|
|
// called from ---UPnP--- thread
|
|
// discovers the IGD
|
|
bool NetPlayServer::initUPnP()
|
|
{
|
|
UPNPDev *devlist, *dev;
|
|
std::vector<UPNPDev *> igds;
|
|
int descXMLsize = 0, upnperror = 0;
|
|
char *descXML;
|
|
|
|
// Don't init if already inited
|
|
if (m_upnp_inited)
|
|
return true;
|
|
|
|
// Don't init if it failed before
|
|
if (m_upnp_error)
|
|
return false;
|
|
|
|
memset(&m_upnp_urls, 0, sizeof(UPNPUrls));
|
|
memset(&m_upnp_data, 0, sizeof(IGDdatas));
|
|
|
|
// Find all UPnP devices
|
|
devlist = upnpDiscover(2000, NULL, NULL, 0, 0, &upnperror);
|
|
if (!devlist)
|
|
{
|
|
WARN_LOG(NETPLAY, "An error occured trying to discover UPnP devices.");
|
|
|
|
m_upnp_error = true;
|
|
m_upnp_inited = false;
|
|
|
|
return false;
|
|
}
|
|
|
|
// Look for the IGD
|
|
dev = devlist;
|
|
while (dev)
|
|
{
|
|
if (strstr(dev->st, "InternetGatewayDevice"))
|
|
igds.push_back(dev);
|
|
dev = dev->pNext;
|
|
}
|
|
|
|
std::vector<UPNPDev *>::iterator i;
|
|
for (i = igds.begin(); i != igds.end(); i++)
|
|
{
|
|
dev = *i;
|
|
descXML = (char *) miniwget(dev->descURL, &descXMLsize, 0);
|
|
if (descXML)
|
|
{
|
|
parserootdesc(descXML, descXMLsize, &m_upnp_data);
|
|
free(descXML);
|
|
descXML = 0;
|
|
GetUPNPUrls(&m_upnp_urls, &m_upnp_data, dev->descURL, 0);
|
|
|
|
NOTICE_LOG(NETPLAY, "Got info from IGD at %s.", dev->descURL);
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
WARN_LOG(NETPLAY, "Error getting info from IGD at %s.", dev->descURL);
|
|
}
|
|
}
|
|
|
|
freeUPNPDevlist(devlist);
|
|
|
|
return true;
|
|
}
|
|
|
|
// called from ---UPnP--- thread
|
|
// Attempt to portforward!
|
|
bool NetPlayServer::UPnPMapPort(const std::string& addr, const u16 port)
|
|
{
|
|
char port_str[6] = { 0 };
|
|
int result;
|
|
|
|
if (m_upnp_mapped > 0)
|
|
UPnPUnmapPort(m_upnp_mapped);
|
|
|
|
sprintf(port_str, "%d", port);
|
|
result = UPNP_AddPortMapping(m_upnp_urls.controlURL, m_upnp_data.first.servicetype,
|
|
port_str, port_str, addr.c_str(),
|
|
(std::string("dolphin-emu TCP on ") + addr).c_str(),
|
|
"TCP", NULL, NULL);
|
|
|
|
if(result != 0)
|
|
return false;
|
|
|
|
m_upnp_mapped = port;
|
|
|
|
return true;
|
|
}
|
|
|
|
// called from ---UPnP--- thread
|
|
// Attempt to stop portforwarding.
|
|
// --
|
|
// NOTE: It is important that this happens! A few very crappy routers
|
|
// apparently do not delete UPnP mappings on their own, so if you leave them
|
|
// hanging, the NVRAM will fill with portmappings, and eventually all UPnP
|
|
// requests will fail silently, with the only recourse being a factory reset.
|
|
// --
|
|
bool NetPlayServer::UPnPUnmapPort(const u16 port)
|
|
{
|
|
char port_str[6] = { 0 };
|
|
|
|
sprintf(port_str, "%d", port);
|
|
UPNP_DeletePortMapping(m_upnp_urls.controlURL, m_upnp_data.first.servicetype,
|
|
port_str, "TCP", NULL);
|
|
|
|
return true;
|
|
}
|
|
#endif
|