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Doc: explain in a bit more detail how we implemented STUN
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docs/game_coordinator.md
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docs/game_coordinator.md
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# Game Coordinator
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To allow two players to play together, OpenTTD uses a Game Coordinator to
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facilitate this.
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When a server starts, it can register itself to the Game Coordinator. This
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happens when `server_game_type` is set to either `invite-only` or `public`.
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Upon registration, the Game Coordinator probes the network of the server, and
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assigns the server an unique code, called an `invite code`.
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When a client wants to join a server, it asks the Game Coordinator to help
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with this by giving it the `invite code` of the server. The Game Coordinator
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will, in this order, attempt several ways to connect the client and server
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together:
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## 1) Via direct IPv4 / IPv6
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Upon registration, the Game Coordinator probes the server to see if a
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direction connection to the server is possible based on the game port. It
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tries this over the public IPv4 and IPv6, as announced by the server.
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If either (or both) are successful, a client will always be asked to try
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these direct IPs first when it wants to connect to this server.
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- If the server is IPv4 only, the client is only asked to connect via IPv4.
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- If the server is IPv6 only, the client is only asked to connect via IPv6.
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- If the server is both IPv4 and IPv6, the client is asked to connect to to
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one of those first. If that fails, it is asked to connect to the other.
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Whether it tries IPv4 or IPv6 first, strongly depends on several network
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infrastructure related events. The biggest influence is the network
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latency over both protocols to the OpenTTD infrastructure.
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In the end, if either the server is not reachable directly from the Internet
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or the client fails to connect to either one of them, the connection attempt
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continues with the next available method.
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## 2) Via STUN
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When a client wants to join a server via STUN, both the client and server
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are asked to create a connection to the STUN server (normally
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`stun.openttd.org`) via both IPv4 and IPv6. If the client or server has no
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IPv4 or IPv6, it will not make a connection attempt via that protocol.
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The STUN server collects the public IPv4 and/or IPv6 of the client and server,
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together with the port the connection came in from. For most NAT gateways it
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holds true that as long as you use the same local IP + port, your public
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IP + port will remain the same, and allow for bi-directional communication.
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And this fact is used to later on pair the client and server.
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The STUN server reports this information directly to the Game Coordinator
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(this in contrast to most STUN implementation, where this information is
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first reported back to the peer itself, which has to relay it back to the
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coordinator. OpenTTD skips this step, as the STUN server can directly talk to
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the Game Coordinator). When the Game Coordinator sees a matching pair (in
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terms of IPv4 / IPv6), it will ask both the client and server to connect to
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their peer based on this public IP + port.
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As the NAT gateway forwards the traffic on the public IP + port to the local
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port, this creates a bi-directional socket between client and server. The
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connection to the STUN server can now safely be closed, and the client and
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server can continue to talk to each other.
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Some NAT gateways do not allow this method; for those this attempt will fail,
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and this also means that it is not possible to create a connection between
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the client and server.
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@ -16,6 +16,8 @@
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/**
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* Game Coordinator communication.
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* For more detail about what the Game Coordinator does, please see
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* docs/game_coordinator.md.
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*
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* For servers:
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* - Server sends SERVER_REGISTER.
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@ -34,7 +36,7 @@
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* - Send the client a GC_CONNECT with the peer address.
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* - a) Client connects, client sends CLIENT_CONNECTED to Game Coordinator.
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* - b) Client connect fails, client sends CLIENT_CONNECT_FAILED to Game Coordinator.
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* 2) STUN? (see https://en.wikipedia.org/wiki/STUN)
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* 2) STUN?
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* - Game Coordinator sends GC_STUN_REQUEST to server/client (asking for both IPv4 and IPv6 STUN requests).
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* - Game Coordinator collects what combination works and sends GC_STUN_CONNECT to server/client.
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* - a) Server/client connect, client sends CLIENT_CONNECTED to Game Coordinator.
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