separate UPnP from Game/Server into it's own class

This commit is contained in:
Matthias Mailänder
2013-04-18 00:02:14 +02:00
parent 1db4cb1867
commit ebe9805e5b
4 changed files with 155 additions and 136 deletions

View File

@@ -24,10 +24,6 @@ using OpenRA.Network;
using XTimer = System.Timers.Timer;
using Mono.Nat;
using Mono.Nat.Pmp;
using Mono.Nat.Upnp;
namespace OpenRA.Server
{
public enum ServerState : int
@@ -54,7 +50,6 @@ namespace OpenRA.Server
public readonly IPAddress Ip;
public readonly int Port;
public INatDevice NatDevice;
int randomSeed;
public readonly Thirdparty.Random Random = new Thirdparty.Random();
@@ -82,7 +77,7 @@ namespace OpenRA.Server
t.GameEnded(this);
}
public Server(IPEndPoint endpoint, string[] mods, ServerSettings settings, ModData modData, INatDevice natDevice)
public Server(IPEndPoint endpoint, string[] mods, ServerSettings settings, ModData modData)
{
Log.AddChannel("server", "server.log");
@@ -95,12 +90,11 @@ namespace OpenRA.Server
Settings = settings;
ModData = modData;
NatDevice = natDevice;
randomSeed = (int)DateTime.Now.ToBinary();
if (Settings.AllowPortForward)
ForwardPort();
UPnP.ForwardPort();
foreach (var trait in modData.Manifest.ServerTraits)
ServerTraits.Add( modData.ObjectCreator.CreateObject<ServerTrait>(trait) );
@@ -158,7 +152,7 @@ namespace OpenRA.Server
{
EndGame();
if (Settings.AllowPortForward)
RemovePortforward();
UPnP.RemovePortforward();
break;
}
}
@@ -174,36 +168,6 @@ namespace OpenRA.Server
}
void ForwardPort()
{
try
{
var mapping = new Mapping(Protocol.Tcp, Settings.ExternalPort, Settings.ListenPort);
NatDevice.CreatePortMap(mapping);
Log.Write("server", "Create port mapping: protocol={0}, public={1}, private={2}", mapping.Protocol, mapping.PublicPort, mapping.PrivatePort);
}
catch (Exception e)
{
Log.Write("server", "Can not forward ports via UPnP: {0}", e);
Settings.AllowPortForward = false;
}
}
void RemovePortforward()
{
try
{
var mapping = new Mapping(Protocol.Tcp, Settings.ExternalPort, Settings.ListenPort);
NatDevice.DeletePortMap(mapping);
Log.Write("server", "Remove port mapping: protocol={0}, public={1}, private={2}", mapping.Protocol, mapping.PublicPort, mapping.PrivatePort);
}
catch (Exception e)
{
Log.Write("server", "Can not remove UPnP portforwarding rules: {0}", e);
Settings.AllowPortForward = false;
}
}
/* lobby rework TODO:
* - "teams together" option for team games -- will eliminate most need
* for manual spawnpoint choosing.