use actual remote address when ip stack clients connect to proxy

This commit is contained in:
Martin Michelsen
2022-03-20 16:55:16 -07:00
parent 819027145c
commit c0193747f4
5 changed files with 73 additions and 42 deletions
+21 -15
View File
@@ -83,6 +83,7 @@ IPStackSimulator::IPStackSimulator(
game_server(game_server),
proxy_server(proxy_server),
state(state),
proxy_destination_address(0),
pcap_text_log_file(state->ip_stack_debug ? fopen("IPStackSimulator-Log.txt", "wt") : nullptr) {
memset(this->host_mac_address_bytes, 0x90, 6);
memset(this->broadcast_mac_address_bytes, 0xFF, 6);
@@ -123,7 +124,7 @@ void IPStackSimulator::add_socket(int fd) {
uint32_t IPStackSimulator::connect_address_for_remote_address(uint32_t remote_addr) {
// Use and address not on the same subnet as the client, so that PSO Plus and
// Use an address not on the same subnet as the client, so that PSO Plus and
// Episode III will think they're talking to a remote network and won't reject
// the connection.
if ((remote_addr & 0xFF000000) != 0x23000000) {
@@ -420,7 +421,9 @@ void IPStackSimulator::on_client_udp_frame(
// r_udp.size filled in later
// r_udp.checksum filled in later
uint32_t resolved_address = this->connect_address_for_remote_address(c->ipv4_addr);
uint32_t resolved_address = this->proxy_destination_address
? this->proxy_destination_address
: this->connect_address_for_remote_address(c->ipv4_addr);
string r_data = DNSServer::response_for_query(
fi.payload, fi.payload_size, resolved_address);
@@ -743,13 +746,6 @@ void IPStackSimulator::open_server_connection(
throw logic_error("server connection is already open");
}
const PortConfiguration* port_config;
try {
port_config = &this->state->numbered_port_configuration.at(conn.server_port);
} catch (const out_of_range&) {
throw logic_error("client connected to port missing from configuration");
}
struct bufferevent* bevs[2];
bufferevent_pair_new(this->base.get(), 0, bevs);
@@ -762,16 +758,26 @@ void IPStackSimulator::open_server_connection(
// Link the client to the server - the server sees this as a normal TCP
// connection and treats it as if the client connected to one of its listening
// sockets
string conn_str = this->str_for_tcp_connection(c, conn);
if (this->game_server.get()) {
const PortConfiguration* port_config;
try {
port_config = &this->state->numbered_port_configuration.at(conn.server_port);
} catch (const out_of_range&) {
bufferevent_free(bevs[1]);
throw logic_error("client connected to port missing from configuration");
}
this->game_server->connect_client(bevs[1], c->ipv4_addr, conn.client_port,
port_config->version, port_config->behavior);
} else if (this->proxy_server.get()) {
this->proxy_server->connect_client(bevs[1]);
}
log(INFO, "[IPStackSimulator] Connected TCP connection %s to game server",
conn_str.c_str());
string conn_str = this->str_for_tcp_connection(c, conn);
log(INFO, "[IPStackSimulator] Connected TCP connection %s to game server",
conn_str.c_str());
} else if (this->proxy_server.get()) {
this->proxy_server->connect_client(bevs[1], conn.server_addr, conn.server_port);
log(INFO, "[IPStackSimulator] Connected TCP connection %s to proxy server",
conn_str.c_str());
}
}
void IPStackSimulator::send_pending_push_frame(