Always run the loopback server test

It appears that in rare cases NAT reflection can work where real WAN traffic fails
This commit is contained in:
Cameron Gutman
2020-07-18 16:13:56 -07:00
parent 164d8b5467
commit a9bf4ffd70

View File

@@ -1283,101 +1283,88 @@ int main(int argc, char* argv[])
// Go directly to the relay check if we have only IPv6 connectivity
igdDisconnected = false;
locallyReportedWanAddr = {};
goto RelayCheck;
}
// Try to connect via WAN IPv4 address
fprintf(LOG_OUT, "Testing GameStream ports via STUN-reported WAN address\n");
if (!TestAllPorts(&ss, portMsgBuf, sizeof(portMsgBuf), false, true)) {
RelayCheck:
struct addrinfo hint = {};
struct addrinfo* result;
struct addrinfo hint = {};
struct addrinfo* result;
// We can get here if the router doesn't support NAT reflection.
// We'll need to call out to our loopback server to get a second opinion.
hint.ai_family = AF_UNSPEC;
hint.ai_flags = AI_ADDRCONFIG;
err = getaddrinfo("loopback.moonlight-stream.org", NULL, &hint, &result);
if (err != 0 || result == NULL) {
fprintf(LOG_OUT, "getaddrinfo() failed: %d\n", err);
}
else {
bool allPortsFailedOnV4 = true;
hint.ai_family = AF_UNSPEC;
hint.ai_flags = AI_ADDRCONFIG;
err = getaddrinfo("loopback.moonlight-stream.org", NULL, &hint, &result);
if (err != 0 || result == NULL) {
fprintf(LOG_OUT, "getaddrinfo() failed: %d\n", err);
// First try the relay server over IPv4. If this passes, it's considered a full success
fprintf(LOG_OUT, "Testing GameStream ports via IPv4 loopback server\n");
for (struct addrinfo* current = result; current != NULL; current = current->ai_next) {
if (current->ai_family == AF_INET) {
fprintf(CONSOLE_OUT, "Testing GameStream connectivity over the Internet using a relay server...\n");
if (TestAllPorts((PSOCKADDR_STORAGE)current->ai_addr, portMsgBuf, sizeof(portMsgBuf), true, true, &allPortsFailedOnV4)) {
freeaddrinfo(result);
snprintf(msgBuf, sizeof(msgBuf), "This PC is ready to host over the Internet!\n\n"
"For the easiest setup, you should pair Moonlight to your gaming PC from your home network before trying to stream over the Internet.\n\n"
"If you can't, you can type the following address into Moonlight's Add PC dialog: %s", wanAddrStr);
DisplayMessage(msgBuf, nullptr, MpInfo);
return 0;
}
}
}
else {
bool allPortsFailedOnV4 = true;
// First try the relay server over IPv4. If this passes, it's considered a full success
fprintf(LOG_OUT, "Testing GameStream ports via IPv4 loopback server\n");
for (struct addrinfo* current = result; current != NULL; current = current->ai_next) {
if (current->ai_family == AF_INET) {
fprintf(CONSOLE_OUT, "Testing GameStream connectivity over the Internet using a relay server...\n");
if (TestAllPorts((PSOCKADDR_STORAGE)current->ai_addr, portMsgBuf, sizeof(portMsgBuf), true, true, &allPortsFailedOnV4)) {
// If that fails, try the relay server over IPv6. If this passes, it will be a partial success
fprintf(LOG_OUT, "Testing GameStream ports via IPv6 loopback server\n");
for (struct addrinfo* current = result; current != NULL; current = current->ai_next) {
if (current->ai_family == AF_INET6) {
fprintf(CONSOLE_OUT, "Testing GameStream connectivity over the Internet using an IPv6 relay server...\n");
// Pass the portMsgBuf only if we've detected an IPv6-only setup. Otherwise, we want to preserve
// the failing ports from the IPv4 to display in the error dialog.
if (TestAllPorts((PSOCKADDR_STORAGE)current->ai_addr,
ss.ss_family == AF_INET6 ? portMsgBuf : NULL,
ss.ss_family == AF_INET6 ? sizeof(portMsgBuf) : 0, true, true)) {
// We will terminate the test at the IPv6 limited connectivity warning in the following cases:
// 1) Double-NAT/CGN - indicates the connection is fundamentally limited to IPv6 for end-to-end connectivity
// 2) IPv6-only - indicates the connection is fundamentally limited to IPv6 for all connectivity
// 3) All ports failed the test with our IPv4 relay - This is one final heuristic to weed out IPv4 misconfigurations. If we have some ports open,
// it clearly indicates IPv4 support is possible, just currently misconfigured.
//
// Our last (implicit) heuristic is that we actually managed to establish an IPv6 connection. This means that there was either
// no IPv6 firewall (hopefully not) or that we were able to talk to a PCP/IGDv6 gateway to allow us through. Hopefully if we have
// a gateway that is unresponsive to UPnP/NAT-PMP, we wouldn't even be able to establish this connection so we would inherently fall
// to the checks below for IPv4 issues.
if (IsDoubleNAT(&locallyReportedWanAddr) || igdDisconnected || IsPossibleCGN(&locallyReportedWanAddr) || ss.ss_family == AF_INET6 || allPortsFailedOnV4) {
snprintf(msgBuf, sizeof(msgBuf), "This PC has limited connectivity for Internet hosting. It will work only for clients on certain networks.\n\n"
"If you want to try streaming with this configuration, you must pair Moonlight to your gaming PC from your home network before trying to stream over the Internet.\n\n"
"To get full connectivity, please contact your ISP and ask for a \"public IP address\" which they may offer for free upon request. For more information and workarounds, click the Help button.");
DisplayMessage(msgBuf, "https://github.com/moonlight-stream/moonlight-docs/wiki/Internet-Streaming-Errors#limited-connectivity-for-hosting-error", MpWarn);
freeaddrinfo(result);
goto AllTestsPassed;
return 0;
}
}
}
// If that fails, try the relay server over IPv6. If this passes, it will be a partial success
fprintf(LOG_OUT, "Testing GameStream ports via IPv6 loopback server\n");
for (struct addrinfo* current = result; current != NULL; current = current->ai_next) {
if (current->ai_family == AF_INET6) {
fprintf(CONSOLE_OUT, "Testing GameStream connectivity over the Internet using an IPv6 relay server...\n");
// Pass the portMsgBuf only if we've detected an IPv6-only setup. Otherwise, we want to preserve
// the failing ports from the IPv4 to display in the error dialog.
if (TestAllPorts((PSOCKADDR_STORAGE)current->ai_addr,
ss.ss_family == AF_INET6 ? portMsgBuf : NULL,
ss.ss_family == AF_INET6 ? sizeof(portMsgBuf) : 0, true, true)) {
// We will terminate the test at the IPv6 limited connectivity warning in the following cases:
// 1) Double-NAT/CGN - indicates the connection is fundamentally limited to IPv6 for end-to-end connectivity
// 2) IPv6-only - indicates the connection is fundamentally limited to IPv6 for all connectivity
// 3) All ports failed the test with our IPv4 relay - This is one final heuristic to weed out IPv4 misconfigurations. If we have some ports open,
// it clearly indicates IPv4 support is possible, just currently misconfigured.
//
// Our last (implicit) heuristic is that we actually managed to establish an IPv6 connection. This means that there was either
// no IPv6 firewall (hopefully not) or that we were able to talk to a PCP/IGDv6 gateway to allow us through. Hopefully if we have
// a gateway that is unresponsive to UPnP/NAT-PMP, we wouldn't even be able to establish this connection so we would inherently fall
// to the checks below for IPv4 issues.
if (IsDoubleNAT(&locallyReportedWanAddr) || igdDisconnected || IsPossibleCGN(&locallyReportedWanAddr) || ss.ss_family == AF_INET6 || allPortsFailedOnV4) {
snprintf(msgBuf, sizeof(msgBuf), "This PC has limited connectivity for Internet hosting. It will work only for clients on certain networks.\n\n"
"If you want to try streaming with this configuration, you must pair Moonlight to your gaming PC from your home network before trying to stream over the Internet.\n\n"
"To get full connectivity, please contact your ISP and ask for a \"public IP address\" which they may offer for free upon request. For more information and workarounds, click the Help button.");
DisplayMessage(msgBuf, "https://github.com/moonlight-stream/moonlight-docs/wiki/Internet-Streaming-Errors#limited-connectivity-for-hosting-error", MpWarn);
freeaddrinfo(result);
return 0;
}
}
}
}
freeaddrinfo(result);
}
// Many UPnP devices report IGD disconnected when double-NATed. If it was really offline,
// we probably would not have even gotten past STUN.
if (IsDoubleNAT(&locallyReportedWanAddr) || igdDisconnected) {
snprintf(msgBuf, sizeof(msgBuf), "Your router appears be connected to the Internet through another router. Click the Help button for guidance on fixing this issue.");
DisplayMessage(msgBuf, "https://github.com/moonlight-stream/moonlight-docs/wiki/Internet-Streaming-Errors#connected-through-another-router-error");
}
else if (IsPossibleCGN(&locallyReportedWanAddr)) {
snprintf(msgBuf, sizeof(msgBuf), "Your ISP is running a Carrier-Grade NAT that is preventing you from hosting services like Moonlight on the Internet.\n\n"
"Ask your ISP for a \"public IP address\" which they may offer for free upon request. For more information and workarounds, click the Help button.");
DisplayMessage(msgBuf, "https://github.com/moonlight-stream/moonlight-docs/wiki/Internet-Streaming-Errors#carrier-grade-nat-error");
}
else {
snprintf(msgBuf, sizeof(msgBuf), "Internet GameStream connectivity check failed.\n\n"
"First, try restarting your router. If that fails, check that UPnP is enabled in your router settings. For more information and workarounds, click the Help button.\n\n"
"The following ports were not forwarded properly:\n%s", portMsgBuf);
DisplayMessage(msgBuf, "https://github.com/moonlight-stream/moonlight-docs/wiki/Internet-Streaming-Errors#internet-gamestream-connectivity-check-error");
}
return -1;
freeaddrinfo(result);
}
AllTestsPassed:
snprintf(msgBuf, sizeof(msgBuf), "This PC is ready to host over the Internet!\n\n"
"For the easiest setup, you should pair Moonlight to your gaming PC from your home network before trying to stream over the Internet.\n\n"
"If you can't, you can type the following address into Moonlight's Add PC dialog: %s", wanAddrStr);
DisplayMessage(msgBuf, nullptr, MpInfo);
// Many UPnP devices report IGD disconnected when double-NATed. If it was really offline,
// we probably would not have even gotten past STUN.
if (IsDoubleNAT(&locallyReportedWanAddr) || igdDisconnected) {
snprintf(msgBuf, sizeof(msgBuf), "Your router appears be connected to the Internet through another router. Click the Help button for guidance on fixing this issue.");
DisplayMessage(msgBuf, "https://github.com/moonlight-stream/moonlight-docs/wiki/Internet-Streaming-Errors#connected-through-another-router-error");
}
else if (IsPossibleCGN(&locallyReportedWanAddr)) {
snprintf(msgBuf, sizeof(msgBuf), "Your ISP is running a Carrier-Grade NAT that is preventing you from hosting services like Moonlight on the Internet.\n\n"
"Ask your ISP for a \"public IP address\" which they may offer for free upon request. For more information and workarounds, click the Help button.");
DisplayMessage(msgBuf, "https://github.com/moonlight-stream/moonlight-docs/wiki/Internet-Streaming-Errors#carrier-grade-nat-error");
}
else {
snprintf(msgBuf, sizeof(msgBuf), "Internet GameStream connectivity check failed.\n\n"
"First, try restarting your router. If that fails, check that UPnP is enabled in your router settings. For more information and workarounds, click the Help button.\n\n"
"The following ports were not forwarded properly:\n%s", portMsgBuf);
DisplayMessage(msgBuf, "https://github.com/moonlight-stream/moonlight-docs/wiki/Internet-Streaming-Errors#internet-gamestream-connectivity-check-error");
}
return 0;
return -1;
}