Remote address of active UDP connections in Windows using IP Helper - c++

The function GetUdpTable() in IP Helper returns a table of MIB_UDPROW.
MIB_UDPROW struct does not contain any information about the remote address of the UDP connection, the extended variants of GetUdpTable() only adds the pid to the return struct.
Is it possible to get the remote address for an active UDP connection using IP Helper (or any other winapi)?

No, it is not possible to get the remote port of the UDP connection unless you capture traffic and inspect the packets since UDP is a connectionless protocol.
See: Get Destination Ip/Port of active udp Connection?

Related

My friend and I are receiving packets from a server in UDP, I am able to receive them but he can't

My friend and I are writing a game in sfml. We wrote both the client and the server in C++. The library we used to handle the networking is SFML. The clients send block update packets to the server and the server sends them to all connected players. This works fine, both my friend and I are able to receive the TCP packets. The problem is with the UDP player position packets. The server receives a UDP packet containing the players x y z (position coordinates) and pitch and yaw(direction the player is looking). Then it sends that information to all other connected clients.(This happens 10 times per second) We put a simple printf() statement to detect whether my friend is even receiving the udp packets but it turns out he was not. And I am obviously receiving the UDP packets since it I am able to see his position.
We thought this was because the server is sending UDP packets to the clients' router's IP but the packet does not contain the local ip of the computer the packet is meant for. Later, we learned that when the server sends a packet to the router, the packet gets sent containing a public ip address and a public port, the router then maps that port to a local ip address and a local port. However this is called port forwarding and requires the routers to be configured.
We just want to know why isn't this a problem with TCP connections?
Why am I able to receive the UDP packets without port forwarding?
Is port forwarding necessary for UDP communication?
We just want to know why isn't this a problem with TCP connections?
Because a connection is bidirectional.
Why am I able to receive the UDP packets without port forwarding?
There could be a lot of possibilities and there's no way we can know without looking much more closely. Here are a few possibilities:
You aren't behind a router that's doing NAT.
The router that does NAT for you isn't between your client and the server.
Your client sent a UDP datagram to the server and your router recognizes the response UDP datagram as a reply to that, creating the effect of having a "UDP connection".
Your client uses UPnP and your router supports UPnP to get port forwarding without special effort.
The server sets the source and destination UDP ports incorrectly and, by luck, it still works in your case. For example, the source and destination ports might happen to be the same or your router's NAT is especially permissive.
The server sets its source IP address incorrectly and this just happens to work in your case either because your router's NAT is more permissive or because the IP address you send to and the IP address the server sends from happen to be the same in your case.
You send a UDP datagram to the server and your friend didn't, thus your datagrams are seen as replies and your friend's aren't.
You can narrow things down if you can dump packets at the server. Seeing a UDP datagram from your friend as seen by the server followed by a UDP datagram from the server to your friend would help narrow things down a lot.
Is port forwarding necessary for UDP communication?
Generally no. If the client sends the first UDP datagram and the server correctly swaps the source and destination ports and the source and destination IP addresses, the UDP reply datagram will usually work.
The client must send UDP to the server first. The server must ensure that the UDP datagram is seen as a reply. That means the server looks at the UDP datagrams it gets from the client and ensures that it responds from the port the client sent UDP to and to the port the client sent UDP from. Similarly, it must send to the IP address the client sent from and send from the IP address the client send to.
Generally, servers offer TCP fallback or some other form of NAT penetration in case things don't "just work".

How to use SOCKS 5 proxy with TIdUDPClient properly

I'm trying to use SOCKS v5 proxy with TIdUDPClient. I'm using C++ Builder 10.3 in Windows x64.
Here is my code so far:
TIdSocksInfo* socksInfo = new TIdSocksInfo();
socksInfo->Host = "ip address of the proxy server";
socksInfo->Port = proxyPort;
socksInfo->Version = svSocks5;
socksInfo->Authentication = saNoAuthentication;
IdUDPClient1->Host = "ip address of my udp server";
IdUDPClient1->Port = port;
IdUDPClient1->TransparentProxy = socksInfo;
IdUDPClient1->Connect();
I can connect to my server perfectly without the proxy.
But, it fails to connect with the proxy, so I sniffed the network with wireshark:
The UDP client sends "0.0.0.0" and 0 as the remote info, instead of sending the host and port I set in the code.
Is there anything I can do to fix this?
TIdUDPClient::Connect() will call TIdSocksInfo::OpenUDP() to send a UDP ASSOCIATION request to a SOCKS v5 proxy. TIdUDPClient passes its Host and Port property values as parameters to OpenUDP().
However, TIdSocksInfo::OpenUDP() ignores these Host and Port values that are passed to it. It is hard-coded to send IP 0.0.0.0 (or ::0 for IPv6) and port 0 to the SOCKS proxy. And this is OK, per the SOCKS v5 spec, RFC 1928:
UDP ASSOCIATE
The UDP ASSOCIATE request is used to establish an association within the UDP relay process to handle UDP datagrams. The DST.ADDR and DST.PORT fields contain the address and port that the client expects to use to send UDP datagrams on for the association. The server MAY use this information to limit access to the association. If the client is not in possesion of the information at the time of the UDP ASSOCIATE, the client MUST use a port number and address of all zeros.
A UDP association terminates when the TCP connection that the UDP ASSOCIATE request arrived on terminates.
In the reply to a UDP ASSOCIATE request, the BND.PORT and BND.ADDR fields indicate the port number/address where the client MUST send UDP request messages to be relayed.
So, in a UDP ASSOCIATION request, the specified Host/Port is the local Host/Port that the client will send outgoing datagrams from, or zeros if it does not know that info yet. This lets the proxy's UDP relay know where datagrams will come from when datagrams are being sent from the client to a target peer, and where to send datagrams to when datagrams are being sent from a target peer to the client. If the requested Host/Port is all zeros, the relay should simply use the Host/Port that sent the request.
The Host/Port specified in a UDP ASSOCIATION request is NOT the target peer Host/Port that datagrams are to be forwarded to, like you are thinking. That target info is specified in the individual datagrams that the client will pass to the proxy for forwarding AFTER the association is created. Unlike TCP, UDP is connection-less, so a client can create a single association and then send datagrams to multiple targets, if it wants to.
There is no connection in UDP, so there is nothing for the proxy to send to the target server while processing a UDP ASSOCIATION request. It is simply setting up the proxy's listening port that will then relay subsequent datagrams between the client and the target server.
When sending datagrams for forwarding afterwards, TIdUDPClient::SendBuffer() will call TIdSocksInfo::SendToUDP(), which is also passed the TIdUDPClient's Host and Port property values. SendUDP() will then send a datagram with that target info to the proxy's relay port:
A UDP-based client MUST send its datagrams to the UDP relay server at the UDP port indicated by BND.PORT in the reply to the UDP ASSOCIATE request. If the selected authentication method provides encapsulation for the purposes of authenticity, integrity, and/or confidentiality, the datagram MUST be encapsulated using the appropriate encapsulation. Each UDP datagram carries a UDP request header with it:
... [request header, containing DST.ADDR and DST.PORT in it] ...
When a UDP relay server decides to relay a UDP datagram, it does so silently, without any notification to the requesting client. Similarly, it will drop datagrams it cannot or will not relay. When a UDP relay server receives a reply datagram from a remote host, it MUST encapsulate that datagram using the above UDP request header, and any authentication-method-dependent encapsulation.
The UDP relay server MUST acquire from the SOCKS server the expected IP address of the client that will send datagrams to the BND.PORT given in the reply to UDP ASSOCIATE. It MUST drop any datagrams arriving from any source IP address other than the one recorded for the particular association.
...
So, whatever problem you are having with communicating with your target server, it is likely not related to TIdUDPClient1::Connect() at all, it is more likely related to TIdUDPClient::SendBuffer() and TIdUDPClient::ReceiveBuffer() instead. Either:
the proxy's UDP relay is ignoring the datagrams that TIdUDPClient is requesting be forwarded to the target server, or it is ignoring the server's replies.
datagrams are getting lost in flight on their way to the target server, or on their way back to the proxy.
If you sniff TIdUDPClient's traffic again and see your actual communication datagrams targeting your server properly, then you are going to have to sniff the traffic on the other side of the proxy to make sure those datagrams are actually being forwarded onward. If they are, then the problem has to be on the network or the server itself. If they are not, then the problem has to be on the proxy itself.

Getting the destination IP of incoming UDP packet in C++

I found the function: GetTcpTable in C++. In the header: iphlpapi.h. That gives me the destination IP of TCP packet and I was wondering if there's a function from the same header that would give me the destination IP of UDP packet... I tried the function: GetUdpTable but it gives only the local IP and port. I will be more than happy if that function has also code example in C++ of course. Thank you anyway!
EDIT:
I using pcap.h now and i still don't know how to catch UDP packets and take from them the ip. There is a code that i can use?
GetTcpTable() does not give you the destination IP of TCP packets. It merely gives you a list of currently listening TCP ports and active TCP connections.
GetUdpTable() can give you the list of currently listening UDP ports, where UDP packets can be sent to. There are no connections in UDP.
But, if you want to know the actual destination IP for each UDP packet received, and without having to use a low-level capture library like WinPCap, then you can use the WSARecvMsg() function to receive your UDP packets, rather than using the recvfrom() or even recv() function.
WSARecvMsg() can report metadata about each packet, most notably the IP_PKTINFO (IPv4) and IPV6_PKTINFO (IPv6) control blocks, which specify the destination IP of the packet and the index of the network interface that received the packet.
You need to use WSAIoctl(SIO_GET_EXTENSION_FUNCTION_POINTER) to obtain a pointer to the WSARecvMsg() function (see Why is the WSARecvMsg function implemented as a function pointer and can this pointer be reused? for the reason why), and use setsockopt() to enable the IP_PKTINFO/IPV6_PKTINFO socket option, before you start calling WSARecvMsg() to receive packets.
See Function to retrieve the header destination address from a packet in windows XP for an example.

How to Bind to the same UDP port on multiple interfaces

I have two network interfaces and am trying to bind to the same UDP port on both of them but I get an error when I try to bind to the second one, EADDRINUSE. When I bind to the sockets I pass a sockaddr* where I've setup the port and the unique IP address to use.
Do I have to use the socket option SO_REUSEADDR? Will this allow messages to be received on either socket or will they go to the socket that matches the IP address their bound to?
You can bind(2) one socket to INADDR_ANY for IPv4 or to in6addr_any for IPv6 (you don't have to, but that's the usual approach). That will make that single socket able to accept packets from all network interfaces on the box.
Then SO_REUSEADDR socket option will allow you to bind other sockets to more specific addresses, i.e. to individual interfaces, and same port.
Packets will be received on the socket that is bound to the address best matching the destination IP address of a given packet.

Connecting to a multicast server using actual IP and port of the server

I have a multicast server which multicast on an IP 233.1.2.8 on some ports
I need to connect to that server directly using its actual IP do not want to use the broadcast. I want to get actual data it sends on a specific port let say
Multicast Ip 233.1.2.8 port 32334 and 35245
Actual IP 198.122.55.191 port 35366
so i want to read the data of 35366
I can see that data in CommView.exe but can not read it if i try to connect it connects but no data
Thanks
You may want to rethink your question. IP packets have a source and destination address and port, so lets summarise:
You are looking for multicast packets with source port 35366.
Multicast address 233.1.2.8.
Destination port 32334 or 32335.
You will have to open two sockets, one listening to port 32334 and one to 32335, for each socket you will have to the multicast address 233.1.2.8. That gets you a stream of packets from any host, now you have a choice:
Use connect() to restrict to packets from 198.122.55.191.
Use recvmsg() or recvfrom() to read each packet with the source IP address and filter the stream within your application.
Use Source-Specific-Multicast (SSM) and subscribe to multicast address 233.1.2.8 from 198.122.55.191.
The last option usually requires IGMPv3 enabled network and is limited to 232.0.0.0/8 addresses.
Multicast by definition is one-way street: the server sends data to a group, and you subscribe to it.
Connecting to a server cannot be done through UDP, it requires a TCP server actually being there and listening for incoming connections on that particular port. The fact that that port is used for sending out multicast packets doesn't suggest that there's anyone listening on it as well.
If you want to read the data sent from a particular port - then you need to subscribe to all the groups, and analyze the UDP packets (and the IP frame if you have several servers transmitting, to know the origin IP) to see where they're coming from, and filter out the ones that come from the origin you fancy.
You can have a look at this site. It has an example also
http://tack.ch/multicast/