The most important basics of P2P - c++

I've been reading around on the www but just can't get the most important basics of P2P.
The diagram is like this:
[peer1]<-->[dsl-router1]<-->[central server]<-->[dsl-router2]<-->[peer2]
I'm developing a chat software on the central server. Chat messages being transfered thru' the central server well by now, however, I need to make the p2p file sharing feature because the bandwidth (the cable bandwith, not the transfer limit) of the server supposed for transfering chat messages only.
The problem is that, my software on central server knows the IPs and ports of router1 and router2, but not the peer1 and peer2 as these peers are behind the routers and don't have IP addresses.
How to actually transfer some data from peer1 to peer2 and vice versa without having this data passing thru' central server?
(and the worst case is that there is a wireless router between peer and dsl-router)

There are two basic ways of doing this. The new way is to use IGDP (opening a port via uPnP). This is described quite well here:
http://www.codeproject.com/Articles/13285/Using-UPnP-for-Programmatic-Port-Forwardings-and-N
If neither of the two nodes have a router supporting uPnP then another alternative is TCP hole punching, which is not perfect but works quite well in practice. This is described here:
http://www.brynosaurus.com/pub/net/p2pnat/

During some situations, "routers" supplied by the ISP may run on bridge mode, which directly exposes the peer computer on the internet (the computer gets a public internet address). If at least one side has this configuration (or in a similar situation that the peer client is not behind another device), then things should be rather straight forward: simply assign the central server's job to whoever that have this privilege.
In the other case where both peers only have a local address (e.g. 192.168.0.2) assigned to their computers, it would then be rather difficult to get through the routers; clients behind routers are for the most part unreachable from the outside unless they originated the request. Then, one solution to the problem is port forwarding. By doing port forwarding, either through explicitly written rules or UPnP, some ports on the peer computer is exposed to the public internet, as in the first situation where instead of only some ports the entire computer is exposed.
If you are without either of these, then there is no simple way to avoid sending through the central server. Though you could, potentially, find other peers who have the capability to transfer for others.

Related

Allow people to host their own multiplayer without port forwarding?

There's lots of games on Steam nowadays (Table Top Simulator, SpeedRunners) that allows people to host their own online multiplayer matches/games without the need for port forwarding.
One thing I thought of of how they do it is they simply have one server that processes all the matches as separate threads.
But then I'm starting to wonder about getting bottle necked.
I then heard these games simply somehow allow TCP to be holepunched through their NAT, getting past the need for port forwarding.
But how in say, C++ using winsock, would one do this? Or GameMaker: Studio? Or just any game in general? How do you allow people to play without port forwarding? What's the process?
I see so many games on Steam do it nowadays it must not be too complicated.
As this question is explicitely related to steam, I think it's worth mentioning the steamworks API, especially SteamNetworking. It allows peer-to-peer connection relaying through steam servers:
https://partner.steamgames.com/doc/api/ISteamNetworking
bool AllowP2PPacketRelay( bool bAllow );
Allow or disallow P2P connections to fall back to being relayed
through the Steam servers if a direct connection or NAT-traversal
cannot be established.
One may use UPnP to automatically configure the router to do the port forwarding. There's a library for that in http://pupnp.sourceforge.net/
The alternative way is to have a external server managing all traffic, so that everyone connects there, thus avoiding nat issues.

Communication between two computers without opening ports, using a third computer to set up the connection

Let's say I have a server, and two clients connected to it. (via TCP, but it doesn't matter)
My goal is to allow a direct connection between those two clients. This is to allow direct voice contact between two players, for example, or any other client plugin they may have installed which don't need server interaction (like playing some kind of random game between the two). The server can be there to help setting up the connection.
From duskwuff's answer, I got several leads:
http://en.wikipedia.org/wiki/STUN which describes an algorithm to do that, and
http://en.wikipedia.org/wiki/UDP_hole_punching
From those, I got more leads:
http://www.h-online.com/security/features/How-Skype-Co-get-round-firewalls-747197.html
http://nutss.gforge.cis.cornell.edu/stunt.php -- A possible STUN implementation with TCP
With time, I could surely work out something for my program. For now I'm using C++ and TCP (Qt Sockets or Boost sockets), but if needed I don't mind doing UDP in C and wrapping it.
The bounty is there for any programmer having experience with those in C and C++ that may give tips to make this easier, by linking to example programs, updated libraries, or any other useful information. A documented, flexible & working C++ TCP implementation would be the best but I'll take what I get!
Punching TCP holes in NAT is sometimes/often possible (it depends of the NAT behavior). This is not a simple subject to learn, but read the corresponding chapter about NAT traversal from Practical JXTA II (available online on Scribd) to understand the nature of the issues to solve.
Then, read this. It comes from the guy who wrote that: http://nutss.gforge.cis.cornell.edu/stunt.php (one of the links in your question).
I am not a C/C++ specialist, but the issues to solve are not language specific. As long as you have access to TCP from your code base, that's enough. Keep in mind that implementing UDP traversal is easier than TCP.
Hope these tips help.
P.S.: I am not aware of a C/C++ implementation of the solution. The code mentioned in Cornell's link is NOT operational as confirmed by the author. I tried to resuscitate it myself, but he let me know it was completely tweaked for research purposes and far from production ready.
I'm not aware of any way to reliably punch through firewalls for TCP, but there's a similar method for UDP traffic that's pretty well documented:
http://en.wikipedia.org/wiki/STUN
http://en.wikipedia.org/wiki/UDP_hole_punching
A few links to projects that might be of interest or helpful:
http://sourceforge.net/projects/stun/
http://udt.sourceforge.net/
http://www.telehash.org/
You're looking for rendezvous server for NAT hole punching: the server that is publicly accessible (not behind NAT/firewall or they are properly configured) to help computers behind NAT/firewall to establish peer-to-peer connection.
UDP is more popular in NAT punching because provides much better results than TCP. Clear and informative description of UDP NAT hole punching can be found here.
If you need reliable communication, you can use reliable protocols over UDP:
SCTP (libraries) - standardized one, or
one of many custom protocols, e.g. RakNet (I used this library, it's quite mature and feature-rich and has NAT punching implementation), Enet or many others (Q8)
Ephemeral ports won't magically eliminate the need to relay through the server, because they are only valid during the life of the session opened through a well known service port. Basically ephemeral ports depend on a server session.
You will need to use the server to relay communications between both clients, that is act as a proxy server. One option would be to setup a SSH tunnel through a SSH proxy server, with the added benefit of security.
Still this doesn't guarantee that the firewall won't block the connection. That depends on the firewall type and configuration. Most residential routers that act as firewalls, by default block all incoming connections. This is normally fine because most of the time the computers behind the firewall act only as clients, which initiate the connections to the outside. And this setup varies, because some restrict initiating connections only to well known service ports like HTTP, HTTPS, FTP, SFTP, SSH, etc., and if your proxy server uses a non-well-known-service port then the connection will be blocked.
But firewalls can be setup to block outgoing traffic also, this is most common in corporate networks, which don't even allow direct connections to web servers and route everything through proxy servers, in order to control resource usage.
You can also research on the use of UPnP to open ports dynamically.

Protocol/Infrastructure for communicating between applications over a network

I have a C++ application that currently uses a simple TCP/IP client/server model to communicate between 2 instances of itself. This works fine on a local network, but I would like this to be used across an external network. Currently, maybe due to firewall issues, it is not able to connect across an external network.
I am not an expert on networking, but I was thinking about having a dedicated server in the middle acting as a hub for communications. Will this mitigate firewall issues?
How do networked games communicate with each other? Is there usually a server in the middle or is it peer-to-peer?
In any case, I'd appreciate any advice on protocols and infrastructure to implement a network enabled application.
Regards
I think the problem is dedicated to the NAT as mentioned by cnicutar.
Maybe you want to have a look at libupnp for automatic port forwarding in the hardware firewalls (your router at home)
There is no de facto architecture for multiplayer network games. Both client-server (most MMOs, most PC FPS's and RTS's) and Peer-to-Peer (most console games) are valid approaches.
Juoni Smed's survey in his book "Algorithms and Networking for Computer Games" is a pretty good overview of the different architectures in the wild.
For the specific issues you're talking about, your need for a proxy server, as others have noted, is probably down to NAT issues - the two machines you're trying to get talking do not have public IP addresses. If you want to pursue a Peer-to-Peer architecture (or to have one of your clients act as the server, as many modern Client-Server games do) you will need your clients to talk directly to each other. This can be achieved with NAT Traversal, unfortunately this is a fiddly process.
Luckily you can use a modern framework like the excellent Raknet which includes State Synchronisation, Remote Procedure Calls AND NAT Traversal out of the box. It's free for hobbyist use and is incorporated in to several modern industrial-grade game engines.
The bane of modern internet communications is NAT. Due to NAT (which shouldn't be confused with a simple firewall) a large portion of hosts on the internet don't have a public address and thus can't (easily) accept incoming connections. NAT breaks the internet so badly that people are moving to a totally different scheme, with slightly different semantics, just to get rid of it.
There are basically two class of solutions
NAT traversal which is sometimes used for peer-to-peer communication. Usually NAT traversal schemes require some publicly accessible server for brokering the initial connection, but the actual communication is done peer-to-peer
Client-server communication. This is easier (since the server generally should have a publicly accessible address) but also kind of inefficient. For instance, say you've got a peer on the same 10Gb LAN. If you want to send him a file through the server (which happens to be in another country) it's going to take ages instead of seconds.
I'm not sure which one is "generally used". But think of it this way:
If there is the logical need for a "controller" (say 8 people are playing a strategy game) then you probably need a server
If any two peers can logically interact without a "controller", you probably want peer-to-peer communication
If you need to transfer LOTS of data fast (file transfer), you almost surely want p2p.
The easiest way to accomplish what you want is by using sockets(in case you are doing it differently). The way you are connecting your app is usually how it's done. Also if it work sin a local network and it does not over the Internet it must be a firewall issue so try opening ports in your router configuration.
You will have to give more info about your program in order to explain if you should go with peer-to-peer or with a server.

C/C++ detect network type

I need to write a win32 c/c++ application which will be able to determine whether the PC it's running on is connected to one of 2 networks. The first network is the company LAN (which has no internet connection) and the second network is a standalone switch with a single PC connected to it (the PC that the program is running on).
I'm pretty new to network programming but so far I have tried testing to see if a network drive which is held on our LAN can be mapped. This works fine if the PC is connected to the LAN, the drive mapping succeeds so so LAN detection is successful. However, if the PC is connected to the switch, this results in a VERY long timeout which is not a suitable as it will delay the program so much as to make it unusable.
Does anyone have any alternative suggestions?
I'm using c/c++ in VS 6.0
[Update]
Whilst trying a few different ideas and looking at some of the suggestions below I thought I should update with some additional information as many (if not all) of the suggestions I don't think will work.
(1) The aforementioned LAN has no external connections at all, it is completely isolated so no resolving of external DNS or pinging websites is possible.
(2) Hostname, MAC address, IP, Default Gateway, Subnet etc etc (basically everything you see in ipconfig -all) are all manually configured (not dynamic from the router) so checking any of these settings will return the same whether connected to the LAN or the switch.
(3) Due to point (2), any attempts to communicate with the switch seem to be unsuccessful, in fact almost all networking commands (ping, arp etc) seem to fail - I think due to the machine trying to connect to the LAN when it isn't there :-(
One thing I have found which works is pinging the default gateway IP which times out when connected to the switch. This is sort of ok as I can reduce the timeout of ping so it doesn't just hang for ages but it feels like a bit of a hack and I would certainly appreciate any better solutions.
Thanks
As far as TCP/IP is concerned there is no such thing as a LAN on WAN. There are a set of non-internet routable addresses like 192.168.x.x and 10.x.x.x but these are sometimes used by ISP short of IP addresses.
You best bet is to use Asynchronous APIs when making TCP/IP connections. WIN32 defines a whole buch of OVERLAPPED APIs for this purpose. This will prevent your application from grinding to a halt while waiting for a remote connection.
Alternatively put the socket stuff into another thread and then only notify the UI when the operation is done.
I would first try to differentiate between the two using information available locally--that is, from your computer. Does the output of ipconfig /all differ depending on which network you're connected to? If so, exploit that difference if you can.
Is it possible to get the MAC address of the standalone switch? Of the switch that controls the company LAN? That would be a sure way to tell. Unless somebody cloned the MAC address.
If you try using the existence or non-existence of some network service to determine which network you're connected to, you can never be sure. For example, if you failed to map that network drive, all you know is that the network drive isn't available. You can't say for certain that you're not connected to the company LAN. Same is true if you use ping. Lack of response from a particular machine means only that the machine didn't respond.
Various things you can look at for differentiation:
DNS domain name (GetComputerNameEx)
MAC address of gateway (ping it, then GetIpNetTable)
Routing table(do you have a gateway and default route on the company LAN)
WNet discovered network resources (WNetOpenEnum, WNetEnumResource)
Ability to resolve external hostnames (try a 5-10 names like www.google.com, www.microsoft.com and so on, if one resolves you should have internet)
You'll have to decide how many indicators are "enough" to decide you're on one or the other LAN though if tests fail. Then keep retrying until you have a definite result.
http://msdn.microsoft.com/en-us/library/aa366071%28v=VS.85%29.aspx has a lot of network related functions that you can experiment with to create further indicators.

Rebind a socket to a different interface

Is there an existing Linux/POSIX C/C++ library or example code for how to rebind a socket from one physical interface to another?
For example, I have ping transmitting on a socket that is associated with a physical connection A and I want to rebind that socket to physical connection B and have the ping packets continue being sent and received on connection B (after a short delay during switch-over).
I only need this for session-less protocols.
Thank you
Update:
I am trying to provide failover solution for use with PPP and Ethernet devices.
I have a basic script which can accomplish 90% of the functionality through use of iptables, NAT and routing table.
The problem is when the failover occurs, the pings continue being sent on the secondary connection, however, their source IP is from the old connection.
I've spoken with a couple of people who work on commercial routers and their suggestion is to rebind the socket to the secondary interface.
Update 2:
I apologise for not specifying this earlier. This solution will run on a router. I cannot change the ping program because it will run on the clients computer. I used ping as just an example, any connection that is not session-based should be capable of being switched over. I tested this feature on several commercial routers and it does work. Unfortunately, their software is proprietary, however, from various conversations and testing, I found that they are re-binding the sockets on failover.
As of your updated post, the problem is that changing the routing info is not going to change the source address of your ping, it will just force it out the second interface. This answer contains some relevant info.
You'll need to change the ping program. You can use a socket-per-interface approach and somehow inform the program when to fail over. Or you will have to close the socket and then bind to the second interface.
You can get the interface info required a couple of ways including calling ioctl() with the SIOCGIFCONF option and looping through the returned structures to get the interface address info.
I do't think that's quite a well-defined operation. the physical interfaces have different MAC addresses, so unless you have a routing layer mapping them (NAT or the like) then they're going to have different IP addresses.
Ports are identified by a triple of <IP addr, Port number, protocol> so if your IP address changes the port is going to change.
What are you really trying to do here?
I'm not at all sure what you're trying to accomplish, but I have a guess... Are you trying to do some kind of failover? If so, then there are indeed ways to accomplish that, but why not do it in the OS instead of the application?
On one end you can use CARP, and on the other you can use interface trunking/bonding (terminology varies) in failover mode.