Feature: allow the use of STUN to connect client and server together

This method doesn't require port-forwarding to be used, and works for
most common NAT routers in home setups. But, for sure it doesn't work
for all setups, and not everyone will be able to use this.
This commit is contained in:
Patric Stout
2021-04-27 11:51:00 +02:00
committed by Patric Stout
parent 55eed246b8
commit 8adade26ed
20 changed files with 617 additions and 70 deletions

View File

@@ -38,10 +38,20 @@ const char *NetworkCoordinatorConnectionString()
return GetEnv("OTTD_COORDINATOR_CS", "coordinator.openttd.org");
}
/**
* Get the connection string for the STUN server from the environment variable OTTD_STUN_CS,
* or when it has not been set a hard coded default DNS hostname of the production server.
* @return The STUN server's connection string.
*/
const char *NetworkStunConnectionString()
{
return GetEnv("OTTD_STUN_CS", "stun.openttd.org");
}
/**
* Get the connection string for the content server from the environment variable OTTD_CONTENT_SERVER_CS,
* or when it has not been set a hard coded default DNS hostname of the production server.
* @return The game coordinator's connection string.
* @return The content server's connection string.
*/
const char *NetworkContentServerConnectionString()
{
@@ -51,7 +61,7 @@ const char *NetworkContentServerConnectionString()
/**
* Get the connection string for the content mirror from the environment variable OTTD_CONTENT_MIRROR_CS,
* or when it has not been set a hard coded default DNS hostname of the production server.
* @return The game coordinator's connection string.
* @return The content mirror's connection string.
*/
const char *NetworkContentMirrorConnectionString()
{