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15 Commits
Author SHA1 Message Date
Cameron Gutman e4a4d42ece Version 5.1 2020-08-08 16:57:06 -07:00
Cameron Gutman 189e861362 Fix systems where Windows Firewall has been improperly disabled 2020-08-08 16:37:38 -07:00
Cameron Gutman fd022b67d3 Only test on the first reachable IPv4 and IPv6 relay servers 2020-08-07 21:58:36 -07:00
Cameron Gutman 14d27b4cf5 Use WinHTTP timeouts to avoid having to test HTTP ports twice 2020-08-04 02:03:14 -07:00
Cameron Gutman 17cb084968 Improve heuristic for distinguishing CGN vs double-NAT 2020-08-04 01:13:21 -07:00
Cameron Gutman ad8ef228d5 Fix double-close of connection handle on failure 2020-07-19 10:08:26 -07:00
Cameron Gutman 8d2252c4ac Version 5.0 2020-07-18 17:59:54 -07:00
Cameron Gutman 365b3ccd61 Remove redundant print 2020-07-18 17:55:45 -07:00
Cameron Gutman 74140a8511 Switch to the new loopback server protocol 2020-07-18 17:12:35 -07:00
Cameron Gutman a9bf4ffd70 Always run the loopback server test
It appears that in rare cases NAT reflection can work where real WAN traffic fails
2020-07-18 16:13:56 -07:00
Cameron Gutman 164d8b5467 Fix testing on Windows 7 with GFE 3.20.4 2020-07-18 15:53:47 -07:00
Cameron Gutman f1ebefa59c Add missing success print 2020-07-18 15:53:08 -07:00
Cameron Gutman 3e060fae54 Add supportedOS entries to the embedded manifest 2020-07-18 15:47:39 -07:00
Cameron Gutman f97c04a8cc Switch to WinHTTP instead of WinInet for HTTP testing 2020-07-18 13:27:52 -07:00
Cameron Gutman 85cd20005c Pass the port number directly rather than "https" to getaddrinfo()
Apparently, the services file in drivers\etc can be deleted and GFE still works.
2020-04-10 17:40:30 -07:00
7 changed files with 361 additions and 141 deletions
+31
View File
@@ -14,6 +14,28 @@
</Feature>
</Product>
<!-- Enable the Windows Firewall service if it is disabled. Disabling the Windows Firewall service
will paradoxically block *all* incoming network traffic and prevent GameStream, MIST, MISS,
and other local servers from working at all. The proper way to disable Windows Firewall is via
the Windows Firewall control panel applet. -->
<Fragment>
<Property Id="MPSSVC_START">
<RegistrySearch Id="MpsSvcStart"
Root="HKLM"
Key="System\CurrentControlSet\Services\MpsSvc"
Name="Start"
Type="raw" />
</Property>
<SetProperty Id="EnableMpsSvc" Value='"[SystemFolder]sc.exe" config MpsSvc start= auto' Sequence="execute" Before="InstallInitialize"/>
<CustomAction Id="EnableMpsSvc" BinaryKey="WixCA" DllEntry="WixQuietExec"
Execute="deferred" Return="ignore" Impersonate="no"/>
<SetProperty Id="StartMpsSvc" Value='"[SystemFolder]net.exe" start MpsSvc' Sequence="execute" Before="InstallInitialize"/>
<CustomAction Id="StartMpsSvc" BinaryKey="WixCA" DllEntry="WixQuietExec"
Execute="deferred" Return="ignore" Impersonate="no"/>
</Fragment>
<Fragment>
<Directory Id="TARGETDIR" Name="SourceDir">
<Directory Id="ProgramFilesFolder">
@@ -69,5 +91,14 @@
<RegistryValue Root="HKCU" Key="Software\Moonlight Internet Streaming Tester" Name="Installed" Type="integer" Value="1" KeyPath="yes" />
</Component>
</ComponentGroup>
<InstallExecuteSequence>
<Custom Action="EnableMpsSvc" Before="StartMpsSvc">
<![CDATA[MPSSVC_START <> "#2"]]>
</Custom>
<Custom Action="StartMpsSvc" Before="StopServices">
<![CDATA[MPSSVC_START <> "#2"]]>
</Custom>
</InstallExecuteSequence>
</Fragment>
</Wix>
+290 -138
View File
@@ -5,15 +5,16 @@
#include <assert.h>
#include <shellapi.h>
#include <objbase.h>
#include <WinInet.h>
#include <WinHttp.h>
#include <wtsapi32.h>
#include <powerbase.h>
#include <VersionHelpers.h>
#pragma comment(lib, "miniupnpc.lib")
#pragma comment(lib, "libnatpmp.lib")
#pragma comment(lib, "ws2_32.lib")
#pragma comment(lib, "iphlpapi.lib")
#pragma comment(lib, "wininet.lib")
#pragma comment(lib, "winhttp.lib")
#pragma comment(lib, "wtsapi32.lib")
#pragma comment(lib, "powrprof.lib")
@@ -25,6 +26,8 @@
#define NATPMP_STATICLIB
#include <natpmp.h>
#define LOOPBACK_SERVER_PORT_OFFSET -10000
static struct port_entry {
int proto;
int port;
@@ -456,7 +459,7 @@ PortTestStatus TestPort(PSOCKADDR_STORAGE addr, int proto, int port, bool withSe
sizeof(SOCKADDR_IN) : sizeof(SOCKADDR_IN6);
RtlCopyMemory(&sin6, addr, addrLen);
sin6.sin6_port = htons(port);
sin6.sin6_port = htons(port + (isLoopbackRelay ? LOOPBACK_SERVER_PORT_OFFSET : 0));
if (proto == IPPROTO_TCP) {
err = connect(clientSock, (struct sockaddr*)&sin6, addrLen);
@@ -546,64 +549,100 @@ PortTestStatus TestPort(PSOCKADDR_STORAGE addr, int proto, int port, bool withSe
}
}
PortTestStatus TestHttpPort(PSOCKADDR_STORAGE addr, int port)
PortTestStatus TestHttpPort(PSOCKADDR_STORAGE addr, int port, bool isLoopbackRelay)
{
HINTERNET hInternet;
HINTERNET hRequest;
char url[1024];
HINTERNET hSession = nullptr;
HINTERNET hConnection = nullptr;
HINTERNET hRequest = nullptr;
PortTestStatus result;
hInternet = InternetOpenA("MIST", 0, nullptr, nullptr, 0);
if (hInternet == nullptr) {
fprintf(LOG_OUT, "InternetOpen() failed: %d\n", GetLastError());
return PortTestError;
hSession = WinHttpOpen(L"MIST", WINHTTP_ACCESS_TYPE_NO_PROXY, WINHTTP_NO_PROXY_NAME, WINHTTP_NO_PROXY_BYPASS, 0);
if (hSession == nullptr) {
fprintf(LOG_OUT, "WinHttpOpen() failed: %d\n", GetLastError());
result = PortTestError;
goto Exit;
}
char addrStr[INET6_ADDRSTRLEN + 2];
// WinHTTP's default timeouts are very long. Set them to something more reasonable.
if (!WinHttpSetTimeouts(hSession, 0, 3000, 5000, 5000)) {
fprintf(LOG_OUT, "WinHttpSetTimeouts() failed: %d\n", GetLastError());
}
// Windows 8.1 enabled TLSv1.2 for WinHTTP by default (8.0 enables it for Schannel but not WinHTTP)
// https://docs.microsoft.com/en-us/security/engineering/solving-tls1-problem
if (!IsWindows8Point1OrGreater()) {
DWORD protocols = WINHTTP_FLAG_SECURE_PROTOCOL_TLS1 |
WINHTTP_FLAG_SECURE_PROTOCOL_TLS1_1 |
WINHTTP_FLAG_SECURE_PROTOCOL_TLS1_2;
if (!WinHttpSetOption(hSession, WINHTTP_OPTION_SECURE_PROTOCOLS, &protocols, sizeof(protocols))) {
fprintf(LOG_OUT, "WinHttpSetOption(WINHTTP_OPTION_SECURE_PROTOCOLS) failed: %d\n", GetLastError());
}
}
WCHAR urlEscapedAddr[INET6_ADDRSTRLEN + 2];
if (addr->ss_family == AF_INET) {
inet_ntop(AF_INET, &((struct sockaddr_in*)addr)->sin_addr, addrStr, sizeof(addrStr));
InetNtopW(AF_INET, &((struct sockaddr_in*)addr)->sin_addr, urlEscapedAddr, ARRAYSIZE(urlEscapedAddr));
}
else {
// The address string must be escaped for usage in URLs
addrStr[0] = '[';
inet_ntop(AF_INET6, &((struct sockaddr_in6*)addr)->sin6_addr, &addrStr[1], INET6_ADDRSTRLEN);
strcat_s(addrStr, "]");
urlEscapedAddr[0] = L'[';
InetNtopW(AF_INET6, &((struct sockaddr_in6*)addr)->sin6_addr, &urlEscapedAddr[1], INET6_ADDRSTRLEN);
wcscat_s(urlEscapedAddr, L"]");
}
sprintf(url, "%s://%s:%d/",
port == 47989 ? "http" : "https",
addrStr,
port);
hConnection = WinHttpConnect(hSession, urlEscapedAddr, port + (isLoopbackRelay ? LOOPBACK_SERVER_PORT_OFFSET : 0), NULL);
if (hConnection == nullptr) {
fprintf(LOG_OUT, "WinHttpConnect() failed: %d\n", GetLastError());
result = PortTestError;
goto Exit;
}
hRequest = InternetOpenUrlA(hInternet, url, nullptr, 0,
INTERNET_FLAG_IGNORE_CERT_DATE_INVALID | INTERNET_FLAG_NO_UI | INTERNET_FLAG_NO_AUTH | INTERNET_FLAG_NO_COOKIES | INTERNET_FLAG_RELOAD,
NULL);
if (hRequest == nullptr) {
if (GetLastError() == ERROR_INTERNET_CLIENT_AUTH_CERT_NEEDED) {
hRequest = WinHttpOpenRequest(hConnection, L"GET", L"/", NULL, WINHTTP_NO_REFERER, WINHTTP_DEFAULT_ACCEPT_TYPES,
port == 47984 ? WINHTTP_FLAG_SECURE : 0);
if (hConnection == nullptr) {
fprintf(LOG_OUT, "WinHttpOpenRequest() failed: %d\n", GetLastError());
result = PortTestError;
goto Exit;
}
if (!WinHttpSendRequest(hRequest, WINHTTP_NO_ADDITIONAL_HEADERS, 0, WINHTTP_NO_REQUEST_DATA, 0, 0, 0) || !WinHttpReceiveResponse(hRequest, NULL)) {
if (GetLastError() == ERROR_WINHTTP_CLIENT_AUTH_CERT_NEEDED) {
// This is expected for our HTTPS connection
fprintf(LOG_OUT, "Success\n");
result = PortTestOk;
}
else {
// CANNOT_CONNECT is the "expected" error
if (GetLastError() == ERROR_INTERNET_CANNOT_CONNECT) {
if (GetLastError() == ERROR_WINHTTP_CANNOT_CONNECT) {
fprintf(LOG_OUT, "Failed\n");
}
else {
fprintf(LOG_OUT, "Failed: %d\n", GetLastError());
}
InternetCloseHandle(hInternet);
return PortTestError;
result = PortTestError;
}
goto Exit;
}
else {
fprintf(LOG_OUT, "Success\n");
InternetCloseHandle(hRequest);
result = PortTestOk;
}
Exit:
if (hRequest != nullptr) {
WinHttpCloseHandle(hRequest);
}
if (hConnection != nullptr) {
WinHttpCloseHandle(hConnection);
}
if (hSession != nullptr) {
WinHttpCloseHandle(hSession);
}
InternetCloseHandle(hInternet);
return PortTestOk;
return result;
}
bool TestAllPorts(PSOCKADDR_STORAGE addr, char* portMsg, int portMsgLen, bool isLoopbackRelay, bool consolePrint, bool* allPortsFailed = nullptr)
@@ -615,9 +654,7 @@ bool TestAllPorts(PSOCKADDR_STORAGE addr, char* portMsg, int portMsgLen, bool is
}
for (int i = 0; i < ARRAYSIZE(k_Ports); i++) {
fprintf(LOG_OUT, "Testing %s %d...",
k_Ports[i].proto == IPPROTO_TCP ? "TCP" : "UDP",
k_Ports[i].port);
PortTestStatus status;
if (consolePrint) {
fprintf(CONSOLE_OUT, "\tTesting %s %d...\n",
@@ -625,15 +662,18 @@ bool TestAllPorts(PSOCKADDR_STORAGE addr, char* portMsg, int portMsgLen, bool is
k_Ports[i].port);
}
PortTestStatus status = TestPort(addr, k_Ports[i].proto, k_Ports[i].port, k_Ports[i].withServer, isLoopbackRelay);
if (status != PortTestError && !k_Ports[i].withServer) {
if (!k_Ports[i].withServer) {
// Test using a real HTTP client if the port wasn't totally dead.
// This is required to confirm functionality with the loopback relay.
// TestHttpPort() can take significantly longer to timeout than TestPort(),
// so we only do this test if we believe we're likely to get a response.
assert(k_Ports[i].proto == IPPROTO_TCP);
fprintf(LOG_OUT, "Testing TCP %d with HTTP traffic...", k_Ports[i].port);
status = TestHttpPort(addr, k_Ports[i].port);
status = TestHttpPort(addr, k_Ports[i].port, isLoopbackRelay);
}
else {
fprintf(LOG_OUT, "Testing %s %d...",
k_Ports[i].proto == IPPROTO_TCP ? "TCP" : "UDP",
k_Ports[i].port);
status = TestPort(addr, k_Ports[i].proto, k_Ports[i].port, k_Ports[i].withServer, isLoopbackRelay);
}
if (status != PortTestOk) {
@@ -660,6 +700,81 @@ bool TestAllPorts(PSOCKADDR_STORAGE addr, char* portMsg, int portMsgLen, bool is
return ret;
}
bool IsTestServerReachable(struct addrinfo* addrinfo, unsigned short port)
{
SOCKET s;
FD_SET writeFds, exceptFds;
int err;
struct timeval tv = {};
SOCKADDR_STORAGE addr;
char testServerStr[INET6_ADDRSTRLEN];
memcpy(&addr, addrinfo->ai_addr, addrinfo->ai_addrlen);
((PSOCKADDR_IN6)&addr)->sin6_port = htons(port);
if (addr.ss_family == AF_INET) {
inet_ntop(AF_INET, &((struct sockaddr_in*)&addr)->sin_addr, testServerStr, sizeof(testServerStr));
}
else {
inet_ntop(AF_INET6, &((struct sockaddr_in6*)&addr)->sin6_addr, testServerStr, sizeof(testServerStr));
}
fprintf(LOG_OUT, "Testing reachability of relay server %s...", testServerStr);
s = socket(addrinfo->ai_family, SOCK_STREAM, IPPROTO_TCP);
if (s == INVALID_SOCKET) {
fprintf(LOG_OUT, "socket() failed: %d\n", WSAGetLastError());
return false;
}
ULONG nbIo = 1;
err = ioctlsocket(s, FIONBIO, &nbIo);
if (err == SOCKET_ERROR) {
fprintf(LOG_OUT, "ioctlsocket() failed: %d\n", WSAGetLastError());
closesocket(s);
return false;
}
err = connect(s, (PSOCKADDR)&addr, addrinfo->ai_addrlen);
if (err == SOCKET_ERROR && WSAGetLastError() != WSAEWOULDBLOCK) {
fprintf(LOG_OUT, "Unreachable (%d)\n", WSAGetLastError());
closesocket(s);
return false;
}
FD_ZERO(&writeFds);
FD_ZERO(&exceptFds);
FD_SET(s, &writeFds);
FD_SET(s, &exceptFds);
tv.tv_sec = 3;
err = select(0, nullptr, &writeFds, &exceptFds, &tv);
if (err == SOCKET_ERROR) {
fprintf(LOG_OUT, "select() failed: %d\n", WSAGetLastError());
closesocket(s);
return false;
}
else if (err == 0) {
fprintf(LOG_OUT, "Unreachable (timeout)\n");
closesocket(s);
return false;
}
else {
int optlen = sizeof(err);
getsockopt(s, SOL_SOCKET, SO_ERROR, (char*)&err, &optlen);
closesocket(s);
if (err != 0 || FD_ISSET(s, &exceptFds)) {
fprintf(LOG_OUT, "Unreachable (%d)\n", err);
return false;
}
fprintf(LOG_OUT, "Reachable\n");
return true;
}
}
bool FindLocalInterfaceIPAddress(int family, PSOCKADDR_STORAGE addr)
{
SOCKET s;
@@ -673,9 +788,16 @@ bool FindLocalInterfaceIPAddress(int family, PSOCKADDR_STORAGE addr)
hint.ai_socktype = SOCK_STREAM;
hint.ai_protocol = IPPROTO_TCP;
hint.ai_flags = AI_ADDRCONFIG;
err = getaddrinfo("moonlight-stream.org", "https", &hint, &result);
err = getaddrinfo("moonlight-stream.org", "443", &hint, &result);
if (err != 0 || result == NULL) {
fprintf(LOG_OUT, "getaddrinfo() failed: %d\n", err);
// AI_ADDRCONFIG will mask unusable addresses, so we may get nothing
// We get WSANO_DATA or WSAHOST_NOT_FOUND depending on whether it's V4 or V6 :(
if (err == WSANO_DATA || err == WSAHOST_NOT_FOUND) {
fprintf(LOG_OUT, "NONE\n");
}
else {
fprintf(LOG_OUT, "getaddrinfo() failed: %d\n", err);
}
return false;
}
@@ -972,7 +1094,7 @@ bool CheckWANAccess(PSOCKADDR_IN wanAddr, PSOCKADDR_IN reportedWanAddr, bool* fo
closenatpmp(&natpmp);
if (natPmpErr == 0) {
char addrStr[64];
char addrStr[INET_ADDRSTRLEN];
reportedWanAddr->sin_addr = response.pnu.publicaddress.addr;
inet_ntop(AF_INET, &response.pnu.publicaddress.addr, addrStr, sizeof(addrStr));
fprintf(LOG_OUT, "%s\n", addrStr);
@@ -999,7 +1121,7 @@ bool CheckWANAccess(PSOCKADDR_IN wanAddr, PSOCKADDR_IN reportedWanAddr, bool* fo
return false;
}
else {
char addrStr[64];
char addrStr[INET_ADDRSTRLEN];
inet_ntop(AF_INET, &wanAddr->sin_addr, addrStr, sizeof(addrStr));
fprintf(LOG_OUT, "%s\n", addrStr);
@@ -1013,16 +1135,12 @@ bool CheckWANAccess(PSOCKADDR_IN wanAddr, PSOCKADDR_IN reportedWanAddr, bool* fo
return true;
}
bool IsPossibleCGN(PSOCKADDR_IN wanAddr)
bool IsCGN(PSOCKADDR_IN wanAddr)
{
DWORD addr = htonl(wanAddr->sin_addr.S_un.S_addr);
// 10.0.0.0/8 - ISPs used to use this
if ((addr & 0xFF000000) == 0x0A000000) {
return true;
}
// 100.64.0.0/10 - RFC6598 official CGN address
else if ((addr & 0xFFC00000) == 0x64400000) {
if ((addr & 0xFFC00000) == 0x64400000) {
return true;
}
@@ -1202,9 +1320,24 @@ int main(int argc, char* argv[])
}
}
if (!FindLocalInterfaceIPAddress(AF_INET, &ss) && !FindLocalInterfaceIPAddress(AF_INET6, &ss)) {
DisplayMessage("Unable to perform GameStream connectivity check. Please check your Internet connection and try again.");
return -1;
bool hasV4Connectivity, hasV6Connectivity;
{
SOCKADDR_STORAGE v4, v6;
hasV4Connectivity = FindLocalInterfaceIPAddress(AF_INET, &v4);
hasV6Connectivity = FindLocalInterfaceIPAddress(AF_INET6, &v6);
// Prefer v4 connectivity because that's what GFE uses natively
if (hasV4Connectivity) {
ss = v4;
}
else if (hasV6Connectivity) {
ss = v6;
}
else {
DisplayMessage("Unable to perform GameStream connectivity check. Please check your Internet connection and try again.");
return -1;
}
}
fprintf(CONSOLE_OUT, "Testing GameStream connectivity on your local network...\n");
@@ -1220,7 +1353,7 @@ int main(int argc, char* argv[])
bool igdDisconnected;
SOCKADDR_IN locallyReportedWanAddr;
char wanAddrStr[INET_ADDRSTRLEN];
char wanAddrStr[INET6_ADDRSTRLEN];
if (ss.ss_family == AF_INET) {
bool rulesFound;
@@ -1231,8 +1364,6 @@ int main(int argc, char* argv[])
return -1;
}
fprintf(CONSOLE_OUT, "Testing GameStream connectivity over the Internet...\n");
// Detect a double NAT by detecting STUN and and UPnP mismatches
if (sin.sin_addr.S_un.S_addr != locallyReportedWanAddr.sin_addr.S_un.S_addr) {
fprintf(LOG_OUT, "Testing GameStream ports via UPnP/NAT-PMP reported WAN address\n");
@@ -1250,101 +1381,122 @@ 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-v2.moonlight-stream.org", NULL, &hint, &result);
if (err != 0 || result == NULL) {
fprintf(LOG_OUT, "getaddrinfo() failed: %d\n", err);
}
else {
bool testServerWasReachable = false;
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 (!IsTestServerReachable(current, 443)) {
fprintf(CONSOLE_OUT, "Skipping unreachable relay server...\n");
continue;
}
testServerWasReachable = true;
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 {
// Tested against a working server and it failed
break;
}
}
}
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");
if (!IsTestServerReachable(current, 443)) {
fprintf(CONSOLE_OUT, "Skipping unreachable IPv6 relay server...\n");
continue;
}
testServerWasReachable = true;
// 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 || IsCGN(&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 IPv4 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;
}
}
else {
// Tested against a working server and it failed
break;
}
}
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");
}
freeaddrinfo(result);
return -1;
if (!testServerWasReachable) {
snprintf(msgBuf, sizeof(msgBuf), "None of Moonlight's connection testing servers were reachable from your PC. Check your Internet connection and try again later.");
DisplayMessage(msgBuf);
return 0;
}
}
// Many UPnP devices report IGD disconnected when double-NATed. If it was really offline,
// we probably would not have even gotten past STUN.
//
// We try to tell double-NAT from CGN by checking if IPv6 connectivity is available. If it
// is, we assume we're in a DS-Lite or similar configuration. If not, we'll assume it's a
// real double-NAT setup.
if (IsCGN(&locallyReportedWanAddr) || ((IsDoubleNAT(&locallyReportedWanAddr) || igdDisconnected) && hasV6Connectivity)) {
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 IPv4 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 if ((IsDoubleNAT(&locallyReportedWanAddr) || igdDisconnected) /* && !hasV6Connectivity */) {
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 {
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");
}
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);
return 0;
return -1;
}
+17
View File
@@ -0,0 +1,17 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<assembly xmlns="urn:schemas-microsoft-com:asm.v1" xmlns:asmv3="urn:schemas-microsoft-com:asm.v3" manifestVersion="1.0">
<compatibility xmlns="urn:schemas-microsoft-com:compatibility.v1">
<application>
<!-- Windows 10 -->
<supportedOS Id="{8e0f7a12-bfb3-4fe8-b9a5-48fd50a15a9a}"/>
<!-- Windows 8.1 -->
<supportedOS Id="{1f676c76-80e1-4239-95bb-83d0f6d0da78}"/>
<!-- Windows 8 -->
<supportedOS Id="{4a2f28e3-53b9-4441-ba9c-d69d4a4a6e38}"/>
<!-- Windows 7 -->
<supportedOS Id="{35138b9a-5d96-4fbd-8e2d-a2440225f93a}"/>
<!-- Windows Vista -->
<supportedOS Id="{e2011457-1546-43c5-a5fe-008deee3d3f0}"/>
</application>
</compatibility>
</assembly>
+15
View File
@@ -100,6 +100,9 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>..\libs\x86\Debug;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
</Link>
<Manifest>
<AdditionalManifestFiles>mist.exe.manifest</AdditionalManifestFiles>
</Manifest>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
@@ -115,6 +118,9 @@
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
<Manifest>
<AdditionalManifestFiles>mist.exe.manifest</AdditionalManifestFiles>
</Manifest>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
@@ -138,6 +144,9 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>..\libs\x86\Release;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
</Link>
<Manifest>
<AdditionalManifestFiles>mist.exe.manifest</AdditionalManifestFiles>
</Manifest>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
@@ -157,6 +166,9 @@
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
<Manifest>
<AdditionalManifestFiles>mist.exe.manifest</AdditionalManifestFiles>
</Manifest>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="mist.cpp" />
@@ -169,6 +181,9 @@
<ClInclude Include="..\version.h" />
<ClInclude Include="mist.h" />
</ItemGroup>
<ItemGroup>
<Manifest Include="mist.exe.manifest" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
+5
View File
@@ -35,4 +35,9 @@
<Filter>Source Files</Filter>
</ResourceCompile>
</ItemGroup>
<ItemGroup>
<Manifest Include="mist.exe.manifest">
<Filter>Resource Files</Filter>
</Manifest>
</ItemGroup>
</Project>
+2 -2
View File
@@ -1,7 +1,7 @@
#pragma once
#define VER_VERSION 4,4,0,0
#define VER_VERSION_STR "4.4.0.0"
#define VER_VERSION 5,1,0,0
#define VER_VERSION_STR "5.1.0.0"
#define VER_COMPANYNAME_STR "Moonlight Game Streaming Project"
#define VER_PRODUCTNAME_STR "Moonlight Internet Hosting Tool"