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发表于 2005-7-4 07:25:17
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< >Clients Behind Different NATs</P>< > Suppose clients A and B both have private IP addresses and lie behind</P>< > different network address translators. The peer-to-peer application</P><P> running on clients A and B and on server S each use UDP port 1234. A</P><P> and B have each initiated UDP communication sessions with server S,</P><P> causing NAT A to assign its own public UDP port 62000 for A's session</P><P> with S, and causing NAT B to assign its port 31000 to B's session</P><P> with S, respectively.</P><P><P> Server S</P><P> 18.181.0.31:1234</P><P> |</P><P> |</P><P> +----------------------+----------------------+</P><P> | |</P><P> NAT A NAT B</P><P> 155.99.25.11:62000 138.76.29.7:31000</P><P> | |</P><P> | |</P><P> Client A Client B</P><P> 10.0.0.1:1234 10.1.1.3:1234</P><P><P> Now suppose that client A wants to establish a UDP communication</P><P> session directly with client B. If A simply starts sending UDP</P><P> requests to B's public address, 138.76.29.7:31000, then NAT B will</P><P> typically discard these incoming messages because the source address</P><P> and port number does not match those of S, with which the original</P><P> outgoing session was established. Similarly, if B simply starts</P><P> sending UDP requests to A's public address, then NAT A will discard</P><P> these messages.</P><P><P> Suppose A starts sending UDP requests to B's public address, however,</P><P> and simultaneously relays a request through server S to B, asking B</P><P> to start sending UDP requests to A's public address. A's outgoing</P><P> messages directed to B's public address (138.76.29.7:31000) will</P><P> cause NAT A to open up a new communication session between A's</P><P> private address and B's public address. At the same time, B's</P><P> messages to A's public address (155.99.25.11:62000) will cause NAT B</P><P> to open up a new communication session between B's private address</P><P> and A's public address. Once the new UDP sessions have been opened</P><P> up in each direction, client A and B can communicate with each other</P><P> directly without further reference to or burden on the "introduction"</P><P> server S</P><P> 大致就如此。以下是上述过程的一些伪代码,不太容易懂,不如看前面的论述。
下面将讨论,A和B同时发包的另外一个办法,以及关于静态端口映射、谁能做"中介"、
是否可以建立TCP通信等细节及其引申。</P><P><P>const TCHAR* ServerIP = _T("61.10.10.10"); //中介服务器,事先配置的
const UINT ServerPort = 4500; //中介服务器UDP端口,事先配置的</P><P>TCHAR PubIP[256]; //对方机器的代理网关的公网IP
UINT PubPort; //对方机器的代理网关的公网映射端口</P><P>UINT ClientPort = 4501; //A和B的UDP端口</P><P>连接服务器用UDP,下面是客户方(AB的Socket)</P><P>class CClientSocket : public CSocket
{
public:
virtual void OnReceive( int nErrCode );
}</P><P>void CClientSocket::OnReceive( int nErrCode )
{
int nFlag, *pFlag; //UDP包标志,位于包头4个字节
TCHAR PeerIP[128]; //UDP对方的IP
UINT PeerPort; //UDP对方的端口
char RecBuf[64]; //假定包尺寸为64</P><P> //此处分析出对方IP和端口,即PeerIP和PeerPort
SOCKADDR sa;
int SockAddrLen = sizeof(sa);
GetPeerName( &sa, &SockAddrLen );
//从sa中取出PeerIP和PeerPort</P><P> Receive( RecBuf, 64 );
pFlag = (int*)RecBuf;
nFlag = *pFlag;
if( lstrcmp( PeerIP, ServerIP ) == 0 ) //如果是服务器返回的信息
{
switch( nFlag )
{
case 0: //标识和服务器连接成功,RecBuf是服务器返回的其它在线用户
//的信息(包括对方的公网IP及端口),这里假定是B的信息
//从RecBuf取出B的代理网关的IP和端口放入PeerIP和PeerPort
lstrcpy( PubIP, PeerIP ); //PeerIP应该是对方的代理网关的公网IP
PubPort = PeerPort; //同时PeerPort应该是对方的代理网关的公网映射端口</P><P> //接下来,给B的代理公网IP发一个UDP包,填充RecBuf,并使标志为0
SendTo( RecBuf, 64, PubPort, PubIP );
//马上叫服务器通知B,要B给A发一个UDP包,填充RecBuf,并使标志为1
SendTo( RecBuf, 64, ServerPort, ServerIP );
break;
case 1: //标识是来自服务器的通知,叫我(B)发一个UDP给A
//RecBuf里有A的代理公网IP和端口,取出来,放入PeerIP和PeerPort
lstrcpy( PubIP, PeerIP ); //PeerIP应该是对方的代理网关的公网IP
PubPort = PeerPort; //同时PeerPort应该是对方的代理网关的公网映射端口
//给A发一个UDP包,填充RecBuf,并使标志为1
SendTo( RecBuf, 64, PubPort, PubIP );
break;
.
.
.
default:
break;
}
}
else //其它对等客户返回的信息
{
switch( nFlag )
{
case 0: //标识直接收到A发的UDP包
break;
case 1: //标识是B发回的UDP包,但,是靠服务器通知B发的
//至此,可以判断AB互相是否连接成功,就是判断A发给B的UDP包B收到,而B发
//给A的UDP包A也收到,那么连接就是成功的。否则重复上面的过程。
break;
.
.
.
default:
break;
}
}
}</P><P>客户方先连接服务器,服务器收到后,返回所有在线的对等点用户信息
CClientSocket cs;
char sBuf[64]; //sBuf的包标识为0,你可以填充其它任何信息,比如用户信息
cs.Create( ClientPort, SOCK_DGRAM );
cs.SendTo( sBuf, 64, ServerPort, ServerIP );</P><P>class CServerSocket : public CSocket
{
public:
virtual void OnReceive( int nErrCode );
}</P><P>void CServerSocket::OnReceive( int nErrCode )
{
int nFlag, *pFlag; //UDP包标志,位于包头4个字节
TCHAR PeerIP[128]; //UDP对方的IP
UINT PeerPort; //UDP对方的端口
char RecBuf[64]; //假定包尺寸为64</P><P> //此处分析出对方IP和端口,即PeerIP和PeerPort
SOCKADDR sa;
int SockAddrLen = sizeof(sa);
GetPeerName( &sa, &SockAddrLen );
//从sa中取出PeerIP和PeerPort</P><P> Receive( RecBuf, 64 );
pFlag = (int*)RecBuf;
nFlag = *pFlag;
switch( nFlag )
{
case 0: //标识有客户连接
//给该客户返回所有在线用户
break;
case 1: //来自A的通知,要我通知B,叫B发一个UDP包给A的公网IP
//从RecBuf中取出B的IP和端口放入PeerIP和PeerPort,填充RecBuf,标志为1
SendTo( RecBuf, 64, PeerPort, PeerIP );
break;
}
}</P> |
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