P2P application developement - udp

I want to develop a P2P Gaming application. What is the fastest and efficient way to implement NAT traversal and Peer discovery. I have read about STUN and TURN server. But what are the Open source parts available and how can I use them?.
1. Does those STUN server work on 3G networks?
2. Does UDP HOLE PUNCHING works on 3G networks?

If you have a videogame, you probably want to have a central server that contains all the game data and allow the users to be clients. You know, like Puzzles and Dragons, where you have a username and password and sign in to a server.
Google "Stun Client" and "ICE protocol". There are plenty of open source implementations
STUN fails on mobile networks because mobile networks have symmetric, large scale NAT. Traversing that kind of nat doesn't work with STUN (see reason below)
Why Mobile Broadband NAT cannot be bypassed?
It boils down to statistics. In order for a connection to be established, you have to send a packet into the port that they are at and they have to send a packet into the port that you are at. If you send to the wrong port number or they send to the wrong port number, you miss and no connection is established. If both of you simultaneously bind to a port and send out a packet directed at the other's ip address, you have a 1 in 65535 (65535 being the number of port on an ip address) chance of sending a packet into their port and they have a roughly 1 in 65535 chance of sending a packet into your port. So the chance of you establishing a connection is (1/65535) * (1/65535), or (1 / 65535^2).
You can't know your port number for any subsequent connection because for every new outbound connection, the router randomly gives you a new port number on the interval between 1024 and 65535. So if you ask a server what you ip and port number is, it may tell you the right ip (your ip address doesn't change very often unless you turn off your phone or something like that), but the port number will change. If you try to guess the port number there is a ( (65535-1024-1) / (65535-1024) ), or 99.998% change of you guessing it wrong, assuming that the number of possible port numbers to choose from is (65535-1024).
So unless the port numbers are predictable (which in many 4G networks they are not), you're hosed - no chance.
Your best bet is to use stun and not support evil routers.

Related

WebRTC: do we need a TURN server if one peer is always using Full Cone Or Address Restricted (but not Port Restricted) NAT?

I have been reading a bit about WebRTC, and I'm not getting why we need a Turn Server if only 1 peer is using Symmetric NAT, and the other is using neither Symmetric nor Port Restricted NAT, so let’s say A is using Full Cone NAT, B is using Symmetric NAT:
STUN SERVER will send the correct IP address of B to A, and the correct IP + Port address of A to B.
A tries to connect to B (now A will be able to accept messages from B since it’s in the Dest Address Column).
B tries to connect to A, which will allow requests from A going to B (ofc A needs to update the port to the one received from B instead of the Sdp).
am I missing something, or is this correct (and implemented), or is this too complicated to be implemented?
And if this is correct, then theoretically, if I’m peer A and I'm using Full Cone NAT, any peer B can connect to me (as long as I send the connection request first), without needing a TURN server.
Thanks
If the symmetric NAT environment only changes the port, you would be correct with regarding connectivity to Full Cone NAT. The hole punching step would work.
But many enterprise and mobile environments have complex routing schemes and crazy network environments that are different from a legacy home network router. These environments aren't just a little router box that hooks up to a cable modem. It's a complex array of routers and load balancers using a bank of IP addresses. And each outbound connection might get an IP address different from a previous connection. So it's technically "symmetric NAT".
And so after a node within this environment obtains an external IP/port pair from a STUN server, subsequent sends to a peer address might change both both the port and the IP address as well.
As such, the NATs see completely different IP addresses than expected when the UDP packets arrive during the hole punching step. Hence, a relay address (TURN) is needed here.
This question is a little easier if you think in terms of Mapping/Filtering. The other NAT terms don't do a good job of describing how things actually work. My answer comes from RFC 4787 and WebRTC for the Curious: Connecting
Mapping is when your NAT allocates a IP/Port for an outbound packet. A remote peer can the send traffic to this mapping. Filtering are the rules around who can use these mappings.
Filtering and Mappings can then be address dependent and independent. If a mapping is address dependent it means a new mapping is created for each time you contact a new IP/Port. If a mapping is address independent it means it is re-used no matter where you send traffic. These same rules apply to filtering.
If one peer is address + filtering independent I don't believe a TURN server would provide a benefit.
If you want TCP connectivity deploying a TURN server is a good idea. Some WebRTC servers support TCP, but I don't believe any browsers generate passive TCP candidates.

Understanding SFU's, TURN servers in WebRTC

If I am building a WebRTC app and using a Selective Forwarding Unit media server, does this mean that I will have no need for STUN / TURN servers?
From what I understand, STUN servers are used for clients to discover their public IP / port, and TURN servers are used to relay data between clients when they are unable to connect directly to each other via STUN.
My question is, if I deploy my SFU media server with a public address, does this eliminate the need for STUN and TURN servers? Since data will always be relayed through the SFU and the clients / peers will never actually talk to each other directly?
However, I noticed that the installation guide for Kurento (a popular media server with SFU functionality) contains a section about configuring STUN or TURN servers. Why would STUN or TURN servers be necessary?
You should still use a TURN server when running an SFU. To understand diving into ICE a little bit will help. All SFUs work a little differently, but this is true for most.
For each PeerConnection the SFU will listen on a random UDP (and sometimes TCP port)
This IP/Port combination is giving to each peer who then attempts to contact the SFU.
The SFU then checks the incoming packets if they contain a valid hash (determined by upwd). This ensures there is no attacker connecting to this port.
A TURN server works by
Provides a single allocation port that peers can connect to. You can use UDP, DTLS, TCP or TLS. You need a valid username/password.
Once authenticated you send packets via this connection and the TURN server relays them for you.
The TURN server will then listen on a random port so that others can then send stuff back to the Peer.
So a TURN server has a few nice things that an SFU doesn't
You only have to listen on a single public port. If you are communicating with a service not on the internet you can just have your clients only connect to the allocation
You can also make your service available via UDP, DTLS, TCP and TLS. Most ICE implementations only support UDP.
These two factors are really important in government/hospital situations. You have networks that only allow TLS traffic over port 443. So a TURN server is your only solution (you run your allocation on TLS 443)
So you need to design your system to your needs. But IMO you should always run a well configured TURN server in real world environments.

Is STUN server absolutely necessary for webrtc when I have a socket.io based signaling server?

My understanding about STUN server for webrtc is that when the clients are behind the NAT (in most cases, if not all), the STUN server will help the webrtc clients to identify their addresses and ports. And I also read some article saying that a signaling server is needed for webrtc clients. The signaling server could be a web server, socket.io, or even emailing a url. My first question would be: is the STUN server the signaling server?
Actually now I built a very simple socket.io based service which broadcasts client's session descriptions to all other clients. So I believe the socket.io based server should have enough knowledge about the clients' addresses and ports information. If this is the case, why do we bother to have another STUN server?
The STUN server is NOT the signalling server.
The purpose of the signalling server is to pass information between the peers at the start up of the session(how can they send an offer without knowing who to send to?). This information includes the SDPs that are created on the offers and the answers and also any Ice Candidates that are created by either party.
The reason to have a STUN server is so that the two peers can send the media to each other. The media streams will not hit your signalling server but instead will go straight to the other party(the definition of a peer-to-peer connection), the exception to this would be the case when a TURN server is used.
Media cannot magically go through a NAT or a firewall because the two parties do not have direct access to each other(like they would if they were on the same LAN).
In short STUN server is needed the large majority of the time when the two parties are not on the same network(to get valid connection candidates for peer-to-peer media streaming) and a signalling server is ALWAYS needed(whether they are on different networks or not) so that the negotiation and connection build up can take place. Good explanation of the connection and streaming process
STUN is used to implement the ICE protocol, which tries to find a working network path between the two clients. ICE will also use TURN relay servers (if configured in the RTCPeerConnection) for cases where the two clients (due to NAT/Firewall restrictions) can't make a direct peer-to-peer connection.
STUN servers are used to identify the external address used by the computer on the internet (the outside-the-NAT address) and to attempt to set up a port mapping usable by the peer (if the NAT isn't "symmetric") -- contacting the STUN server will tell you the external IP and port to try to use in ICE. These are the ICE candidates included in the SDP or in the trickle-ICE messages.
For almost-guaranteed connectivity, a server should have TURN servers (preferably supporting UDP and TCP TURN, though UDP is far preferred). Note that unlike STUN, TURN can use appreciable bandwidth, and so can cost money to host. Luckily, most connections succeed without needing to use a TURN server (i.e. they run peer-to-peer)
NAT(Network Address Transformation) is used to translate "Private IP', which is valid only in LAN into "Public IP" which is valid in WAN.
The problem is that "Public IP" is only visible from outside, so we need STUN or TURN server to send back "Public IP" to you.
This process enables a WebRTC peer to get a publicly accessible address for itself, and then pass that on to another peer via a signaling mechanism
A STUN server is used to get an external network address.
TURN servers are used to relay traffic if direct (peer to peer) connection fails.
for more you can also refer from below link: https://www.html5rocks.com/en/tutorials/webrtc/infrastructure/#what-is-signaling
In your case, you need STUN. Most clients will be behind NAT, so you need STUN to get the clients public IP. But if both your clients were not behind NAT, then you wouldn't need STUN. More generally, no, a STUN server is not strictly required. I know this because I successfully connected 2 WebRTC peers without a stun server. I used the example code from aiortc, a python WebRTC/ ORTC library where both clients were running locally on my laptop. The signalling channel used my manual copy-pasting. I literally copied the SD (session description) from the one peer to the other. Then, copied the SD from the 2nd peer to the 1st peer once again.
From the ICE RFC (RFC8445), which WebRTC uses
An ICE agent SHOULD gather server-reflexive and relayed candidates.
However, use of STUN and TURN servers may be unnecessary in certain
networks and use of TURN servers may be expensive, so some
deployments may elect not to use them.
It's not clear that STUN is a requirement for ICE, but the above says it may be unnecessary.
However, signalling has nothing to do with it. This question actually stems from not understanding what STUN does, and how STUN interplays with signalling. I would argue the other 3 answers here do not actually answer these 2 concerns.
Pre-requisite: Understand the basic concepts of NAT. STUN is a tool to go around NAT, so you have to understand it.
Signalling: Briefly, in WebRTC you need to implement your own signalling strategy. You can manually type the local session description created by one peer in the other peer, use WebSockets, socket.io, or any other methods (I saw a joke that smoke signals can be used, but how are you going to pass the following session description (aka. SDP message) through a smoke signal...). Again, I copy pasted something very similar to below:
v=0
o=alice 2890844526 2890844526 IN IP4 host.anywhere.com
s=
c=IN IP4 host.anywhere.com
t=0 0
m=audio 49170 RTP/AVP 0
a=rtpmap:0 PCMU/8000
m=video 51372 RTP/AVP 31
a=rtpmap:31 H261/90000
m=video 53000 RTP/AVP 32
a=rtpmap:32 MPV/90000
When both peers are not behind NAT, you don't need a STUN server, as the IP addresses located in the session description (the c= field above, known as connection data) generated by each peer would be enough for each peer to send datagrams or packets to each other. In the example above, they've provided the domain name instead of IP address, host.anywhere.com, but this can be resolved to an A record. (Study DNS for more information).
Why don't you need a STUN server in this case? From RFC8445:
There are different types of candidates; some are derived from physical or logical network interfaces, and others are discoverable via STUN and TURN.
If you're not using NAT, the client already knows the IP address which peers can directly address, so the additional ICE candidates that STUN would generate would not be helpful (it would just give you the same IP address you already know about).
But when a client is behind a NAT, the IP they think they won't help a peer contact them. Its like telling you my ip address is 192.168.1.235, it really is, but its my private IP. The NAT might be on the router, and your client may have no way of asking for the public IP. So STUN is a tool for dealing with this. Specifically,
It provides a means for an endpoint to determine the IP address and port allocated by a NAT that corresponds to its private IP address and port.
STUN basically lets the client find out what the IP address. If you were hosting a Call of Duty server from your laptop, and port forwarded a port to your machine in the router settings, you still had to look up your public IP address from a website like https://whatismyipaddress.com/. STUN lets a client do this for itself, without you accessing a browser.
Finally, how does STUN interplay with signalling?
The ICE candidates are generated locally and with the help of STUN (to get client public IP addresses when they're behind NAT) and even TURN. Session descriptions are sent to the peer using the signalling channel. If you don't use STUN, you might find that the ICE candidates generated that is tried by ICE all fail, and a connection (other than the signalling channel) does not successfully get created.

UDP: How does the client know its server?

I'm sniffing between two devices which communicate in a duplex fashion via udp. I'm using wireshark to sniff. The config file for the first device (a piece of hardware under test) states that the client port is 54718 and the server is 54717. In the config file for the second device (a simulator written years ago), only one port is specified. That of 54718.
The two devices communicate without any problems.
But how does the second device manage to connect and send to 54717 when it has no knowledge of it?
In wireshark I can see that the first device is sending to the second device such that the source port is 54717 and the destination is 54718. I can also see that the second device is sending to the first device such that the source port is 54718 and the destination is 54717.
The first device sends first and the protocol is described as that of UDP in Wireshark. The simulator replies, also via UDP. Subsequent exchanges are described as being STUN ChannelData TURN Messages. I've no knowledge of this protocol but maybe it explains why I don't see 54717 in the simulators config file.
Thanks for your help,
Barry
First, in UDP communication, there is no "connect" action. UDP is not connection-oriented.
Second, the second device will get the peer address and port from recvfrom() api call.
In all probability, the first device's use of the terminology "client port" and "server port" do not refer to two different ports within the client device. Instead, the "client port" refers to the port to be used as the point of origin within the first device, and the "server port" refers to the remote destination port on the far device, to which the first device's outgoing traffic will be sent.
The second device, on the other hand, is probably fundamentally a "listening" device. It only knows the UDP port it needs to listen on, and waits for any queries destined to that port to arrive from anywhere.
So, I will refer to the "first device" as the client, and the "second device" as the server.
Each datagram sent from the client to the server contains two sets of address information:
1) The destination IP address and port, and
2) The return IP address and port.
The server can use recvfrom() to extract the complete return address (including port number) from each incoming request.
This way, we really only need one port number to be predfined and agreed upon by both the server and the client ahead of time: The server's port number.
The client could conceivably choose to use any random port number as its origin port (but by convention it would likely choose to avoid any of the well-known reserved ports to avoid potential interoperability problems), and the server could dynamically read the return address information from each incoming request and send its responses to the correct destination dynamically.
But how does the second device manage to connect and send to 54717 when it has no knowledge of it?
UDP is connectionless, and your program likely gets the 54717 as a default fallback value if nothing else is specified (e.g. in a config file).

SOCAT to redirect UDP don't work!

I'm trying to transmit data in UDP datagrams into a client in external location to a pc in my local lan.
But my network is over a ADSL modem sending to a pc with Slackware, this pc redirect packages into other pcs.
I'm using socat to redirect UDP:
socat -v udp-listen:1935,fork,reuseaddr udp:192.168.0.40:37000
In LAN the conection is fine, but external IPs don't work.
Somebody help?
I don't think socat is the culprit, however consider to use stone instead of socat, because using a fork() for each received packet is a bit weird. Stone is called in your case like this (I think):
stone -n -d -d -d -d 192.168.0.40:37000/udp 1935/udp
Now why external IPs perhaps do not work. Sadly your text does not tell much about your setup, so I have to guess:
It depends on your firewall/modem/router if it is able to forward UDP packets. Usually, if you initiate the UDP requests from the inside, the router will open a NAT connection, which often means, that not only the source IP of the packets change, but the source port as well. As UDP is connectionless, UDP NAT connections usually time out very quickly, say after 5 minutes, if no data is transferred on them.
If the UDP must be opened in the opposite direction (from Internet to Intranet), the router usually discards all the UDP packets coming in from Internet, because it does not know where to forward them to. A router cannot just choose some arbitrary machine, this would be a security hole. So in the "Internet connecting to a machine behind the router" you must open the UDP port on the router and let it forward to the right machine. In that case packets sent from your internal machine will get their source IP and the source port rewritten, the machine on the Internet always will see the packets as coming from your router. So except for the additional rule in the router this case is the same as the outgoing case.
Note that there are several different ways how to make NAT (symmetric, etc.) and several methods on how to open a port on the router (Config, UPnP, etc.) so the ways to poke some holes into it always depends on your hardware capabilities. This all cannot be answered here.
Some other ideas what might go wrong as well:
Some UDP protocols encode IP addresses within the payload. In that case it is not enough just to forward the packets, you must change the payload as well to correct the IP addresses exchanged to enable all machines to talk together. Such UDP protocols are badly designed, anyway, because you never should assume that two arbitrary machines can directly talk with each other, so all good protocols should support easy proxying.
Some ISPs filter certain UDP ports, for arbitrary reason. If you have problems talking from Internet to your DSL, try with two external machines directly connected to different ISPs. If these can talk via UDP check if you can talk from your Intranet to one of the external machines. If this still works, this means, that you can talk backwards as well, as usually UDP is not a directed protocol, but if there is some NAT involved you somehow must make sure that the communication ports stay open.
Mobile Internet plans often do not support P2P. This probably means, those plans do not support Internet at all, as IP, by definition, is P2P. What the ISPs really want to say with "no P2P" is (my guess), that connections from Internet to the mobile device are not supported. In that case you always must initiate a connection from the mobile device, so you cannot use push methods (Internet to Mobile), the mobile device always must pull (data from Internet). Some broadband/cable providers might do the same. Usually you can see this if your ISP hands out an IP in the 10.x.y.z range to you.
There might be another trick how to get the connection working:
Ask your ISP to get some IPv6. Perhaps use 6to4. With IPv6 you eliminate NAT completely, your local LAN then directly interconnects to the Internet on IPv6. Be sure to activate your firewall/iptables on your Intranet host on the IPv6 interface, else you might see Intruders very quickly.
HTH