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Enjoy games with your friends as if you were on a LAN.
Internet
|
[SOCKS5 Proxy] (optional)
|
ARP,IPv4 | LAN Packets
Switch <--------> PC(lan-play) <-------------> Server
UDP
To play with your friends, both you and your friends need to run the lan-play client connecting to the same Server on your PCs, and set static IP on your Switch.
Your PC and Switch must be connected to the same router.
Visit https://www.lan-play.com/ for instructions on how to set this up. See below for build instructions.
lan-play --socks5-server-addr example.com:1080
Data sent to the relay server does not pass through the proxy.
cmake -DCMAKE_BUILD_TYPE=Debug ..
cmake -DCMAKE_BUILD_TYPE=Release ..
This project depends on libpcap, you can install libpcap0.8-dev on Ubuntu or Debian:
sudo apt install libpcap0.8-dev git gcc g++ cmake
Prepare cmake and gcc, then run the following:
mkdir build
cd build
cmake ..
make
Use MSYS2 to compile.
pacman -Sy
pacman -S make \
mingw-w64-x86_64-cmake \
mingw-w64-x86_64-gcc
To compile a 32-bit program:
pacman -S mingw-w64-i686-cmake \
mingw-w64-i686-gcc
Open MSYS2 MinGW 64-bit
or MSYS2 MinGW 32-bit
.
mkdir build
cd build
cmake -G "MSYS Makefiles" ..
make
brew install cmake
mkdir build
cd build
cmake ..
make
docker run -d -p 11451:11451/udp -p 11451:11451/tcp spacemeowx2/switch-lan-play
git clone https://github.com/spacemeowx2/switch-lan-play
cd switch-lan-play/server
npm install
npm run build # build ts to js. run it again when code changes.
npm start
Use --port
to pass the port parameter, or it will use 11451/udp
as the default.
Use --simpleAuth
to pass authentication via username and password, or there will be no authentication.
Use --httpAuth
to pass authentication via HTTP URL, or there will be no authentication.
Use --jsonAuth
to pass authentication via JSON file, or there will be no authentication.
Example:
npm run build
npm start -- --port 10086 --simpleAuth username:password
Meanwhile, the monitor service will start on port 11451/tcp
by default. You can get the online client count via an HTTP request:
Request: GET http://{YOUR_SERVER_IP}:11451/info
Response: { "online": 42 }
The protocol is quite simple at the moment, but additional fields may be added to calculate network quality (packet loss, ping), such as timestamp, seq_id, etc.
struct packet {
uint8_t type;
uint8_t payload[packet_len - 1];
};
enum type {
KEEPALIVE = 0,
IPV4 = 1,
PING = 2,
IPV4_FRAG = 3
};
The server can read IP addresses from the payload and save the source IP -> LAN IP to a cache table. If the target IP address shown in the payload doesn't match the cache, the packet is broadcast to the entire room.