simplify features::game_networking
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@@ -6,7 +6,6 @@ use std::{
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use sysinfo::System;
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use windows::{
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Win32::{
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Foundation::E_INVALIDARG,
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NetworkManagement::WindowsFirewall::{
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INetFwPolicy2, INetFwRule, NET_FW_ACTION_BLOCK, NET_FW_IP_PROTOCOL_ANY,
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NET_FW_RULE_DIR_IN, NET_FW_RULE_DIR_OUT, NetFwPolicy2, NetFwRule,
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@@ -57,14 +56,12 @@ pub struct GameNetworking {
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impl Default for GameNetworking {
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fn default() -> Self {
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let mut gn = Self {
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blocked_status: BlockedStatus::Unblocked,
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Self {
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blocked_status: GameNetworking::is_blocked().into(),
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com_initialized: unsafe { CoInitializeEx(None, COINIT_MULTITHREADED) }.is_ok(),
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timer: Instant::now(),
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counting: false,
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};
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gn.blocked_status = gn.is_blocked().into();
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gn
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}
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}
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}
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@@ -87,60 +84,37 @@ impl GameNetworking {
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let policy: INetFwPolicy2 =
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unsafe { CoCreateInstance(&NetFwPolicy2, None, CLSCTX_INPROC_SERVER).unwrap() };
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let rules = unsafe { policy.Rules().unwrap() };
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let filter_name_in = BSTR::from(FILTER_NAME_IN);
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let filter_name_out = BSTR::from(FILTER_NAME_OUT);
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unsafe {
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let _ = rules.Remove(&filter_name_in);
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let _ = rules.Remove(&filter_name_out);
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}
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let exe_path = BSTR::from(exe_path.to_string_lossy().to_string());
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unsafe {
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let inbound_rule: INetFwRule =
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CoCreateInstance(&NetFwRule, None, CLSCTX_INPROC_SERVER).unwrap();
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inbound_rule.SetName(&filter_name_in).unwrap();
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inbound_rule.SetApplicationName(&exe_path).unwrap();
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inbound_rule.SetDirection(NET_FW_RULE_DIR_IN).unwrap();
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inbound_rule.SetEnabled(true.into()).unwrap();
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inbound_rule.SetAction(NET_FW_ACTION_BLOCK).unwrap();
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inbound_rule.SetProtocol(NET_FW_IP_PROTOCOL_ANY.0).unwrap();
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rules.Add(&inbound_rule).unwrap();
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for filter in [
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(FILTER_NAME_IN, NET_FW_RULE_DIR_IN),
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(FILTER_NAME_OUT, NET_FW_RULE_DIR_OUT),
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] {
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let _ = unsafe { rules.Remove(&BSTR::from(filter.0)) };
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unsafe {
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let rule: INetFwRule =
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CoCreateInstance(&NetFwRule, None, CLSCTX_INPROC_SERVER).unwrap();
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rule.SetName(&BSTR::from(filter.0)).unwrap();
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rule.SetApplicationName(&exe_path).unwrap();
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rule.SetDirection(filter.1).unwrap();
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rule.SetEnabled(true.into()).unwrap();
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rule.SetAction(NET_FW_ACTION_BLOCK).unwrap();
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rule.SetProtocol(NET_FW_IP_PROTOCOL_ANY.0).unwrap();
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rules.Add(&rule).unwrap();
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}
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}
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unsafe {
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let outbound_rule: INetFwRule =
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CoCreateInstance(&NetFwRule, None, CLSCTX_INPROC_SERVER).unwrap();
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outbound_rule.SetName(&filter_name_out).unwrap();
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outbound_rule.SetApplicationName(&exe_path).unwrap();
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outbound_rule.SetDirection(NET_FW_RULE_DIR_OUT).unwrap();
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outbound_rule.SetEnabled(true.into()).unwrap();
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outbound_rule.SetAction(NET_FW_ACTION_BLOCK).unwrap();
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outbound_rule.SetProtocol(NET_FW_IP_PROTOCOL_ANY.0).unwrap();
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rules.Add(&outbound_rule).unwrap();
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}
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self.blocked_status = self.is_blocked().into();
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self.blocked_status = GameNetworking::is_blocked().into();
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}
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pub fn unblock_all(&mut self) {
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let policy: INetFwPolicy2 =
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unsafe { CoCreateInstance(&NetFwPolicy2, None, CLSCTX_INPROC_SERVER).unwrap() };
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let rules = unsafe { policy.Rules().unwrap() };
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unsafe {
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let result = rules.Remove(&BSTR::from(FILTER_NAME_IN));
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if let Err(ref why) = result {
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if why.code() != E_INVALIDARG {
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result.unwrap();
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}
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}
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let result = rules.Remove(&BSTR::from(FILTER_NAME_OUT));
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if let Err(ref why) = result {
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if why.code() != E_INVALIDARG {
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result.unwrap();
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}
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}
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}
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self.blocked_status = self.is_blocked().into();
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unsafe { rules.Remove(&BSTR::from(FILTER_NAME_IN)).unwrap() };
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unsafe { rules.Remove(&BSTR::from(FILTER_NAME_OUT)).unwrap() };
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self.blocked_status = GameNetworking::is_blocked().into();
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}
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fn is_blocked(&self) -> bool {
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fn is_blocked() -> bool {
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let policy: INetFwPolicy2 =
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unsafe { CoCreateInstance(&NetFwPolicy2, None, CLSCTX_INPROC_SERVER).unwrap() };
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let rules = unsafe { policy.Rules().unwrap() };
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