|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Base VoteController. Handles holding and voting on issues.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "vote_controller.h"
#include "shareddefs.h"
#include "eiface.h"
#include "team.h"
#include "gameinterface.h"
#include "fmtstr.h"
#ifdef TF_DLL
#include "tf/tf_gamerules.h"
#include "tf/tf_voteissues.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define MAX_VOTER_HISTORY 64
// Datatable
IMPLEMENT_SERVERCLASS_ST( CVoteController, DT_VoteController ) SendPropInt( SENDINFO( m_iActiveIssueIndex ) ), SendPropInt( SENDINFO( m_iOnlyTeamToVote ) ), SendPropArray3( SENDINFO_ARRAY3( m_nVoteOptionCount ), SendPropInt( SENDINFO_ARRAY( m_nVoteOptionCount ), 8, SPROP_UNSIGNED ) ), SendPropInt( SENDINFO( m_nPotentialVotes ) ), SendPropBool( SENDINFO( m_bIsYesNoVote ) ) END_SEND_TABLE()
BEGIN_DATADESC( CVoteController ) DEFINE_THINKFUNC( VoteControllerThink ), END_DATADESC()
LINK_ENTITY_TO_CLASS( vote_controller, CVoteController );
CVoteController *g_voteController = NULL;
ConVar sv_vote_timer_duration( "sv_vote_timer_duration", "15", FCVAR_DEVELOPMENTONLY, "How long to allow voting on an issue" ); ConVar sv_vote_command_delay( "sv_vote_command_delay", "2", FCVAR_DEVELOPMENTONLY, "How long after a vote passes until the action happens", false, 0.f, true, 4.5f );
ConVar sv_allow_votes( "sv_allow_votes", "1", FCVAR_NONE, "Allow voting?" ); ConVar sv_vote_failure_timer( "sv_vote_failure_timer", "300", FCVAR_NONE, "A vote that fails cannot be re-submitted for this long" ); #ifdef TF_DLL
ConVar sv_vote_failure_timer_mvm( "sv_vote_failure_timer_mvm", "120", FCVAR_NONE, "A vote that fails in MvM cannot be re-submitted for this long" ); #endif // TF_DLL
ConVar sv_vote_creation_timer( "sv_vote_creation_timer", "150", FCVAR_NONE, "How long before a player can attempt to call another vote (in seconds)." ); ConVar sv_vote_quorum_ratio( "sv_vote_quorum_ratio", "0.6", FCVAR_NOTIFY, "The minimum ratio of eligible players needed to pass a vote. Min 0.5, Max 1.0.", true, 0.1f, true, 1.0f ); ConVar sv_vote_allow_spectators( "sv_vote_allow_spectators", "0", FCVAR_NONE, "Allow spectators to vote?" ); ConVar sv_vote_ui_hide_disabled_issues( "sv_vote_ui_hide_disabled_issues", "1", FCVAR_NONE, "Suppress listing of disabled issues in the vote setup screen." );
ConVar sv_vote_holder_may_vote_no( "sv_vote_holder_may_vote_no", "0", FCVAR_NONE, "1 = Vote caller is not forced to vote yes on yes/no votes." );
static const int k_nKickWatchListMaxDuration = 300;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CVoteControllerSystem : public CAutoGameSystemPerFrame { public: CVoteControllerSystem( char const *name ) : CAutoGameSystemPerFrame( name ) { SetDefLessFunc( m_mapKickWatchList ); SetDefLessFunc( m_mapNameLockedList ); m_flNextKickCheckTime = 0.f; m_flNextNameLockCheckTime = 0.f; }
virtual void LevelInitPreEntity() { m_flNextNameLockCheckTime = 0.f; m_flNextKickCheckTime = 0.f; }
virtual void FrameUpdatePostEntityThink( void ) { // Executing the vote controller command needs to happen in the PostEntityThink as it can restart levels and
// blast entities, etc. If you're doing this during a regular think, this can cause entities thinking after
// you in Physics_RunThinkFunctions() to get grumpy and crash.
if ( g_voteController ) { // Vote passed - execute the command
if ( g_voteController->m_executeCommandTimer.HasStarted() && g_voteController->m_executeCommandTimer.IsElapsed() ) { g_voteController->m_executeCommandTimer.Invalidate(); g_voteController->m_potentialIssues[g_voteController->m_iActiveIssueIndex]->ExecuteCommand(); }
// Kick watch
if ( m_flNextKickCheckTime < gpGlobals->curtime ) { FOR_EACH_MAP( m_mapKickWatchList, i ) { if ( gpGlobals->curtime > m_mapKickWatchList[i] ) { m_mapKickWatchList.RemoveAt( i ); break; // Constantly called code - resume on next pass
}
CBasePlayer *pTarget = UTIL_PlayerBySteamID( m_mapKickWatchList.Key( i ) ); if ( pTarget ) { // Welcome back
engine->ServerCommand( CFmtStr( "kickid %d %s;", pTarget->GetUserID(), "Kicked by server." ) ); } }
m_flNextKickCheckTime = gpGlobals->curtime + 0.2f; }
// Name lock management
if ( m_flNextNameLockCheckTime < gpGlobals->curtime ) { FOR_EACH_MAP( m_mapNameLockedList, i ) { CBasePlayer *pPlayer = UTIL_PlayerBySteamID( m_mapNameLockedList.Key( i ) );
// Time up?
if ( gpGlobals->curtime > m_mapNameLockedList[i] ) { // Disable the lock if they're still here
if ( pPlayer ) { engine->ServerCommand( UTIL_VarArgs( "namelockid %d %d\n", pPlayer->GetUserID(), 0 ) ); }
// Remove and break - this will re-run in 1 second
m_mapNameLockedList.RemoveAt( i ); break; } // See if they reconnected
else if ( pPlayer && !engine->IsPlayerNameLocked( pPlayer->edict() ) ) { engine->ServerCommand( UTIL_VarArgs( "namelockid %d %d\n", pPlayer->GetUserID(), 1 ) ); } }
m_flNextNameLockCheckTime = gpGlobals->curtime + 1.f; } } }
void AddPlayerToKickWatchList( CSteamID steamID, float flDuration ) { if ( !steamID.IsValid() || !steamID.BIndividualAccount() ) return;
flDuration = clamp( flDuration, 1.f, (float)k_nKickWatchListMaxDuration ); if ( m_mapKickWatchList.Find( steamID ) == m_mapKickWatchList.InvalidIndex() ) { m_mapKickWatchList.Insert( steamID, ( gpGlobals->curtime + flDuration ) ); } }
void AddPlayerToNameLockedList( CSteamID steamID, float flDuration ) { if ( !steamID.IsValid() || !steamID.BIndividualAccount() ) return;
flDuration = clamp( flDuration, 1.f, (float)k_nKickWatchListMaxDuration ); if ( m_mapNameLockedList.Find( steamID ) == m_mapNameLockedList.InvalidIndex() ) { m_mapNameLockedList.Insert( steamID, ( gpGlobals->curtime + flDuration ) ); } }
private:
CUtlMap< CSteamID, float > m_mapKickWatchList; CUtlMap< CSteamID, float > m_mapNameLockedList; float m_flNextKickCheckTime; float m_flNextNameLockCheckTime; };
CVoteControllerSystem VoteControllerSystem( "CVoteControllerSystem" );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CommandListIssues( void ) { CBasePlayer *commandIssuer = UTIL_GetCommandClient();
if ( g_voteController && commandIssuer ) { g_voteController->ListIssues(commandIssuer); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
ConCommand ListIssues("listissues", CommandListIssues, "List all the issues that can be voted on.", 0);
//-----------------------------------------------------------------------------
// Purpose: This should eventually ask the player what team they are voting on
// to take into account different idle / spectator rules.
//-----------------------------------------------------------------------------
int GetVoterTeam( CBaseEntity *pEntity ) { if ( !pEntity ) return TEAM_UNASSIGNED;
int iTeam = pEntity->GetTeamNumber();
return iTeam; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CON_COMMAND( callvote, "Start a vote on an issue." ) { if ( !g_voteController ) { DevMsg( "Vote Controller Not Found!\n" ); return; }
CBasePlayer *pVoteCaller = UTIL_GetCommandClient(); if ( !pVoteCaller ) return;
if ( !sv_vote_allow_spectators.GetBool() ) { if ( pVoteCaller->GetTeamNumber() == TEAM_SPECTATOR ) { g_voteController->SendVoteCreationFailedMessage( VOTE_FAILED_SPECTATOR, pVoteCaller ); return; } }
if ( g_voteController->IsVoteActive() ) { ClientPrint( pVoteCaller, HUD_PRINTCENTER, "#GameUI_vote_failed_vote_in_progress" ); return; }
// Ask the controller if this is allowed
int nCooldown = 0; vote_create_failed_t nError = VOTE_FAILED_GENERIC;
if ( !g_voteController->CanEntityCallVote( pVoteCaller, nCooldown, nError ) ) { g_voteController->SendVoteCreationFailedMessage( nError, pVoteCaller, nCooldown ); return; }
// Parameters
char szEmptyDetails[MAX_VOTE_DETAILS_LENGTH]; szEmptyDetails[0] = '\0'; const char *arg2 = args[1]; const char *arg3 = args.ArgC() >= 3 ? args[2] : szEmptyDetails;
// If we don't have any arguments, invoke VoteSetup UI
if ( args.ArgC() < 2 ) { g_voteController->SetupVote( pVoteCaller->entindex() ); return; }
g_voteController->CreateVote( pVoteCaller->entindex(), arg2, arg3 ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CVoteController::~CVoteController() { g_voteController = NULL;
for( int issueIndex = 0; issueIndex < m_potentialIssues.Count(); ++issueIndex ) { delete m_potentialIssues[issueIndex]; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CVoteController::ResetData( void ) { m_iActiveIssueIndex = INVALID_ISSUE;
for ( int index = 0; index < m_nVoteOptionCount.Count(); index++ ) { m_nVoteOptionCount.Set( index, 0 ); }
m_nPotentialVotes = 0; m_acceptingVotesTimer.Invalidate(); m_executeCommandTimer.Invalidate(); m_waitingForGCResponseTimer.Invalidate(); m_iEntityHoldingVote = -1; m_iOnlyTeamToVote = TEAM_UNASSIGNED; m_bIsYesNoVote = true;
for( int voteIndex = 0; voteIndex < ARRAYSIZE( m_nVotesCast ); ++voteIndex ) { m_nVotesCast[voteIndex] = VOTE_UNCAST; }
m_pendingVoteParams.Reset(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CVoteController::Spawn( void ) { ResetData();
BaseClass::Spawn();
SetThink( &CVoteController::VoteControllerThink ); SetNextThink( gpGlobals->curtime );
SetDefLessFunc( m_VoteCallers );
g_voteController = this; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CVoteController::UpdateTransmitState( void ) { // ALWAYS transmit to all clients.
return SetTransmitState( FL_EDICT_ALWAYS ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CVoteController::IsVoteSystemEnabled( void ) { return sv_allow_votes.GetBool(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CVoteController::CanTeamCastVote( int iTeam ) const { if ( m_iOnlyTeamToVote == TEAM_UNASSIGNED ) return true;
return iTeam == m_iOnlyTeamToVote; }
//-----------------------------------------------------------------------------
// Purpose: Handles menu-driven setup of Voting
//-----------------------------------------------------------------------------
bool CVoteController::SetupVote( int iEntIndex ) { CBasePlayer *pVoteCaller = UTIL_PlayerByIndex( iEntIndex ); if( !pVoteCaller ) return false;
int nIssueCount = 0;
// Passing an nIssueCount of 0 triggers a "Voting disabled on server" message in the setup UI
if ( IsVoteSystemEnabled() ) { for( int iIndex = 0; iIndex < m_potentialIssues.Count(); ++iIndex ) { // Hide disabled issues?
CBaseIssue *pCurrentIssue = m_potentialIssues[iIndex]; if ( pCurrentIssue ) { if ( !pCurrentIssue->IsEnabled() && sv_vote_ui_hide_disabled_issues.GetBool() ) continue;
nIssueCount++; } } }
CSingleUserRecipientFilter filter( pVoteCaller ); filter.MakeReliable(); UserMessageBegin( filter, "VoteSetup" ); WRITE_BYTE( nIssueCount ); int nMsgSize = 0;
for( int iIndex = 0; iIndex < m_potentialIssues.Count(); ++iIndex ) { CBaseIssue *pCurrentIssue = m_potentialIssues[iIndex]; if ( pCurrentIssue ) { // Don't send/display disabled issues when set
if ( !pCurrentIssue->IsEnabled() && sv_vote_ui_hide_disabled_issues.GetBool() ) continue;
// Don't exceed MAX_USER_MSG_DATA (hack)
nMsgSize += ( V_strlen( pCurrentIssue->GetTypeString() ) + 1 ); nMsgSize += ( V_strlen( pCurrentIssue->GetTypeStringLocalized() ) + 1 ); ++nMsgSize; Assert( nMsgSize <= MAX_USER_MSG_DATA ); if ( nMsgSize > MAX_USER_MSG_DATA ) continue;
WRITE_STRING( pCurrentIssue->GetTypeString() ); WRITE_STRING( pCurrentIssue->GetTypeStringLocalized() ); WRITE_BYTE( pCurrentIssue->IsEnabled() ); } }
MessageEnd();
return true; }
//-----------------------------------------------------------------------------
// Purpose: The purpose of this is to call again the same vote after waiting for the GC's response
//-----------------------------------------------------------------------------
bool CVoteController::SubmitPendingVote( VoteParams_t params ) { return CreateVote( params.m_iEntIndex, params.m_szTypeString, params.m_szDetailString ); }
//-----------------------------------------------------------------------------
// Purpose: Handles console-driven setup of Voting
//-----------------------------------------------------------------------------
bool CVoteController::CreateVote( int iEntIndex, const char *pszTypeString, const char *pszDetailString ) { // Terrible Hack: Dedicated servers pass 99 as the EntIndex
bool bDedicatedServer = ( iEntIndex == DEDICATED_SERVER ) ? true : false;
if ( !IsVoteSystemEnabled() ) return false;
// Already running a vote?
if ( IsVoteActive() ) return false;
CBasePlayer *pVoteCaller = UTIL_PlayerByIndex( iEntIndex ); if ( !pVoteCaller && !bDedicatedServer ) return false;
// Find the issue the user is asking for
for ( int issueIndex = 0; issueIndex < m_potentialIssues.Count(); ++issueIndex ) { CBaseIssue *pCurrentIssue = m_potentialIssues[issueIndex]; if ( !pCurrentIssue ) return false; if ( FStrEq( pszTypeString, pCurrentIssue->GetTypeString() ) ) { vote_create_failed_t nErrorCode = VOTE_FAILED_GENERIC; int nTime = 0; if ( pCurrentIssue->CanCallVote( iEntIndex, pszDetailString, nErrorCode, nTime ) ) { // Does the GC need to approve now? If so, this function will send the message.
if ( pCurrentIssue->NeedsPermissionFromGC() ) { m_pendingVoteParams.m_iIssueIndex = issueIndex; m_pendingVoteParams.m_iEntIndex = iEntIndex; V_strcpy_safe( m_pendingVoteParams.m_szTypeString, pszTypeString ); V_strcpy_safe( m_pendingVoteParams.m_szDetailString, pszDetailString );
// Put the vote in limbo and wait for a time-out, or answer.
m_waitingForGCResponseTimer.Start( 3.f ); return false; }
// Establish a bunch of data on this particular issue
pCurrentIssue->SetIssueDetails( pszDetailString ); m_bIsYesNoVote = pCurrentIssue->IsYesNoVote(); m_iActiveIssueIndex = issueIndex; m_iEntityHoldingVote = iEntIndex; if ( !bDedicatedServer ) { m_iOnlyTeamToVote = ( pCurrentIssue->IsTeamRestrictedVote() ) ? GetVoterTeam( pVoteCaller ) : TEAM_UNASSIGNED; } // Now get our choices
m_VoteOptions.RemoveAll(); pCurrentIssue->GetVoteOptions( m_VoteOptions ); int nNumVoteOptions = m_VoteOptions.Count(); if ( nNumVoteOptions >= 2 ) { IGameEvent *event = gameeventmanager->CreateEvent( "vote_options" ); if ( event ) { event->SetInt( "count", nNumVoteOptions ); for ( int iIndex = 0; iIndex < nNumVoteOptions; iIndex++ ) { char szNumber[2]; Q_snprintf( szNumber, sizeof( szNumber ), "%i", iIndex + 1 );
char szOptionName[8] = "option"; Q_strncat( szOptionName, szNumber, sizeof( szOptionName ), COPY_ALL_CHARACTERS );
event->SetString( szOptionName, m_VoteOptions[iIndex] ); } gameeventmanager->FireEvent( event ); } } else { Assert( nNumVoteOptions >= 2 ); }
// Have the issue start working on it
pCurrentIssue->OnVoteStarted();
// Now the vote handling and UI
m_nPotentialVotes = pCurrentIssue->CountPotentialVoters(); m_acceptingVotesTimer.Start( sv_vote_timer_duration.GetFloat() + random->RandomFloat( -1.f, 1.f ) );
#ifndef _DEBUG
// Force the vote holder to agree with a Yes/No vote
if ( pCurrentIssue->IsYesNoVote() && !bDedicatedServer && !sv_vote_holder_may_vote_no.GetBool() ) { TryCastVote( iEntIndex, "Option1" ); } #endif
// Get the data out to the client
CBroadcastRecipientFilter filter; filter.MakeReliable(); UserMessageBegin( filter, "VoteStart" ); WRITE_BYTE( m_iOnlyTeamToVote ); // move into the filter
WRITE_BYTE( m_iEntityHoldingVote ); WRITE_STRING( pCurrentIssue->GetDisplayString() ); WRITE_STRING( pCurrentIssue->GetDetailsString() ); WRITE_BOOL( pCurrentIssue->IsYesNoVote() ); WRITE_BYTE( ( pCurrentIssue->m_hPlayerTarget ) ? pCurrentIssue->m_hPlayerTarget->entindex() : 0 ); MessageEnd();
if ( !bDedicatedServer ) { TrackVoteCaller( pVoteCaller ); }
m_pendingVoteParams.Reset();
return true; } else { if ( !bDedicatedServer ) { SendVoteCreationFailedMessage( nErrorCode, pVoteCaller, nTime ); }
m_pendingVoteParams.Reset(); } } }
return false; }
//-----------------------------------------------------------------------------
// Purpose: The vote failed to start - let the caller know why
//-----------------------------------------------------------------------------
void CVoteController::SendVoteCreationFailedMessage( vote_create_failed_t nReason, CBasePlayer *pVoteCaller, int nTime /*= -1*/ ) { Assert( pVoteCaller ); if ( !pVoteCaller ) return;
CSingleUserRecipientFilter user( pVoteCaller ); user.MakeReliable();
UserMessageBegin( user, "CallVoteFailed" ); WRITE_BYTE( nReason ); WRITE_SHORT( nTime ); MessageEnd(); }
//-----------------------------------------------------------------------------
// Purpose: The vote was called, but failed to pass - let everyone know why
//-----------------------------------------------------------------------------
void CVoteController::SendVoteFailedToPassMessage( vote_create_failed_t nReason ) { Assert( m_potentialIssues[m_iActiveIssueIndex] );
UTIL_LogPrintf( "Vote failed \"%s %s\" with code %i\n", m_potentialIssues[m_iActiveIssueIndex]->GetTypeString(), m_potentialIssues[m_iActiveIssueIndex]->GetDetailsString(), (int)nReason );
CBroadcastRecipientFilter filter; filter.MakeReliable();
UserMessageBegin( filter, "VoteFailed" ); WRITE_BYTE( m_iOnlyTeamToVote ); WRITE_BYTE( nReason ); MessageEnd(); }
//-----------------------------------------------------------------------------
// Purpose: Player generated a vote command. i.e. /vote option1
//-----------------------------------------------------------------------------
CVoteController::TryCastVoteResult CVoteController::TryCastVote( int iEntIndex, const char *pszVoteString ) { if ( !IsVoteSystemEnabled() ) return CAST_FAIL_SERVER_DISABLE;
if ( iEntIndex >= ARRAYSIZE( m_nVotesCast ) ) return CAST_FAIL_SYSTEM_ERROR;
if ( !IsVoteActive() ) return CAST_FAIL_NO_ACTIVE_ISSUE;
if ( m_executeCommandTimer.HasStarted() ) return CAST_FAIL_VOTE_CLOSED;
if ( m_potentialIssues[m_iActiveIssueIndex] && m_potentialIssues[m_iActiveIssueIndex]->IsTeamRestrictedVote() ) { CBaseEntity *pVoteHolder = UTIL_EntityByIndex( m_iEntityHoldingVote ); CBaseEntity *pVoter = UTIL_EntityByIndex( iEntIndex );
if ( ( pVoteHolder == NULL ) || ( pVoter == NULL ) || ( GetVoterTeam( pVoteHolder ) != GetVoterTeam( pVoter ) ) ) { return CAST_FAIL_TEAM_RESTRICTED; } }
// Look for a previous vote
int nOldVote = m_nVotesCast[iEntIndex]; #ifndef DEBUG
if ( nOldVote != VOTE_UNCAST ) { return CAST_FAIL_NO_CHANGES; } #endif // !DEBUG
// Which option are they voting for?
int nCurrentVote = VOTE_UNCAST; if ( Q_strnicmp( pszVoteString, "Option", 6 ) != 0 ) return CAST_FAIL_SYSTEM_ERROR;
nCurrentVote = (CastVote)( atoi( pszVoteString + 6 ) - 1 );
if ( nCurrentVote < VOTE_OPTION1 || nCurrentVote > VOTE_OPTION5 ) return CAST_FAIL_SYSTEM_ERROR; // They're changing their vote
#ifdef DEBUG
if ( nOldVote != VOTE_UNCAST ) { if( nOldVote == nCurrentVote ) { return CAST_FAIL_DUPLICATE; } VoteChoice_Decrement( nOldVote ); } #endif // DEBUG
// With a Yes/No vote, slam anything past "No" to No
if ( m_potentialIssues[m_iActiveIssueIndex]->IsYesNoVote() ) { if ( nCurrentVote > VOTE_OPTION2 ) nCurrentVote = VOTE_OPTION2; }
// Register and track this vote
VoteChoice_Increment( nCurrentVote ); m_nVotesCast[iEntIndex] = nCurrentVote;
// Tell the client-side UI
IGameEvent *event = gameeventmanager->CreateEvent( "vote_cast" ); if ( event ) { event->SetInt( "vote_option", nCurrentVote ); event->SetInt( "team", m_iOnlyTeamToVote ); event->SetInt( "entityid", iEntIndex ); gameeventmanager->FireEvent( event ); }
CheckForEarlyVoteClose();
return CAST_OK; }
//-----------------------------------------------------------------------------
// Purpose: Increments the vote count for a particular vote option
// i.e. nVoteChoice = 0 might mean a Yes vote
//-----------------------------------------------------------------------------
void CVoteController::VoteChoice_Increment( int nVoteChoice ) { if ( nVoteChoice < VOTE_OPTION1 || nVoteChoice > VOTE_OPTION5 ) return;
int nValue = m_nVoteOptionCount.Get( nVoteChoice ); m_nVoteOptionCount.Set( nVoteChoice, ++nValue ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CVoteController::VoteChoice_Decrement( int nVoteChoice ) { if ( nVoteChoice < VOTE_OPTION1 || nVoteChoice > VOTE_OPTION5 ) return;
int nValue = m_nVoteOptionCount.Get( nVoteChoice ); m_nVoteOptionCount.Set( nVoteChoice, --nValue ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CVoteController::VoteControllerThink( void ) { // This will stall all voting until the GC answers, or we time-out. Only Kick does this (sometimes).
if ( m_waitingForGCResponseTimer.HasStarted() ) { if ( m_waitingForGCResponseTimer.IsElapsed() ) { m_waitingForGCResponseTimer.Invalidate();
// Retry the vote
SubmitPendingVote( m_pendingVoteParams ); }
SetNextThink( gpGlobals->curtime + 0.1f ); return; }
if ( !m_potentialIssues.IsValidIndex( m_iActiveIssueIndex ) ) { SetNextThink( gpGlobals->curtime + 0.5f );
return; }
// Vote time is up - process the result
if ( m_acceptingVotesTimer.HasStarted() && m_acceptingVotesTimer.IsElapsed() ) { m_acceptingVotesTimer.Invalidate(); // For GC record-keeping
if ( m_potentialIssues[m_iActiveIssueIndex]->IsYesNoVote() ) { m_potentialIssues[m_iActiveIssueIndex]->SetYesNoVoteCount( m_nVoteOptionCount[VOTE_OPTION1], m_nVoteOptionCount[VOTE_OPTION2], m_nPotentialVotes ); }
bool bVotePassed = false;
if ( GetNumVotesCast() >= ( m_nPotentialVotes * m_potentialIssues[m_iActiveIssueIndex]->GetQuorumRatio() ) ) { int nPassingVoteOptionIndex = GetVoteIssueIndexWithHighestCount(); if ( nPassingVoteOptionIndex >= 0 && nPassingVoteOptionIndex < MAX_VOTE_OPTIONS ) { // YES/NO VOTES - hard-wired to VOTE_OPTION1 (Yes)
if ( m_potentialIssues[m_iActiveIssueIndex]->IsYesNoVote() ) { if ( nPassingVoteOptionIndex == VOTE_OPTION1 ) { bVotePassed = true; } } // GENERAL VOTES - as long as there's a quorum, go with the most popular choice
else { bVotePassed = true;
// We set the details string after the vote, since that's when
// we finally have a parameter to pass along and execute
m_potentialIssues[m_iActiveIssueIndex]->SetIssueDetails( m_VoteOptions[nPassingVoteOptionIndex] ); } } }
if ( bVotePassed ) { float flDelay = sv_vote_command_delay.GetFloat(); #ifdef TF_DLL
if ( dynamic_cast< CKickIssue* >( m_potentialIssues[m_iActiveIssueIndex] ) ) { // Don't delay successful kick votes
flDelay = 0.f; } #endif
m_executeCommandTimer.Start( flDelay ); m_resetVoteTimer.Start( 5.f );
UTIL_LogPrintf( "Vote succeeded \"%s %s\"\n", m_potentialIssues[m_iActiveIssueIndex]->GetTypeString(), m_potentialIssues[m_iActiveIssueIndex]->GetDetailsString() );
CBroadcastRecipientFilter filter; filter.MakeReliable();
UserMessageBegin( filter, "VotePass" ); WRITE_BYTE( m_iOnlyTeamToVote ); WRITE_STRING( m_potentialIssues[m_iActiveIssueIndex]->GetVotePassedString() ); WRITE_STRING( m_potentialIssues[m_iActiveIssueIndex]->GetDetailsString() ); MessageEnd(); } else { vote_create_failed_t nReason = m_potentialIssues[m_iActiveIssueIndex]->IsYesNoVote() ? VOTE_FAILED_YES_MUST_EXCEED_NO : VOTE_FAILED_QUORUM_FAILURE; SendVoteFailedToPassMessage( nReason ); m_potentialIssues[m_iActiveIssueIndex]->OnVoteFailed( m_iEntityHoldingVote ); m_resetVoteTimer.Start( 5.f ); } }
// Vote passed check moved down to FrameUpdatePostEntityThink at bottom of this file...
if ( m_resetVoteTimer.HasStarted() && m_resetVoteTimer.IsElapsed() ) { ResetData(); m_resetVoteTimer.Invalidate(); }
// Size maintenance on m_VoteCallers
if ( m_VoteCallers.Count() >= MAX_VOTER_HISTORY ) { // Remove older entries
for ( int iIdx = m_VoteCallers.FirstInorder(); iIdx != m_VoteCallers.InvalidIndex(); iIdx = m_VoteCallers.NextInorder( iIdx ) ) { if ( m_VoteCallers[ iIdx ] - gpGlobals->curtime <= 0 ) { m_VoteCallers.Remove( iIdx ); } } }
SetNextThink( gpGlobals->curtime + 0.5f ); }
//-----------------------------------------------------------------------------
// Purpose: End the vote early if everyone's voted
//-----------------------------------------------------------------------------
void CVoteController::CheckForEarlyVoteClose( void ) { int nVoteTally = 0; for ( int index = 0; index < MAX_VOTE_OPTIONS; index++ ) { nVoteTally += m_nVoteOptionCount.Get( index ); }
if( nVoteTally >= m_nPotentialVotes ) { m_acceptingVotesTimer.Start( 0 ); // Run the timer out right now
} }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CVoteController::IsValidVoter( CBasePlayer *pWhom ) { if ( !pWhom ) return false;
if ( !pWhom->IsConnected() ) return false;
if ( pWhom->GetTeamNumber() == TEAM_UNASSIGNED ) return false;
if ( !sv_vote_allow_spectators.GetBool() ) { if ( pWhom->GetTeamNumber() == TEAM_SPECTATOR ) return false; }
#ifndef DEBUG // Don't want to do this check for debug builds (so we can test with bots)
if ( pWhom->IsBot() ) return false;
if ( pWhom->IsFakeClient() ) return false; #endif // DEBUG
if ( pWhom->IsHLTV() ) return false;
if ( pWhom->IsReplay() ) return false;
#ifdef TF_DLL
if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() ) { if ( pWhom->GetTeamNumber() != TF_TEAM_PVE_DEFENDERS ) return false; } #endif // TF_DLL
return true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CVoteController::RegisterIssue( CBaseIssue *pszNewIssue ) { m_potentialIssues.AddToTail( pszNewIssue ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CVoteController::ListIssues( CBasePlayer *pForWhom ) { if ( !IsVoteSystemEnabled() ) return;
ClientPrint( pForWhom, HUD_PRINTCONSOLE, "---Vote commands---\n" );
for( int issueIndex = 0; issueIndex < m_potentialIssues.Count(); ++issueIndex ) { CBaseIssue *pCurrentIssue = m_potentialIssues[issueIndex]; pCurrentIssue->ListIssueDetails( pForWhom ); } ClientPrint( pForWhom, HUD_PRINTCONSOLE, "--- End Vote commands---\n" ); }
//-----------------------------------------------------------------------------
// Purpose: -1 when invalid
//-----------------------------------------------------------------------------
int CVoteController::GetVoteIssueIndexWithHighestCount( void ) { int nMaxIndex = -1; // Legacy Yes/No system
if ( m_iActiveIssueIndex != INVALID_ISSUE && m_potentialIssues[m_iActiveIssueIndex]->IsYesNoVote() ) { return ( m_nVoteOptionCount[VOTE_OPTION1] > m_nVoteOptionCount[VOTE_OPTION2] ) ? VOTE_OPTION1 : VOTE_OPTION2; } // Which option had the most votes?
else { int nMaxCount = 0;
// TODO: Handle ties
for ( int iIndex = 0; iIndex < m_nVoteOptionCount.Count(); iIndex ++ ) { if ( m_nVoteOptionCount[iIndex] && m_nVoteOptionCount[iIndex] > nMaxCount ) { nMaxCount = m_nVoteOptionCount[iIndex]; nMaxIndex = iIndex; } } }
return nMaxIndex; }
//-----------------------------------------------------------------------------
// Purpose: Store steamIDs for every player that calls a vote
//-----------------------------------------------------------------------------
void CVoteController::TrackVoteCaller( CBasePlayer *pPlayer ) { if ( !pPlayer ) return;
CSteamID steamID; pPlayer->GetSteamID( &steamID );
int iIdx = m_VoteCallers.Find( steamID.ConvertToUint64() ); if ( iIdx != m_VoteCallers.InvalidIndex() ) { // Already being tracked - update timer
m_VoteCallers[ iIdx ] = gpGlobals->curtime + sv_vote_creation_timer.GetInt(); return; }
m_VoteCallers.Insert( steamID.ConvertToUint64(), gpGlobals->curtime + sv_vote_creation_timer.GetInt() ); };
//-----------------------------------------------------------------------------
// Purpose: Check the history of steamIDs that called votes and test against a timer
//-----------------------------------------------------------------------------
bool CVoteController::CanEntityCallVote( CBasePlayer *pPlayer, int &nCooldown, vote_create_failed_t &nErrorCode ) { if ( !pPlayer ) return false;
#ifndef _DEBUG
CSteamID steamID; pPlayer->GetSteamID( &steamID );
// Has this SteamID tried to call a vote recently?
int iIdx = m_VoteCallers.Find( steamID.ConvertToUint64() ); if ( iIdx != m_VoteCallers.InvalidIndex() ) { // Timer elapsed?
nCooldown = (int)( m_VoteCallers[ iIdx ] - gpGlobals->curtime ); if ( nCooldown > 0 ) { nErrorCode = VOTE_FAILED_RATE_EXCEEDED; return false; }
// Expired
m_VoteCallers.Remove( iIdx ); } #endif
return true; };
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CVoteController::GetNumVotesCast( void ) { int nVoteTally = 0;
for ( int index = 0; index < MAX_VOTE_OPTIONS; index++ ) { nVoteTally += m_nVoteOptionCount.Get( index ); }
return nVoteTally; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CVoteController::AddPlayerToKickWatchList( CSteamID steamID, float flDuration ) { VoteControllerSystem.AddPlayerToKickWatchList( steamID, flDuration ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CVoteController::AddPlayerToNameLockedList( CSteamID steamID, float flDuration, int nUserID ) { engine->ServerCommand( UTIL_VarArgs( "namelockid %d %d\n", nUserID, 1 ) );
VoteControllerSystem.AddPlayerToNameLockedList( steamID, flDuration ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CVoteController::IsPlayerBeingKicked( CBasePlayer *pPlayer ) { #ifdef TF_DLL
if ( pPlayer && m_iActiveIssueIndex != INVALID_ISSUE ) { CKickIssue *pKickIssue = dynamic_cast< CKickIssue* >( m_potentialIssues[m_iActiveIssueIndex] ); if ( pKickIssue ) { return pKickIssue->m_hPlayerTarget == pPlayer; } } #endif // TF_DLL
return false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CVoteController::GCResponseReceived( bool bVerdict ) { m_waitingForGCResponseTimer.Invalidate();
if ( m_pendingVoteParams.m_iIssueIndex == INVALID_ISSUE ) return; // Retry the current vote now that we have our answer
m_potentialIssues[m_pendingVoteParams.m_iIssueIndex]->GCResponseReceived( bVerdict ); SubmitPendingVote( m_pendingVoteParams ); }
//-----------------------------------------------------------------------------
// Purpose: BaseIssue
//-----------------------------------------------------------------------------
CBaseIssue::CBaseIssue( const char *pszTypeString ) { V_strcpy_safe( m_szTypeString, pszTypeString );
m_iNumYesVotes = 0; m_iNumNoVotes = 0; m_iNumPotentialVotes = 0; m_flNextCallTime = -1.f; m_bGCNotified = false; m_bGCApproved = false; m_bGCResponded = false;
ASSERT( g_voteController ); g_voteController->RegisterIssue( this ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseIssue::~CBaseIssue() { for ( int index = 0; index < m_FailedVotes.Count(); index++ ) { FailedVote *pFailedVote = m_FailedVotes[index]; delete pFailedVote; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CBaseIssue::GetTypeString( void ) { return m_szTypeString; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CBaseIssue::GetDetailsString( void ) { return m_szDetailsString; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseIssue::SetIssueDetails( const char *pszDetails ) { V_strcpy_safe( m_szDetailsString, pszDetails ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseIssue::IsTeamRestrictedVote( void ) { return false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CBaseIssue::GetVotePassedString( void ) { return "Unknown vote passed."; }
//-----------------------------------------------------------------------------
// Purpose: Store failures to prevent vote spam
//-----------------------------------------------------------------------------
void CBaseIssue::OnVoteFailed( int iEntityHoldingVote ) { // Don't track failed dedicated server votes
if ( BRecordVoteFailureEventForEntity( iEntityHoldingVote ) ) { // Check for an existing match
for ( int index = 0; index < m_FailedVotes.Count(); index++ ) { FailedVote *pFailedVote = m_FailedVotes[index]; if ( Q_strcmp( pFailedVote->szFailedVoteParameter, GetDetailsString() ) == 0 ) { int nTime = sv_vote_failure_timer.GetInt();
#ifdef TF_DLL
if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() ) { nTime = sv_vote_failure_timer_mvm.GetInt(); } #endif // TF_DLL
pFailedVote->flLockoutTime = gpGlobals->curtime + nTime;
return; } }
// Need to create a new one
FailedVote *pNewFailedVote = new FailedVote; int iIndex = m_FailedVotes.AddToTail( pNewFailedVote ); V_strcpy_safe( m_FailedVotes[iIndex]->szFailedVoteParameter, GetDetailsString() ); m_FailedVotes[iIndex]->flLockoutTime = gpGlobals->curtime + sv_vote_failure_timer.GetFloat(); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseIssue::CanTeamCallVote( int iTeam ) const { return true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseIssue::CanCallVote( int iEntIndex, const char *pszDetails, vote_create_failed_t &nFailCode, int &nTime ) { // Automated server vote - don't bother testing against it
if ( !BRecordVoteFailureEventForEntity( iEntIndex ) ) return true;
// Bogus player
if ( iEntIndex == -1 ) return false;
// Note: Issue timers reset on level change because the class is created/destroyed during transitions.
// It'd be nice to refactor the basic framework of the system to get rid of side-effects like this.
if ( m_flNextCallTime != -1.f && gpGlobals->curtime < m_flNextCallTime ) { nFailCode = VOTE_FAILED_ON_COOLDOWN; nTime = m_flNextCallTime - gpGlobals->curtime; return false; }
#ifdef TF_DLL
if ( TFGameRules() && TFGameRules()->IsInWaitingForPlayers() && !TFGameRules()->IsInTournamentMode() ) { nFailCode = VOTE_FAILED_WAITINGFORPLAYERS; return false; } #endif // TF_DLL
CBaseEntity *pVoteCaller = UTIL_EntityByIndex( iEntIndex ); if ( pVoteCaller && !CanTeamCallVote( GetVoterTeam( pVoteCaller ) ) ) { nFailCode = VOTE_FAILED_TEAM_CANT_CALL; return false; }
// Did this fail recently?
for ( int iIndex = 0; iIndex < m_FailedVotes.Count(); iIndex++ ) { FailedVote *pCurrentFailure = m_FailedVotes[iIndex]; int nTimeRemaining = pCurrentFailure->flLockoutTime - gpGlobals->curtime; bool bFailed = false;
// If this issue requires a parameter, see if we're voting for the same one again (i.e. changelevel ctf_2fort)
if ( Q_strlen( pCurrentFailure->szFailedVoteParameter ) > 0 ) { if( nTimeRemaining > 1 && FStrEq( pCurrentFailure->szFailedVoteParameter, pszDetails ) ) { bFailed = true; } } // Otherwise we have a parameter-less vote, so just check the lockout timer (i.e. restartgame)
else { if( nTimeRemaining > 1 ) { bFailed = true;
} }
if ( bFailed ) { nFailCode = VOTE_FAILED_ON_COOLDOWN; nTime = nTimeRemaining; return false; } }
return true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseIssue::CountPotentialVoters( void ) { int nTotalPlayers = 0;
for( int playerIndex = 1; playerIndex <= MAX_PLAYERS; ++playerIndex ) { CBasePlayer *pPlayer = UTIL_PlayerByIndex( playerIndex ); if( g_voteController->IsValidVoter( pPlayer ) ) { if ( g_voteController->CanTeamCastVote( GetVoterTeam( pPlayer ) ) ) { nTotalPlayers++; } } }
return nTotalPlayers; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseIssue::GetNumberVoteOptions( void ) { return 2; // The default issue is Yes/No (so 2), but it can be anywhere between 1 and MAX_VOTE_COUNT
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseIssue::IsYesNoVote( void ) { return true; // Default
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseIssue::SetYesNoVoteCount( int iNumYesVotes, int iNumNoVotes, int iNumPotentialVotes ) { m_iNumYesVotes = iNumYesVotes; m_iNumNoVotes = iNumNoVotes; m_iNumPotentialVotes = iNumPotentialVotes; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseIssue::ListStandardNoArgCommand( CBasePlayer *forWhom, const char *issueString ) { ClientPrint( forWhom, HUD_PRINTCONSOLE, "callvote %s1\n", issueString ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseIssue::GetVoteOptions( CUtlVector <const char*> &vecNames ) { // The default vote issue is a Yes/No vote
vecNames.AddToHead( "Yes" ); vecNames.AddToTail( "No" );
return true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CBaseIssue::GetQuorumRatio( void ) { return sv_vote_quorum_ratio.GetFloat(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseIssue::GCResponseReceived( bool bApproved ) { m_bGCResponded = true; m_bGCApproved = bApproved; }
|