Team Fortress 2 Source Code as on 22/4/2020
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//========= 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;
}