csgo-2018-source/game/server/vote_controller.cpp
2021-07-24 21:11:47 -07:00

1291 lines
40 KiB
C++

//========= Copyright © 1996-2005, 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 "cs_gamerules.h"
#include "usermessages.h"
#ifdef TF_DLL
#include "tf/tf_gamerules.h"
#endif
#include "EventLog.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// 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_voteControllerGlobal = NULL;
CVoteController *g_voteControllerCT = NULL;
CVoteController *g_voteControllerT = NULL;
ConVar sv_vote_timer_duration("sv_vote_timer_duration", "15", FCVAR_RELEASE, "How long to allow voting on an issue");
ConVar sv_vote_command_delay("sv_vote_command_delay", "2", FCVAR_RELEASE, "How long after a vote passes until the action happens", false, 0, true, 4.5);
ConVar sv_allow_votes("sv_allow_votes", "1", FCVAR_RELEASE, "Allow voting?");
ConVar sv_vote_failure_timer("sv_vote_failure_timer", "300", FCVAR_RELEASE, "A vote that fails cannot be re-submitted for this long");
ConVar sv_vote_creation_timer("sv_vote_creation_timer", "120", FCVAR_RELEASE, "How often someone can individually call a vote.");
// default value of the sv_vote_quorum_ratio is 0.501 so on a 32 player server, you will still need 1 more than half, otherwise at 0.6, you would need 20 people to vote yes instead of 17
ConVar sv_vote_quorum_ratio( "sv_vote_quorum_ratio", "0.501", FCVAR_RELEASE, "The minimum ratio of players needed to vote on an issue to resolve it.", true, 0.01, true, 1.0 );
ConVar sv_vote_allow_spectators( "sv_vote_allow_spectators", "0", FCVAR_RELEASE, "Allow spectators to initiate votes?" );
ConVar sv_vote_count_spectator_votes( "sv_vote_count_spectator_votes", "0", FCVAR_RELEASE, "Allow spectators to vote on issues?" );
ConVar sv_vote_allow_in_warmup( "sv_vote_allow_in_warmup", "0", FCVAR_RELEASE, "Allow voting during warmup?" );
ConVar sv_vote_disallow_kick_on_match_point( "sv_vote_disallow_kick_on_match_point", "0", FCVAR_RELEASE, "Disallow vote kicking on the match point round." );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CommandListIssues( void )
{
CBasePlayer *commandIssuer = UTIL_GetCommandClient() ;
if ( !commandIssuer )
return;
// list team-specific issues
if ( commandIssuer->GetTeamVoteController() )
{
commandIssuer->GetTeamVoteController()->ListIssues( commandIssuer );
}
// and always list global issues
if ( g_voteControllerGlobal )
{
g_voteControllerGlobal->ListIssues( commandIssuer );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
ConCommand ListIssues("listissues", CommandListIssues, "List all the issues that can be voted on.", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS );
//-----------------------------------------------------------------------------
// 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;
CBasePlayer *pPlayer = ToBasePlayer( pEntity );
if ( !pPlayer )
return TEAM_UNASSIGNED;
int iTeam = pPlayer->GetAssociatedTeamNumber( );
return iTeam;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CON_COMMAND_F( callvote, "Start a vote on an issue.", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS )
{
if ( !g_voteControllerGlobal || !g_voteControllerCT || !g_voteControllerT )
{
DevMsg( "Vote Controllers Not Found!\n" );
return;
}
CBasePlayer *pVoteCaller = UTIL_GetCommandClient();
int iEntindex = 99;
if ( pVoteCaller )
iEntindex = pVoteCaller->entindex();
if ( !sv_vote_allow_spectators.GetBool() && pVoteCaller && pVoteCaller->IsSpectator() )
{
g_voteControllerGlobal->SendVoteFailedMessage( VOTE_FAILED_SPECTATOR, pVoteCaller );
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;
CVoteController *pVoteController;
if ( pVoteCaller )
{
pVoteController = pVoteCaller->GetTeamVoteController();
}
else
{
pVoteController = g_voteControllerGlobal;
}
// If we don't have any arguments, invoke VoteSetup UI
if( args.ArgC() < 2 )
{
pVoteController->SetupVote( iEntindex );
return;
}
if ( g_voteControllerGlobal->HasIssue( arg2 ) )
{
g_voteControllerGlobal->CreateVote( iEntindex, arg2, arg3 );
}
else if ( pVoteController->HasIssue( arg2 ) )
{
pVoteController->CreateVote( iEntindex, arg2, arg3 );
}
else
{
DevMsg( "Vote Issue Not Found!\n" );
return;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CVoteController::~CVoteController()
{
if ( g_voteControllerGlobal == this ) { g_voteControllerGlobal = NULL; }
else if ( g_voteControllerCT == this ) { g_voteControllerCT = NULL; }
else if ( g_voteControllerT == this ) { g_voteControllerT = 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_iEntityHoldingVote = -1;
m_iOnlyTeamToVote = TEAM_INVALID;
m_bIsYesNoVote = true;
for( int voteIndex = 0; voteIndex < MAX_PLAYERS; ++voteIndex )
{
m_nVotesCast[voteIndex] = VOTE_UNCAST;
}
m_arrVotedUsers.RemoveAll();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CVoteController::Spawn( void )
{
ResetData();
BaseClass::Spawn();
SetThink( &CVoteController::VoteControllerThink );
SetNextThink( gpGlobals->curtime );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CVoteController::UpdateTransmitState( void )
{
// ALWAYS transmit to all clients.
return SetTransmitState( FL_EDICT_ALWAYS );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CVoteController::CanTeamCastVote( int iTeam ) const
{
if ( m_iOnlyTeamToVote == TEAM_INVALID )
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;
bool bAllowVotes = sv_allow_votes.GetBool();
if ( bAllowVotes && m_potentialIssues.Count() )
{
CSingleUserRecipientFilter filter( pVoteCaller );
filter.MakeReliable();
CCSUsrMsg_VoteSetup msg;
for( int iIndex = 0; iIndex < m_potentialIssues.Count(); ++iIndex )
{
CBaseIssue *pCurrentIssue = m_potentialIssues[iIndex];
if ( pCurrentIssue )
{
if ( pCurrentIssue->IsEnabled() )
{
msg.add_potential_issues( pCurrentIssue->GetTypeString() );
}
else
{
char szDisabledIssueStr[MAX_COMMAND_LENGTH + 12];
V_strcpy( szDisabledIssueStr, pCurrentIssue->GetTypeString() );
V_strcat( szDisabledIssueStr, " (Disabled on Server)", sizeof(szDisabledIssueStr) );
msg.add_potential_issues( szDisabledIssueStr );
}
}
}
SendUserMessage( filter, CS_UM_VoteSetup, msg );
}
return true;
}
//-----------------------------------------------------------------------------
// 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 == 99 ) ? true : false;
CBasePlayer *pVoteCaller = UTIL_PlayerByIndex( iEntIndex );
if ( !pVoteCaller && !bDedicatedServer )
return false;
if( !sv_allow_votes.GetBool() )
{
SendVoteFailedMessage( VOTE_FAILED_DISABLED, pVoteCaller );
return false;
}
// Already running a vote?
if ( IsAVoteInProgress() )
{
// send a message to the user to who tried to vote that their vote failed and why
ClientPrint( pVoteCaller, HUD_PRINTCENTER, "#SFUI_vote_failed_vote_in_progress" );
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, pszTypeString, pszDetailString, nErrorCode, nTime ) )
{
// Prevent spamming commands
#ifndef _DEBUG
if ( pVoteCaller && !pCurrentIssue->ShouldIgnoreCreationTimer() )
{
int nTimeLeft = sv_vote_creation_timer.GetFloat() - pVoteCaller->GetLastHeldVoteTimer().GetElapsedTime();
if( pVoteCaller->GetLastHeldVoteTimer().HasStarted() && nTimeLeft > 1 )
{
SendVoteFailedMessage( VOTE_FAILED_RATE_EXCEEDED, pVoteCaller, nTimeLeft );
return false;
}
}
#endif
// if this is not an instant voting issue ( i.e. tournament pause match )
if (pCurrentIssue->GetVotesRequiredToPass() > 1 )
{
// can't call it if there's a global vote in progress.
if ( g_voteControllerGlobal && g_voteControllerGlobal->IsAVoteInProgress() )
{
// send a message to the user to who tried to vote that their vote failed and why
ClientPrint( pVoteCaller, HUD_PRINTCENTER, "#SFUI_vote_failed_vote_in_progress" );
return false;
}
// can't call it if this is a global vote and the other team is mid-vote.
CVoteController * pOtherTeamVoteController = g_voteControllerGlobal;
if ( pVoteCaller )
{
switch ( pVoteCaller->GetAssociatedTeamNumber() )
{
case TEAM_CT:
pOtherTeamVoteController = g_voteControllerT;
break;
case TEAM_TERRORIST:
pOtherTeamVoteController = g_voteControllerCT;
break;
default:
break;
}
}
if ( ( this == g_voteControllerGlobal ) && ( pOtherTeamVoteController && pOtherTeamVoteController->IsAVoteInProgress() ) )
{
// send a message to the user to who tried to vote that their vote failed and why
ClientPrint( pVoteCaller, HUD_PRINTCENTER, "#SFUI_vote_failed_vote_in_progress" );
return false;
}
}
// Establish a bunch of data on this particular issue
m_iEntityHoldingVote = iEntIndex;
pCurrentIssue->SetIssueDetails( pszDetailString );
m_bIsYesNoVote = pCurrentIssue->IsYesNoVote();
m_iActiveIssueIndex = issueIndex;
m_iOnlyTeamToVote = TEAM_INVALID;
if ( !bDedicatedServer && pCurrentIssue->IsAllyRestrictedVote() )
m_iOnlyTeamToVote = GetVoterTeam( pVoteCaller );
// 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 );
}
// Get the data out to the client
for( int playerIndex = 1; playerIndex <= MAX_PLAYERS; ++playerIndex )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( playerIndex );
if ( pPlayer && pPlayer->GetTeamNumber() != TEAM_SPECTATOR )
{
CSingleUserRecipientFilter filter( pPlayer );
filter.MakeReliable();
CCSUsrMsg_VoteStart msg;
msg.set_team( m_iOnlyTeamToVote ); // move into the filter
msg.set_ent_idx( m_iEntityHoldingVote );
msg.set_vote_type( pCurrentIssue->GetVoteIssue() );
msg.set_disp_str( pCurrentIssue->GetDisplayString() );
msg.set_details_str( pCurrentIssue->GetDetailsString() );
msg.set_other_team_str( pCurrentIssue->GetOtherTeamDisplayString() );
msg.set_is_yes_no_vote( m_bIsYesNoVote );
SendUserMessage( filter, CS_UM_VoteStart, msg );
}
}
UTIL_LogPrintf( "Vote started \"%s %s\" from #%u %s\n",
pCurrentIssue->GetTypeString(),
pCurrentIssue->GetDetailsString(),
m_iEntityHoldingVote,
pVoteCaller ? GameLogSystem()->FormatPlayer( pVoteCaller ) : "n/a" );
m_nPotentialVotes = pCurrentIssue->CountPotentialVoters();
// FIX TO MAKE REMATCH ONLY
float flVoteDuration = CSGameRules()->IsQueuedMatchmaking() ? 45.0f : sv_vote_timer_duration.GetFloat();
m_acceptingVotesTimer.Start( flVoteDuration );
pCurrentIssue->OnVoteStarted();
// Force the vote holder to agree with a Yes/No vote
if ( m_bIsYesNoVote && !bDedicatedServer )
{
TryCastVote( iEntIndex, "Option1" );
}
if ( !bDedicatedServer )
{
pVoteCaller->GetLastHeldVoteTimer().Start();
}
return true;
}
else
{
if ( !bDedicatedServer )
{
SendVoteFailedMessage( pCurrentIssue->MakeVoteFailErrorCodeForClients( nErrorCode ), pVoteCaller, nTime );
}
}
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Sent to everyone, unless we pass a player pointer
//-----------------------------------------------------------------------------
void CVoteController::SendVoteFailedMessage( vote_create_failed_t nReason, CBasePlayer *pVoteCaller, int nTime )
{
// driller: need to merge all failure case stuff into a single path
if ( pVoteCaller )
{
CSingleUserRecipientFilter user( pVoteCaller );
user.MakeReliable();
CCSUsrMsg_CallVoteFailed msg;
msg.set_reason( nReason );
msg.set_time( nTime );
SendUserMessage( user, CS_UM_CallVoteFailed, msg );
}
else
{
UTIL_LogPrintf("Vote failed \"%s %s\" \n",
m_potentialIssues[m_iActiveIssueIndex]->GetTypeString(),
m_potentialIssues[m_iActiveIssueIndex]->GetDetailsString() );
CBroadcastRecipientFilter filter;
filter.MakeReliable();
CCSUsrMsg_VoteFailed msg;
msg.set_team( m_iOnlyTeamToVote );
msg.set_reason( nReason );
SendUserMessage( filter, CS_UM_VoteFailed, msg );
}
}
//-----------------------------------------------------------------------------
// Purpose: Player generated a vote command. i.e. /vote option1
//-----------------------------------------------------------------------------
CVoteController::TryCastVoteResult CVoteController::TryCastVote( int iEntIndex, const char *pszVoteString )
{
if( !sv_allow_votes.GetBool() )
return CAST_FAIL_SERVER_DISABLE;
if( iEntIndex > MAX_PLAYERS )
return CAST_FAIL_SYSTEM_ERROR;
if( m_iActiveIssueIndex == INVALID_ISSUE )
return CAST_FAIL_NO_ACTIVE_ISSUE;
if( m_executeCommandTimer.HasStarted() )
return CAST_FAIL_VOTE_CLOSED;
CBaseEntity *pVoter = UTIL_EntityByIndex( iEntIndex );
if ( !IsValidVoter( ToBasePlayer( pVoter ) ) )
return CAST_FAIL_TEAM_RESTRICTED;
if( m_potentialIssues[m_iActiveIssueIndex] && m_potentialIssues[m_iActiveIssueIndex]->IsAllyRestrictedVote() )
{
CBaseEntity *pVoteHolder = UTIL_EntityByIndex( m_iEntityHoldingVote );
if( ( pVoteHolder == NULL ) || ( pVoter == NULL ) || ( GetVoterTeam( pVoteHolder ) != GetVoterTeam( pVoter ) ) )
{
return CAST_FAIL_TEAM_RESTRICTED;
}
}
// Look for a previous vote
int nOldVote = VOTE_UNCAST;
if ( iEntIndex < MAX_PLAYERS )
{
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 ( !StringHasPrefix( pszVoteString, "Option" ) )
return CAST_FAIL_SYSTEM_ERROR;
nCurrentVote = (CastVote)( atoi( pszVoteString + V_strlen( "Option" ) ) - 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;
}
#ifndef DEBUG
if ( CBasePlayer *pBasePlayerVoter = ToBasePlayer( pVoter ) )
{
if ( uint64 uiSteamID = pBasePlayerVoter->GetSteamIDAsUInt64() )
{
if ( m_arrVotedUsers.Find( uiSteamID ) == m_arrVotedUsers.InvalidIndex() )
{
m_arrVotedUsers.AddToTail( uiSteamID ); // remember that this user already voted
}
else
{
return CAST_FAIL_NO_CHANGES;
}
}
}
#endif
// 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 );
}
UTIL_LogPrintf( "Vote cast \"%s %s\" from #%u %s option%d\n",
m_potentialIssues[m_iActiveIssueIndex]->GetTypeString(),
m_potentialIssues[m_iActiveIssueIndex]->GetDetailsString(),
iEntIndex,
pVoter ? GameLogSystem()->FormatPlayer( pVoter ) : "n/a",
nCurrentVote );
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 )
{
if ( !m_potentialIssues.IsValidIndex( m_iActiveIssueIndex ) )
{
SetNextThink( gpGlobals->curtime + 0.5f );
return;
}
CBaseIssue *pActiveIssue = m_potentialIssues[m_iActiveIssueIndex];
int nWinningVoteOption = GetWinningVoteOption();
if ( !pActiveIssue->IsYesNoVote() || nWinningVoteOption >= m_VoteOptions.Count() )
{
Assert( nWinningVoteOption >= 0 && nWinningVoteOption < m_VoteOptions.Count() );
Msg( "Trying to resolve a vote that is not a YES/NO vote, YES/NO votes aren't currently supported! \n");
return;
}
bool bVoteHasFinished = false;
bool bVoteShouldBailOnNos = (pActiveIssue->GetVoteIssue() == VOTEISSUE_REMATCH);
// Vote time is up - process the result
if( m_acceptingVotesTimer.HasStarted() )
{
int nNumVotesYES = m_nVoteOptionCount[VOTE_OPTION1];
int nNumVotesNO = m_nVoteOptionCount[VOTE_OPTION2];
//int nVoteTally = nNumVotesYES + nNumVotesNO;
bool bVotePassed = false;
int nVotesToSucceed = pActiveIssue->GetVotesRequiredToPass();
// Have we exceeded the required ratio of Voted-vs-Abstained?
if ( nNumVotesYES >= nVotesToSucceed )
{
// bail early, we succeeded
bVotePassed = true;
bVoteHasFinished = true;
}
else if ( bVoteShouldBailOnNos && (m_nPotentialVotes - nNumVotesNO) < nVotesToSucceed )
{
// failed because too many no votes
SendVoteFailedMessage( pActiveIssue->MakeVoteFailErrorCodeForClients( VOTE_FAILED_YES_MUST_EXCEED_NO ) );
bVotePassed = false;
bVoteHasFinished = true;
}
else if ( m_acceptingVotesTimer.IsElapsed() )
{
// timed out, not enough people voted yes
SendVoteFailedMessage( pActiveIssue->MakeVoteFailErrorCodeForClients( VOTE_FAILED_QUORUM_FAILURE ) );
bVotePassed = false;
bVoteHasFinished = true;
}
if ( bVoteHasFinished )
{
// for record-keeping
if ( pActiveIssue->IsYesNoVote() )
{
pActiveIssue->SetYesNoVoteCount( m_nVoteOptionCount[VOTE_OPTION1], m_nVoteOptionCount[VOTE_OPTION2], m_nPotentialVotes );
}
m_acceptingVotesTimer.Invalidate();
if ( bVotePassed )
{
m_executeCommandTimer.Start( pActiveIssue->GetCommandDelay() );
m_resetVoteTimer.Start( 5.0 );
CBaseEntity *pVoteHolder = UTIL_EntityByIndex( m_iEntityHoldingVote );
CBasePlayer *pVoteHolderPlayer = ( pVoteHolder && pVoteHolder->IsPlayer() ) ? (CBasePlayer *)( pVoteHolder ) : NULL;
if( pVoteHolderPlayer )
{
pVoteHolderPlayer->GetLastHeldVoteTimer().Invalidate(); // You can go ahead and make a new vote since yours passed.
}
UTIL_LogPrintf("Vote succeeded \"%s %s\" from #%u %s\n",
pActiveIssue->GetTypeString(),
pActiveIssue->GetDetailsString(),
m_iEntityHoldingVote,
pVoteHolderPlayer ? GameLogSystem()->FormatPlayer( pVoteHolderPlayer ) : "n/a" );
CBroadcastRecipientFilter filter;
filter.MakeReliable();
CCSUsrMsg_VotePass msg;
msg.set_team( m_iOnlyTeamToVote );
msg.set_vote_type( pActiveIssue->GetVoteIssue() );
msg.set_disp_str( pActiveIssue->GetVotePassedString() );
msg.set_details_str( pActiveIssue->GetDetailsString() );
SendUserMessage( filter, CS_UM_VotePass, msg );
}
else
{
pActiveIssue->OnVoteFailed();
m_resetVoteTimer.Start( 5.0 );
}
}
}
// Vote passed - execute the command
if( m_executeCommandTimer.HasStarted() && m_executeCommandTimer.IsElapsed() )
{
m_executeCommandTimer.Invalidate();
m_potentialIssues[m_iActiveIssueIndex]->ExecuteCommand();
}
if ( m_resetVoteTimer.HasStarted() && m_resetVoteTimer.IsElapsed() )
{
ResetData();
m_resetVoteTimer.Invalidate();
}
SetNextThink( gpGlobals->curtime + 0.1f );
}
//-----------------------------------------------------------------------------
// 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
}
}
#ifdef DEBUG // Don't want to do this check for debug builds (so we can test with bots)
ConVar sv_vote_ignore_bots( "sv_vote_ignore_bots", "0" );
#define SV_VOTE_IGNORE_BOTS sv_vote_ignore_bots.GetBool()
#else
#define SV_VOTE_IGNORE_BOTS true
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CVoteController::IsValidVoter( CBasePlayer *pWhom )
{
if ( pWhom == NULL )
return false;
if ( !pWhom->IsConnected() )
return false;
if ( !sv_vote_allow_spectators.GetBool() || !sv_vote_count_spectator_votes.GetBool() )
{
if ( pWhom->GetTeamNumber() != TEAM_TERRORIST && pWhom->GetTeamNumber() != TEAM_CT )
return false;
}
if ( SV_VOTE_IGNORE_BOTS ) // 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;
}
if ( pWhom->IsHLTV() )
return false;
if ( pWhom->IsReplay() )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CVoteController::RegisterIssue( CBaseIssue *pszNewIssue )
{
m_potentialIssues.AddToTail( pszNewIssue );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CVoteController::ListIssues( CBasePlayer *pForWhom )
{
if( !sv_allow_votes.GetBool() )
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:
//-----------------------------------------------------------------------------
int CVoteController::GetWinningVoteOption( void )
{
if ( m_potentialIssues[m_iActiveIssueIndex]->IsYesNoVote() )
{
return ( m_nVoteOptionCount[VOTE_OPTION1] > m_nVoteOptionCount[VOTE_OPTION2] ) ? VOTE_OPTION1 : VOTE_OPTION2;
}
else
{
CUtlVector <int> pVoteCounts;
// Which option had the most votes?
// driller: Need to handle ties
int nHighest = m_nVoteOptionCount[0];
for ( int iIndex = 0; iIndex < m_nVoteOptionCount.Count(); iIndex ++ )
{
nHighest = ( ( nHighest < m_nVoteOptionCount[iIndex] ) ? m_nVoteOptionCount[iIndex] : nHighest );
pVoteCounts.AddToTail( m_nVoteOptionCount[iIndex] );
}
m_nHighestCountIndex = -1;
for ( int iIndex = 0; iIndex < m_nVoteOptionCount.Count(); iIndex++ )
{
if ( m_nVoteOptionCount[iIndex] == nHighest )
{
m_nHighestCountIndex = iIndex;
// henryg: break on first match, not last. this avoids a crash
// if we are all tied at zero and we pick something beyond the
// last vote option. this code really ought to ignore attempts
// to tally votes for options beyond the last valid one!
break;
}
}
return m_nHighestCountIndex;
}
return -1;
}
bool CVoteController::HasIssue( const char *pszIssue )
{
for ( int issueIndex = 0; issueIndex < m_potentialIssues.Count( ); ++issueIndex )
{
CBaseIssue *pCurrentIssue = m_potentialIssues[ issueIndex ];
if ( !pCurrentIssue )
return false;
if ( FStrEq( pszIssue, pCurrentIssue->GetTypeString( ) ) )
return true;
}
return false;
}
void CVoteController::EndVoteImmediately( void )
{
if ( !IsAVoteInProgress( ) )
return;
CBaseIssue *pActiveIssue = m_potentialIssues[ m_iActiveIssueIndex ];
// for record-keeping
if ( pActiveIssue->IsYesNoVote( ) )
{
pActiveIssue->SetYesNoVoteCount( m_nVoteOptionCount[ VOTE_OPTION1 ], m_nVoteOptionCount[ VOTE_OPTION2 ], m_nPotentialVotes );
}
SendVoteFailedMessage( pActiveIssue->MakeVoteFailErrorCodeForClients( VOTE_FAILED_QUORUM_FAILURE ) );
pActiveIssue->OnVoteFailed( );
m_resetVoteTimer.Start( 5.0 );
m_acceptingVotesTimer.Invalidate( );
}
//-----------------------------------------------------------------------------
// Purpose: BaseIssue
//-----------------------------------------------------------------------------
CBaseIssue::CBaseIssue( const char *pszTypeString, CVoteController *pVoteController )
{
V_strcpy_safe( m_szTypeString, pszTypeString );
m_iNumYesVotes = 0;
m_iNumNoVotes = 0;
m_iNumPotentialVotes = 0;
m_pVoteController = pVoteController;
ASSERT( pVoteController );
if ( pVoteController )
{
pVoteController->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::IsAllyRestrictedVote( void )
{
return false;
}
int CBaseIssue::GetVotesRequiredToPass( void )
{
// TODO: to reduce risk of new bugs, this logic was preserved as-is from VoteControllerThink. But it can/should be cleaned up for legibility.
int nPotentialVoters = CountPotentialVoters();
// BUGBUG: disconnecting/reconnecting players during the vote can affect the final tally, so we will use the larger number here:
if ( m_pVoteController && ( m_pVoteController->GetPotentialVotes( ) > nPotentialVoters ) )
nPotentialVoters = m_pVoteController->GetPotentialVotes( );
int nVotesToSucceed = 0;
if ( CSGameRules() && CSGameRules()->IsQueuedMatchmaking()
&& CSGameRules()->IsPlayingAnyCompetitiveStrictRuleset() && !IsAllyRestrictedVote() )
{ // in queued matchmaking must have 100% voting to succeed (unless kick vote)
nVotesToSucceed = CSGameRules()->m_numQueuedMatchmakingAccounts;
}
// Unanimous votes require all attending humans (which might be less than 10 players)
else if ( IsUnanimousVoteToPass() )
{
nVotesToSucceed = MAX( 1, nPotentialVoters );
}
else
{
float flnVotesToSucceed = ( CSGameRules() && CSGameRules()->IsPlayingAnyCompetitiveStrictRuleset() ) ? MAX( 1, nPotentialVoters - 1 ) : ( ( float )nPotentialVoters * sv_vote_quorum_ratio.GetFloat() );
nVotesToSucceed = ceil( flnVotesToSucceed );
}
return nVotesToSucceed;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CBaseIssue::GetVotePassedString( void )
{
return "Unknown vote passed.";
}
float CBaseIssue::GetFailedVoteLockOutTime( void )
{
return sv_vote_failure_timer.GetFloat();
}
//-----------------------------------------------------------------------------
// Purpose: Store failures to prevent vote spam
//-----------------------------------------------------------------------------
void CBaseIssue::OnVoteFailed( void )
{
// Check for an existing match
for ( int index = 0; index < m_FailedVotes.Count(); index++ )
{
FailedVote *pFailedVote = m_FailedVotes[index];
if ( Q_strncmp( pFailedVote->szFailedVoteParameter, GetDetailsString(), Q_ARRAYSIZE( pFailedVote->szFailedVoteParameter ) - 1 ) == 0 )
{
pFailedVote->flLockoutTime = gpGlobals->curtime + GetFailedVoteLockOutTime();
return;
}
}
// Need to create a new one
FailedVote *pNewFailedVote = new FailedVote;
int iIndex = m_FailedVotes.AddToTail( pNewFailedVote );
V_strcpy_safe( m_FailedVotes[iIndex]->szFailedVoteCommand, GetTypeString() );
V_strcpy_safe( m_FailedVotes[iIndex]->szFailedVoteParameter, GetDetailsString() );
m_FailedVotes[iIndex]->flLockoutTime = gpGlobals->curtime + GetFailedVoteLockOutTime();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseIssue::CanTeamCallVote( int iTeam ) const
{
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseIssue::CanCallVote( int iEntIndex, const char *pszCommand, const char *pszDetails, vote_create_failed_t &nFailCode, int &nTime )
{
// Automated server vote - don't bother testing against it
if ( iEntIndex == 99 )
return true;
// Bogus player
if( iEntIndex == -1 )
return false;
#ifdef TF_DLL
if ( TFGameRules() && TFGameRules()->IsInWaitingForPlayers() && !TFGameRules()->IsInTournamentMode() )
{
nFailCode = VOTE_FAILED_WAITINGFORPLAYERS;
return false;
}
#endif // TF_DLL
if ( !sv_vote_allow_in_warmup.GetBool() && CSGameRules() && CSGameRules()->IsWarmupPeriod() && !IsEnabledDuringWarmup() )
{
nFailCode = VOTE_FAILED_WAITINGFORPLAYERS;
return false;
}
CBaseEntity *pVoteCaller = UTIL_EntityByIndex( iEntIndex );
if( pVoteCaller && !CanTeamCallVote( GetVoterTeam( pVoteCaller ) ) )
{
nFailCode = VOTE_FAILED_TEAM_CANT_CALL;
return false;
}
if ( IsVoteCallExclusiveToSpectators( ) )
{
CBasePlayer *pVoteCallerPlayer = ToBasePlayer( pVoteCaller );
if ( !pVoteCallerPlayer || !pVoteCallerPlayer->IsSpectator( ) )
{
nFailCode = VOTE_FAILED_TEAM_CANT_CALL;
return false;
}
}
// Only few votes are actually allowed in queue matchmaking mode
if ( CSGameRules() && CSGameRules()->IsQueuedMatchmaking() && !IsEnabledInQueuedMatchmaking() )
{
nFailCode = VOTE_FAILED_ISSUE_DISABLED;
return false;
}
// Disable all voting after rematch vote is initiated at the end of the match
if ( CSGameRules() && CSGameRules()->IsQueuedMatchmaking() && ( CSGameRules()->m_eQueuedMatchmakingRematchState >= CSGameRules()->k_EQueuedMatchmakingRematchState_VoteToRematchInProgress ) )
{
nFailCode = VOTE_FAILED_ISSUE_DISABLED;
return false;
}
// don't let kick votes happen on match point or last round
if ( CSGameRules() && (CSGameRules()->IsQueuedMatchmaking() || sv_vote_disallow_kick_on_match_point.GetBool()) &&
CSGameRules()->IsLastRoundOfMatch() && CSGameRules()->IsMatchPoint() && FStrEq( VOTEISSUE_NAME_KICK, pszCommand ) )
{
nFailCode = VOTE_FAILED_ISSUE_DISABLED;
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 ( nTimeRemaining > 1 )
{
if ( Q_strlen( pCurrentFailure->szFailedVoteCommand ) > 0 && FStrEq( pCurrentFailure->szFailedVoteCommand, pszCommand ) )
{
// 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 && FStrEq( pCurrentFailure->szFailedVoteParameter, pszDetails ) )
{
bFailed = true;
if ( FStrEq( VOTEISSUE_NAME_CHANGELEVEL, pszCommand ) )
{
nFailCode = VOTE_FAILED_FAILED_RECENT_CHANGEMAP;
}
else if ( FStrEq( VOTEISSUE_NAME_KICK, pszCommand ) )
{
nFailCode = VOTE_FAILED_FAILED_RECENT_KICK;
}
else
{
nFailCode = VOTE_FAILED_FAILED_RECENTLY;
}
}
else
{
if ( FStrEq( VOTEISSUE_NAME_SWAPTEAMS, pszCommand ) )
{
nFailCode = VOTE_FAILED_FAILED_RECENT_SWAPTEAMS;
bFailed = true;
}
else if ( FStrEq( VOTEISSUE_NAME_SCRAMBLE, pszCommand ) )
{
nFailCode = VOTE_FAILED_FAILED_RECENT_SCRAMBLETEAMS;
bFailed = true;
}
else if ( FStrEq( VOTEISSUE_NAME_RESTARTGAME, pszCommand ) )
{
nFailCode = VOTE_FAILED_FAILED_RECENT_RESTART;
bFailed = true;
}
}
}
// Otherwise we have a parameter-less vote, so just check the lockout timer (i.e. restartgame)
else
{
bFailed = true;
nFailCode = VOTE_FAILED_FAILED_RECENTLY;
}
}
if ( bFailed )
{
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 ( m_pVoteController && m_pVoteController->IsValidVoter( pPlayer ) )
{
if ( m_pVoteController->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 )
{
char szBuffer[MAX_COMMAND_LENGTH];
Q_snprintf( szBuffer, MAX_COMMAND_LENGTH, "callvote %s\n", issueString );
ClientPrint( forWhom, HUD_PRINTCONSOLE, szBuffer );
}
//-----------------------------------------------------------------------------
// 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;
}
float CBaseIssue::GetCommandDelay( void )
{
return sv_vote_command_delay.GetFloat();
}