1343 lines
41 KiB
C++
1343 lines
41 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Base VoteController. Handles holding and voting on issues.
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "vote_controller.h"
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#include "shareddefs.h"
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#include "eiface.h"
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#include "team.h"
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#include "gameinterface.h"
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#include "fmtstr.h"
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#ifdef TF_DLL
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#include "tf/tf_gamerules.h"
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#include "tf/tf_voteissues.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define MAX_VOTER_HISTORY 64
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// Datatable
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IMPLEMENT_SERVERCLASS_ST( CVoteController, DT_VoteController )
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SendPropInt( SENDINFO( m_iActiveIssueIndex ) ),
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SendPropInt( SENDINFO( m_iOnlyTeamToVote ) ),
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SendPropArray3( SENDINFO_ARRAY3( m_nVoteOptionCount ), SendPropInt( SENDINFO_ARRAY( m_nVoteOptionCount ), 8, SPROP_UNSIGNED ) ),
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SendPropInt( SENDINFO( m_nPotentialVotes ) ),
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SendPropBool( SENDINFO( m_bIsYesNoVote ) )
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END_SEND_TABLE()
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BEGIN_DATADESC( CVoteController )
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DEFINE_THINKFUNC( VoteControllerThink ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( vote_controller, CVoteController );
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CVoteController *g_voteController = NULL;
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ConVar sv_vote_timer_duration( "sv_vote_timer_duration", "15", FCVAR_DEVELOPMENTONLY, "How long to allow voting on an issue" );
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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 );
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ConVar sv_allow_votes( "sv_allow_votes", "1", FCVAR_NONE, "Allow voting?" );
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ConVar sv_vote_failure_timer( "sv_vote_failure_timer", "300", FCVAR_NONE, "A vote that fails cannot be re-submitted for this long" );
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#ifdef TF_DLL
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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" );
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#endif // TF_DLL
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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)." );
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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 );
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ConVar sv_vote_allow_spectators( "sv_vote_allow_spectators", "0", FCVAR_NONE, "Allow spectators to vote?" );
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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." );
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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." );
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static const int k_nKickWatchListMaxDuration = 300;
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CVoteControllerSystem : public CAutoGameSystemPerFrame
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{
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public:
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CVoteControllerSystem( char const *name ) : CAutoGameSystemPerFrame( name )
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{
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SetDefLessFunc( m_mapKickWatchList );
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SetDefLessFunc( m_mapNameLockedList );
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m_flNextKickCheckTime = 0.f;
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m_flNextNameLockCheckTime = 0.f;
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}
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virtual void LevelInitPreEntity()
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{
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m_flNextNameLockCheckTime = 0.f;
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m_flNextKickCheckTime = 0.f;
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}
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virtual void FrameUpdatePostEntityThink( void )
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{
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// Executing the vote controller command needs to happen in the PostEntityThink as it can restart levels and
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// blast entities, etc. If you're doing this during a regular think, this can cause entities thinking after
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// you in Physics_RunThinkFunctions() to get grumpy and crash.
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if ( g_voteController )
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{
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// Vote passed - execute the command
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if ( g_voteController->m_executeCommandTimer.HasStarted() && g_voteController->m_executeCommandTimer.IsElapsed() )
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{
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g_voteController->m_executeCommandTimer.Invalidate();
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g_voteController->m_potentialIssues[g_voteController->m_iActiveIssueIndex]->ExecuteCommand();
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}
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// Kick watch
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if ( m_flNextKickCheckTime < gpGlobals->curtime )
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{
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FOR_EACH_MAP( m_mapKickWatchList, i )
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{
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if ( gpGlobals->curtime > m_mapKickWatchList[i] )
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{
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m_mapKickWatchList.RemoveAt( i );
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break; // Constantly called code - resume on next pass
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}
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CBasePlayer *pTarget = UTIL_PlayerBySteamID( m_mapKickWatchList.Key( i ) );
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if ( pTarget )
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{
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// Welcome back
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engine->ServerCommand( CFmtStr( "kickid %d %s;", pTarget->GetUserID(), "Kicked by server." ) );
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}
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}
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m_flNextKickCheckTime = gpGlobals->curtime + 0.2f;
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}
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// Name lock management
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if ( m_flNextNameLockCheckTime < gpGlobals->curtime )
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{
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FOR_EACH_MAP( m_mapNameLockedList, i )
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{
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CBasePlayer *pPlayer = UTIL_PlayerBySteamID( m_mapNameLockedList.Key( i ) );
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// Time up?
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if ( gpGlobals->curtime > m_mapNameLockedList[i] )
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{
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// Disable the lock if they're still here
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if ( pPlayer )
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{
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engine->ServerCommand( UTIL_VarArgs( "namelockid %d %d\n", pPlayer->GetUserID(), 0 ) );
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}
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// Remove and break - this will re-run in 1 second
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m_mapNameLockedList.RemoveAt( i );
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break;
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}
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// See if they reconnected
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else if ( pPlayer && !engine->IsPlayerNameLocked( pPlayer->edict() ) )
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{
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engine->ServerCommand( UTIL_VarArgs( "namelockid %d %d\n", pPlayer->GetUserID(), 1 ) );
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}
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}
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m_flNextNameLockCheckTime = gpGlobals->curtime + 1.f;
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}
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}
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}
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void AddPlayerToKickWatchList( CSteamID steamID, float flDuration )
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{
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if ( !steamID.IsValid() || !steamID.BIndividualAccount() )
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return;
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flDuration = clamp( flDuration, 1.f, (float)k_nKickWatchListMaxDuration );
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if ( m_mapKickWatchList.Find( steamID ) == m_mapKickWatchList.InvalidIndex() )
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{
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m_mapKickWatchList.Insert( steamID, ( gpGlobals->curtime + flDuration ) );
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}
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}
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void AddPlayerToNameLockedList( CSteamID steamID, float flDuration )
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{
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if ( !steamID.IsValid() || !steamID.BIndividualAccount() )
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return;
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flDuration = clamp( flDuration, 1.f, (float)k_nKickWatchListMaxDuration );
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if ( m_mapNameLockedList.Find( steamID ) == m_mapNameLockedList.InvalidIndex() )
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{
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m_mapNameLockedList.Insert( steamID, ( gpGlobals->curtime + flDuration ) );
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}
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}
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private:
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CUtlMap< CSteamID, float > m_mapKickWatchList;
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CUtlMap< CSteamID, float > m_mapNameLockedList;
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float m_flNextKickCheckTime;
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float m_flNextNameLockCheckTime;
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};
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CVoteControllerSystem VoteControllerSystem( "CVoteControllerSystem" );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CommandListIssues( void )
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{
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CBasePlayer *commandIssuer = UTIL_GetCommandClient();
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if ( g_voteController && commandIssuer )
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{
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g_voteController->ListIssues(commandIssuer);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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ConCommand ListIssues("listissues", CommandListIssues, "List all the issues that can be voted on.", 0);
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//-----------------------------------------------------------------------------
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// Purpose: This should eventually ask the player what team they are voting on
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// to take into account different idle / spectator rules.
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//-----------------------------------------------------------------------------
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int GetVoterTeam( CBaseEntity *pEntity )
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{
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if ( !pEntity )
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return TEAM_UNASSIGNED;
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int iTeam = pEntity->GetTeamNumber();
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return iTeam;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CON_COMMAND( callvote, "Start a vote on an issue." )
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{
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if ( !g_voteController )
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{
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DevMsg( "Vote Controller Not Found!\n" );
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return;
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}
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CBasePlayer *pVoteCaller = UTIL_GetCommandClient();
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if ( !pVoteCaller )
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return;
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if ( !sv_vote_allow_spectators.GetBool() )
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{
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if ( pVoteCaller->GetTeamNumber() == TEAM_SPECTATOR )
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{
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g_voteController->SendVoteCreationFailedMessage( VOTE_FAILED_SPECTATOR, pVoteCaller );
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return;
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}
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}
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if ( g_voteController->IsVoteActive() )
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{
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ClientPrint( pVoteCaller, HUD_PRINTCENTER, "#GameUI_vote_failed_vote_in_progress" );
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return;
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}
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// Ask the controller if this is allowed
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int nCooldown = 0;
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vote_create_failed_t nError = VOTE_FAILED_GENERIC;
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if ( !g_voteController->CanEntityCallVote( pVoteCaller, nCooldown, nError ) )
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{
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g_voteController->SendVoteCreationFailedMessage( nError, pVoteCaller, nCooldown );
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return;
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}
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// Parameters
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char szEmptyDetails[MAX_VOTE_DETAILS_LENGTH];
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szEmptyDetails[0] = '\0';
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const char *arg2 = args[1];
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const char *arg3 = args.ArgC() >= 3 ? args[2] : szEmptyDetails;
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// If we don't have any arguments, invoke VoteSetup UI
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if ( args.ArgC() < 2 )
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{
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g_voteController->SetupVote( pVoteCaller->entindex() );
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return;
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}
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g_voteController->CreateVote( pVoteCaller->entindex(), arg2, arg3 );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CVoteController::~CVoteController()
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{
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g_voteController = NULL;
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for( int issueIndex = 0; issueIndex < m_potentialIssues.Count(); ++issueIndex )
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{
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delete m_potentialIssues[issueIndex];
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CVoteController::ResetData( void )
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{
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m_iActiveIssueIndex = INVALID_ISSUE;
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for ( int index = 0; index < m_nVoteOptionCount.Count(); index++ )
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{
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m_nVoteOptionCount.Set( index, 0 );
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}
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m_nPotentialVotes = 0;
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m_acceptingVotesTimer.Invalidate();
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m_executeCommandTimer.Invalidate();
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m_waitingForGCResponseTimer.Invalidate();
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m_iEntityHoldingVote = -1;
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m_iOnlyTeamToVote = TEAM_UNASSIGNED;
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m_bIsYesNoVote = true;
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for( int voteIndex = 0; voteIndex < ARRAYSIZE( m_nVotesCast ); ++voteIndex )
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{
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m_nVotesCast[voteIndex] = VOTE_UNCAST;
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}
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m_pendingVoteParams.Reset();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CVoteController::Spawn( void )
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{
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ResetData();
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BaseClass::Spawn();
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SetThink( &CVoteController::VoteControllerThink );
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SetNextThink( gpGlobals->curtime );
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SetDefLessFunc( m_VoteCallers );
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g_voteController = this;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CVoteController::UpdateTransmitState( void )
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{
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// ALWAYS transmit to all clients.
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return SetTransmitState( FL_EDICT_ALWAYS );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CVoteController::IsVoteSystemEnabled( void )
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{
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return sv_allow_votes.GetBool();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CVoteController::CanTeamCastVote( int iTeam ) const
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{
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if ( m_iOnlyTeamToVote == TEAM_UNASSIGNED )
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return true;
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return iTeam == m_iOnlyTeamToVote;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Handles menu-driven setup of Voting
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//-----------------------------------------------------------------------------
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bool CVoteController::SetupVote( int iEntIndex )
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{
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CBasePlayer *pVoteCaller = UTIL_PlayerByIndex( iEntIndex );
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if( !pVoteCaller )
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return false;
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int nIssueCount = 0;
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// Passing an nIssueCount of 0 triggers a "Voting disabled on server" message in the setup UI
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if ( IsVoteSystemEnabled() )
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{
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for( int iIndex = 0; iIndex < m_potentialIssues.Count(); ++iIndex )
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{
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// Hide disabled issues?
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CBaseIssue *pCurrentIssue = m_potentialIssues[iIndex];
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if ( pCurrentIssue )
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{
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if ( !pCurrentIssue->IsEnabled() && sv_vote_ui_hide_disabled_issues.GetBool() )
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continue;
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nIssueCount++;
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}
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}
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}
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CSingleUserRecipientFilter filter( pVoteCaller );
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filter.MakeReliable();
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UserMessageBegin( filter, "VoteSetup" );
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WRITE_BYTE( nIssueCount );
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int nMsgSize = 0;
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for( int iIndex = 0; iIndex < m_potentialIssues.Count(); ++iIndex )
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{
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CBaseIssue *pCurrentIssue = m_potentialIssues[iIndex];
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if ( pCurrentIssue )
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{
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// Don't send/display disabled issues when set
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if ( !pCurrentIssue->IsEnabled() && sv_vote_ui_hide_disabled_issues.GetBool() )
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continue;
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// Don't exceed MAX_USER_MSG_DATA (hack)
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nMsgSize += ( V_strlen( pCurrentIssue->GetTypeString() ) + 1 );
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nMsgSize += ( V_strlen( pCurrentIssue->GetTypeStringLocalized() ) + 1 );
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++nMsgSize;
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Assert( nMsgSize <= MAX_USER_MSG_DATA );
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if ( nMsgSize > MAX_USER_MSG_DATA )
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continue;
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WRITE_STRING( pCurrentIssue->GetTypeString() );
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WRITE_STRING( pCurrentIssue->GetTypeStringLocalized() );
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WRITE_BYTE( pCurrentIssue->IsEnabled() );
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}
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}
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MessageEnd();
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: The purpose of this is to call again the same vote after waiting for the GC's response
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//-----------------------------------------------------------------------------
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bool CVoteController::SubmitPendingVote( VoteParams_t params )
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{
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return CreateVote( params.m_iEntIndex, params.m_szTypeString, params.m_szDetailString );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Handles console-driven setup of Voting
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//-----------------------------------------------------------------------------
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bool CVoteController::CreateVote( int iEntIndex, const char *pszTypeString, const char *pszDetailString )
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{
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// Terrible Hack: Dedicated servers pass 99 as the EntIndex
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bool bDedicatedServer = ( iEntIndex == DEDICATED_SERVER ) ? true : false;
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if ( !IsVoteSystemEnabled() )
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return false;
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// Already running a vote?
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if ( IsVoteActive() )
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return false;
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CBasePlayer *pVoteCaller = UTIL_PlayerByIndex( iEntIndex );
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if ( !pVoteCaller && !bDedicatedServer )
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return false;
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// Find the issue the user is asking for
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for ( int issueIndex = 0; issueIndex < m_potentialIssues.Count(); ++issueIndex )
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{
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CBaseIssue *pCurrentIssue = m_potentialIssues[issueIndex];
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if ( !pCurrentIssue )
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return false;
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if ( FStrEq( pszTypeString, pCurrentIssue->GetTypeString() ) )
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{
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vote_create_failed_t nErrorCode = VOTE_FAILED_GENERIC;
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int nTime = 0;
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if ( pCurrentIssue->CanCallVote( iEntIndex, pszDetailString, nErrorCode, nTime ) )
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{
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// Does the GC need to approve now? If so, this function will send the message.
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if ( pCurrentIssue->NeedsPermissionFromGC() )
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{
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m_pendingVoteParams.m_iIssueIndex = issueIndex;
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m_pendingVoteParams.m_iEntIndex = iEntIndex;
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V_strcpy_safe( m_pendingVoteParams.m_szTypeString, pszTypeString );
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V_strcpy_safe( m_pendingVoteParams.m_szDetailString, pszDetailString );
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// Put the vote in limbo and wait for a time-out, or answer.
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m_waitingForGCResponseTimer.Start( 3.f );
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return false;
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}
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// Establish a bunch of data on this particular issue
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pCurrentIssue->SetIssueDetails( pszDetailString );
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m_bIsYesNoVote = pCurrentIssue->IsYesNoVote();
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m_iActiveIssueIndex = issueIndex;
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m_iEntityHoldingVote = iEntIndex;
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if ( !bDedicatedServer )
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{
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m_iOnlyTeamToVote = ( pCurrentIssue->IsTeamRestrictedVote() ) ? GetVoterTeam( pVoteCaller ) : TEAM_UNASSIGNED;
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}
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// Now get our choices
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m_VoteOptions.RemoveAll();
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pCurrentIssue->GetVoteOptions( m_VoteOptions );
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int nNumVoteOptions = m_VoteOptions.Count();
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if ( nNumVoteOptions >= 2 )
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{
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IGameEvent *event = gameeventmanager->CreateEvent( "vote_options" );
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if ( event )
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{
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event->SetInt( "count", nNumVoteOptions );
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for ( int iIndex = 0; iIndex < nNumVoteOptions; iIndex++ )
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{
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char szNumber[2];
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Q_snprintf( szNumber, sizeof( szNumber ), "%i", iIndex + 1 );
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char szOptionName[8] = "option";
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Q_strncat( szOptionName, szNumber, sizeof( szOptionName ), COPY_ALL_CHARACTERS );
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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;
|
|
}
|
|
|