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Diffstat (limited to 'game/server/vote_controller.cpp')
| -rw-r--r-- | game/server/vote_controller.cpp | 1342 |
1 files changed, 1342 insertions, 0 deletions
diff --git a/game/server/vote_controller.cpp b/game/server/vote_controller.cpp new file mode 100644 index 0000000..e3c5726 --- /dev/null +++ b/game/server/vote_controller.cpp @@ -0,0 +1,1342 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Base VoteController. Handles holding and voting on issues. +// +// $NoKeywords: $ +//=============================================================================// +#include "cbase.h" +#include "vote_controller.h" +#include "shareddefs.h" +#include "eiface.h" +#include "team.h" +#include "gameinterface.h" +#include "fmtstr.h" + +#ifdef TF_DLL +#include "tf/tf_gamerules.h" +#include "tf/tf_voteissues.h" +#endif + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +#define MAX_VOTER_HISTORY 64 + +// Datatable +IMPLEMENT_SERVERCLASS_ST( CVoteController, DT_VoteController ) + SendPropInt( SENDINFO( m_iActiveIssueIndex ) ), + SendPropInt( SENDINFO( m_iOnlyTeamToVote ) ), + SendPropArray3( SENDINFO_ARRAY3( m_nVoteOptionCount ), SendPropInt( SENDINFO_ARRAY( m_nVoteOptionCount ), 8, SPROP_UNSIGNED ) ), + SendPropInt( SENDINFO( m_nPotentialVotes ) ), + SendPropBool( SENDINFO( m_bIsYesNoVote ) ) +END_SEND_TABLE() + +BEGIN_DATADESC( CVoteController ) + DEFINE_THINKFUNC( VoteControllerThink ), +END_DATADESC() + +LINK_ENTITY_TO_CLASS( vote_controller, CVoteController ); + +CVoteController *g_voteController = NULL; + +ConVar sv_vote_timer_duration( "sv_vote_timer_duration", "15", FCVAR_DEVELOPMENTONLY, "How long to allow voting on an issue" ); +ConVar sv_vote_command_delay( "sv_vote_command_delay", "2", FCVAR_DEVELOPMENTONLY, "How long after a vote passes until the action happens", false, 0.f, true, 4.5f ); + +ConVar sv_allow_votes( "sv_allow_votes", "1", FCVAR_NONE, "Allow voting?" ); +ConVar sv_vote_failure_timer( "sv_vote_failure_timer", "300", FCVAR_NONE, "A vote that fails cannot be re-submitted for this long" ); +#ifdef TF_DLL +ConVar sv_vote_failure_timer_mvm( "sv_vote_failure_timer_mvm", "120", FCVAR_NONE, "A vote that fails in MvM cannot be re-submitted for this long" ); +#endif // TF_DLL +ConVar sv_vote_creation_timer( "sv_vote_creation_timer", "150", FCVAR_NONE, "How long before a player can attempt to call another vote (in seconds)." ); +ConVar sv_vote_quorum_ratio( "sv_vote_quorum_ratio", "0.6", FCVAR_NOTIFY, "The minimum ratio of eligible players needed to pass a vote. Min 0.5, Max 1.0.", true, 0.1f, true, 1.0f ); +ConVar sv_vote_allow_spectators( "sv_vote_allow_spectators", "0", FCVAR_NONE, "Allow spectators to vote?" ); +ConVar sv_vote_ui_hide_disabled_issues( "sv_vote_ui_hide_disabled_issues", "1", FCVAR_NONE, "Suppress listing of disabled issues in the vote setup screen." ); + +ConVar sv_vote_holder_may_vote_no( "sv_vote_holder_may_vote_no", "0", FCVAR_NONE, "1 = Vote caller is not forced to vote yes on yes/no votes." ); + +static const int k_nKickWatchListMaxDuration = 300; + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +class CVoteControllerSystem : public CAutoGameSystemPerFrame +{ +public: + CVoteControllerSystem( char const *name ) : CAutoGameSystemPerFrame( name ) + { + SetDefLessFunc( m_mapKickWatchList ); + SetDefLessFunc( m_mapNameLockedList ); + m_flNextKickCheckTime = 0.f; + m_flNextNameLockCheckTime = 0.f; + } + + virtual void LevelInitPreEntity() + { + m_flNextNameLockCheckTime = 0.f; + m_flNextKickCheckTime = 0.f; + } + + virtual void FrameUpdatePostEntityThink( void ) + { + // Executing the vote controller command needs to happen in the PostEntityThink as it can restart levels and + // blast entities, etc. If you're doing this during a regular think, this can cause entities thinking after + // you in Physics_RunThinkFunctions() to get grumpy and crash. + if ( g_voteController ) + { + // Vote passed - execute the command + if ( g_voteController->m_executeCommandTimer.HasStarted() && g_voteController->m_executeCommandTimer.IsElapsed() ) + { + g_voteController->m_executeCommandTimer.Invalidate(); + g_voteController->m_potentialIssues[g_voteController->m_iActiveIssueIndex]->ExecuteCommand(); + } + + // Kick watch + if ( m_flNextKickCheckTime < gpGlobals->curtime ) + { + FOR_EACH_MAP( m_mapKickWatchList, i ) + { + if ( gpGlobals->curtime > m_mapKickWatchList[i] ) + { + m_mapKickWatchList.RemoveAt( i ); + break; // Constantly called code - resume on next pass + } + + CBasePlayer *pTarget = UTIL_PlayerBySteamID( m_mapKickWatchList.Key( i ) ); + if ( pTarget ) + { + // Welcome back + engine->ServerCommand( CFmtStr( "kickid %d %s;", pTarget->GetUserID(), "Kicked by server." ) ); + } + } + + m_flNextKickCheckTime = gpGlobals->curtime + 0.2f; + } + + // Name lock management + if ( m_flNextNameLockCheckTime < gpGlobals->curtime ) + { + FOR_EACH_MAP( m_mapNameLockedList, i ) + { + CBasePlayer *pPlayer = UTIL_PlayerBySteamID( m_mapNameLockedList.Key( i ) ); + + // Time up? + if ( gpGlobals->curtime > m_mapNameLockedList[i] ) + { + // Disable the lock if they're still here + if ( pPlayer ) + { + engine->ServerCommand( UTIL_VarArgs( "namelockid %d %d\n", pPlayer->GetUserID(), 0 ) ); + } + + // Remove and break - this will re-run in 1 second + m_mapNameLockedList.RemoveAt( i ); + break; + } + // See if they reconnected + else if ( pPlayer && !engine->IsPlayerNameLocked( pPlayer->edict() ) ) + { + engine->ServerCommand( UTIL_VarArgs( "namelockid %d %d\n", pPlayer->GetUserID(), 1 ) ); + } + } + + m_flNextNameLockCheckTime = gpGlobals->curtime + 1.f; + } + } + } + + void AddPlayerToKickWatchList( CSteamID steamID, float flDuration ) + { + if ( !steamID.IsValid() || !steamID.BIndividualAccount() ) + return; + + flDuration = clamp( flDuration, 1.f, (float)k_nKickWatchListMaxDuration ); + if ( m_mapKickWatchList.Find( steamID ) == m_mapKickWatchList.InvalidIndex() ) + { + m_mapKickWatchList.Insert( steamID, ( gpGlobals->curtime + flDuration ) ); + } + } + + void AddPlayerToNameLockedList( CSteamID steamID, float flDuration ) + { + if ( !steamID.IsValid() || !steamID.BIndividualAccount() ) + return; + + flDuration = clamp( flDuration, 1.f, (float)k_nKickWatchListMaxDuration ); + if ( m_mapNameLockedList.Find( steamID ) == m_mapNameLockedList.InvalidIndex() ) + { + m_mapNameLockedList.Insert( steamID, ( gpGlobals->curtime + flDuration ) ); + } + } + +private: + + CUtlMap< CSteamID, float > m_mapKickWatchList; + CUtlMap< CSteamID, float > m_mapNameLockedList; + float m_flNextKickCheckTime; + float m_flNextNameLockCheckTime; +}; + +CVoteControllerSystem VoteControllerSystem( "CVoteControllerSystem" ); + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CommandListIssues( void ) +{ + CBasePlayer *commandIssuer = UTIL_GetCommandClient(); + + if ( g_voteController && commandIssuer ) + { + g_voteController->ListIssues(commandIssuer); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +ConCommand ListIssues("listissues", CommandListIssues, "List all the issues that can be voted on.", 0); + +//----------------------------------------------------------------------------- +// Purpose: This should eventually ask the player what team they are voting on +// to take into account different idle / spectator rules. +//----------------------------------------------------------------------------- + +int GetVoterTeam( CBaseEntity *pEntity ) +{ + if ( !pEntity ) + return TEAM_UNASSIGNED; + + int iTeam = pEntity->GetTeamNumber(); + + return iTeam; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CON_COMMAND( callvote, "Start a vote on an issue." ) +{ + if ( !g_voteController ) + { + DevMsg( "Vote Controller Not Found!\n" ); + return; + } + + CBasePlayer *pVoteCaller = UTIL_GetCommandClient(); + if ( !pVoteCaller ) + return; + + if ( !sv_vote_allow_spectators.GetBool() ) + { + if ( pVoteCaller->GetTeamNumber() == TEAM_SPECTATOR ) + { + g_voteController->SendVoteCreationFailedMessage( VOTE_FAILED_SPECTATOR, pVoteCaller ); + return; + } + } + + if ( g_voteController->IsVoteActive() ) + { + ClientPrint( pVoteCaller, HUD_PRINTCENTER, "#GameUI_vote_failed_vote_in_progress" ); + return; + } + + // Ask the controller if this is allowed + int nCooldown = 0; + vote_create_failed_t nError = VOTE_FAILED_GENERIC; + + if ( !g_voteController->CanEntityCallVote( pVoteCaller, nCooldown, nError ) ) + { + g_voteController->SendVoteCreationFailedMessage( nError, pVoteCaller, nCooldown ); + return; + } + + // Parameters + char szEmptyDetails[MAX_VOTE_DETAILS_LENGTH]; + szEmptyDetails[0] = '\0'; + const char *arg2 = args[1]; + const char *arg3 = args.ArgC() >= 3 ? args[2] : szEmptyDetails; + + // If we don't have any arguments, invoke VoteSetup UI + if ( args.ArgC() < 2 ) + { + g_voteController->SetupVote( pVoteCaller->entindex() ); + return; + } + + g_voteController->CreateVote( pVoteCaller->entindex(), arg2, arg3 ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CVoteController::~CVoteController() +{ + g_voteController = NULL; + + for( int issueIndex = 0; issueIndex < m_potentialIssues.Count(); ++issueIndex ) + { + delete m_potentialIssues[issueIndex]; + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CVoteController::ResetData( void ) +{ + m_iActiveIssueIndex = INVALID_ISSUE; + + for ( int index = 0; index < m_nVoteOptionCount.Count(); index++ ) + { + m_nVoteOptionCount.Set( index, 0 ); + } + + m_nPotentialVotes = 0; + m_acceptingVotesTimer.Invalidate(); + m_executeCommandTimer.Invalidate(); + m_waitingForGCResponseTimer.Invalidate(); + m_iEntityHoldingVote = -1; + m_iOnlyTeamToVote = TEAM_UNASSIGNED; + m_bIsYesNoVote = true; + + for( int voteIndex = 0; voteIndex < ARRAYSIZE( m_nVotesCast ); ++voteIndex ) + { + m_nVotesCast[voteIndex] = VOTE_UNCAST; + } + + m_pendingVoteParams.Reset(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CVoteController::Spawn( void ) +{ + ResetData(); + + BaseClass::Spawn(); + + SetThink( &CVoteController::VoteControllerThink ); + SetNextThink( gpGlobals->curtime ); + + SetDefLessFunc( m_VoteCallers ); + + g_voteController = this; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +int CVoteController::UpdateTransmitState( void ) +{ + // ALWAYS transmit to all clients. + return SetTransmitState( FL_EDICT_ALWAYS ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CVoteController::IsVoteSystemEnabled( void ) +{ + return sv_allow_votes.GetBool(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CVoteController::CanTeamCastVote( int iTeam ) const +{ + if ( m_iOnlyTeamToVote == TEAM_UNASSIGNED ) + return true; + + return iTeam == m_iOnlyTeamToVote; +} + +//----------------------------------------------------------------------------- +// Purpose: Handles menu-driven setup of Voting +//----------------------------------------------------------------------------- +bool CVoteController::SetupVote( int iEntIndex ) +{ + CBasePlayer *pVoteCaller = UTIL_PlayerByIndex( iEntIndex ); + if( !pVoteCaller ) + return false; + + int nIssueCount = 0; + + // Passing an nIssueCount of 0 triggers a "Voting disabled on server" message in the setup UI + if ( IsVoteSystemEnabled() ) + { + for( int iIndex = 0; iIndex < m_potentialIssues.Count(); ++iIndex ) + { + // Hide disabled issues? + CBaseIssue *pCurrentIssue = m_potentialIssues[iIndex]; + if ( pCurrentIssue ) + { + if ( !pCurrentIssue->IsEnabled() && sv_vote_ui_hide_disabled_issues.GetBool() ) + continue; + + nIssueCount++; + } + } + } + + CSingleUserRecipientFilter filter( pVoteCaller ); + filter.MakeReliable(); + UserMessageBegin( filter, "VoteSetup" ); + WRITE_BYTE( nIssueCount ); + int nMsgSize = 0; + + for( int iIndex = 0; iIndex < m_potentialIssues.Count(); ++iIndex ) + { + CBaseIssue *pCurrentIssue = m_potentialIssues[iIndex]; + if ( pCurrentIssue ) + { + // Don't send/display disabled issues when set + if ( !pCurrentIssue->IsEnabled() && sv_vote_ui_hide_disabled_issues.GetBool() ) + continue; + + // Don't exceed MAX_USER_MSG_DATA (hack) + nMsgSize += ( V_strlen( pCurrentIssue->GetTypeString() ) + 1 ); + nMsgSize += ( V_strlen( pCurrentIssue->GetTypeStringLocalized() ) + 1 ); + ++nMsgSize; + Assert( nMsgSize <= MAX_USER_MSG_DATA ); + if ( nMsgSize > MAX_USER_MSG_DATA ) + continue; + + WRITE_STRING( pCurrentIssue->GetTypeString() ); + WRITE_STRING( pCurrentIssue->GetTypeStringLocalized() ); + WRITE_BYTE( pCurrentIssue->IsEnabled() ); + } + } + + MessageEnd(); + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: The purpose of this is to call again the same vote after waiting for the GC's response +//----------------------------------------------------------------------------- +bool CVoteController::SubmitPendingVote( VoteParams_t params ) +{ + return CreateVote( params.m_iEntIndex, params.m_szTypeString, params.m_szDetailString ); +} + +//----------------------------------------------------------------------------- +// Purpose: Handles console-driven setup of Voting +//----------------------------------------------------------------------------- +bool CVoteController::CreateVote( int iEntIndex, const char *pszTypeString, const char *pszDetailString ) +{ + // Terrible Hack: Dedicated servers pass 99 as the EntIndex + bool bDedicatedServer = ( iEntIndex == DEDICATED_SERVER ) ? true : false; + + if ( !IsVoteSystemEnabled() ) + return false; + + // Already running a vote? + if ( IsVoteActive() ) + return false; + + CBasePlayer *pVoteCaller = UTIL_PlayerByIndex( iEntIndex ); + if ( !pVoteCaller && !bDedicatedServer ) + return false; + + // Find the issue the user is asking for + for ( int issueIndex = 0; issueIndex < m_potentialIssues.Count(); ++issueIndex ) + { + CBaseIssue *pCurrentIssue = m_potentialIssues[issueIndex]; + if ( !pCurrentIssue ) + return false; + + if ( FStrEq( pszTypeString, pCurrentIssue->GetTypeString() ) ) + { + vote_create_failed_t nErrorCode = VOTE_FAILED_GENERIC; + int nTime = 0; + if ( pCurrentIssue->CanCallVote( iEntIndex, pszDetailString, nErrorCode, nTime ) ) + { + // Does the GC need to approve now? If so, this function will send the message. + if ( pCurrentIssue->NeedsPermissionFromGC() ) + { + m_pendingVoteParams.m_iIssueIndex = issueIndex; + m_pendingVoteParams.m_iEntIndex = iEntIndex; + V_strcpy_safe( m_pendingVoteParams.m_szTypeString, pszTypeString ); + V_strcpy_safe( m_pendingVoteParams.m_szDetailString, pszDetailString ); + + // Put the vote in limbo and wait for a time-out, or answer. + m_waitingForGCResponseTimer.Start( 3.f ); + return false; + } + + // Establish a bunch of data on this particular issue + pCurrentIssue->SetIssueDetails( pszDetailString ); + m_bIsYesNoVote = pCurrentIssue->IsYesNoVote(); + m_iActiveIssueIndex = issueIndex; + m_iEntityHoldingVote = iEntIndex; + if ( !bDedicatedServer ) + { + m_iOnlyTeamToVote = ( pCurrentIssue->IsTeamRestrictedVote() ) ? GetVoterTeam( pVoteCaller ) : TEAM_UNASSIGNED; + } + + // Now get our choices + m_VoteOptions.RemoveAll(); + pCurrentIssue->GetVoteOptions( m_VoteOptions ); + int nNumVoteOptions = m_VoteOptions.Count(); + if ( nNumVoteOptions >= 2 ) + { + IGameEvent *event = gameeventmanager->CreateEvent( "vote_options" ); + if ( event ) + { + event->SetInt( "count", nNumVoteOptions ); + for ( int iIndex = 0; iIndex < nNumVoteOptions; iIndex++ ) + { + char szNumber[2]; + Q_snprintf( szNumber, sizeof( szNumber ), "%i", iIndex + 1 ); + + char szOptionName[8] = "option"; + Q_strncat( szOptionName, szNumber, sizeof( szOptionName ), COPY_ALL_CHARACTERS ); + + event->SetString( szOptionName, m_VoteOptions[iIndex] ); + } + gameeventmanager->FireEvent( event ); + } + } + else + { + Assert( nNumVoteOptions >= 2 ); + } + + // Have the issue start working on it + pCurrentIssue->OnVoteStarted(); + + // Now the vote handling and UI + m_nPotentialVotes = pCurrentIssue->CountPotentialVoters(); + m_acceptingVotesTimer.Start( sv_vote_timer_duration.GetFloat() + random->RandomFloat( -1.f, 1.f ) ); + +#ifndef _DEBUG + // Force the vote holder to agree with a Yes/No vote + if ( pCurrentIssue->IsYesNoVote() && !bDedicatedServer && !sv_vote_holder_may_vote_no.GetBool() ) + { + TryCastVote( iEntIndex, "Option1" ); + } +#endif + + // Get the data out to the client + CBroadcastRecipientFilter filter; + filter.MakeReliable(); + UserMessageBegin( filter, "VoteStart" ); + WRITE_BYTE( m_iOnlyTeamToVote ); // move into the filter + WRITE_BYTE( m_iEntityHoldingVote ); + WRITE_STRING( pCurrentIssue->GetDisplayString() ); + WRITE_STRING( pCurrentIssue->GetDetailsString() ); + WRITE_BOOL( pCurrentIssue->IsYesNoVote() ); + WRITE_BYTE( ( pCurrentIssue->m_hPlayerTarget ) ? pCurrentIssue->m_hPlayerTarget->entindex() : 0 ); + MessageEnd(); + + if ( !bDedicatedServer ) + { + TrackVoteCaller( pVoteCaller ); + } + + m_pendingVoteParams.Reset(); + + return true; + } + else + { + if ( !bDedicatedServer ) + { + SendVoteCreationFailedMessage( nErrorCode, pVoteCaller, nTime ); + } + + m_pendingVoteParams.Reset(); + } + } + } + + return false; +} + +//----------------------------------------------------------------------------- +// Purpose: The vote failed to start - let the caller know why +//----------------------------------------------------------------------------- +void CVoteController::SendVoteCreationFailedMessage( vote_create_failed_t nReason, CBasePlayer *pVoteCaller, int nTime /*= -1*/ ) +{ + Assert( pVoteCaller ); + if ( !pVoteCaller ) + return; + + CSingleUserRecipientFilter user( pVoteCaller ); + user.MakeReliable(); + + UserMessageBegin( user, "CallVoteFailed" ); + WRITE_BYTE( nReason ); + WRITE_SHORT( nTime ); + MessageEnd(); +} + +//----------------------------------------------------------------------------- +// Purpose: The vote was called, but failed to pass - let everyone know why +//----------------------------------------------------------------------------- +void CVoteController::SendVoteFailedToPassMessage( vote_create_failed_t nReason ) +{ + Assert( m_potentialIssues[m_iActiveIssueIndex] ); + + UTIL_LogPrintf( "Vote failed \"%s %s\" with code %i\n", m_potentialIssues[m_iActiveIssueIndex]->GetTypeString(), m_potentialIssues[m_iActiveIssueIndex]->GetDetailsString(), (int)nReason ); + + CBroadcastRecipientFilter filter; + filter.MakeReliable(); + + UserMessageBegin( filter, "VoteFailed" ); + WRITE_BYTE( m_iOnlyTeamToVote ); + WRITE_BYTE( nReason ); + MessageEnd(); +} + +//----------------------------------------------------------------------------- +// Purpose: Player generated a vote command. i.e. /vote option1 +//----------------------------------------------------------------------------- +CVoteController::TryCastVoteResult CVoteController::TryCastVote( int iEntIndex, const char *pszVoteString ) +{ + if ( !IsVoteSystemEnabled() ) + return CAST_FAIL_SERVER_DISABLE; + + if ( iEntIndex >= ARRAYSIZE( m_nVotesCast ) ) + return CAST_FAIL_SYSTEM_ERROR; + + if ( !IsVoteActive() ) + return CAST_FAIL_NO_ACTIVE_ISSUE; + + if ( m_executeCommandTimer.HasStarted() ) + return CAST_FAIL_VOTE_CLOSED; + + if ( m_potentialIssues[m_iActiveIssueIndex] && m_potentialIssues[m_iActiveIssueIndex]->IsTeamRestrictedVote() ) + { + CBaseEntity *pVoteHolder = UTIL_EntityByIndex( m_iEntityHoldingVote ); + CBaseEntity *pVoter = UTIL_EntityByIndex( iEntIndex ); + + if ( ( pVoteHolder == NULL ) || ( pVoter == NULL ) || ( GetVoterTeam( pVoteHolder ) != GetVoterTeam( pVoter ) ) ) + { + return CAST_FAIL_TEAM_RESTRICTED; + } + } + + // Look for a previous vote + int nOldVote = m_nVotesCast[iEntIndex]; +#ifndef DEBUG + if ( nOldVote != VOTE_UNCAST ) + { + return CAST_FAIL_NO_CHANGES; + } +#endif // !DEBUG + + // Which option are they voting for? + int nCurrentVote = VOTE_UNCAST; + if ( Q_strnicmp( pszVoteString, "Option", 6 ) != 0 ) + return CAST_FAIL_SYSTEM_ERROR; + + nCurrentVote = (CastVote)( atoi( pszVoteString + 6 ) - 1 ); + + if ( nCurrentVote < VOTE_OPTION1 || nCurrentVote > VOTE_OPTION5 ) + return CAST_FAIL_SYSTEM_ERROR; + + // They're changing their vote +#ifdef DEBUG + if ( nOldVote != VOTE_UNCAST ) + { + if( nOldVote == nCurrentVote ) + { + return CAST_FAIL_DUPLICATE; + } + VoteChoice_Decrement( nOldVote ); + } +#endif // DEBUG + + // With a Yes/No vote, slam anything past "No" to No + if ( m_potentialIssues[m_iActiveIssueIndex]->IsYesNoVote() ) + { + if ( nCurrentVote > VOTE_OPTION2 ) + nCurrentVote = VOTE_OPTION2; + } + + // Register and track this vote + VoteChoice_Increment( nCurrentVote ); + m_nVotesCast[iEntIndex] = nCurrentVote; + + // Tell the client-side UI + IGameEvent *event = gameeventmanager->CreateEvent( "vote_cast" ); + if ( event ) + { + event->SetInt( "vote_option", nCurrentVote ); + event->SetInt( "team", m_iOnlyTeamToVote ); + event->SetInt( "entityid", iEntIndex ); + gameeventmanager->FireEvent( event ); + } + + CheckForEarlyVoteClose(); + + return CAST_OK; +} + +//----------------------------------------------------------------------------- +// Purpose: Increments the vote count for a particular vote option +// i.e. nVoteChoice = 0 might mean a Yes vote +//----------------------------------------------------------------------------- +void CVoteController::VoteChoice_Increment( int nVoteChoice ) +{ + if ( nVoteChoice < VOTE_OPTION1 || nVoteChoice > VOTE_OPTION5 ) + return; + + int nValue = m_nVoteOptionCount.Get( nVoteChoice ); + m_nVoteOptionCount.Set( nVoteChoice, ++nValue ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CVoteController::VoteChoice_Decrement( int nVoteChoice ) +{ + if ( nVoteChoice < VOTE_OPTION1 || nVoteChoice > VOTE_OPTION5 ) + return; + + int nValue = m_nVoteOptionCount.Get( nVoteChoice ); + m_nVoteOptionCount.Set( nVoteChoice, --nValue ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CVoteController::VoteControllerThink( void ) +{ + // This will stall all voting until the GC answers, or we time-out. Only Kick does this (sometimes). + if ( m_waitingForGCResponseTimer.HasStarted() ) + { + if ( m_waitingForGCResponseTimer.IsElapsed() ) + { + m_waitingForGCResponseTimer.Invalidate(); + + // Retry the vote + SubmitPendingVote( m_pendingVoteParams ); + } + + SetNextThink( gpGlobals->curtime + 0.1f ); + return; + } + + + if ( !m_potentialIssues.IsValidIndex( m_iActiveIssueIndex ) ) + { + SetNextThink( gpGlobals->curtime + 0.5f ); + + return; + } + + // Vote time is up - process the result + if ( m_acceptingVotesTimer.HasStarted() && m_acceptingVotesTimer.IsElapsed() ) + { + m_acceptingVotesTimer.Invalidate(); + + // For GC record-keeping + if ( m_potentialIssues[m_iActiveIssueIndex]->IsYesNoVote() ) + { + m_potentialIssues[m_iActiveIssueIndex]->SetYesNoVoteCount( m_nVoteOptionCount[VOTE_OPTION1], m_nVoteOptionCount[VOTE_OPTION2], m_nPotentialVotes ); + } + + bool bVotePassed = false; + + if ( GetNumVotesCast() >= ( m_nPotentialVotes * m_potentialIssues[m_iActiveIssueIndex]->GetQuorumRatio() ) ) + { + int nPassingVoteOptionIndex = GetVoteIssueIndexWithHighestCount(); + if ( nPassingVoteOptionIndex >= 0 && nPassingVoteOptionIndex < MAX_VOTE_OPTIONS ) + { + // YES/NO VOTES - hard-wired to VOTE_OPTION1 (Yes) + if ( m_potentialIssues[m_iActiveIssueIndex]->IsYesNoVote() ) + { + if ( nPassingVoteOptionIndex == VOTE_OPTION1 ) + { + bVotePassed = true; + } + } + // GENERAL VOTES - as long as there's a quorum, go with the most popular choice + else + { + bVotePassed = true; + + // We set the details string after the vote, since that's when + // we finally have a parameter to pass along and execute + m_potentialIssues[m_iActiveIssueIndex]->SetIssueDetails( m_VoteOptions[nPassingVoteOptionIndex] ); + } + } + } + + if ( bVotePassed ) + { + float flDelay = sv_vote_command_delay.GetFloat(); +#ifdef TF_DLL + if ( dynamic_cast< CKickIssue* >( m_potentialIssues[m_iActiveIssueIndex] ) ) + { + // Don't delay successful kick votes + flDelay = 0.f; + } +#endif + m_executeCommandTimer.Start( flDelay ); + m_resetVoteTimer.Start( 5.f ); + + UTIL_LogPrintf( "Vote succeeded \"%s %s\"\n", m_potentialIssues[m_iActiveIssueIndex]->GetTypeString(), m_potentialIssues[m_iActiveIssueIndex]->GetDetailsString() ); + + CBroadcastRecipientFilter filter; + filter.MakeReliable(); + + UserMessageBegin( filter, "VotePass" ); + WRITE_BYTE( m_iOnlyTeamToVote ); + WRITE_STRING( m_potentialIssues[m_iActiveIssueIndex]->GetVotePassedString() ); + WRITE_STRING( m_potentialIssues[m_iActiveIssueIndex]->GetDetailsString() ); + MessageEnd(); + } + else + { + vote_create_failed_t nReason = m_potentialIssues[m_iActiveIssueIndex]->IsYesNoVote() ? VOTE_FAILED_YES_MUST_EXCEED_NO : VOTE_FAILED_QUORUM_FAILURE; + SendVoteFailedToPassMessage( nReason ); + m_potentialIssues[m_iActiveIssueIndex]->OnVoteFailed( m_iEntityHoldingVote ); + m_resetVoteTimer.Start( 5.f ); + } + } + + // Vote passed check moved down to FrameUpdatePostEntityThink at bottom of this file... + + if ( m_resetVoteTimer.HasStarted() && m_resetVoteTimer.IsElapsed() ) + { + ResetData(); + m_resetVoteTimer.Invalidate(); + } + + // Size maintenance on m_VoteCallers + if ( m_VoteCallers.Count() >= MAX_VOTER_HISTORY ) + { + // Remove older entries + for ( int iIdx = m_VoteCallers.FirstInorder(); iIdx != m_VoteCallers.InvalidIndex(); iIdx = m_VoteCallers.NextInorder( iIdx ) ) + { + if ( m_VoteCallers[ iIdx ] - gpGlobals->curtime <= 0 ) + { + m_VoteCallers.Remove( iIdx ); + } + } + } + + SetNextThink( gpGlobals->curtime + 0.5f ); +} + +//----------------------------------------------------------------------------- +// Purpose: End the vote early if everyone's voted +//----------------------------------------------------------------------------- +void CVoteController::CheckForEarlyVoteClose( void ) +{ + int nVoteTally = 0; + for ( int index = 0; index < MAX_VOTE_OPTIONS; index++ ) + { + nVoteTally += m_nVoteOptionCount.Get( index ); + } + + if( nVoteTally >= m_nPotentialVotes ) + { + m_acceptingVotesTimer.Start( 0 ); // Run the timer out right now + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CVoteController::IsValidVoter( CBasePlayer *pWhom ) +{ + if ( !pWhom ) + return false; + + if ( !pWhom->IsConnected() ) + return false; + + if ( pWhom->GetTeamNumber() == TEAM_UNASSIGNED ) + return false; + + if ( !sv_vote_allow_spectators.GetBool() ) + { + if ( pWhom->GetTeamNumber() == TEAM_SPECTATOR ) + return false; + } + +#ifndef DEBUG // Don't want to do this check for debug builds (so we can test with bots) + if ( pWhom->IsBot() ) + return false; + + if ( pWhom->IsFakeClient() ) + return false; +#endif // DEBUG + + if ( pWhom->IsHLTV() ) + return false; + + if ( pWhom->IsReplay() ) + return false; + +#ifdef TF_DLL + if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() ) + { + if ( pWhom->GetTeamNumber() != TF_TEAM_PVE_DEFENDERS ) + return false; + } +#endif // TF_DLL + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CVoteController::RegisterIssue( CBaseIssue *pszNewIssue ) +{ + m_potentialIssues.AddToTail( pszNewIssue ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CVoteController::ListIssues( CBasePlayer *pForWhom ) +{ + if ( !IsVoteSystemEnabled() ) + return; + + ClientPrint( pForWhom, HUD_PRINTCONSOLE, "---Vote commands---\n" ); + + for( int issueIndex = 0; issueIndex < m_potentialIssues.Count(); ++issueIndex ) + { + CBaseIssue *pCurrentIssue = m_potentialIssues[issueIndex]; + pCurrentIssue->ListIssueDetails( pForWhom ); + } + ClientPrint( pForWhom, HUD_PRINTCONSOLE, "--- End Vote commands---\n" ); +} + +//----------------------------------------------------------------------------- +// Purpose: -1 when invalid +//----------------------------------------------------------------------------- +int CVoteController::GetVoteIssueIndexWithHighestCount( void ) +{ + int nMaxIndex = -1; + + // Legacy Yes/No system + if ( m_iActiveIssueIndex != INVALID_ISSUE && m_potentialIssues[m_iActiveIssueIndex]->IsYesNoVote() ) + { + return ( m_nVoteOptionCount[VOTE_OPTION1] > m_nVoteOptionCount[VOTE_OPTION2] ) ? VOTE_OPTION1 : VOTE_OPTION2; + } + // Which option had the most votes? + else + { + int nMaxCount = 0; + + // TODO: Handle ties + for ( int iIndex = 0; iIndex < m_nVoteOptionCount.Count(); iIndex ++ ) + { + if ( m_nVoteOptionCount[iIndex] && m_nVoteOptionCount[iIndex] > nMaxCount ) + { + nMaxCount = m_nVoteOptionCount[iIndex]; + nMaxIndex = iIndex; + } + } + } + + return nMaxIndex; +} + +//----------------------------------------------------------------------------- +// Purpose: Store steamIDs for every player that calls a vote +//----------------------------------------------------------------------------- +void CVoteController::TrackVoteCaller( CBasePlayer *pPlayer ) +{ + if ( !pPlayer ) + return; + + CSteamID steamID; + pPlayer->GetSteamID( &steamID ); + + int iIdx = m_VoteCallers.Find( steamID.ConvertToUint64() ); + if ( iIdx != m_VoteCallers.InvalidIndex() ) + { + // Already being tracked - update timer + m_VoteCallers[ iIdx ] = gpGlobals->curtime + sv_vote_creation_timer.GetInt(); + return; + } + + m_VoteCallers.Insert( steamID.ConvertToUint64(), gpGlobals->curtime + sv_vote_creation_timer.GetInt() ); +}; + +//----------------------------------------------------------------------------- +// Purpose: Check the history of steamIDs that called votes and test against a timer +//----------------------------------------------------------------------------- +bool CVoteController::CanEntityCallVote( CBasePlayer *pPlayer, int &nCooldown, vote_create_failed_t &nErrorCode ) +{ + if ( !pPlayer ) + return false; + +#ifndef _DEBUG + CSteamID steamID; + pPlayer->GetSteamID( &steamID ); + + // Has this SteamID tried to call a vote recently? + int iIdx = m_VoteCallers.Find( steamID.ConvertToUint64() ); + if ( iIdx != m_VoteCallers.InvalidIndex() ) + { + // Timer elapsed? + nCooldown = (int)( m_VoteCallers[ iIdx ] - gpGlobals->curtime ); + if ( nCooldown > 0 ) + { + nErrorCode = VOTE_FAILED_RATE_EXCEEDED; + return false; + } + + // Expired + m_VoteCallers.Remove( iIdx ); + } +#endif + + return true; +}; + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +int CVoteController::GetNumVotesCast( void ) +{ + int nVoteTally = 0; + + for ( int index = 0; index < MAX_VOTE_OPTIONS; index++ ) + { + nVoteTally += m_nVoteOptionCount.Get( index ); + } + + return nVoteTally; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CVoteController::AddPlayerToKickWatchList( CSteamID steamID, float flDuration ) +{ + VoteControllerSystem.AddPlayerToKickWatchList( steamID, flDuration ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CVoteController::AddPlayerToNameLockedList( CSteamID steamID, float flDuration, int nUserID ) +{ + engine->ServerCommand( UTIL_VarArgs( "namelockid %d %d\n", nUserID, 1 ) ); + + VoteControllerSystem.AddPlayerToNameLockedList( steamID, flDuration ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CVoteController::IsPlayerBeingKicked( CBasePlayer *pPlayer ) +{ +#ifdef TF_DLL + if ( pPlayer && m_iActiveIssueIndex != INVALID_ISSUE ) + { + CKickIssue *pKickIssue = dynamic_cast< CKickIssue* >( m_potentialIssues[m_iActiveIssueIndex] ); + if ( pKickIssue ) + { + return pKickIssue->m_hPlayerTarget == pPlayer; + } + } +#endif // TF_DLL + + return false; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CVoteController::GCResponseReceived( bool bVerdict ) +{ + m_waitingForGCResponseTimer.Invalidate(); + + if ( m_pendingVoteParams.m_iIssueIndex == INVALID_ISSUE ) + return; + + // Retry the current vote now that we have our answer + m_potentialIssues[m_pendingVoteParams.m_iIssueIndex]->GCResponseReceived( bVerdict ); + SubmitPendingVote( m_pendingVoteParams ); +} + +//----------------------------------------------------------------------------- +// Purpose: BaseIssue +//----------------------------------------------------------------------------- +CBaseIssue::CBaseIssue( const char *pszTypeString ) +{ + V_strcpy_safe( m_szTypeString, pszTypeString ); + + m_iNumYesVotes = 0; + m_iNumNoVotes = 0; + m_iNumPotentialVotes = 0; + m_flNextCallTime = -1.f; + m_bGCNotified = false; + m_bGCApproved = false; + m_bGCResponded = false; + + ASSERT( g_voteController ); + g_voteController->RegisterIssue( this ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CBaseIssue::~CBaseIssue() +{ + for ( int index = 0; index < m_FailedVotes.Count(); index++ ) + { + FailedVote *pFailedVote = m_FailedVotes[index]; + delete pFailedVote; + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +const char *CBaseIssue::GetTypeString( void ) +{ + return m_szTypeString; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +const char *CBaseIssue::GetDetailsString( void ) +{ + return m_szDetailsString; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CBaseIssue::SetIssueDetails( const char *pszDetails ) +{ + V_strcpy_safe( m_szDetailsString, pszDetails ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CBaseIssue::IsTeamRestrictedVote( void ) +{ + return false; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +const char *CBaseIssue::GetVotePassedString( void ) +{ + return "Unknown vote passed."; +} + +//----------------------------------------------------------------------------- +// Purpose: Store failures to prevent vote spam +//----------------------------------------------------------------------------- +void CBaseIssue::OnVoteFailed( int iEntityHoldingVote ) +{ + // Don't track failed dedicated server votes + if ( BRecordVoteFailureEventForEntity( iEntityHoldingVote ) ) + { + // Check for an existing match + for ( int index = 0; index < m_FailedVotes.Count(); index++ ) + { + FailedVote *pFailedVote = m_FailedVotes[index]; + if ( Q_strcmp( pFailedVote->szFailedVoteParameter, GetDetailsString() ) == 0 ) + { + int nTime = sv_vote_failure_timer.GetInt(); + +#ifdef TF_DLL + if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() ) + { + nTime = sv_vote_failure_timer_mvm.GetInt(); + } +#endif // TF_DLL + + pFailedVote->flLockoutTime = gpGlobals->curtime + nTime; + + return; + } + } + + // Need to create a new one + FailedVote *pNewFailedVote = new FailedVote; + int iIndex = m_FailedVotes.AddToTail( pNewFailedVote ); + V_strcpy_safe( m_FailedVotes[iIndex]->szFailedVoteParameter, GetDetailsString() ); + m_FailedVotes[iIndex]->flLockoutTime = gpGlobals->curtime + sv_vote_failure_timer.GetFloat(); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CBaseIssue::CanTeamCallVote( int iTeam ) const +{ + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CBaseIssue::CanCallVote( int iEntIndex, const char *pszDetails, vote_create_failed_t &nFailCode, int &nTime ) +{ + // Automated server vote - don't bother testing against it + if ( !BRecordVoteFailureEventForEntity( iEntIndex ) ) + return true; + + // Bogus player + if ( iEntIndex == -1 ) + return false; + + // Note: Issue timers reset on level change because the class is created/destroyed during transitions. + // It'd be nice to refactor the basic framework of the system to get rid of side-effects like this. + if ( m_flNextCallTime != -1.f && gpGlobals->curtime < m_flNextCallTime ) + { + nFailCode = VOTE_FAILED_ON_COOLDOWN; + nTime = m_flNextCallTime - gpGlobals->curtime; + return false; + } + +#ifdef TF_DLL + if ( TFGameRules() && TFGameRules()->IsInWaitingForPlayers() && !TFGameRules()->IsInTournamentMode() ) + { + nFailCode = VOTE_FAILED_WAITINGFORPLAYERS; + return false; + } +#endif // TF_DLL + + CBaseEntity *pVoteCaller = UTIL_EntityByIndex( iEntIndex ); + if ( pVoteCaller && !CanTeamCallVote( GetVoterTeam( pVoteCaller ) ) ) + { + nFailCode = VOTE_FAILED_TEAM_CANT_CALL; + return false; + } + + // Did this fail recently? + for ( int iIndex = 0; iIndex < m_FailedVotes.Count(); iIndex++ ) + { + FailedVote *pCurrentFailure = m_FailedVotes[iIndex]; + int nTimeRemaining = pCurrentFailure->flLockoutTime - gpGlobals->curtime; + bool bFailed = false; + + // If this issue requires a parameter, see if we're voting for the same one again (i.e. changelevel ctf_2fort) + if ( Q_strlen( pCurrentFailure->szFailedVoteParameter ) > 0 ) + { + if( nTimeRemaining > 1 && FStrEq( pCurrentFailure->szFailedVoteParameter, pszDetails ) ) + { + bFailed = true; + } + } + // Otherwise we have a parameter-less vote, so just check the lockout timer (i.e. restartgame) + else + { + if( nTimeRemaining > 1 ) + { + bFailed = true; + + } + } + + if ( bFailed ) + { + nFailCode = VOTE_FAILED_ON_COOLDOWN; + nTime = nTimeRemaining; + return false; + } + } + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +int CBaseIssue::CountPotentialVoters( void ) +{ + int nTotalPlayers = 0; + + for( int playerIndex = 1; playerIndex <= MAX_PLAYERS; ++playerIndex ) + { + CBasePlayer *pPlayer = UTIL_PlayerByIndex( playerIndex ); + if( g_voteController->IsValidVoter( pPlayer ) ) + { + if ( g_voteController->CanTeamCastVote( GetVoterTeam( pPlayer ) ) ) + { + nTotalPlayers++; + } + } + } + + return nTotalPlayers; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +int CBaseIssue::GetNumberVoteOptions( void ) +{ + return 2; // The default issue is Yes/No (so 2), but it can be anywhere between 1 and MAX_VOTE_COUNT +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CBaseIssue::IsYesNoVote( void ) +{ + return true; // Default +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CBaseIssue::SetYesNoVoteCount( int iNumYesVotes, int iNumNoVotes, int iNumPotentialVotes ) +{ + m_iNumYesVotes = iNumYesVotes; + m_iNumNoVotes = iNumNoVotes; + m_iNumPotentialVotes = iNumPotentialVotes; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CBaseIssue::ListStandardNoArgCommand( CBasePlayer *forWhom, const char *issueString ) +{ + ClientPrint( forWhom, HUD_PRINTCONSOLE, "callvote %s1\n", issueString ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CBaseIssue::GetVoteOptions( CUtlVector <const char*> &vecNames ) +{ + // The default vote issue is a Yes/No vote + vecNames.AddToHead( "Yes" ); + vecNames.AddToTail( "No" ); + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +float CBaseIssue::GetQuorumRatio( void ) +{ + return sv_vote_quorum_ratio.GetFloat(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CBaseIssue::GCResponseReceived( bool bApproved ) +{ + m_bGCResponded = true; + m_bGCApproved = bApproved; +} + |