add source-sdk-2013

This commit is contained in:
nillerusr
2022-03-01 23:00:42 +03:00
parent 88b8830e8b
commit edc8d6c584
3288 changed files with 3731 additions and 1062455 deletions
+187 -429
View File
@@ -10,11 +10,9 @@
#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!!!
@@ -39,144 +37,17 @@ 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" );
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, true, 4.5);
ConVar sv_allow_votes("sv_allow_votes", "1", 0, "Allow voting?");
ConVar sv_vote_failure_timer("sv_vote_failure_timer", "300", 0, "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" );
ConVar sv_vote_failure_timer_mvm( "sv_vote_failure_timer_mvm", "120", 0, "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" );
ConVar sv_vote_creation_timer("sv_vote_creation_timer", "120", FCVAR_DEVELOPMENTONLY, "How often someone can individually call a vote.");
ConVar sv_vote_quorum_ratio( "sv_vote_quorum_ratio", "0.6", 1, "The minimum ratio of players needed to vote on an issue to resolve it.", true, 0.1, true, 1.0 );
ConVar sv_vote_allow_spectators( "sv_vote_allow_spectators", "0", 0, "Allow spectators to vote?" );
ConVar sv_vote_ui_hide_disabled_issues( "sv_vote_ui_hide_disabled_issues", "1", 0, "Suppress listing of disabled issues in the vote setup screen." );
//-----------------------------------------------------------------------------
// Purpose:
@@ -223,33 +94,27 @@ CON_COMMAND( callvote, "Start a vote on an issue." )
}
CBasePlayer *pVoteCaller = UTIL_GetCommandClient();
if ( !pVoteCaller )
if( !pVoteCaller )
return;
if ( !sv_vote_allow_spectators.GetBool() )
{
if ( pVoteCaller->GetTeamNumber() == TEAM_SPECTATOR )
{
g_voteController->SendVoteCreationFailedMessage( VOTE_FAILED_SPECTATOR, pVoteCaller );
g_voteController->SendVoteFailedMessage( 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
// Prevent spamming commands
#ifndef _DEBUG
int nCooldown = 0;
vote_create_failed_t nError = VOTE_FAILED_GENERIC;
if ( !g_voteController->CanEntityCallVote( pVoteCaller, nCooldown, nError ) )
if ( !g_voteController->CanEntityCallVote( pVoteCaller, nCooldown ) )
{
g_voteController->SendVoteCreationFailedMessage( nError, pVoteCaller, nCooldown );
g_voteController->SendVoteFailedMessage( VOTE_FAILED_RATE_EXCEEDED, pVoteCaller, nCooldown );
return;
}
#endif
// Parameters
char szEmptyDetails[MAX_VOTE_DETAILS_LENGTH];
@@ -258,7 +123,7 @@ CON_COMMAND( callvote, "Start a vote on an issue." )
const char *arg3 = args.ArgC() >= 3 ? args[2] : szEmptyDetails;
// If we don't have any arguments, invoke VoteSetup UI
if ( args.ArgC() < 2 )
if( args.ArgC() < 2 )
{
g_voteController->SetupVote( pVoteCaller->entindex() );
return;
@@ -295,17 +160,14 @@ void CVoteController::ResetData( void )
m_nPotentialVotes = 0;
m_acceptingVotesTimer.Invalidate();
m_executeCommandTimer.Invalidate();
m_waitingForGCResponseTimer.Invalidate();
m_iEntityHoldingVote = -1;
m_iOnlyTeamToVote = TEAM_UNASSIGNED;
m_iOnlyTeamToVote = TEAM_INVALID;
m_bIsYesNoVote = true;
for( int voteIndex = 0; voteIndex < ARRAYSIZE( m_nVotesCast ); ++voteIndex )
{
m_nVotesCast[voteIndex] = VOTE_UNCAST;
}
m_pendingVoteParams.Reset();
}
//-----------------------------------------------------------------------------
@@ -334,20 +196,12 @@ int CVoteController::UpdateTransmitState( void )
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 )
if ( m_iOnlyTeamToVote == TEAM_INVALID )
return true;
return iTeam == m_iOnlyTeamToVote;
@@ -365,7 +219,7 @@ bool CVoteController::SetupVote( int iEntIndex )
int nIssueCount = 0;
// Passing an nIssueCount of 0 triggers a "Voting disabled on server" message in the setup UI
if ( IsVoteSystemEnabled() )
if ( sv_allow_votes.GetBool() )
{
for( int iIndex = 0; iIndex < m_potentialIssues.Count(); ++iIndex )
{
@@ -385,28 +239,28 @@ bool CVoteController::SetupVote( int iEntIndex )
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;
if ( pCurrentIssue->IsEnabled() )
{
WRITE_STRING( pCurrentIssue->GetTypeString() );
}
else
{
// Don't send/display disabled issues when set
if ( 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;
char szDisabledIssueStr[MAX_COMMAND_LENGTH + 12];
V_strcpy( szDisabledIssueStr, pCurrentIssue->GetTypeString() );
V_strcat( szDisabledIssueStr, " (Disabled on Server)", sizeof(szDisabledIssueStr) );
WRITE_STRING( pCurrentIssue->GetTypeString() );
WRITE_STRING( pCurrentIssue->GetTypeStringLocalized() );
WRITE_BYTE( pCurrentIssue->IsEnabled() );
WRITE_STRING( szDisabledIssueStr );
}
}
}
@@ -415,14 +269,6 @@ bool CVoteController::SetupVote( int iEntIndex )
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
//-----------------------------------------------------------------------------
@@ -431,43 +277,30 @@ bool CVoteController::CreateVote( int iEntIndex, const char *pszTypeString, cons
// Terrible Hack: Dedicated servers pass 99 as the EntIndex
bool bDedicatedServer = ( iEntIndex == DEDICATED_SERVER ) ? true : false;
if ( !IsVoteSystemEnabled() )
if( !sv_allow_votes.GetBool() )
return false;
// Already running a vote?
if ( IsVoteActive() )
if( IsVoteActive() )
return false;
CBasePlayer *pVoteCaller = UTIL_PlayerByIndex( iEntIndex );
if ( !pVoteCaller && !bDedicatedServer )
if( !pVoteCaller && !bDedicatedServer )
return false;
// Find the issue the user is asking for
for ( int issueIndex = 0; issueIndex < m_potentialIssues.Count(); ++issueIndex )
for( int issueIndex = 0; issueIndex < m_potentialIssues.Count(); ++issueIndex )
{
CBaseIssue *pCurrentIssue = m_potentialIssues[issueIndex];
if ( !pCurrentIssue )
return false;
if ( FStrEq( pszTypeString, pCurrentIssue->GetTypeString() ) )
if( FStrEq( pszTypeString, pCurrentIssue->GetTypeString() ) )
{
vote_create_failed_t nErrorCode = VOTE_FAILED_GENERIC;
int nTime = 0;
if ( pCurrentIssue->CanCallVote( iEntIndex, pszDetailString, nErrorCode, nTime ) )
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();
@@ -475,7 +308,14 @@ bool CVoteController::CreateVote( int iEntIndex, const char *pszTypeString, cons
m_iEntityHoldingVote = iEntIndex;
if ( !bDedicatedServer )
{
m_iOnlyTeamToVote = ( pCurrentIssue->IsTeamRestrictedVote() ) ? GetVoterTeam( pVoteCaller ) : TEAM_UNASSIGNED;
if( pCurrentIssue->IsAllyRestrictedVote() )
{
m_iOnlyTeamToVote = GetVoterTeam( pVoteCaller );
}
else
{
m_iOnlyTeamToVote = TEAM_INVALID;
}
}
// Now get our choices
@@ -511,15 +351,13 @@ bool CVoteController::CreateVote( int iEntIndex, const char *pszTypeString, cons
// Now the vote handling and UI
m_nPotentialVotes = pCurrentIssue->CountPotentialVoters();
m_acceptingVotesTimer.Start( sv_vote_timer_duration.GetFloat() + random->RandomFloat( -1.f, 1.f ) );
m_acceptingVotesTimer.Start( sv_vote_timer_duration.GetFloat() );
#ifndef _DEBUG
// Force the vote holder to agree with a Yes/No vote
if ( pCurrentIssue->IsYesNoVote() && !bDedicatedServer && !sv_vote_holder_may_vote_no.GetBool() )
if ( m_bIsYesNoVote && !bDedicatedServer )
{
TryCastVote( iEntIndex, "Option1" );
}
#endif
// Get the data out to the client
CBroadcastRecipientFilter filter;
@@ -529,8 +367,7 @@ bool CVoteController::CreateVote( int iEntIndex, const char *pszTypeString, cons
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 );
WRITE_BOOL( m_bIsYesNoVote );
MessageEnd();
if ( !bDedicatedServer )
@@ -538,18 +375,14 @@ bool CVoteController::CreateVote( int iEntIndex, const char *pszTypeString, cons
TrackVoteCaller( pVoteCaller );
}
m_pendingVoteParams.Reset();
return true;
}
else
{
if ( !bDedicatedServer )
{
SendVoteCreationFailedMessage( nErrorCode, pVoteCaller, nTime );
SendVoteFailedMessage( nErrorCode, pVoteCaller, nTime );
}
m_pendingVoteParams.Reset();
}
}
}
@@ -558,39 +391,35 @@ bool CVoteController::CreateVote( int iEntIndex, const char *pszTypeString, cons
}
//-----------------------------------------------------------------------------
// Purpose: The vote failed to start - let the caller know why
// Purpose: Sent to everyone, unless we pass a player pointer
//-----------------------------------------------------------------------------
void CVoteController::SendVoteCreationFailedMessage( vote_create_failed_t nReason, CBasePlayer *pVoteCaller, int nTime /*= -1*/ )
void CVoteController::SendVoteFailedMessage( vote_create_failed_t nReason, CBasePlayer *pVoteCaller, int nTime )
{
Assert( pVoteCaller );
if ( !pVoteCaller )
return;
// driller: need to merge all failure case stuff into a single path
if ( pVoteCaller )
{
CSingleUserRecipientFilter user( pVoteCaller );
user.MakeReliable();
CSingleUserRecipientFilter user( pVoteCaller );
user.MakeReliable();
UserMessageBegin( user, "CallVoteFailed" );
WRITE_BYTE( nReason );
WRITE_SHORT( nTime );
MessageEnd();
}
else
{
UTIL_LogPrintf("Vote failed \"%s %s\" \n",
m_potentialIssues[m_iActiveIssueIndex]->GetTypeString(),
m_potentialIssues[m_iActiveIssueIndex]->GetDetailsString() );
UserMessageBegin( user, "CallVoteFailed" );
WRITE_BYTE( nReason );
WRITE_SHORT( nTime );
MessageEnd();
}
CBroadcastRecipientFilter filter;
filter.MakeReliable();
//-----------------------------------------------------------------------------
// 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();
UserMessageBegin( filter, "VoteFailed" );
WRITE_BYTE( m_iOnlyTeamToVote );
WRITE_BYTE( nReason );
MessageEnd();
}
}
//-----------------------------------------------------------------------------
@@ -598,24 +427,24 @@ void CVoteController::SendVoteFailedToPassMessage( vote_create_failed_t nReason
//-----------------------------------------------------------------------------
CVoteController::TryCastVoteResult CVoteController::TryCastVote( int iEntIndex, const char *pszVoteString )
{
if ( !IsVoteSystemEnabled() )
if( !sv_allow_votes.GetBool() )
return CAST_FAIL_SERVER_DISABLE;
if ( iEntIndex >= ARRAYSIZE( m_nVotesCast ) )
if( iEntIndex >= ARRAYSIZE( m_nVotesCast ) )
return CAST_FAIL_SYSTEM_ERROR;
if ( !IsVoteActive() )
if( !IsVoteActive() )
return CAST_FAIL_NO_ACTIVE_ISSUE;
if ( m_executeCommandTimer.HasStarted() )
if( m_executeCommandTimer.HasStarted() )
return CAST_FAIL_VOTE_CLOSED;
if ( m_potentialIssues[m_iActiveIssueIndex] && m_potentialIssues[m_iActiveIssueIndex]->IsTeamRestrictedVote() )
if( m_potentialIssues[m_iActiveIssueIndex] && m_potentialIssues[m_iActiveIssueIndex]->IsAllyRestrictedVote() )
{
CBaseEntity *pVoteHolder = UTIL_EntityByIndex( m_iEntityHoldingVote );
CBaseEntity *pVoter = UTIL_EntityByIndex( iEntIndex );
if ( ( pVoteHolder == NULL ) || ( pVoter == NULL ) || ( GetVoterTeam( pVoteHolder ) != GetVoterTeam( pVoter ) ) )
if( ( pVoteHolder == NULL ) || ( pVoter == NULL ) || ( GetVoterTeam( pVoteHolder ) != GetVoterTeam( pVoter ) ) )
{
return CAST_FAIL_TEAM_RESTRICTED;
}
@@ -624,7 +453,7 @@ CVoteController::TryCastVoteResult CVoteController::TryCastVote( int iEntIndex,
// Look for a previous vote
int nOldVote = m_nVotesCast[iEntIndex];
#ifndef DEBUG
if ( nOldVote != VOTE_UNCAST )
if( nOldVote != VOTE_UNCAST )
{
return CAST_FAIL_NO_CHANGES;
}
@@ -708,22 +537,6 @@ void CVoteController::VoteChoice_Decrement( int nVoteChoice )
//-----------------------------------------------------------------------------
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 );
@@ -732,57 +545,65 @@ void CVoteController::VoteControllerThink( void )
}
// Vote time is up - process the result
if ( m_acceptingVotesTimer.HasStarted() && m_acceptingVotesTimer.IsElapsed() )
if( m_acceptingVotesTimer.HasStarted() && m_acceptingVotesTimer.IsElapsed() )
{
m_acceptingVotesTimer.Invalidate();
// For GC record-keeping
int nVoteTally = 0;
for ( int index = 0; index < MAX_VOTE_OPTIONS; index++ )
{
nVoteTally += m_nVoteOptionCount.Get( index );
}
bool bVotePassed = true;
// for 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() ) )
// Have we exceeded the required ratio of Voted-vs-Abstained?
if ( nVoteTally >= m_nPotentialVotes * sv_vote_quorum_ratio.GetFloat() )
{
int nPassingVoteOptionIndex = GetVoteIssueIndexWithHighestCount();
if ( nPassingVoteOptionIndex >= 0 && nPassingVoteOptionIndex < MAX_VOTE_OPTIONS )
int nWinningVoteOption = GetWinningVoteOption();
Assert( nWinningVoteOption >= 0 && nWinningVoteOption < m_VoteOptions.Count() );
if ( nWinningVoteOption >= 0 && nWinningVoteOption < MAX_VOTE_OPTIONS )
{
// YES/NO VOTES - hard-wired to VOTE_OPTION1 (Yes)
// YES/NO VOTES
if ( m_potentialIssues[m_iActiveIssueIndex]->IsYesNoVote() )
{
if ( nPassingVoteOptionIndex == VOTE_OPTION1 )
// Option1 is Yes
if ( nWinningVoteOption != VOTE_OPTION1 )
{
bVotePassed = true;
}
SendVoteFailedMessage( VOTE_FAILED_YES_MUST_EXCEED_NO );
bVotePassed = false;
}
}
// GENERAL VOTES - as long as there's a quorum, go with the most popular choice
else
// GENERAL VOTES:
// We set the details string after the vote, since that's when
// we finally have a parameter to pass along and execute
else if ( nWinningVoteOption < m_VoteOptions.Count() )
{
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] );
m_potentialIssues[m_iActiveIssueIndex]->SetIssueDetails( m_VoteOptions[nWinningVoteOption] );
}
}
}
if ( bVotePassed )
else
{
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 );
SendVoteFailedMessage( VOTE_FAILED_QUORUM_FAILURE );
bVotePassed = false;
}
UTIL_LogPrintf( "Vote succeeded \"%s %s\"\n", m_potentialIssues[m_iActiveIssueIndex]->GetTypeString(), m_potentialIssues[m_iActiveIssueIndex]->GetDetailsString() );
if ( bVotePassed )
{
m_executeCommandTimer.Start( sv_vote_command_delay.GetFloat() );
m_resetVoteTimer.Start( 5.0 );
UTIL_LogPrintf("Vote succeeded \"%s %s\"\n",
m_potentialIssues[m_iActiveIssueIndex]->GetTypeString(),
m_potentialIssues[m_iActiveIssueIndex]->GetDetailsString() );
CBroadcastRecipientFilter filter;
filter.MakeReliable();
@@ -795,10 +616,8 @@ void CVoteController::VoteControllerThink( void )
}
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 );
m_resetVoteTimer.Start( 5.0 );
}
}
@@ -848,15 +667,12 @@ void CVoteController::CheckForEarlyVoteClose( void )
//-----------------------------------------------------------------------------
bool CVoteController::IsValidVoter( CBasePlayer *pWhom )
{
if ( !pWhom )
if ( pWhom == NULL )
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 )
@@ -901,7 +717,7 @@ void CVoteController::RegisterIssue( CBaseIssue *pszNewIssue )
//-----------------------------------------------------------------------------
void CVoteController::ListIssues( CBasePlayer *pForWhom )
{
if ( !IsVoteSystemEnabled() )
if( !sv_allow_votes.GetBool() )
return;
ClientPrint( pForWhom, HUD_PRINTCONSOLE, "---Vote commands---\n" );
@@ -915,34 +731,45 @@ void CVoteController::ListIssues( CBasePlayer *pForWhom )
}
//-----------------------------------------------------------------------------
// Purpose: -1 when invalid
// Purpose:
//-----------------------------------------------------------------------------
int CVoteController::GetVoteIssueIndexWithHighestCount( void )
int CVoteController::GetWinningVoteOption( void )
{
int nMaxIndex = -1;
// Legacy Yes/No system
if ( m_iActiveIssueIndex != INVALID_ISSUE && m_potentialIssues[m_iActiveIssueIndex]->IsYesNoVote() )
if ( 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;
CUtlVector <int> pVoteCounts;
// TODO: Handle ties
// Which option had the most votes?
// driller: Need to handle ties
int nHighest = m_nVoteOptionCount[0];
for ( int iIndex = 0; iIndex < m_nVoteOptionCount.Count(); iIndex ++ )
{
if ( m_nVoteOptionCount[iIndex] && m_nVoteOptionCount[iIndex] > nMaxCount )
nHighest = ( ( nHighest < m_nVoteOptionCount[iIndex] ) ? m_nVoteOptionCount[iIndex] : nHighest );
pVoteCounts.AddToTail( m_nVoteOptionCount[iIndex] );
}
m_nHighestCountIndex = -1;
for ( int iIndex = 0; iIndex < m_nVoteOptionCount.Count(); iIndex++ )
{
if ( m_nVoteOptionCount[iIndex] == nHighest )
{
nMaxCount = m_nVoteOptionCount[iIndex];
nMaxIndex = iIndex;
m_nHighestCountIndex = iIndex;
// henryg: break on first match, not last. this avoids a crash
// if we are all tied at zero and we pick something beyond the
// last vote option. this code really ought to ignore attempts
// to tally votes for options beyond the last valid one!
break;
}
}
return m_nHighestCountIndex;
}
return nMaxIndex;
return -1;
}
//-----------------------------------------------------------------------------
@@ -970,12 +797,11 @@ void CVoteController::TrackVoteCaller( CBasePlayer *pPlayer )
//-----------------------------------------------------------------------------
// 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 )
bool CVoteController::CanEntityCallVote( CBasePlayer *pPlayer, int &nCooldown )
{
if ( !pPlayer )
return false;
#ifndef _DEBUG
CSteamID steamID;
pPlayer->GetSteamID( &steamID );
@@ -986,100 +812,25 @@ bool CVoteController::CanEntityCallVote( CBasePlayer *pPlayer, int &nCooldown, v
// 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 );
Q_strcpy( 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 );
@@ -1118,13 +869,13 @@ const char *CBaseIssue::GetDetailsString( void )
//-----------------------------------------------------------------------------
void CBaseIssue::SetIssueDetails( const char *pszDetails )
{
V_strcpy_safe( m_szDetailsString, pszDetails );
Q_strcpy( m_szDetailsString, pszDetails );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseIssue::IsTeamRestrictedVote( void )
bool CBaseIssue::IsAllyRestrictedVote( void )
{
return false;
}
@@ -1169,7 +920,7 @@ void CBaseIssue::OnVoteFailed( int iEntityHoldingVote )
// Need to create a new one
FailedVote *pNewFailedVote = new FailedVote;
int iIndex = m_FailedVotes.AddToTail( pNewFailedVote );
V_strcpy_safe( m_FailedVotes[iIndex]->szFailedVoteParameter, GetDetailsString() );
Q_strcpy( m_FailedVotes[iIndex]->szFailedVoteParameter, GetDetailsString() );
m_FailedVotes[iIndex]->flLockoutTime = gpGlobals->curtime + sv_vote_failure_timer.GetFloat();
}
}
@@ -1192,18 +943,9 @@ bool CBaseIssue::CanCallVote( int iEntIndex, const char *pszDetails, vote_create
return true;
// Bogus player
if ( iEntIndex == -1 )
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() )
{
@@ -1213,14 +955,14 @@ bool CBaseIssue::CanCallVote( int iEntIndex, const char *pszDetails, vote_create
#endif // TF_DLL
CBaseEntity *pVoteCaller = UTIL_EntityByIndex( iEntIndex );
if ( pVoteCaller && !CanTeamCallVote( GetVoterTeam( pVoteCaller ) ) )
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++ )
for( int iIndex = 0; iIndex < m_FailedVotes.Count(); iIndex++ )
{
FailedVote *pCurrentFailure = m_FailedVotes[iIndex];
int nTimeRemaining = pCurrentFailure->flLockoutTime - gpGlobals->curtime;
@@ -1246,7 +988,7 @@ bool CBaseIssue::CanCallVote( int iEntIndex, const char *pszDetails, vote_create
if ( bFailed )
{
nFailCode = VOTE_FAILED_ON_COOLDOWN;
nFailCode = VOTE_FAILED_FAILED_RECENTLY;
nTime = nTimeRemaining;
return false;
}
@@ -1324,19 +1066,35 @@ bool CBaseIssue::GetVoteOptions( CUtlVector <const char*> &vecNames )
}
//-----------------------------------------------------------------------------
// Purpose:
// Purpose: Game system to detect maps without cameras in them, and move on
//-----------------------------------------------------------------------------
float CBaseIssue::GetQuorumRatio( void )
class CVoteControllerSystem : public CAutoGameSystemPerFrame
{
return sv_vote_quorum_ratio.GetFloat();
}
public:
CVoteControllerSystem( char const *name ) : CAutoGameSystemPerFrame( name )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseIssue::GCResponseReceived( bool bApproved )
{
m_bGCResponded = true;
m_bGCApproved = bApproved;
}
virtual void LevelInitPreEntity()
{
}
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();
}
}
}
};
CVoteControllerSystem VoteControllerSystem( "CVoteControllerSystem" );