//========= 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;
}