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game/server/vote_controller.h
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170
game/server/vote_controller.h
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Player-driven Voting System for Multiplayer Source games (currently implemented for TF2)
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef VOTE_CONTROLLER_H
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#define VOTE_CONTROLLER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "shareddefs.h"
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#define MAX_COMMAND_LENGTH 64
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#define MAX_CREATE_ERROR_STRING 96
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struct VoteParams_t
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{
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VoteParams_t()
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{
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Reset();
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}
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int m_iIssueIndex;
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int m_iEntIndex;
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char m_szTypeString[MAX_COMMAND_LENGTH];
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char m_szDetailString[MAX_VOTE_DETAILS_LENGTH];
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void Reset( void )
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{
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m_iIssueIndex = INVALID_ISSUE;
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m_iEntIndex = -1;
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m_szTypeString[0] = 0;
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m_szDetailString[0] = 0;
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}
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};
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class CBaseIssue // Base class concept for vote issues (i.e. Kick Player). Created per level-load and destroyed by CVoteController's dtor.
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{
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public:
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CBaseIssue( const char *typeString );
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virtual ~CBaseIssue();
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const char *GetTypeString( void ); // Connection between console command and specific type of issue
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virtual const char *GetTypeStringLocalized( void ) { return ""; } // When empty, the client uses the classname string and prepends "#Vote_"
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virtual const char *GetDetailsString( void );
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virtual void SetIssueDetails( const char *pszDetails ); // We need to know the details part of the con command for later
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virtual void OnVoteFailed( int iEntityHoldingVote ); // The moment the vote fails, also has some time for feedback before the window goes away
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virtual void OnVoteStarted( void ) {} // Called as soon as the vote starts
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virtual bool IsEnabled( void ) { return false; } // Query the issue to see if it's enabled
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virtual bool CanTeamCallVote( int iTeam ) const; // Can someone on the given team call this vote?
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virtual bool CanCallVote( int nEntIndex, const char *pszDetails, vote_create_failed_t &nFailCode, int &nTime ); // Can this guy hold a vote on this issue?
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virtual bool IsTeamRestrictedVote( void ); // Restrict access and visibility of this vote to a specific team?
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virtual const char *GetDisplayString( void ) = 0; // The string that will be passed to the client for display
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virtual void ExecuteCommand( void ) = 0; // Where the magic happens. Do your thing.
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virtual void ListIssueDetails( CBasePlayer *pForWhom ) = 0; // Someone would like to know all your valid details
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virtual const char *GetVotePassedString( void ); // Get the string an issue would like to display when it passes.
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virtual int CountPotentialVoters( void );
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virtual int GetNumberVoteOptions( void ); // How many choices this vote will have. i.e. Returns 2 on a Yes/No issue (the default).
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virtual bool IsYesNoVote( void );
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virtual void SetYesNoVoteCount( int iNumYesVotes, int iNumNoVotes, int iNumPotentialVotes );
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virtual bool GetVoteOptions( CUtlVector <const char*> &vecNames ); // We use this to generate options for voting
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virtual bool BRecordVoteFailureEventForEntity( int iVoteCallingEntityIndex ) const { return iVoteCallingEntityIndex != DEDICATED_SERVER; }
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void SetIssueCooldownDuration( float flDuration ) { m_flNextCallTime = gpGlobals->curtime + flDuration; } // The issue can not be raised again for this period of time (in seconds)
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virtual float GetQuorumRatio( void ); // Each issue can decide the required ratio of voted-vs-abstained
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virtual bool NeedsPermissionFromGC( void ) { return false; } // Per-issue decision to ask a GC if this vote is permitted (see TF's MvM kick vote for an example)
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virtual void GCResponseReceived( bool bApproved ); // How to handle the response/verdict from the GC (VoteController also receives a response)
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CHandle< CBasePlayer > m_hPlayerTarget; // If the target of the issue is a player, we should store them here
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protected:
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static void ListStandardNoArgCommand( CBasePlayer *forWhom, const char *issueString ); // List a Yes vote command
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struct FailedVote
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{
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char szFailedVoteParameter[MAX_VOTE_DETAILS_LENGTH];
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float flLockoutTime;
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};
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CUtlVector< FailedVote* > m_FailedVotes;
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char m_szTypeString[MAX_COMMAND_LENGTH];
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char m_szDetailsString[MAX_VOTE_DETAILS_LENGTH];
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int m_iNumYesVotes;
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int m_iNumNoVotes;
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int m_iNumPotentialVotes;
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float m_flNextCallTime;
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bool m_bGCNotified;
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bool m_bGCApproved;
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bool m_bGCResponded;
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};
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class CVoteController : public CBaseEntity
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{
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DECLARE_CLASS( CVoteController, CBaseEntity );
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public:
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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virtual ~CVoteController();
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enum TryCastVoteResult
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{
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CAST_OK,
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CAST_FAIL_SERVER_DISABLE,
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CAST_FAIL_NO_ACTIVE_ISSUE,
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CAST_FAIL_TEAM_RESTRICTED,
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CAST_FAIL_NO_CHANGES,
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CAST_FAIL_DUPLICATE,
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CAST_FAIL_VOTE_CLOSED,
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CAST_FAIL_SYSTEM_ERROR
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};
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virtual void Spawn( void );
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virtual int UpdateTransmitState( void );
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virtual bool IsVoteSystemEnabled( void );
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bool SetupVote( int iEntIndex ); // This creates a list of issues for the UI
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bool CreateVote( int iEntIndex, const char *pszTypeString, const char *pszDetailString ); // This is what the UI passes in
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TryCastVoteResult TryCastVote( int iEntIndex, const char *pszVoteString );
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void RegisterIssue( CBaseIssue *pNewIssue );
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void ListIssues( CBasePlayer *pForWhom );
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bool IsValidVoter( CBasePlayer *pWhom );
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bool CanTeamCastVote( int iTeam ) const;
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void SendVoteCreationFailedMessage( vote_create_failed_t nReason, CBasePlayer *pVoteCaller, int nTime = -1 );
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void SendVoteFailedToPassMessage( vote_create_failed_t nReason );
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void VoteChoice_Increment( int nVoteChoice );
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void VoteChoice_Decrement( int nVoteChoice );
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int GetVoteIssueIndexWithHighestCount( void );
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void TrackVoteCaller( CBasePlayer *pPlayer );
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bool CanEntityCallVote( CBasePlayer *pPlayer, int &nCooldown, vote_create_failed_t &nErrorCode );
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bool IsVoteActive( void ) { return ( m_iActiveIssueIndex != INVALID_ISSUE || m_pendingVoteParams.m_iIssueIndex != INVALID_ISSUE ); }
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int GetNumVotesCast( void );
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void AddPlayerToKickWatchList( CSteamID steamID, float flDuration ); // Band-aid until we figure out how player's avoid kick votes
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void AddPlayerToNameLockedList( CSteamID steamID, float flDuration, int nUserID );
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bool IsPlayerBeingKicked( CBasePlayer *pPlayer );
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void GCResponseReceived( bool bVerdict ); // The GC's response when a vote issue requires approval from the GC
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protected:
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void ResetData( void );
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void VoteControllerThink( void );
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void CheckForEarlyVoteClose( void ); // If everyone has voted (and changing votes is not allowed) then end early
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bool SubmitPendingVote( VoteParams_t params ); // When an issue requires permission from the GC, this is how the pending issue moves forward
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CNetworkVar( int, m_iActiveIssueIndex ); // Type of thing being voted on
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CNetworkVar( int, m_iOnlyTeamToVote ); // If an Ally restricted vote, the team number that is allowed to vote
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CNetworkArray( int, m_nVoteOptionCount, MAX_VOTE_OPTIONS ); // Vote options counter
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CNetworkVar( int, m_nPotentialVotes ); // How many votes could come in, so we can close ballot early
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CNetworkVar( bool, m_bIsYesNoVote ); // Is the current issue Yes/No?
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CountdownTimer m_acceptingVotesTimer; // How long from vote start until we count the ballots
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CountdownTimer m_executeCommandTimer; // How long after end of vote time until we execute a passed vote
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CountdownTimer m_resetVoteTimer; // when the current vote will end
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CountdownTimer m_waitingForGCResponseTimer; // Some votes require approval from the GC - wait this long for a response
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int m_nVotesCast[MAX_PLAYERS + 1]; // arrays are zero-based and player indices are one-based
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int m_iEntityHoldingVote;
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VoteParams_t m_pendingVoteParams; // A pending vote that's waiting for a response from the GC
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CUtlVector <CBaseIssue *> m_potentialIssues;
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CUtlVector <const char *> m_VoteOptions;
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CUtlMap <uint64, float> m_VoteCallers; // History of SteamIDs that have tried to call votes.
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friend class CVoteControllerSystem;
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};
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extern CVoteController *g_voteController;
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#endif // VOTE_CONTROLLER_H
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