hl2_src-leak-2017/src/game/server/vote_controller.h

171 lines
8.0 KiB
C++

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