Voting (#3185)
* Basic voting * Rewrite lobby in XAML. Working lobby voting. * Escape menu is now XAML. * Vote menu works, custom votes, gamemode votes. * Vote timeouts & administration. Basically done now. * I will now pretend I was never planning to code voting hotkeys. * Make vote call UI a bit... funny. * Fix exception on round restart. * Fix some vote command definitions.
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196
Content.Client/Voting/VoteManager.cs
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196
Content.Client/Voting/VoteManager.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.Network.NetMessages;
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using Robust.Client.Console;
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using Robust.Client.UserInterface;
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using Robust.Shared.IoC;
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using Robust.Shared.Network;
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using Robust.Shared.Timing;
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#nullable enable
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namespace Content.Client.Voting
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{
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public interface IVoteManager
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{
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void Initialize();
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void SendCastVote(int voteId, int option);
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void ClearPopupContainer();
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void SetPopupContainer(Control container);
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bool CanCallVote { get; }
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event Action<bool> CanCallVoteChanged;
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}
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public sealed class VoteManager : IVoteManager
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{
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[Dependency] private readonly IClientNetManager _netManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IClientConsoleHost _console = default!;
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private readonly Dictionary<int, ActiveVote> _votes = new();
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private readonly Dictionary<int, VotePopup> _votePopups = new();
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private Control? _popupContainer;
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public bool CanCallVote { get; private set; }
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public event Action<bool>? CanCallVoteChanged;
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public void Initialize()
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{
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_netManager.RegisterNetMessage<MsgVoteData>(MsgVoteData.NAME, ReceiveVoteData);
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_netManager.RegisterNetMessage<MsgVoteCanCall>(MsgVoteCanCall.NAME, ReceiveVoteCanCall);
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}
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public void ClearPopupContainer()
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{
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if (_popupContainer == null)
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return;
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if (!_popupContainer.Disposed)
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{
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foreach (var popup in _votePopups.Values)
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{
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popup.Orphan();
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}
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}
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_votePopups.Clear();
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_popupContainer = null;
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}
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public void SetPopupContainer(Control container)
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{
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if (_popupContainer != null)
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{
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ClearPopupContainer();
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}
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_popupContainer = container;
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foreach (var (vId, vote) in _votes)
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{
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var popup = new VotePopup(vote);
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_votePopups.Add(vId, popup);
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_popupContainer.AddChild(popup);
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popup.UpdateData();
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}
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}
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private void ReceiveVoteData(MsgVoteData message)
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{
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var @new = false;
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var voteId = message.VoteId;
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if (!_votes.TryGetValue(voteId, out var existingVote))
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{
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if (!message.VoteActive)
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{
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// Got "vote inactive" for nonexistent vote???
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return;
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}
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@new = true;
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// New vote from the server.
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var vote = new ActiveVote(voteId)
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{
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Entries = message.Options
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.Select(c => new VoteEntry(c.name))
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.ToArray()
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};
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existingVote = vote;
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_votes.Add(voteId, vote);
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}
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else if (!message.VoteActive)
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{
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// Remove gone vote.
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_votes.Remove(voteId);
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if (_votePopups.TryGetValue(voteId, out var toRemove))
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{
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toRemove.Orphan();
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_votePopups.Remove(voteId);
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}
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return;
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}
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// Update vote data from incoming.
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if (message.IsYourVoteDirty)
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existingVote.OurVote = message.YourVote;
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// On the server, most of these params can't change.
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// It can't hurt to just re-set this stuff since I'm lazy and the server is sending it anyways, so...
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existingVote.Initiator = message.VoteInitiator;
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existingVote.Title = message.VoteTitle;
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existingVote.StartTime = _gameTiming.RealServerToLocal(message.StartTime);
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existingVote.EndTime = _gameTiming.RealServerToLocal(message.EndTime);
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// Logger.Debug($"{existingVote.StartTime}, {existingVote.EndTime}, {_gameTiming.RealTime}");
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for (var i = 0; i < message.Options.Length; i++)
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{
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existingVote.Entries[i].Votes = message.Options[i].votes;
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}
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if (@new && _popupContainer != null)
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{
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var popup = new VotePopup(existingVote);
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_votePopups.Add(voteId, popup);
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_popupContainer.AddChild(popup);
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}
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if (_votePopups.TryGetValue(voteId, out var ePopup))
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{
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ePopup.UpdateData();
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}
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}
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private void ReceiveVoteCanCall(MsgVoteCanCall message)
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{
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if (CanCallVote == message.CanCall)
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return;
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CanCallVote = message.CanCall;
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CanCallVoteChanged?.Invoke(CanCallVote);
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}
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public void SendCastVote(int voteId, int option)
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{
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var data = _votes[voteId];
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// Update immediately to avoid any funny reconciliation bugs.
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// See also code in server side to avoid bulldozing this.
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data.OurVote = option;
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_console.LocalShell.RemoteExecuteCommand($"vote {voteId} {option}");
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}
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public sealed class ActiveVote
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{
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public VoteEntry[] Entries = default!;
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// Both of these are local RealTime (converted at NetMsg receive).
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public TimeSpan StartTime;
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public TimeSpan EndTime;
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public string Title = "";
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public string Initiator = "";
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public int? OurVote;
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public int Id;
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public ActiveVote(int voteId)
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{
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Id = voteId;
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}
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}
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public class VoteEntry
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{
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public string Text { get; }
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public int Votes { get; set; }
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public VoteEntry(string text)
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{
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Text = text;
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}
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}
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}
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}
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