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# TribesVoting.VotingReplicationInfo

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    class VotingReplicationInfo extends Engine.VotingReplicationInfoBase;

    enum RepDataType
    {
    	REPDATATYPE_GameConfig,
    	REPDATATYPE_MapList,
    	REPDATATYPE_MapVoteCount,
    	REPDATATYPE_KickVoteCount,
    	REPDATATYPE_AdminVoteCount,
    	REPDATATYPE_TeamDamageVoteCount,
    	REPDATATYPE_TournamentVoteCount,
    	REPDATATYPE_MatchConfig,
    	REPDATATYPE_Maps,
    	REPDATATYPE_Mutators
    };

    struct TickedReplicationQueueItem
    {
    	var RepDataType DataType;
    	var int Index;
    	var int Last;
    };

    struct MutatorData
    {
        var string ClassName;
        var string FriendlyName;
    };

    var array<TickedReplicationQueueItem> TickedReplicationQueue;
    var array<VotingHandler.MapVoteMapList> MapList;
    var int MapCount;             // total count of maps

    var array<VotingHandler.MapVoteGameConfigLite> GameConfig;  // game types
    var int GameConfigCount;      // total count of game types
    var int CurrentGameConfig;
    var bool bWaitingForReply;     // used in replication

    var array<VotingHandler.MapVoteScore> MapVoteCount;
    var array<VotingHandler.KickVoteScore> KickVoteCount;
    var array<VotingHandler.AdminVoteScore> AdminVoteCount;
    var VotingHandler.TeamDamageVoteScore TeamDamageVoteCount;
    var VotingHandler.TournamentVoteScore TournamentVoteCount;

    var int MapVote;      // Index of the map that the owner has voted for
    var int VoteCount;
    var int GameVote;       // Index of the Game type that the owner has voted for
    var int KickVote;       // PlayerID of the that the owner has voted against to kick
    var int AdminVote;      // PlayerID of the that the owner has voted for admin
    var int TeamDamageVote; // Team damage vote (-1 = not voted, 0 = no , 1 = yes)
    var int TournamentVote; // Tournament vote (-1 = not voted, 0 = no , 1 = yes)
    var PlayerController PlayerOwner;    // player this RI belongs too
    var int PlayerID;     // PlayerID of the owner. Needed to match up when player disconnects and owner == none
    var byte Mode;        // voting mode enum

    var bool bMapVote;             // Map voting enabled
    var bool bKickVote;            // Kick voting enabled
    var bool bAdminVote;           // Admin voting enabled
    var bool bTeamDamageVote;      // Team Damage voting enabled
    var bool bTournamentVote;      // Tournament voting enabled
    var bool bMatchSetup;          // MatchSetup enabled
    var bool bMatchSetupPermitted; // owner is logged in as a MatchSetup user.
    var bool bMatchSetupAccepted;  // owner has accept the current match settings

    var bool bSendingMatchSetup;   // currently sending match setup stuff to client
    var int SecurityLevel;         // matchsetup users security level
    var config bool bDebugLog;
    var() name CountDownSounds[60];
    var int CountDown;

    var TribesVotingHandler VH;

    // localization
    var localized string lmsgSavedAsDefaultSuccess, lmsgNotAllAccepted;

    // Client Response Identifiers
    var string MapID, MutatorID, OptionID, GeneralID;
    var string URLID, StatusID, MatchSetupID, LoginID, CompleteID;
    var string AddID, RemoveID, UpdateID, FailedID, TournamentID, DemoRecID, GameTypeID;

    //------------------------------------------------------------------------------------------------
    replication
    {
    	// Variables the server should send to the client only initially
    	reliable if( Role==ROLE_Authority && bNetInitial)
    		PlayerOwner,
    		MapCount,
    		GameConfigCount,
    		bKickVote,
    		bAdminVote,
    		bTournamentVote,
    		bTeamDamageVote,
    		bMapVote,
    		bMatchSetup,
    		CurrentGameConfig;
    		//bIsSpectator;

    	// Variables or Functions the server should send to the client and keep updated if MapVoting enabled
    	reliable if (Role==ROLE_Authority)
    		ReceiveGameConfig,
    		ReceiveMapInfo,
    		CloseWindow,
    		OpenWindow,
    		ReceiveMapVoteCount,
    		ReceiveKickVoteCount,
    		ReceiveAdminVoteCount,
    		ReceiveTeamDamageVoteCount,
    		ReceiveTournamentVoteCount,
    		Mode,
    		PlayCountDown;

        // note: send playerid is not really used anymore...

    	// Functions the server should send to the client if KickVoting or AdminVoting enabled
    	reliable if( Role==ROLE_Authority && (bKickVote || bAdminVote))
    		SendPlayerID;

    	// Variables or Functions the server should send to the client
    	// and keep updated if MatchSetup is enabled
    	reliable if( Role==ROLE_Authority && bMatchSetup )
    		bMatchSetupPermitted,
    		bMatchSetupAccepted,
    		SecurityLevel;

    	// functions the client calls on the server
    	reliable if( Role < ROLE_Authority )
    		ReplicationReply,
    		SendMapVote,
    		SendKickVote,
    		SendAdminVote,
    		MatchSetupLogin,
    		RequestMatchSettings,
    		MatchSettingsSubmit,
    		SaveAsDefault,
    		RestoreDefaultProfile,
    		MatchSetupLogout,
    		RequestPlayerIP;
    }
    //------------------------------------------------------------------------------------------------
    event PostBeginPlay()
    {
    	Super.PostBeginPlay();

    	PlayerOwner = PlayerController(Owner);
    	VH = TribesVotingHandler(Level.Game.VotingHandler);
    }

    simulated event PostNetBeginPlay()
    {
    	DebugLog("____VotingReplicationInfo.PostNetBeginPlay");
        Super.PostNetBeginPlay();
        GetServerData();

    	DebugLog("****** VotingReplicationInfo.PostNetBeginPlay ******");
    }
    simulated event PostNetReceive()
    {
    	bNetNotify = NeedNetNotify();
    	if ( !bNetNotify && Owner == None )
    		SetOwner(PlayerOwner);
    }

    simulated function bool NeedNetNotify()
    {
    	return PlayerOwner == None;
    }
    simulated function GUIController GetController()
    {
    	if ( Level.NetMode == NM_ListenServer || Level.NetMode == NM_Client )
    	{
    		if ( PlayerOwner != None && PlayerOwner.Player != None )
    			return GUIController(PlayerOwner.Player.GUIController);
    	}

    	return None;
    }

    //------------------------------------------------------------------------------------------------
    simulated function GetServerData()
    {
    	// grab data from VotingHandler on server side
    	if (Level.NetMode != NM_Client)
    	{
    	    DebugLog("*** get server data ***");

    		bKickVote = VH.bKickVote;
    		bAdminVote = VH.bAdminVote;
    		bTeamDamageVote = VH.bTeamDamageVote;
    		bTournamentVote = VH.bTournamentVote;
    		bMapVote = VH.bMapVote;
    		bMatchSetup = VH.bMatchSetup;
    		MapCount = VH.MapCount;
    		GameConfigCount = VH.GameConfig.Length;

    		if (bMapVote)
    		{
    		    DebugLog("get server map and gametype data");

    			Mode = byte(VH.bEliminationMode);
    			Mode += byte(VH.bScoreMode) * 2;
    			Mode += byte(VH.bAccumulationMode) * 4;

    			CurrentGameConfig = VH.CurrentGameConfig;

                DebugLog("map count: "$MapCount);
                DebugLog("game count: "$GameConfigCount);

    			AddToTickedReplicationQueue(REPDATATYPE_GameConfig, GameConfigCount-1);
    			AddToTickedReplicationQueue(REPDATATYPE_MapList, MapCount-1);

    			if (VH.MapVoteCount.Length>0)
    				AddToTickedReplicationQueue(REPDATATYPE_MapVoteCount, VH.MapVoteCount.Length-1);
    		}

    		if (bKickVote && VH.KickVoteCount.Length>0)
    			AddToTickedReplicationQueue(REPDATATYPE_KickVoteCount, VH.KickVoteCount.Length-1);

    		if (bAdminVote && VH.AdminVoteCount.Length>0)
    			AddToTickedReplicationQueue(REPDATATYPE_AdminVoteCount, VH.AdminVoteCount.Length-1);

    		if (bTeamDamageVote && (VH.TeamDamageVoteCount.YesVotes>0 || VH.TeamDamageVoteCount.NoVotes>0))
    			AddToTickedReplicationQueue(REPDATATYPE_TeamDamageVoteCount, 0);

    		if (bTournamentVote && (VH.TournamentVoteCount.YesVotes>0 || VH.TournamentVoteCount.NoVotes>0))
    			AddToTickedReplicationQueue(REPDATATYPE_TournamentVoteCount, 0);
    	}
    }
    //------------------------------------------------------------------------------------------------
    simulated function Tick(float DeltaTime)
    {
    	local int i;
    	local bool bDedicated, bListening;

    	if( TickedReplicationQueue.Length == 0 || bWaitingForReply)
    		return;

    	bDedicated = Level.NetMode == NM_DedicatedServer ||
    	            (Level.NetMode == NM_ListenServer && PlayerOwner != none &&
    				 PlayerOwner.Player.Console == none );

      	bListening = Level.NetMode == NM_ListenServer && PlayerOwner != none &&
    	             PlayerOwner.Player.Console != none;

    	if( !bDedicated && !bListening )
    		return;

    	i = TickedReplicationQueue.Length - 1;

    	switch( TickedReplicationQueue[i].DataType )
    	{
    		case REPDATATYPE_GameConfig:
    			TickedReplication_GameConfig(TickedReplicationQueue[i].Index, bDedicated);
     			break;
    		case REPDATATYPE_MapList:
    			TickedReplication_MapList(TickedReplicationQueue[i].Index, bDedicated);
    			break;
    		case REPDATATYPE_MapVoteCount:
    			TickedReplication_MapVoteCount(TickedReplicationQueue[i].Index, bDedicated);
    			break;
    		case REPDATATYPE_KickVoteCount:
    			TickedReplication_KickVoteCount(TickedReplicationQueue[i].Index, bDedicated);
    			break;
    		case REPDATATYPE_AdminVoteCount:
    			TickedReplication_AdminVoteCount(TickedReplicationQueue[i].Index, bDedicated);
    			break;
    		case REPDATATYPE_TeamDamageVoteCount:
    		    TickedReplication_TeamDamageVoteCount(TickedReplicationQueue[i].Index, bDedicated);
    		case REPDATATYPE_TournamentVoteCount:
    		    TickedReplication_TeamDamageVoteCount(TickedReplicationQueue[i].Index, bDedicated);
    		case REPDATATYPE_MatchConfig:
    			TickedReplication_MatchConfig(TickedReplicationQueue[i].Index, bDedicated);
    			break;
    		case REPDATATYPE_Maps:
    			TickedReplication_Maps(TickedReplicationQueue[i].Index, bDedicated);
    			break;
    		case REPDATATYPE_Mutators:
    			TickedReplication_Mutators(TickedReplicationQueue[i].Index, bDedicated);
    			break;
    	}
    	TickedReplicationQueue[i].Index++;
    	if( TickedReplicationQueue[i].Index > TickedReplicationQueue[i].Last )
    		TickedReplicationQueue.Remove(i,1);
    }
    //------------------------------------------------------------------------------------------------
    function AddToTickedReplicationQueue(RepDataType Type, int Last)
    {
    	if( Last > -1 )
    	{
    		TickedReplicationQueue.Insert(0,1);
    		TickedReplicationQueue[0].DataType = Type;
    		TickedReplicationQueue[0].Index = 0;
    		TickedReplicationQueue[0].Last = Last;
    	}
    }
    //------------------------------------------------------------------------------------------------
    function TickedReplication_GameConfig(int Index, bool bDedicated)
    {
    	local VotingHandler.MapVoteGameConfigLite GameConfigItem;

    	GameConfigItem = VH.GetGameConfig(Index);
    	DebugLog("___Sending " $ Index $ " - " $ GameConfigItem.GameName);
    	if( bDedicated )
    	{
    		ReceiveGameConfig(GameConfigItem); // replicate one GameConfig each tick
    		bWaitingForReply = True;
    	}
    	else
    		GameConfig[GameConfig.Length] = GameConfigItem;
    }
    //------------------------------------------------------------------------------------------------
    function TickedReplication_MapList(int Index, bool bDedicated)
    {
     	local VotingHandler.MapVoteMapList MapInfo;

    	MapInfo = VH.GetMapList(Index);
    	DebugLog("___Sending " $ Index $ " - " $ MapInfo.MapName);

    	if( bDedicated )
    	{
    		ReceiveMapInfo(MapInfo);  // replicate one map each tick until all maps are replicated.
    		bWaitingForReply = True;
    	}
    	else
    		MapList[MapList.Length] = MapInfo;
    }
    //------------------------------------------------------------------------------------------------
    function TickedReplication_MatchConfig(int Index, bool bDedicated)
    {
        // TribesVoting TODO - match config

        // i think this is the stuff where dudes vote at the end of the match for the next match...

        /*
    	local MatchConfig MatchProfile;
    	local PlayInfo.PlayInfoData PIData;

    	if( Index < 6 )
    	{
    		MatchProfile = VH.MatchProfile;
    		switch( Index )
    		{
    			case 0:
    				SendClientResponse( GeneralID, UpdateID $ Chr(27) $ GameTypeID, MatchProfile.GameClassString);
    				break;
    			case 1:
    				SendClientResponse( MapID, UpdateID, MatchProfile.MapIndexList );
    				break;
    			case 2:
    				SendClientResponse( MutatorID, UpdateID, MatchProfile.MutatorIndexList );
    				break;
    			case 3:
    				SendClientResponse( GeneralID, UpdateId $ Chr(27) $ URLID, MatchProfile.Parameters );
    				break;
    			case 4:
    				SendClientResponse( GeneralID, UpdateId $ Chr(27) $ TournamentID, string(MatchProfile.bTournamentMode) );
    				break;
    			case 5:
    				SendClientResponse( GeneralID, UpdateID $ Chr(27) $ DemoRecID, MatchProfile.DemoRecFileName );
    				break;
    		}
    		bWaitingForReply = bDedicated;
    	}
    	else
    	{
    		DebugLog("___Sending " $ VH.MatchProfile.PInfo.Settings[Index-6].SettingName);
    		PIData = VH.MatchProfile.PInfo.Settings[Index-6];
    		if( PIData.ArrayDim == -1) // no array properties (cant handle them)
    		{
    			SendClientResponse( OptionID, AddID, PIData.SettingName $ Chr(27) $ PIData.ClassFrom $ Chr(27) $ PIData.Value );
    			bWaitingForReply = bDedicated;
    		}
    	}
    	*/
    }
    //------------------------------------------------------------------------------------------------
    function TickedReplication_MapVoteCount(int Index, bool bDedicated)
    {
    	DebugLog("___Sending MapVoteCountIndex " $ Index);
    	if( bDedicated )
    	{
    		ReceiveMapVoteCount(VH.MapVoteCount[Index], True);
    		bWaitingForReply = True;
    	}
    	else
    		MapVoteCount[MapVoteCount.Length] = VH.MapVoteCount[Index];
    }
    //------------------------------------------------------------------------------------------------
    function TickedReplication_KickVoteCount(int Index, bool bDedicated)
    {
    	DebugLog("___Sending KickVoteCountIndex " $ Index);
    	if( bDedicated )
    	{
    		ReceiveKickVoteCount(VH.KickVoteCount[Index], True);
    		bWaitingForReply = True;
    	}
    	else
    		KickVoteCount[KickVoteCount.Length] = VH.KickVoteCount[Index];
    }
    //------------------------------------------------------------------------------------------------
    function TickedReplication_AdminVoteCount(int Index, bool bDedicated)
    {
    	DebugLog("___Sending AdminVoteCountIndex " $ Index);
    	if( bDedicated )
    	{
    		ReceiveAdminVoteCount(VH.AdminVoteCount[Index], True);
    		bWaitingForReply = True;
    	}
    	else
    		AdminVoteCount[AdminVoteCount.Length] = VH.AdminVoteCount[Index];
    }
    //------------------------------------------------------------------------------------------------
    function TickedReplication_TeamDamageVoteCount(int Index, bool bDedicated)
    {
    	DebugLog("___Sending TeamDamageVoteCountIndex");
    	if (bDedicated)
    	{
    		ReceiveTeamDamageVoteCount(VH.TeamDamageVoteCount, True);
    		bWaitingForReply = True;
    	}
    	else
    		TeamDamageVoteCount = VH.TeamDamageVoteCount;
    }
    //------------------------------------------------------------------------------------------------
    function TickedReplication_TournamentVoteCount(int Index, bool bDedicated)
    {
    	DebugLog("___Sending TournamentVoteCountIndex " $ Index);
    	if (bDedicated)
    	{
    		ReceiveTournamentVoteCount(VH.TournamentVoteCount, True);
    		bWaitingForReply = True;
    	}
    	else
    		TournamentVoteCount = VH.TournamentVoteCount;
    }
    //------------------------------------------------------------------------------------------------
    function TickedReplication_Maps(int Index, bool bDedicated)
    {
        // TribesVoting TODO - ticked replication maps? what does this actually do?!

    	DebugLog("TickedReplication_Maps " $ Index $ ", " $ VH.MapList[index].MapName);

    	SendClientResponse(MapID, AddID, Index $ "," $ VH.MapList[index].MapName);
    	bWaitingForReply = bDedicated;
    }
    //------------------------------------------------------------------------------------------------
    function TickedReplication_Mutators(int Index, bool bDedicated)
    {
        // TribesVoting TODO - mutators

        /*
    	local MatchConfig MatchProfile;
    	local MutatorData M;

    	MatchProfile = VH.MatchProfile;
    	DebugLog("TickedReplication_Mutators " $ Index $ ", " $ MatchProfile.Mutators[Index].ClassName);

    	M.ClassName = MatchProfile.Mutators[Index].ClassName;
    	M.FriendlyName = MatchProfile.Mutators[Index].FriendlyName;

    	SendClientResponse( MutatorID, AddID, Index $ "," $ M.ClassName $ Chr(27) $ M.FriendlyName );
    	bWaitingForReply = bDedicated;
    	*/
    }
    //------------------------------------------------------------------------------------------------
    simulated function ReceiveGameConfig(VotingHandler.MapVoteGameConfigLite p_GameConfig)
    {
    	GameConfig[GameConfig.Length] = p_GameConfig;
    	DebugLog("___Receiving - " $ p_GameConfig.GameName);
    	ReplicationReply();
    }
    //------------------------------------------------------------------------------------------------
    simulated function ReceiveMapInfo(VotingHandler.MapVoteMapList MapInfo)
    {
    	MapList[MapList.Length] = MapInfo;
    	DebugLog("___Receiving - " $ MapInfo.MapName);
    	ReplicationReply();
    }
    //------------------------------------------------------------------------------------------------
    simulated function ReceiveMapVoteCount(VotingHandler.MapVoteScore MVCData, bool bReply)
    {
    	local int i;
    	local bool bFound;

        DebugLog("voting replication info: recieve map vote count");

    	for( i=0; i<MapVoteCount.Length; i++ )
    	{
    		if( MVCData.MapIndex == MapVoteCount[i].MapIndex &&
    			MVCData.GameConfigIndex == MapVoteCount[i].GameConfigIndex)
    		{
    			if( MVCData.VoteCount <= 0 )
    				MapVoteCount.Remove( i, 1);  // canceled vote
    			else
    				MapVoteCount[i].VoteCount = MVCData.VoteCount; // updated vote
    			bFound = True;
    			break;
    		}
    	}

    	if( !bFound ) // new vote
    	{
    	    // TribesVoting michaelj - a new map vote has been started

    		DebugLog("new map vote started");

    		i = MapVoteCount.Length;
    		MapVoteCount.Insert(i,1);
    		MapVoteCount[i] = MVCData;
    	}

    	if( bReply )
    		ReplicationReply();
    	else if ( PlayerOwner != None && PlayerOwner.Player != None )
    	{
    	    // TribesVoting TODO - update map vote count

            // TribesVoting michaelj - this is where you should hook up your UI to track map votes and stuffs...

            DebugLog("map vote count changed");

    	    /*
    		if ( MapVotingPage(GetController().ActivePage) != None )
    			MapVotingPage(GetController().ActivePage).UpdateMapVoteCount(i,MVCData.VoteCount==0);
    		if( MapInfoPage(GetController().ActivePage) != none )
    			MapVotingPage(GetController().ActivePage.ParentPage).UpdateMapVoteCount(i,MVCData.VoteCount== 0);
    			*/
    	}
    }
    //------------------------------------------------------------------------------------------------
    simulated function ReceiveKickVoteCount(VotingHandler.KickVoteScore KVCData, bool bReply)
    {
    	local int i;
    	local bool bFound;

    	for( i=0; i<KickVoteCount.Length; i++ )
    	{
    		if( KVCData.PlayerID == KickVoteCount[i].PlayerID )
    		{
    			KickVoteCount[i].KickVoteCount = KVCData.KickVoteCount;
    			bFound = True;
    			break;
    		}
    	}

    	if( !bFound )
    	{
    		i = KickVoteCount.Length;
    		KickVoteCount.Insert(i,1);
    		KickVoteCount[i] = KVCData;

    		// TribesVoting michaelj

    		DebugLog("new kick vote started");
    	}

    	if( bReply )
    		ReplicationReply();
    	else
    	{
    	    // TribesVoting TODO - update kick vote count

            // TribesVoting michaelj - this is where you should hookup to your ui to display kick votes for each player

            DebugLog("kick vote count changed");

    	    /*
    		if( KickVotingPage(GetController().ActivePage) != None )
    			KickVotingPage(GetController().ActivePage).UpdateKickVoteCount(KickVoteCount[i]);
    			*/
    	}
    }
    //------------------------------------------------------------------------------------------------
    simulated function ReceiveAdminVoteCount(VotingHandler.AdminVoteScore data, bool bReply)
    {
    	local int i;
    	local bool bFound;

    	for( i=0; i<AdminVoteCount.Length; i++ )
    	{
    		if( data.PlayerID == AdminVoteCount[i].PlayerID )
    		{
    			AdminVoteCount[i].AdminVoteCount = data.AdminVoteCount;
    			bFound = True;
    			break;
    		}
    	}

    	if( !bFound )
    	{
    		i = AdminVoteCount.Length;
    		AdminVoteCount.Insert(i,1);
    		AdminVoteCount[i] = data;

    		// TribesVoting michaelj

    		DebugLog("new admin vote started");
    	}

    	if( bReply )
    		ReplicationReply();
    	else
    	{
    	    // TribesVoting TODO - update admin vote count

            // TribesVoting michaelj - this is where you should hookup to your ui to display admin votes for each player

            DebugLog("admin vote count changed");

    	    /*
    		if( AdminVotingPage(GetController().ActivePage) != None )
    			AdminVotingPage(GetController().ActivePage).UpdateAdminVoteCount(AdminVoteCount[i]);
    			*/
    	}
    }
    //------------------------------------------------------------------------------------------------
    simulated function ReceiveTeamDamageVoteCount(VotingHandler.TeamDamageVoteScore data, bool bReply)
    {
        TeamDamageVoteCount = data;

    	if (bReply)
    		ReplicationReply();         // what does this do?
    	else
    	{
            // TribesVoting michaelj - this is where you should hookup to your ui to update team damage votes

            DebugLog("team damage vote count changed");

            // ...
    	}
    }
    //------------------------------------------------------------------------------------------------
    simulated function ReceiveTournamentVoteCount(VotingHandler.TournamentVoteScore data, bool bReply)
    {
        TournamentVoteCount = data;

    	if (bReply)
    		ReplicationReply();         // what does this do?
    	else
    	{
            // TribesVoting michaelj - this is where you should hookup to your ui to update team damage votes

            DebugLog("tournament vote count changed");

            // ...
    	}
    }
    //------------------------------------------------------------------------------------------------
    function ReplicationReply()
    {
        // what does this method do?

    	bWaitingForReply = False;

    	if (bSendingMatchSetup && TickedReplicationQueue.Length==0)
    	{
    		SendClientResponse(StatusID, CompleteID);
    		bSendingMatchSetup = false;
    	}
    }

    // glenn's stuff:

    function SubmitKickVote(string name)
    {
        local int i;
        local int id;
        local PlayerController player;

        DebugLog("submit kick vote: "$name);

        // translate from player name to player id

        id = -1;

        DebugLog("MVRI length: "$VH.MVRI.length);

        for (i=0; i<VH.MVRI.length; i++)
        {
            player = VH.MVRI[i].PlayerOwner;

            //log("searching: "$player.playerReplicationInfo.playerName, 'voting');

            if (player.playerReplicationInfo.playerName~=name)
            {
                id = VH.MVRI[i].PlayerID;
                //log("found player "$name$" with id "$id, 'voting');
                break;
            }
        }

        if (id>=0)
            SendKickVote(id);
        else
            log("invalid player name in kick vote: "$name, 'voting');
    }

    function SubmitAdminVote(string name)
    {
        local int i;
        local int id;
        local PlayerController player;

        DebugLog("submit admin vote: "$name);

        // translate from player name to player id

        id = -1;

        DebugLog("MVRI length: "$VH.MVRI.length);

        for (i=0; i<VH.MVRI.length; i++)
        {
            player = VH.MVRI[i].PlayerOwner;

            //log("searching: "$player.playerReplicationInfo.playerName, 'voting');

            if (player.playerReplicationInfo.playerName~=name)
            {
                id = VH.MVRI[i].PlayerID;
                //log("found player "$name$" with id "$id, 'voting');
                break;
            }
        }

        if (id>=0)
            SendAdminVote(id);
        else
            log("invalid player name in admin vote: "$name, 'voting');
    }

    function SubmitMapVote(string map, string gametype)
    {
        local int i;
        local int mapIndex;
        local int gameTypeIndex;

        DebugLog("submit map vote: "$map$" ["$gametype$"]");

        if (VH.MapList.length==0)
        {
            log("*** no multiplayer maps found ***", 'voting');
            return;
        }

        if (VH.GameConfig.length==0)
        {
            log("*** no game types found ***", 'voting');
            return;
        }

        // look up map index from map name

        mapIndex = -1;

        for (i=0; i<VH.MapList.length; i++)
        {
            if (VH.MapList[i].mapName~=map)
            {
                //log("found map "$map$" with index "$i, 'voting');
                mapIndex = i;
                break;
            }
        }

        if (mapIndex<0)
        {
            log("invalid map name in map vote: "$map, 'voting');
            return;
        }

        // look up game type index from gametype name

        gameTypeIndex = -1;

        DebugLog("game type count: "$VH.GameConfig.length);

        for (i=0; i<VH.GameConfig.length; i++)
        {
            //log("game type check: "$gametype$" vs. "$VH.GameConfig[i].prefix);

            if (VH.GameConfig[i].Prefix~=gametype)
            {
                //log("found gametype "$gametype$" with index "$i, 'voting');
                gameTypeIndex = i;
                break;
            }
        }

        if (gameTypeIndex<0)
        {
            log("invalid gametype name in map vote: "$gametype, 'voting');
            log("defaulting to gametype 0: "$VH.GameConfig[0].gameName, 'voting');
            gameTypeIndex = 0;
        }

        // todo: verify game type is supported for map?

        SendMapVote(mapIndex, gameTypeIndex);
    }

    function SubmitTeamDamageVote(bool vote)
    {
        DebugLog("submit team damage vote: "$vote);

    	VH.SubmitTeamDamageVote(vote, Owner);
    }

    function SubmitTournamentVote(bool vote)
    {
        DebugLog("submit tourament damage vote: "$vote);

    	VH.SubmitTournamentVote(vote, Owner);
    }

    //------------------------------------------------------------------------------------------------
    function SendMapVote(int MapIndex, int p_GameIndex)
    {
    	DebugLog("MVRI.SendMapVote(" $ MapIndex $ ", " $ p_GameIndex $ ")");
    	VH.SubmitMapVote(MapIndex,p_GameIndex,Owner);
    }
    //------------------------------------------------------------------------------------------------
    function SendKickVote(int PlayerID)
    {
    	VH.SubmitKickVote(PlayerID, Owner);
    }

    function SendAdminVote(int PlayerID)
    {
    	VH.SubmitAdminVote(PlayerID, Owner);
    }
    //------------------------------------------------------------------------------------------------
    simulated function CloseWindow()
    {
        // TribesVoting TODO - close voting window

        // TribesVoting michaelj - unreal thinks that voting windows should be closed, whee! - cant find where/if this is called

        DebugLog("close voting windows");

    	settimer(0,false);

        /*
    	GetController().CloseAll(true);
    	*/
    }
    //------------------------------------------------------------------------------------------------
    simulated function OpenWindow()
    {
        // TribesVoting TODO - open map voting menu

        // TribesVoting michaelj - unreal thinks that now would be a good time to open the map voting ui, not sure if this gets called, cant find anywhere that calls it in this file

        DebugLog("open voting windows");

    	//GetController().OpenMenu(GetController().MapVotingMenu);
    }
    //------------------------------------------------------------------------------------------------
    simulated function string GetMapNameString(int Index)
    {
    	if(Index >= MapList.Length)
    		return "";
    	else
    		return MapList[Index].MapName;
    }
    //------------------------------------------------------------------------------------------------
    function MatchSetupLogin(string UserID, string Password)
    {
    	local int SecLevel;

    	if( VH.MatchSetupLogin(UserID,Password,PlayerOwner,SecLevel) )
    	{
    		bMatchSetupPermitted=True;
    		SecurityLevel = SecLevel;

    		SendClientResponse(LoginID,"1");
    	}
    	else
    	{
    		bMatchSetupPermitted=False;
    		SendClientResponse(LoginID);
    	}
    }
    //------------------------------------------------------------------------------------------------
    function MatchSetupLogout()
    {
    	bMatchSetupPermitted = false;
    	bMatchSetupAccepted = false;
    	bSendingMatchSetup = false;
    	VH.MatchSetupLogout( PlayerOwner );

    	SendClientResponse("logout");
    }
    //------------------------------------------------------------------------------------------------
    function RequestMatchSettings(bool bRefreshMaps, bool bRefreshMutators)
    {
        // TribesVoting TODO - request match settings

        /*
    	DebugLog("____RequestConfigSettings");

    	if(bMatchSetupPermitted)
    	{
    		bMatchSetupAccepted = false;
    		bSendingMatchSetup = true;

    		// Send the full list of maps
    		if ( bRefreshMaps )
    			AddToTickedReplicationQueue(REPDATATYPE_Maps, VH.MatchProfile.Maps.Length-1);

    		// Send the full list of mutators
    		if ( bRefreshMutators )
    			AddToTickedReplicationQueue(REPDATATYPE_Mutators, VH.MatchProfile.Mutators.Length-1);

    		// Send the game configuration, including the active maps & mutators, command line params, and misc. settings
    		AddToTickedReplicationQueue(REPDATATYPE_MatchConfig, VH.MatchProfile.PInfo.Settings.Length + 5);
    	}
    	else SendClientResponse(MatchSetupID, FailedID);
    	*/
    }
    function SendClientResponse( string Identifier, optional string Response, optional string Data )
    {
    	if ( Identifier == "" )
    		return;

    	if ( Response != "" )
    		Identifier $= ":" $ Response;

    	if ( Data != "" )
    		Identifier $= ";" $ Data;

    	SendResponse(Identifier);
    }

    function ReceiveCommand( string Command )
    {
    	local string Type, Info, Data;

    	DecodeCommand( Command, Type, Info, Data );
    	HandleCommand( Type, Info, Data );
    }

    static function DecodeCommand( string Response, out string Type, out string Info, out string Data )
    {
        // TribesVoting TODO - what is this used for?

        //log("decode command: "$type$", "$info$", "$data);

        /*
    	local string str;

    	Type = "";
    	Info = "";
    	Data = "";

    	if ( Response == "" )
    		return;

    	if ( Divide(Response, ":", Type, str) )
    	{
    		if ( !Divide(str, ";", Info, Data) )
    			Info = str;
    	}
    	else Type = Response;
    	*/
    }

    function HandleCommand( string Type, string Info, string Data )
    {
        // TribesVoting TODO - what is this used for?

        DebugLog("handle command: "$type$", "$info$", "$data);

        /*
    	local bool bPropagate;

    	if ( Type == "" )
    		return;

    	log("HandleCommand Type: '"$Type$"'   Info: '"$Info$"'   Data: '"$Data$"'",'MapVoteDebug');
    	switch ( Type )
    	{
    	case MapID:
    		if ( bMatchSetupPermitted )
    		{
    			bMatchSetupAccepted = false;
    			bPropagate = VH.MatchProfile.ChangeSetting(Type, Info);
    		}

    		break;

    	case MutatorID:
    		if ( bMatchSetupPermitted )
    		{
    			bMatchSetupAccepted = false;
    			bPropagate = VH.MatchProfile.ChangeSetting( Type, Info );
    		}
    		break;

    	case GeneralID:
    		if ( bMatchSetupPermitted )
    		{
    			bMatchSetupAccepted = false;
    			switch ( Info )
    			{
    			case OptionID:
    			case TournamentID:
    			case DemoRecID:
    				bPropagate = VH.MatchProfile.ChangeSetting( Info, Data );
    			}
    		}

    		break;
    	}

    	if ( bPropagate )
    		VH.PropagateValue(Self, Type, Info, Data);
    		*/
    }

    simulated function SendResponse(string Response)
    {
    	Super.SendResponse(Response);
    	ReplicationReply();
    }

    //------------------------------------------------------------------------------------------------
    function MatchSettingsSubmit()
    {
    	local int i;
    	local bool bAllAccepted;

    	DebugLog("____MatchSettingsSubmit()");

    	if(bMatchSetupPermitted)
    	{
    		bAllAccepted = true;
    		bMatchSetupAccepted = true;
    		// check if any match setup users did not accept the settings
    		for( i=0; i<VH.MVRI.Length; i++)
    		{
    			if(VH.MVRI[i].bMatchSetupPermitted && !VH.MVRI[i].bMatchSetupAccepted)
    			{
    				bAllAccepted = false;
    				break;
    			}
    		}

    		// TribesVoting TODO - match profile start match

            /*
    		if( bAllAccepted ) // if all match setup users accepted then implement changes
    			VH.MatchProfile.StartMatch();
    		else SendClientResponse(StatusID, lmsgNotAllAccepted);
    			*/
    	}
    }
    //------------------------------------------------------------------------------------------------
    function SaveAsDefault()
    {
    	DebugLog("____SaveAsDefault()");

    	// double chech permissions just incase
    	if( bMatchSetupPermitted && PlayerOwner.PlayerReplicationInfo.bAdmin )
    	{
    	    // TribesVoting TODO - match profile save default

    		//VH.MatchProfile.SaveDefault();
    		SendClientResponse(StatusID, lmsgSavedAsDefaultSuccess);
    	}
    }
    //------------------------------------------------------------------------------------------------
    function RestoreDefaultProfile()
    {
        // TribesVoting TODO - match profile

        /*
    	local MatchConfig MatchProfile;

    	DebugLog("____RestoreDefaultProfile()");

    	// double chech permissions just incase
    	if( bMatchSetupPermitted )
    	{
    		MatchProfile = VH.MatchProfile;
    		MatchProfile.RestoreDefault(PlayerOwner);
    	}
    	*/
    }
    //------------------------------------------------------------------------------------------------
    simulated function PlayCountDown(int Count)
    {
        // TribesVoting michaelj - unreal is starting a voting count down - i suspect this is for match setup only

        DebugLog("starting count down from "$count);

        setTimer(1,false);

        /*
    	local float t;

        if(Count > 10 && Count <= 60 && CountDownSounds[Count-1] != '')
            PlayerOwner.PlayStatusAnnouncement( CountDownSounds[Count-1], 1);

    	if( Count == 10 )
    	{
    	    t = GetSoundDuration(PlayerOwner.StatusAnnouncer.PreCacheSound(CountDownSounds[9]));
    	    if(t + 0.15 < 1)
    			t = 1;
        	SetTimer(t + 0.15,false);
        	PlayerOwner.PlayStatusAnnouncement( CountDownSounds[9], 1);
        	CountDown = 9;
        }
        */
    }
    //------------------------------------------------------------------------------------------------
    simulated function Timer()
    {
        // TribesVoting michaelj - unreal is using the time to count down until voting is done (this may be only for the match setup stuff...)

    	CountDown--;

        //log("voting count down: "$CountDown);

    	if (CountDown>0)
    	   	SetTimer(1,false);

        /*
     	local float t;

        t = GetSoundDuration(PlayerOwner.StatusAnnouncer.PreCacheSound(CountDownSounds[CountDown-1]));
        if(t + 0.15 < 1)
    		t = 1;
    	PlayerOwner.PlayStatusAnnouncement( CountDownSounds[CountDown-1], 1);
    	CountDown--;
    	if( CountDown > 0 )
    	   	SetTimer(t + 0.15,false);
    	*/
    }
    //------------------------------------------------------------------------------------------------
    function RequestPlayerIP( string PlayerName )
    {
    	local PlayerController P;

    	if( PlayerOwner.PlayerReplicationInfo.bAdmin )
    	{
    	    foreach DynamicActors( class'PlayerController', P )
    	    {
    	    	if( P.PlayerReplicationInfo.PlayerName ~= PlayerName )
    	    	{
    	    	    // TribesVoting TODO - player controller GetPlayerIDHash

    	    		//SendPlayerID(P.GetPlayerNetworkAddress(), P.GetPlayerIDHash());
    	    		break;
    	    	}
    	    }
    	}
    }
    //------------------------------------------------------------------------------------------------
    simulated function SendPlayerID(string IPAddress, string PlayerID)
    {
        // TribesVoting TODO - player id

        /*
    	local KickInfoPage Page;

    	Page = KickInfoPage(GetController().ActivePage);
    	if(Page != None)
    	{
    		Page.lb_PlayerInfoBox.Add(class'KickInfoPage'.default.IPText,IPAddress);
    		Page.lb_PlayerInfoBox.Add(class'KickInfoPage'.default.IDText,PlayerID);
    	}
    	*/
    }
    //------------------------------------------------------------------------------------------------
    simulated function DebugLog(string Text)
    {
    	if(bDebugLog)
    		log(Text,'votingdebug');
    }
    //------------------------------------------------------------------------------------------------

    simulated function bool MatchSetupLocked() { return !bMatchSetupPermitted; }
    simulated function bool MapVoteEnabled() { return bMapVote; }
    simulated function bool KickVoteEnabled() { return bKickVote; }
    simulated function bool AdminVoteEnabled() { return bAdminVote; }
    simulated function bool TeamDamageVoteEnabled() { return bTeamDamageVote; }
    simulated function bool TournamentVoteEnabled() { return bTournamentVote; }
    simulated function bool MatchSetupEnabled() { return bMatchSetup; }

    defaultproperties
    {
    	RemoteRole=ROLE_SimulatedProxy
    	NetPriority=1
    	bOnlyRelevantToOwner=True
    	MapVote=-1
    	GameVote=-1
    	KickVote=-1
    	AdminVote=-1
        TeamDamageVote=-1
        TournamentVote=-1
    	bDebugLog=false
    	NetUpdateFrequency=1
    	bMatchSetupPermitted=False
    	bNetNotify=True

    	ProcessCommand=ReceiveCommand

        // TribesVoting TODO - we dont have count down sounds

    	CountDownSounds(0)=one
    	CountDownSounds(1)=two
    	CountDownSounds(2)=three
    	CountDownSounds(3)=four
    	CountDownSounds(4)=five
    	CountDownSounds(5)=six
    	CountDownSounds(6)=seven
    	CountDownSounds(7)=eight
    	CountDownSounds(8)=nine
    	CountDownSounds(9)=ten
    	CountDownSounds(19)=20_seconds
    	CountDownSounds(29)=30_seconds_remain
    	CountDownSounds(59)=1_minute_remains

    	lmsgSavedAsDefaultSuccess="Profile was saved as default successfully"
    	lmsgNotAllAccepted="You have Accepted the current settings, Waiting for other users to accept."

    	MapID="map"
    	MutatorID="mutator"
    	OptionID="option"
    	GeneralID="general"

    	URLID="url"
    	StatusID="status"
    	MatchSetupID="matchsetup"
    	LoginID="login"
    	FailedID="failed"
    	CompleteID="done"

    	AddID="add"
    	RemoveID="remove"
    	UpdateID="update"

    	TournamentID="tournament"
    	DemoRecID="demorec"
    	GameTypeID="game"
    }

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Class file time: ne 5.9.2004 15:53:58.000 - Creation time: st 23.5.2018 00:10:50.531 - Created with UnCodeX