New in CVS: voting settings
New in CVS: voting settings
Three new settings have been added to the voting related variables. They are:
VOTING_BIAS: ( default 0 )
acts like a crowd of calm players opposing every change ( so far only every kick ). Use this if you want stronger majorities required to kick someone. MIN_VOTERS should be set higher than this, since every vote with less or equal to VOTING_BIAS voters online gets rejected.
The exact formula:
PRO is the number of voters supporting a change ( the submitter is included )
CON is the number of voters opposing the change
NOT is the number of voters that have not yet cast their vote
A vote gets rejected if CON+VOTING_BIAS >= PRO+NOT ( this is checked first ) and accepted if PRO >= CON+VOTING_BIAS+NOT.
Example: If you set VOTING_BIAS to 1 and there are 5 players online, four of them have to get together to kick the fifth. If only three are in favor of kicking, PRO=3, CON=2 and 2+1 >= 3, so the vote gets rejected.
ALLOW_VOTING_SPECTATOR: ( default 0 )
allows spectators to vote if set to 1. The old behavior was that spectator voting was allowed. Note that only one vote is accepted per IP, so you have to have several pulic IPs at your disposal to vote-cheat even if this is set.
VOTING_PRIVACY: ( default 1 )
determines who gets informed about votes. If
VOTING_PRIVACY >= 2: no reports are given. This is the old behavior.
VOTING_PRIVACY <= 1: the initiator of a vote gets logged to the server console. This feature was requested by many.
VOTING_PRIVACY <= 0: the votes get logged, too.
VOTING_PRIVACY <= -1: the initiator of the vote is made public.
VOTING_PRIVACY <= -2: the votes are made public, too.
The theory here is that by making voting public, you put a higher psychological barrier up for abusers without preventing legitimate use.
SIDE EFFECT: if VOTING_PRIVACY is < 0 and ALLOW_VOTING_SPECTATOR is set to 1, the IPs of spectators who vote are published ( since they have no player name set to identify them by ). Serves them right
VOTING_BIAS: ( default 0 )
acts like a crowd of calm players opposing every change ( so far only every kick ). Use this if you want stronger majorities required to kick someone. MIN_VOTERS should be set higher than this, since every vote with less or equal to VOTING_BIAS voters online gets rejected.
The exact formula:
PRO is the number of voters supporting a change ( the submitter is included )
CON is the number of voters opposing the change
NOT is the number of voters that have not yet cast their vote
A vote gets rejected if CON+VOTING_BIAS >= PRO+NOT ( this is checked first ) and accepted if PRO >= CON+VOTING_BIAS+NOT.
Example: If you set VOTING_BIAS to 1 and there are 5 players online, four of them have to get together to kick the fifth. If only three are in favor of kicking, PRO=3, CON=2 and 2+1 >= 3, so the vote gets rejected.
ALLOW_VOTING_SPECTATOR: ( default 0 )
allows spectators to vote if set to 1. The old behavior was that spectator voting was allowed. Note that only one vote is accepted per IP, so you have to have several pulic IPs at your disposal to vote-cheat even if this is set.
VOTING_PRIVACY: ( default 1 )
determines who gets informed about votes. If
VOTING_PRIVACY >= 2: no reports are given. This is the old behavior.
VOTING_PRIVACY <= 1: the initiator of a vote gets logged to the server console. This feature was requested by many.
VOTING_PRIVACY <= 0: the votes get logged, too.
VOTING_PRIVACY <= -1: the initiator of the vote is made public.
VOTING_PRIVACY <= -2: the votes are made public, too.
The theory here is that by making voting public, you put a higher psychological barrier up for abusers without preventing legitimate use.
SIDE EFFECT: if VOTING_PRIVACY is < 0 and ALLOW_VOTING_SPECTATOR is set to 1, the IPs of spectators who vote are published ( since they have no player name set to identify them by ). Serves them right
- Lucifer
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It runs for a couple of seconds and then exits. I'll see about the debug build, but I can't make any promises right now. (have a lot of stuff to do this weekend and next week)z-man wrote:It almost can't be an intermediate version problem, I committed everything at once. Does it just exit immediately or does it enter an endless loop? Any chance for a debug build with CXXFLAGS="-ggdb -DDEBUG" and a backtrace from gdb?
- Lucifer
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Whack, it's only local. I had a python script in /usr/bin called armagetronad-dedicated that I intentionally put there to override the bash script for starting the server, but I don't use it anymore. Oops. Better delete it...z-man wrote:No worries. If it's a general problem, there will be another involuntary tester reporting it soon enough ( I just love my bastard developer from hell attitude sometimes ).
I'll start up Hell again and we'll see, but I haven't changed any of my regex's to accomodate the new format of messages.
- Tank Program
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All I can say is that I tried to keep non-bugfixes out of the main trunk recently. ( The voting stuff is an exception since I think it makes voting more "round" and is not a feature by itself ). The parts that can be problematic are the bugfixes against ripping and teleporting, they broke some things on the way. First the issue with holes in walls getting ignored ( nobody noticed that ) and then the anti-teleportation deaths ( reported in the invisible walls thread ). I sure hope things are stable.
- Lucifer
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Well I asked Swampy and he's going to pick up a new system this week and we'll throw whatever cvs delivers to us on it. I would suggest z-man that you go into that particular arena and check it out, there's usually at least 2-3 people in there (I know swampy's planning on experimenting with how many people can play at once too), so you should get a pretty good test-run no matter what time of day. Except swampland does clear out early in the morning (CST, that is), right about when Tigers hits its peak traffic I think. Or at least based on what I've seen, anyway.z-man wrote:All I can say is that I tried to keep non-bugfixes out of the main trunk recently. ( The voting stuff is an exception since I think it makes voting more "round" and is not a feature by itself ). The parts that can be problematic are the bugfixes against ripping and teleporting, they broke some things on the way. First the issue with holes in walls getting ignored ( nobody noticed that ) and then the anti-teleportation deaths ( reported in the invisible walls thread ). I sure hope things are stable.