mirror of
https://github.com/JustArchiNET/ArchiSteamFarm.git
synced 2026-01-15 08:00:40 +00:00
Use sorted dictionary for background games redeemer
This commit is contained in:
@@ -20,7 +20,6 @@
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// limitations under the License.
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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@@ -30,7 +29,13 @@ using Newtonsoft.Json;
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namespace ArchiSteamFarm {
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internal sealed class BotDatabase : IDisposable {
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internal bool HasGamesToRedeemInBackground => GamesToRedeemInBackground.Count > 0;
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internal bool HasGamesToRedeemInBackground {
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get {
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lock (GamesToRedeemInBackground) {
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return GamesToRedeemInBackground.Count > 0;
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}
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}
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}
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[JsonProperty(Required = Required.DisallowNull)]
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private readonly ConcurrentHashSet<ulong> BlacklistedFromTradesSteamIDs = new ConcurrentHashSet<ulong>();
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@@ -38,7 +43,7 @@ namespace ArchiSteamFarm {
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private readonly SemaphoreSlim FileSemaphore = new SemaphoreSlim(1, 1);
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[JsonProperty(Required = Required.DisallowNull)]
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private readonly ConcurrentDictionary<string, string> GamesToRedeemInBackground = new ConcurrentDictionary<string, string>();
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private readonly SortedDictionary<string, string> GamesToRedeemInBackground = new SortedDictionary<string, string>();
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[JsonProperty(Required = Required.DisallowNull)]
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private readonly ConcurrentHashSet<uint> IdlingBlacklistedAppIDs = new ConcurrentHashSet<uint>();
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@@ -87,8 +92,14 @@ namespace ArchiSteamFarm {
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return;
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}
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// We use Count() and not Any() because we must ensure full loop pass
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if (games.Count(game => GamesToRedeemInBackground.TryAdd(game.Key, game.Value)) > 0) {
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bool save;
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lock (GamesToRedeemInBackground) {
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// We use Count() and not Any() because we must ensure full loop pass
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save = games.Count(game => GamesToRedeemInBackground.TryAdd(game.Key, game.Value)) > 0;
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}
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if (save) {
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await Save().ConfigureAwait(false);
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}
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}
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@@ -99,7 +110,13 @@ namespace ArchiSteamFarm {
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return;
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}
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if (GamesToRedeemInBackground.TryAdd(key, game)) {
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bool save;
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lock (GamesToRedeemInBackground) {
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save = GamesToRedeemInBackground.TryAdd(key, game);
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}
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if (save) {
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await Save().ConfigureAwait(false);
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}
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}
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@@ -138,7 +155,13 @@ namespace ArchiSteamFarm {
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}
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internal IReadOnlyCollection<ulong> GetBlacklistedFromTradesSteamIDs() => BlacklistedFromTradesSteamIDs;
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internal KeyValuePair<string, string> GetGameToRedeemInBackground() => GamesToRedeemInBackground.FirstOrDefault();
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internal KeyValuePair<string, string> GetGameToRedeemInBackground() {
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lock (GamesToRedeemInBackground) {
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return GamesToRedeemInBackground.FirstOrDefault();
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}
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}
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internal IReadOnlyCollection<uint> GetIdlingBlacklistedAppIDs() => IdlingBlacklistedAppIDs;
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internal IReadOnlyCollection<uint> GetIdlingPriorityAppIDs() => IdlingPriorityAppIDs;
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@@ -235,7 +258,13 @@ namespace ArchiSteamFarm {
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return;
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}
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if (GamesToRedeemInBackground.Remove(key, out _)) {
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bool save;
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lock (GamesToRedeemInBackground) {
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save = GamesToRedeemInBackground.Remove(key, out _);
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}
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if (save) {
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await Save().ConfigureAwait(false);
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}
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}
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