* Implement basic plugin system
* The dawn of new era
* Add plugins warning
* Move more members to PublicAPI
* Open commands for the plugins
* Add IBotHackNewChat
* Run plugin events in parallel
* Use properties in IPlugin
* Hook our custom plugin into CI to ensure it compiles
* Fix dotnet brain damage
* Add IBotsComparer
* Add code documentation
* Add IBotTradeOffer
* Add IBotTradeOffer example
* Add IBotTradeOfferResults
* Final bulletproofing
* Final renaming
* Fix NullReferenceException in AcceptConfirmations()
* Add method to get trade token by using steamkit
* Remove AWH way to get token and caching it
* Accidentally removed some logic, fix
Initially the issue was observed in #697, but that itself wasn't exactly what was fixed here, as multiple evaluation of the same trade is still wanted scenario.
The real issue was reported in http://steamcommunity.com/groups/ascfarm/discussions/1/2425614539578192287/
In a huge TL;DR, Steam is now sending trades notification each time something fetches current trade offers, be it ASF, the user, or some other script.
This will lead to possible ASF trade loop, as we'll get wanted notification about new trades, fetch them, leave some trades untouched, get new notification about trades and so on.
Initially I wanted to fix this in dirty way by just ignoring any extra notifications that happened since API call until 5 extra seconds after we were done with entire parsing, but I found much better solution - Steam actually includes extra info about amount of trades/items in notification (makes sense, since Steam client displays that info too). We can make use of that info and simply ignore any extra notification that results in same or smaller count.
Thanks to that we didn't only add a decent workaround for this recent Steam fuckup, but we also improved internal ASF code that will no longer schedule extra parsing if we accepted/rejected only some of the trades, making me happy with the actual solution.
This is something I stumbled upon by accident when analyzing things in ArchiBoT.
Valve actually does tell us all steamIDs we have pending messages from BEFORE we even ask for offline messages, so we can use that info in order to check if there is actually anybody permitted to use commands, if not, we can skip asking for those messages as they'd not result in executing any command anyway, and this way we can skip marking messages as read when there is nothing interesting for us to see.