/* _ _ _ ____ _ _____ / \ _ __ ___ | |__ (_)/ ___| | |_ ___ __ _ _ __ ___ | ___|__ _ _ __ _ __ ___ / _ \ | '__|/ __|| '_ \ | |\___ \ | __|/ _ \ / _` || '_ ` _ \ | |_ / _` || '__|| '_ ` _ \ / ___ \ | | | (__ | | | || | ___) || |_| __/| (_| || | | | | || _|| (_| || | | | | | | | /_/ \_\|_| \___||_| |_||_||____/ \__|\___| \__,_||_| |_| |_||_| \__,_||_| |_| |_| |_| Copyright 2015-2017 Łukasz "JustArchi" Domeradzki Contact: JustArchi@JustArchi.net Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. */ using System; using System.Collections.Concurrent; using System.Collections.Generic; using System.Globalization; using System.Linq; using System.Net; using System.Text.RegularExpressions; using System.Threading; using System.Threading.Tasks; using ArchiSteamFarm.Localization; using HtmlAgilityPack; using Newtonsoft.Json; namespace ArchiSteamFarm { internal sealed class CardsFarmer : IDisposable { private const byte HoursToBump = 2; // How many hours are required for restricted accounts private const byte HoursToIgnore = 24; // How many hours we ignore unreleased appIDs and don't bother checking them again private static readonly ConcurrentDictionary IgnoredAppIDs = new ConcurrentDictionary(); // Reserved for unreleased games private static readonly HashSet UntrustedAppIDs = new HashSet { 440, 570, 730 }; [JsonProperty] internal readonly ConcurrentHashSet CurrentGamesFarming = new ConcurrentHashSet(); [JsonProperty] internal readonly ConcurrentHashSet GamesToFarm = new ConcurrentHashSet(); [JsonProperty] internal TimeSpan TimeRemaining => new TimeSpan( Bot.BotConfig.CardDropsRestricted ? (int) Math.Ceiling(GamesToFarm.Count / (float) ArchiHandler.MaxGamesPlayedConcurrently) * HoursToBump : 0, 30 * GamesToFarm.Sum(game => game.CardsRemaining), 0 ); private readonly Bot Bot; private readonly SemaphoreSlim FarmingSemaphore = new SemaphoreSlim(1); private readonly ManualResetEventSlim FarmResetEvent = new ManualResetEventSlim(false); private readonly Timer IdleFarmingTimer; [JsonProperty] internal bool Paused { get; private set; } private bool KeepFarming; private bool NowFarming; private bool StickyPause; internal CardsFarmer(Bot bot) { Bot = bot ?? throw new ArgumentNullException(nameof(bot)); if (Program.GlobalConfig.IdleFarmingPeriod > 0) { IdleFarmingTimer = new Timer( e => CheckGamesForFarming(), null, TimeSpan.FromHours(Program.GlobalConfig.IdleFarmingPeriod) + TimeSpan.FromMinutes(0.5 * Bot.Bots.Count), // Delay TimeSpan.FromHours(Program.GlobalConfig.IdleFarmingPeriod) // Period ); } } public void Dispose() { // Those are objects that are always being created if constructor doesn't throw exception FarmingSemaphore.Dispose(); FarmResetEvent.Dispose(); // Those are objects that might be null and the check should be in-place IdleFarmingTimer?.Dispose(); } internal void OnDisconnected() => StopFarming().Forget(); internal async Task OnNewGameAdded() { // If we're not farming yet, obviously it's worth it to make a check if (!NowFarming) { StartFarming().Forget(); return; } // If we have Complex algorithm and some games to boost, it's also worth to make a re-check, but only in this case // That's because we would check for new games after our current round anyway, and having extra games in the queue right away doesn't change anything // Therefore, there is no need for extra restart of CardsFarmer if we have no games under HoursToBump hours in current round if (Bot.BotConfig.CardDropsRestricted && (GamesToFarm.Count > 0) && (GamesToFarm.Min(game => game.HoursPlayed) < HoursToBump)) { await StopFarming().ConfigureAwait(false); StartFarming().Forget(); } } internal async Task OnNewItemsNotification() { if (NowFarming) { FarmResetEvent.Set(); return; } // If we're not farming, and we got new items, it's likely to be a booster pack or likewise // In this case, perform a loot if user wants to do so await Bot.LootIfNeeded().ConfigureAwait(false); } internal async Task Pause(bool sticky) { if (sticky) { StickyPause = true; } Paused = true; if (NowFarming) { await StopFarming().ConfigureAwait(false); } } internal void Resume(bool userAction) { if (StickyPause) { if (!userAction) { Bot.ArchiLogger.LogGenericInfo(Strings.IgnoredStickyPauseEnabled); return; } StickyPause = false; } Paused = false; if (!NowFarming) { StartFarming().Forget(); } } internal void SetInitialState(bool paused) => StickyPause = Paused = paused; internal async Task StartFarming() { if (NowFarming || Paused || !Bot.IsPlayingPossible) { return; } if (!Bot.CanReceiveSteamCards) { await Bot.OnFarmingFinished(false).ConfigureAwait(false); return; } await FarmingSemaphore.WaitAsync().ConfigureAwait(false); try { if (NowFarming || Paused || !Bot.IsPlayingPossible) { return; } if (!await IsAnythingToFarm().ConfigureAwait(false)) { Bot.ArchiLogger.LogGenericInfo(Strings.NothingToIdle); await Bot.OnFarmingFinished(false).ConfigureAwait(false); return; } if (GamesToFarm.Count == 0) { Bot.ArchiLogger.LogNullError(nameof(GamesToFarm)); return; } Bot.ArchiLogger.LogGenericInfo(string.Format(Strings.GamesToIdle, GamesToFarm.Count, GamesToFarm.Sum(game => game.CardsRemaining), TimeRemaining.ToHumanReadable())); // This is the last moment for final check if we can farm if (!Bot.IsPlayingPossible) { Bot.ArchiLogger.LogGenericInfo(Strings.PlayingNotAvailable); return; } if (Bot.PlayingWasBlocked) { await Task.Delay(Bot.MinPlayingBlockedTTL * 1000).ConfigureAwait(false); if (!Bot.IsPlayingPossible) { Bot.ArchiLogger.LogGenericInfo(Strings.PlayingNotAvailable); return; } } KeepFarming = NowFarming = true; } finally { FarmingSemaphore.Release(); } do { // Now the algorithm used for farming depends on whether account is restricted or not if (Bot.BotConfig.CardDropsRestricted) { // If we have restricted card drops, we use complex algorithm Bot.ArchiLogger.LogGenericInfo(string.Format(Strings.ChosenFarmingAlgorithm, "Complex")); while (GamesToFarm.Count > 0) { HashSet gamesToFarmSolo = GamesToFarm.Count > 1 ? new HashSet(GamesToFarm.Where(game => game.HoursPlayed >= HoursToBump)) : new HashSet(GamesToFarm); if (gamesToFarmSolo.Count > 0) { while (gamesToFarmSolo.Count > 0) { Game game = gamesToFarmSolo.First(); if (await FarmSolo(game).ConfigureAwait(false)) { gamesToFarmSolo.Remove(game); } else { NowFarming = false; return; } } } else { if (FarmMultiple(GamesToFarm.OrderByDescending(game => game.HoursPlayed).Take(ArchiHandler.MaxGamesPlayedConcurrently))) { Bot.ArchiLogger.LogGenericInfo(string.Format(Strings.IdlingFinishedForGames, string.Join(", ", GamesToFarm.Select(game => game.AppID)))); } else { NowFarming = false; return; } } } } else { // If we have unrestricted card drops, we use simple algorithm Bot.ArchiLogger.LogGenericInfo(string.Format(Strings.ChosenFarmingAlgorithm, "Simple")); while (GamesToFarm.Count > 0) { Game game = GamesToFarm.First(); if (await FarmSolo(game).ConfigureAwait(false)) { continue; } NowFarming = false; return; } } } while (await IsAnythingToFarm().ConfigureAwait(false)); CurrentGamesFarming.ClearAndTrim(); NowFarming = false; Bot.ArchiLogger.LogGenericInfo(Strings.IdlingFinished); await Bot.OnFarmingFinished(true).ConfigureAwait(false); } internal async Task StopFarming() { if (!NowFarming) { return; } await FarmingSemaphore.WaitAsync().ConfigureAwait(false); try { if (!NowFarming) { return; } KeepFarming = false; FarmResetEvent.Set(); for (byte i = 0; (i < 5) && NowFarming; i++) { await Task.Delay(1000).ConfigureAwait(false); } if (NowFarming) { NowFarming = false; } Bot.ArchiLogger.LogGenericInfo(Strings.IdlingStopped); Bot.OnFarmingStopped(); } finally { FarmingSemaphore.Release(); } } private async Task CheckGame(uint appID, string name, float hours) { if ((appID == 0) || string.IsNullOrEmpty(name) || (hours < 0)) { Bot.ArchiLogger.LogNullError(nameof(appID) + " || " + nameof(name) + " || " + nameof(hours)); return; } ushort? cardsRemaining = await GetCardsRemaining(appID).ConfigureAwait(false); if (!cardsRemaining.HasValue) { Bot.ArchiLogger.LogGenericWarning(string.Format(Strings.WarningCouldNotCheckCardsStatus, appID, name)); return; } if (cardsRemaining.Value == 0) { return; } GamesToFarm.Add(new Game(appID, name, hours, cardsRemaining.Value)); } private void CheckGamesForFarming() { if (NowFarming || Paused || !Bot.IsConnectedAndLoggedOn) { return; } StartFarming().Forget(); } private async Task CheckPage(HtmlDocument htmlDocument) { if (htmlDocument == null) { Bot.ArchiLogger.LogNullError(nameof(htmlDocument)); return; } HtmlNodeCollection htmlNodes = htmlDocument.DocumentNode.SelectNodes("//div[@class='badge_title_stats_content']"); if (htmlNodes == null) { // No eligible badges whatsoever return; } HashSet backgroundTasks = new HashSet(); foreach (HtmlNode htmlNode in htmlNodes) { HtmlNode appIDNode = htmlNode.SelectSingleNode(".//div[@class='card_drop_info_dialog']"); if (appIDNode == null) { // It's just a badge, nothing more continue; } string appIDString = appIDNode.GetAttributeValue("id", null); if (string.IsNullOrEmpty(appIDString)) { Bot.ArchiLogger.LogNullError(nameof(appIDString)); continue; } string[] appIDSplitted = appIDString.Split('_'); if (appIDSplitted.Length < 5) { Bot.ArchiLogger.LogNullError(nameof(appIDSplitted)); continue; } appIDString = appIDSplitted[4]; if (!uint.TryParse(appIDString, out uint appID) || (appID == 0)) { Bot.ArchiLogger.LogNullError(nameof(appID)); continue; } if (GlobalConfig.GlobalBlacklist.Contains(appID) || Program.GlobalConfig.Blacklist.Contains(appID)) { // We have this appID blacklisted, so skip it continue; } if (IgnoredAppIDs.TryGetValue(appID, out DateTime lastPICSReport)) { if (lastPICSReport.AddHours(HoursToIgnore) < DateTime.UtcNow) { // This game served its time as being ignored IgnoredAppIDs.TryRemove(appID, out lastPICSReport); } else { // This game is still ignored continue; } } // Cards HtmlNode progressNode = htmlNode.SelectSingleNode(".//span[@class='progress_info_bold']"); if (progressNode == null) { Bot.ArchiLogger.LogNullError(nameof(progressNode)); continue; } string progressText = progressNode.InnerText; if (string.IsNullOrEmpty(progressText)) { Bot.ArchiLogger.LogNullError(nameof(progressText)); continue; } ushort cardsRemaining = 0; Match progressMatch = Regex.Match(progressText, @"\d+"); // This might fail if we have no card drops remaining, 0 is not printed in this case - that's fine if (progressMatch.Success) { if (!ushort.TryParse(progressMatch.Value, out cardsRemaining) || (cardsRemaining == 0)) { Bot.ArchiLogger.LogNullError(nameof(cardsRemaining)); continue; } } if (cardsRemaining == 0) { // Normally we'd trust this information and simply skip the rest // However, Steam is so fucked up that we can't simply assume that it's correct // It's entirely possible that actual game page has different info, and badge page lied to us // We can't check every single game though, as this will literally kill people with cards from games they don't own if (!UntrustedAppIDs.Contains(appID)) { continue; } // To save us on extra work, check cards earned so far first HtmlNode cardsEarnedNode = htmlNode.SelectSingleNode(".//div[@class='card_drop_info_header']"); string cardsEarnedText = cardsEarnedNode.InnerText; if (string.IsNullOrEmpty(cardsEarnedText)) { Bot.ArchiLogger.LogNullError(nameof(cardsEarnedText)); continue; } Match cardsEarnedMatch = Regex.Match(cardsEarnedText, @"\d+"); if (!cardsEarnedMatch.Success) { Bot.ArchiLogger.LogNullError(nameof(cardsEarnedMatch)); continue; } if (!ushort.TryParse(cardsEarnedMatch.Value, out ushort cardsEarned)) { Bot.ArchiLogger.LogNullError(nameof(cardsEarned)); continue; } if (cardsEarned > 0) { // If we already earned some cards for this game, it's very likely that it's done // Let's hope that trusting cardsRemaining AND cardsEarned is enough // If I ever hear that it's not, I'll most likely need a doctor continue; } // If we have no cardsRemaining and no cardsEarned, it's either: // - A game we don't own physically, but we have cards from it in inventory // - F2P game that we didn't spend any money in, but we have cards from it in inventory // - Steam fuckup // As you can guess, we must follow the rest of the logic in case of Steam fuckup // Please kill me ;_; } // Hours HtmlNode timeNode = htmlNode.SelectSingleNode(".//div[@class='badge_title_stats_playtime']"); if (timeNode == null) { Bot.ArchiLogger.LogNullError(nameof(timeNode)); continue; } string hoursString = timeNode.InnerText; if (string.IsNullOrEmpty(hoursString)) { Bot.ArchiLogger.LogNullError(nameof(hoursString)); continue; } float hours = 0.0F; Match hoursMatch = Regex.Match(hoursString, @"[0-9\.,]+"); // This might fail if we have exactly 0.0 hours played, as it's not printed in that case - that's fine if (hoursMatch.Success) { if (!float.TryParse(hoursMatch.Value, NumberStyles.Number, CultureInfo.InvariantCulture, out hours) || (hours <= 0.0F)) { Bot.ArchiLogger.LogNullError(nameof(hours)); continue; } } // Names HtmlNode nameNode = htmlNode.SelectSingleNode("(.//div[@class='card_drop_info_body'])[last()]"); if (nameNode == null) { Bot.ArchiLogger.LogNullError(nameof(nameNode)); continue; } string name = nameNode.InnerText; if (string.IsNullOrEmpty(name)) { Bot.ArchiLogger.LogNullError(nameof(name)); continue; } // We handle two cases here - normal one, and no card drops remaining int nameStartIndex = name.IndexOf(" by playing ", StringComparison.Ordinal); if (nameStartIndex <= 0) { nameStartIndex = name.IndexOf("You don't have any more drops remaining for ", StringComparison.Ordinal); if (nameStartIndex <= 0) { Bot.ArchiLogger.LogNullError(nameof(nameStartIndex)); continue; } nameStartIndex += 32; // + 12 below } nameStartIndex += 12; int nameEndIndex = name.LastIndexOf('.'); if (nameEndIndex <= nameStartIndex) { Bot.ArchiLogger.LogNullError(nameof(nameEndIndex)); continue; } name = WebUtility.HtmlDecode(name.Substring(nameStartIndex, nameEndIndex - nameStartIndex)); // We have two possible cases here // Either we have decent info about appID, name, hours and cardsRemaining (cardsRemaining > 0) // OR we strongly believe that Steam lied to us, in this case we will need to check game invidually (cardsRemaining == 0) if (cardsRemaining > 0) { GamesToFarm.Add(new Game(appID, name, hours, cardsRemaining)); } else { Task task = CheckGame(appID, name, hours); switch (Program.GlobalConfig.OptimizationMode) { case GlobalConfig.EOptimizationMode.MinMemoryUsage: await task.ConfigureAwait(false); break; default: backgroundTasks.Add(task); break; } } } // If we have any background tasks, wait for them if (backgroundTasks.Count > 0) { await Task.WhenAll(backgroundTasks).ConfigureAwait(false); } } private async Task CheckPage(byte page) { if (page == 0) { Bot.ArchiLogger.LogNullError(nameof(page)); return; } HtmlDocument htmlDocument = await Bot.ArchiWebHandler.GetBadgePage(page).ConfigureAwait(false); if (htmlDocument == null) { return; } await CheckPage(htmlDocument).ConfigureAwait(false); } private async Task Farm(Game game) { if (game == null) { Bot.ArchiLogger.LogNullError(nameof(game)); return false; } bool success = true; uint appID = await Bot.GetAppIDForIdling(game.AppID).ConfigureAwait(false); if (appID != 0) { if (appID != game.AppID) { Bot.ArchiLogger.LogGenericWarning(string.Format(Strings.WarningIdlingGameMismatch, game.AppID, game.GameName, appID)); } Bot.PlayGame(appID, Bot.BotConfig.CustomGamePlayedWhileFarming); DateTime endFarmingDate = DateTime.UtcNow.AddHours(Program.GlobalConfig.MaxFarmingTime); bool? keepFarming = await ShouldFarm(game).ConfigureAwait(false); while (keepFarming.GetValueOrDefault(true) && (DateTime.UtcNow < endFarmingDate)) { Bot.ArchiLogger.LogGenericInfo(string.Format(Strings.StillIdling, game.AppID, game.GameName)); DateTime startFarmingPeriod = DateTime.UtcNow; if (FarmResetEvent.Wait(60 * 1000 * Program.GlobalConfig.FarmingDelay)) { FarmResetEvent.Reset(); success = KeepFarming; } // Don't forget to update our GamesToFarm hours game.HoursPlayed += (float) DateTime.UtcNow.Subtract(startFarmingPeriod).TotalHours; if (!success) { break; } keepFarming = await ShouldFarm(game).ConfigureAwait(false); } } else { IgnoredAppIDs[game.AppID] = DateTime.UtcNow; Bot.ArchiLogger.LogGenericInfo(string.Format(Strings.IdlingGameNotPossible, game.AppID, game.GameName)); } Bot.ArchiLogger.LogGenericInfo(string.Format(Strings.StoppedIdling, game.AppID, game.GameName)); return success; } private bool FarmHours(ConcurrentHashSet games) { if ((games == null) || (games.Count == 0)) { Bot.ArchiLogger.LogNullError(nameof(games)); return false; } float maxHour = games.Max(game => game.HoursPlayed); if (maxHour < 0) { Bot.ArchiLogger.LogNullError(nameof(maxHour)); return false; } if (maxHour >= HoursToBump) { Bot.ArchiLogger.LogGenericError(string.Format(Strings.ErrorIsInvalid, nameof(maxHour))); return true; } Bot.PlayGames(games.Select(game => game.AppID), Bot.BotConfig.CustomGamePlayedWhileFarming); bool success = true; while (maxHour < 2) { Bot.ArchiLogger.LogGenericInfo(string.Format(Strings.StillIdlingList, string.Join(", ", games.Select(game => game.AppID)))); DateTime startFarmingPeriod = DateTime.UtcNow; if (FarmResetEvent.Wait(60 * 1000 * Program.GlobalConfig.FarmingDelay)) { FarmResetEvent.Reset(); success = KeepFarming; } // Don't forget to update our GamesToFarm hours float timePlayed = (float) DateTime.UtcNow.Subtract(startFarmingPeriod).TotalHours; foreach (Game game in games) { game.HoursPlayed += timePlayed; } if (!success) { break; } maxHour += timePlayed; } Bot.ArchiLogger.LogGenericInfo(string.Format(Strings.StoppedIdlingList, string.Join(", ", games.Select(game => game.AppID)))); return success; } private bool FarmMultiple(IEnumerable games) { if (games == null) { Bot.ArchiLogger.LogNullError(nameof(games)); return false; } CurrentGamesFarming.ReplaceWith(games); Bot.ArchiLogger.LogGenericInfo(string.Format(Strings.NowIdlingList, string.Join(", ", CurrentGamesFarming.Select(game => game.AppID)))); bool result = FarmHours(CurrentGamesFarming); CurrentGamesFarming.ClearAndTrim(); return result; } private async Task FarmSolo(Game game) { if (game == null) { Bot.ArchiLogger.LogNullError(nameof(game)); return true; } CurrentGamesFarming.Add(game); Bot.ArchiLogger.LogGenericInfo(string.Format(Strings.NowIdling, game.AppID, game.GameName)); bool result = await Farm(game).ConfigureAwait(false); CurrentGamesFarming.ClearAndTrim(); if (!result) { return false; } GamesToFarm.Remove(game); Bot.ArchiLogger.LogGenericInfo(string.Format(Strings.IdlingFinishedForGame, game.AppID, game.GameName, TimeSpan.FromHours(game.HoursPlayed).ToHumanReadable())); return true; } private async Task GetCardsRemaining(uint appID) { if (appID == 0) { Bot.ArchiLogger.LogNullError(nameof(appID)); return 0; } HtmlDocument htmlDocument = await Bot.ArchiWebHandler.GetGameCardsPage(appID).ConfigureAwait(false); HtmlNode progressNode = htmlDocument?.DocumentNode.SelectSingleNode("//span[@class='progress_info_bold']"); if (progressNode == null) { return null; } string progress = progressNode.InnerText; if (string.IsNullOrEmpty(progress)) { Bot.ArchiLogger.LogNullError(nameof(progress)); return null; } Match match = Regex.Match(progress, @"\d+"); if (!match.Success) { return 0; } if (ushort.TryParse(match.Value, out ushort cardsRemaining) && (cardsRemaining != 0)) { return cardsRemaining; } Bot.ArchiLogger.LogNullError(nameof(cardsRemaining)); return null; } private async Task IsAnythingToFarm() { // Find the number of badge pages Bot.ArchiLogger.LogGenericInfo(Strings.CheckingFirstBadgePage); HtmlDocument htmlDocument = await Bot.ArchiWebHandler.GetBadgePage(1).ConfigureAwait(false); if (htmlDocument == null) { Bot.ArchiLogger.LogGenericWarning(Strings.WarningCouldNotCheckBadges); return false; } byte maxPages = 1; HtmlNode htmlNode = htmlDocument.DocumentNode.SelectSingleNode("(//a[@class='pagelink'])[last()]"); if (htmlNode != null) { string lastPage = htmlNode.InnerText; if (string.IsNullOrEmpty(lastPage)) { Bot.ArchiLogger.LogNullError(nameof(lastPage)); return false; } if (!byte.TryParse(lastPage, out maxPages) || (maxPages == 0)) { Bot.ArchiLogger.LogNullError(nameof(maxPages)); return false; } } GamesToFarm.ClearAndTrim(); List backgroundTasks = new List(); Task task = CheckPage(htmlDocument); switch (Program.GlobalConfig.OptimizationMode) { case GlobalConfig.EOptimizationMode.MinMemoryUsage: await task.ConfigureAwait(false); break; default: backgroundTasks.Add(task); break; } if (maxPages > 1) { Bot.ArchiLogger.LogGenericInfo(Strings.CheckingOtherBadgePages); switch (Program.GlobalConfig.OptimizationMode) { case GlobalConfig.EOptimizationMode.MinMemoryUsage: for (byte page = 2; page <= maxPages; page++) { await CheckPage(page).ConfigureAwait(false); } break; default: for (byte page = 2; page <= maxPages; page++) { // We need a copy of variable being passed when in for loops, as loop will proceed before our task is launched byte currentPage = page; backgroundTasks.Add(CheckPage(currentPage)); } break; } } if (backgroundTasks.Count > 0) { await Task.WhenAll(backgroundTasks).ConfigureAwait(false); } SortGamesToFarm(); return GamesToFarm.Count > 0; } private async Task ShouldFarm(Game game) { if (game == null) { Bot.ArchiLogger.LogNullError(nameof(game)); return false; } ushort? cardsRemaining = await GetCardsRemaining(game.AppID).ConfigureAwait(false); if (!cardsRemaining.HasValue) { Bot.ArchiLogger.LogGenericWarning(string.Format(Strings.WarningCouldNotCheckCardsStatus, game.AppID, game.GameName)); return null; } game.CardsRemaining = cardsRemaining.Value; Bot.ArchiLogger.LogGenericInfo(string.Format(Strings.IdlingStatusForGame, game.AppID, game.GameName, game.CardsRemaining)); return game.CardsRemaining > 0; } private void SortGamesToFarm() { IOrderedEnumerable gamesToFarm; switch (Bot.BotConfig.FarmingOrder) { case BotConfig.EFarmingOrder.Unordered: return; case BotConfig.EFarmingOrder.AppIDsAscending: gamesToFarm = GamesToFarm.OrderBy(game => game.AppID); break; case BotConfig.EFarmingOrder.AppIDsDescending: gamesToFarm = GamesToFarm.OrderByDescending(game => game.AppID); break; case BotConfig.EFarmingOrder.CardDropsAscending: gamesToFarm = GamesToFarm.OrderBy(game => game.CardsRemaining); break; case BotConfig.EFarmingOrder.CardDropsDescending: gamesToFarm = GamesToFarm.OrderByDescending(game => game.CardsRemaining); break; case BotConfig.EFarmingOrder.HoursAscending: gamesToFarm = GamesToFarm.OrderBy(game => game.HoursPlayed); break; case BotConfig.EFarmingOrder.HoursDescending: gamesToFarm = GamesToFarm.OrderByDescending(game => game.HoursPlayed); break; case BotConfig.EFarmingOrder.NamesAscending: gamesToFarm = GamesToFarm.OrderBy(game => game.GameName); break; case BotConfig.EFarmingOrder.NamesDescending: gamesToFarm = GamesToFarm.OrderByDescending(game => game.GameName); break; default: Bot.ArchiLogger.LogGenericError(string.Format(Strings.ErrorIsInvalid, nameof(Bot.BotConfig.FarmingOrder))); return; } GamesToFarm.ReplaceWith(gamesToFarm.ToList()); // We must call ToList() here as we can't enumerate during replacing } internal sealed class Game { [JsonProperty] internal readonly uint AppID; [JsonProperty] internal readonly string GameName; [JsonProperty] internal ushort CardsRemaining { get; set; } [JsonProperty] internal float HoursPlayed { get; set; } //internal string HeaderURL => "https://steamcdn-a.akamaihd.net/steam/apps/" + AppID + "/header.jpg"; internal Game(uint appID, string gameName, float hoursPlayed, ushort cardsRemaining) { if ((appID == 0) || string.IsNullOrEmpty(gameName) || (hoursPlayed < 0) || (cardsRemaining == 0)) { throw new ArgumentOutOfRangeException(nameof(appID) + " || " + nameof(gameName) + " || " + nameof(hoursPlayed) + " || " + nameof(cardsRemaining)); } AppID = appID; GameName = gameName; HoursPlayed = hoursPlayed; CardsRemaining = cardsRemaining; } public override bool Equals(object obj) { if (obj == null) { return false; } if (obj == this) { return true; } Game game = obj as Game; return (game != null) && Equals(game); } public override int GetHashCode() => (int) AppID; private bool Equals(Game other) => AppID == other.AppID; } } }