// _ _ _ ____ _ _____ // / \ _ __ ___ | |__ (_)/ ___| | |_ ___ __ _ _ __ ___ | ___|__ _ _ __ _ __ ___ // / _ \ | '__|/ __|| '_ \ | |\___ \ | __|/ _ \ / _` || '_ ` _ \ | |_ / _` || '__|| '_ ` _ \ // / ___ \ | | | (__ | | | || | ___) || |_| __/| (_| || | | | | || _|| (_| || | | | | | | | // /_/ \_\|_| \___||_| |_||_||____/ \__|\___| \__,_||_| |_| |_||_| \__,_||_| |_| |_| |_| // | // Copyright 2015-2020 Ɓukasz "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.Generic; using System.Collections.Immutable; using System.Linq; using System.Net.Http; using System.Threading; using System.Threading.Tasks; using ArchiSteamFarm.Collections; using ArchiSteamFarm.Json; using ArchiSteamFarm.Localization; using ArchiSteamFarm.Plugins; using JetBrains.Annotations; using SteamKit2; namespace ArchiSteamFarm { public sealed class Trading : IDisposable { internal const byte MaxItemsPerTrade = byte.MaxValue; // This is decided upon various factors, mainly stability of Steam servers when dealing with huge trade offers internal const byte MaxTradesPerAccount = 5; // This is limit introduced by Valve private readonly Bot Bot; private readonly ConcurrentHashSet HandledTradeOfferIDs = new ConcurrentHashSet(); private readonly SemaphoreSlim TradesSemaphore = new SemaphoreSlim(1, 1); private bool ParsingScheduled; internal Trading([NotNull] Bot bot) => Bot = bot ?? throw new ArgumentNullException(nameof(bot)); public void Dispose() => TradesSemaphore.Dispose(); [PublicAPI] public static bool IsFairExchange(IReadOnlyCollection itemsToGive, IReadOnlyCollection itemsToReceive) { if ((itemsToGive == null) || (itemsToGive.Count == 0) || (itemsToReceive == null) || (itemsToReceive.Count == 0)) { ASF.ArchiLogger.LogNullError(nameof(itemsToGive) + " || " + nameof(itemsToReceive)); return false; } Dictionary<(uint RealAppID, Steam.Asset.EType Type, Steam.Asset.ERarity Rarity), uint> itemsToGiveAmounts = new Dictionary<(uint RealAppID, Steam.Asset.EType Type, Steam.Asset.ERarity Rarity), uint>(); foreach (Steam.Asset item in itemsToGive) { (uint RealAppID, Steam.Asset.EType Type, Steam.Asset.ERarity Rarity) key = (item.RealAppID, item.Type, item.Rarity); itemsToGiveAmounts[key] = itemsToGiveAmounts.TryGetValue(key, out uint amount) ? amount + item.Amount : item.Amount; } Dictionary<(uint RealAppID, Steam.Asset.EType Type, Steam.Asset.ERarity Rarity), uint> itemsToReceiveAmounts = new Dictionary<(uint RealAppID, Steam.Asset.EType Type, Steam.Asset.ERarity Rarity), uint>(); foreach (Steam.Asset item in itemsToReceive) { (uint RealAppID, Steam.Asset.EType Type, Steam.Asset.ERarity Rarity) key = (item.RealAppID, item.Type, item.Rarity); itemsToReceiveAmounts[key] = itemsToReceiveAmounts.TryGetValue(key, out uint amount) ? amount + item.Amount : item.Amount; } // Ensure that amount of items to give is at least amount of items to receive (per all fairness factors) foreach (((uint RealAppID, Steam.Asset.EType Type, Steam.Asset.ERarity Rarity) key, uint amountToGive) in itemsToGiveAmounts) { if (!itemsToReceiveAmounts.TryGetValue(key, out uint amountToReceive) || (amountToGive > amountToReceive)) { return false; } } return true; } [PublicAPI] public static bool IsTradeNeutralOrBetter(HashSet inventory, ISet itemsToGive, ISet itemsToReceive) { if ((inventory == null) || (inventory.Count == 0) || (itemsToGive == null) || (itemsToGive.Count == 0) || (itemsToReceive == null) || (itemsToReceive.Count == 0)) { ASF.ArchiLogger.LogNullError(nameof(inventory) + " || " + nameof(itemsToGive) + " || " + nameof(itemsToReceive)); return false; } // Input of this function is items we're expected to give/receive and our inventory (limited to realAppIDs of itemsToGive/itemsToReceive) // The objective is to determine whether the new state is beneficial (or at least neutral) towards us // There are a lot of factors involved here - different realAppIDs, different item types, possibility of user overpaying and more // All of those cases should be verified by our unit tests to ensure that the logic here matches all possible cases, especially those that were incorrectly handled previously // Firstly we get initial sets state of our inventory Dictionary<(uint RealAppID, Steam.Asset.EType Type, Steam.Asset.ERarity Rarity), List> initialSets = GetInventorySets(inventory); // Once we have initial state, we remove items that we're supposed to give from our inventory // This loop is a bit more complex due to the fact that we might have a mix of the same item splitted into different amounts foreach (Steam.Asset itemToGive in itemsToGive) { uint amountToGive = itemToGive.Amount; HashSet itemsToRemove = new HashSet(); // Keep in mind that ClassID is unique only within appID scope - we can do it like this because we're not dealing with non-Steam items here (otherwise we'd need to check appID too) foreach (Steam.Asset item in inventory.Where(item => item.ClassID == itemToGive.ClassID)) { if (amountToGive >= item.Amount) { itemsToRemove.Add(item); amountToGive -= item.Amount; } else { item.Amount -= amountToGive; amountToGive = 0; } if (amountToGive == 0) { break; } } if (amountToGive > 0) { ASF.ArchiLogger.LogNullError(nameof(amountToGive)); return false; } if (itemsToRemove.Count > 0) { inventory.ExceptWith(itemsToRemove); } } // Now we can add items that we're supposed to receive, this one doesn't require advanced amounts logic since we can just add items regardless foreach (Steam.Asset itemToReceive in itemsToReceive) { inventory.Add(itemToReceive); } // Now we can get final sets state of our inventory after the exchange Dictionary<(uint RealAppID, Steam.Asset.EType Type, Steam.Asset.ERarity Rarity), List> finalSets = GetInventorySets(inventory); // Once we have both states, we can check overall fairness foreach (((uint RealAppID, Steam.Asset.EType Type, Steam.Asset.ERarity Rarity) set, List beforeAmounts) in initialSets) { if (!finalSets.TryGetValue(set, out List afterAmounts)) { // If we have no info about this set, then it has to be a bad one return false; } // If amount of unique items in the set decreases, this is always a bad trade (e.g. 1 1 -> 0 2) if (afterAmounts.Count < beforeAmounts.Count) { return false; } // If amount of unique items in the set increases, this is always a good trade (e.g. 0 2 -> 1 1) if (afterAmounts.Count > beforeAmounts.Count) { continue; } // At this point we're sure that amount of unique items stays the same, so we can evaluate actual sets // We make use of the fact that our amounts are already sorted in ascending order, so we can just take the first value instead of calculating ourselves uint beforeSets = beforeAmounts[0]; uint afterSets = afterAmounts[0]; // If amount of our sets for this game decreases, this is always a bad trade (e.g. 2 2 2 -> 3 2 1) if (afterSets < beforeSets) { return false; } // If amount of our sets for this game increases, this is always a good trade (e.g. 3 2 1 -> 2 2 2) if (afterSets > beforeSets) { continue; } // At this point we're sure that both number of unique items in the set stays the same, as well as number of our actual sets // We need to ensure set progress here and keep in mind overpaying, so we'll calculate neutrality as a difference in amounts at appropriate indexes // Neutrality can't reach value below 0 at any single point of calculation, as that would imply a loss of progress even if we'd end up with a positive value by the end int neutrality = 0; for (byte i = 0; i < afterAmounts.Count; i++) { neutrality += (int) (afterAmounts[i] - beforeAmounts[i]); if (neutrality < 0) { return false; } } } // If we didn't find any reason above to reject this trade, it's at least neutral+ for us - it increases our progress towards badge completion return true; } internal static (Dictionary<(uint RealAppID, Steam.Asset.EType Type, Steam.Asset.ERarity Rarity), Dictionary> FullState, Dictionary<(uint RealAppID, Steam.Asset.EType Type, Steam.Asset.ERarity Rarity), Dictionary> TradableState) GetDividedInventoryState(IReadOnlyCollection inventory) { if ((inventory == null) || (inventory.Count == 0)) { ASF.ArchiLogger.LogNullError(nameof(inventory)); return (null, null); } Dictionary<(uint RealAppID, Steam.Asset.EType Type, Steam.Asset.ERarity Rarity), Dictionary> fullState = new Dictionary<(uint RealAppID, Steam.Asset.EType Type, Steam.Asset.ERarity Rarity), Dictionary>(); Dictionary<(uint RealAppID, Steam.Asset.EType Type, Steam.Asset.ERarity Rarity), Dictionary> tradableState = new Dictionary<(uint RealAppID, Steam.Asset.EType Type, Steam.Asset.ERarity Rarity), Dictionary>(); foreach (Steam.Asset item in inventory) { (uint RealAppID, Steam.Asset.EType Type, Steam.Asset.ERarity Rarity) key = (item.RealAppID, item.Type, item.Rarity); if (fullState.TryGetValue(key, out Dictionary fullSet)) { fullSet[item.ClassID] = fullSet.TryGetValue(item.ClassID, out uint amount) ? amount + item.Amount : item.Amount; } else { fullState[key] = new Dictionary { { item.ClassID, item.Amount } }; } if (!item.Tradable) { continue; } if (tradableState.TryGetValue(key, out Dictionary tradableSet)) { tradableSet[item.ClassID] = tradableSet.TryGetValue(item.ClassID, out uint amount) ? amount + item.Amount : item.Amount; } else { tradableState[key] = new Dictionary { { item.ClassID, item.Amount } }; } } return (fullState, tradableState); } internal static Dictionary<(uint RealAppID, Steam.Asset.EType Type, Steam.Asset.ERarity Rarity), Dictionary> GetTradableInventoryState(IReadOnlyCollection inventory) { if ((inventory == null) || (inventory.Count == 0)) { ASF.ArchiLogger.LogNullError(nameof(inventory)); return null; } Dictionary<(uint RealAppID, Steam.Asset.EType Type, Steam.Asset.ERarity Rarity), Dictionary> tradableState = new Dictionary<(uint RealAppID, Steam.Asset.EType Type, Steam.Asset.ERarity Rarity), Dictionary>(); foreach (Steam.Asset item in inventory.Where(item => item.Tradable)) { (uint RealAppID, Steam.Asset.EType Type, Steam.Asset.ERarity Rarity) key = (item.RealAppID, item.Type, item.Rarity); if (tradableState.TryGetValue(key, out Dictionary tradableSet)) { tradableSet[item.ClassID] = tradableSet.TryGetValue(item.ClassID, out uint amount) ? amount + item.Amount : item.Amount; } else { tradableState[key] = new Dictionary { { item.ClassID, item.Amount } }; } } return tradableState; } internal static HashSet GetTradableItemsFromInventory(ISet inventory, IDictionary classIDs) { if ((inventory == null) || (inventory.Count == 0) || (classIDs == null) || (classIDs.Count == 0)) { ASF.ArchiLogger.LogNullError(nameof(inventory) + " || " + nameof(classIDs)); return null; } HashSet result = new HashSet(); foreach (Steam.Asset item in inventory.Where(item => item.Tradable)) { if (!classIDs.TryGetValue(item.ClassID, out uint amount)) { continue; } if (amount < item.Amount) { item.Amount = amount; } result.Add(item); if (amount == item.Amount) { classIDs.Remove(item.ClassID); } else { classIDs[item.ClassID] = amount - item.Amount; } } return result; } internal static bool IsEmptyForMatching(IReadOnlyDictionary<(uint RealAppID, Steam.Asset.EType Type, Steam.Asset.ERarity Rarity), Dictionary> fullState, IReadOnlyDictionary<(uint RealAppID, Steam.Asset.EType Type, Steam.Asset.ERarity Rarity), Dictionary> tradableState) { if ((fullState == null) || (tradableState == null)) { ASF.ArchiLogger.LogNullError(nameof(fullState) + " || " + nameof(tradableState)); return false; } foreach (((uint RealAppID, Steam.Asset.EType Type, Steam.Asset.ERarity Rarity) set, Dictionary state) in tradableState) { if (!fullState.TryGetValue(set, out Dictionary fullSet) || (fullSet == null) || (fullSet.Count == 0)) { ASF.ArchiLogger.LogNullError(nameof(fullSet)); return false; } if (!IsEmptyForMatching(fullSet, state)) { return false; } } // We didn't find any matchable combinations, so this inventory is empty return true; } internal static bool IsEmptyForMatching(IReadOnlyDictionary fullSet, IReadOnlyDictionary tradableSet) { if ((fullSet == null) || (tradableSet == null)) { ASF.ArchiLogger.LogNullError(nameof(fullSet) + " || " + nameof(tradableSet)); return false; } foreach ((ulong classID, uint amount) in tradableSet) { switch (amount) { case 0: // No tradable items, this should never happen, dictionary should not have this key to begin with ASF.ArchiLogger.LogGenericError(string.Format(Strings.WarningUnknownValuePleaseReport, nameof(amount), amount)); return false; case 1: // Single tradable item, can be matchable or not depending on the rest of the inventory if (!fullSet.TryGetValue(classID, out uint fullAmount) || (fullAmount == 0) || (fullAmount < amount)) { ASF.ArchiLogger.LogNullError(nameof(fullAmount)); return false; } if (fullAmount > 1) { // If we have a single tradable item but more than 1 in total, this is matchable return false; } // A single exclusive tradable item is not matchable, continue continue; default: // Any other combination of tradable items is always matchable return false; } } // We didn't find any matchable combinations, so this inventory is empty return true; } internal void OnDisconnected() => HandledTradeOfferIDs.Clear(); internal async Task OnNewTrade() { // We aim to have a maximum of 2 tasks, one already working, and one waiting in the queue // This way we can call this function as many times as needed e.g. because of Steam events lock (TradesSemaphore) { if (ParsingScheduled) { return; } ParsingScheduled = true; } await TradesSemaphore.WaitAsync().ConfigureAwait(false); try { bool lootableTypesReceived; using (await Bot.Actions.GetTradingLock().ConfigureAwait(false)) { lock (TradesSemaphore) { ParsingScheduled = false; } lootableTypesReceived = await ParseActiveTrades().ConfigureAwait(false); } if (lootableTypesReceived && Bot.BotConfig.SendOnFarmingFinished && (Bot.BotConfig.LootableTypes.Count > 0)) { await Bot.Actions.SendInventory(filterFunction: item => Bot.BotConfig.LootableTypes.Contains(item.Type)).ConfigureAwait(false); } } finally { TradesSemaphore.Release(); } } private static Dictionary<(uint RealAppID, Steam.Asset.EType Type, Steam.Asset.ERarity Rarity), List> GetInventorySets(IReadOnlyCollection inventory) { if ((inventory == null) || (inventory.Count == 0)) { ASF.ArchiLogger.LogNullError(nameof(inventory)); return null; } Dictionary<(uint RealAppID, Steam.Asset.EType Type, Steam.Asset.ERarity Rarity), Dictionary> sets = GetInventoryState(inventory); return sets.ToDictionary(set => set.Key, set => set.Value.Values.OrderBy(amount => amount).ToList()); } private static Dictionary<(uint RealAppID, Steam.Asset.EType Type, Steam.Asset.ERarity Rarity), Dictionary> GetInventoryState(IReadOnlyCollection inventory) { if ((inventory == null) || (inventory.Count == 0)) { ASF.ArchiLogger.LogNullError(nameof(inventory)); return null; } Dictionary<(uint RealAppID, Steam.Asset.EType Type, Steam.Asset.ERarity Rarity), Dictionary> state = new Dictionary<(uint RealAppID, Steam.Asset.EType Type, Steam.Asset.ERarity Rarity), Dictionary>(); foreach (Steam.Asset item in inventory) { (uint RealAppID, Steam.Asset.EType Type, Steam.Asset.ERarity Rarity) key = (item.RealAppID, item.Type, item.Rarity); if (state.TryGetValue(key, out Dictionary set)) { set[item.ClassID] = set.TryGetValue(item.ClassID, out uint amount) ? amount + item.Amount : item.Amount; } else { state[key] = new Dictionary { { item.ClassID, item.Amount } }; } } return state; } private async Task ParseActiveTrades() { HashSet tradeOffers = await Bot.ArchiWebHandler.GetActiveTradeOffers().ConfigureAwait(false); if ((tradeOffers == null) || (tradeOffers.Count == 0)) { return false; } if (HandledTradeOfferIDs.Count > 0) { HandledTradeOfferIDs.IntersectWith(tradeOffers.Select(tradeOffer => tradeOffer.TradeOfferID)); } IEnumerable> tasks = tradeOffers.Where(tradeOffer => !HandledTradeOfferIDs.Contains(tradeOffer.TradeOfferID)).Select(ParseTrade); IList<(ParseTradeResult TradeResult, bool RequiresMobileConfirmation)> results = await Utilities.InParallel(tasks).ConfigureAwait(false); if (Bot.HasMobileAuthenticator) { HashSet mobileTradeOfferIDs = results.Where(result => (result.TradeResult != null) && (result.TradeResult.Result == ParseTradeResult.EResult.Accepted) && result.RequiresMobileConfirmation).Select(result => result.TradeResult.TradeOfferID).ToHashSet(); if (mobileTradeOfferIDs.Count > 0) { (bool twoFactorSuccess, _) = await Bot.Actions.HandleTwoFactorAuthenticationConfirmations(true, Steam.ConfirmationDetails.EType.Trade, mobileTradeOfferIDs, true).ConfigureAwait(false); if (!twoFactorSuccess) { HandledTradeOfferIDs.ExceptWith(mobileTradeOfferIDs); return false; } } } await PluginsCore.OnBotTradeOfferResults(Bot, results.Select(result => result.TradeResult).ToHashSet()).ConfigureAwait(false); return results.Any(result => (result.TradeResult != null) && (result.TradeResult.Result == ParseTradeResult.EResult.Accepted) && (!result.RequiresMobileConfirmation || Bot.HasMobileAuthenticator) && (result.TradeResult.ReceivedItemTypes?.Any(receivedItemType => Bot.BotConfig.LootableTypes.Contains(receivedItemType)) == true)); } private async Task<(ParseTradeResult TradeResult, bool RequiresMobileConfirmation)> ParseTrade(Steam.TradeOffer tradeOffer) { if (tradeOffer == null) { Bot.ArchiLogger.LogNullError(nameof(tradeOffer)); return (null, false); } if (tradeOffer.State != ETradeOfferState.Active) { Bot.ArchiLogger.LogGenericError(string.Format(Strings.ErrorIsInvalid, tradeOffer.State)); return (null, false); } if (!HandledTradeOfferIDs.Add(tradeOffer.TradeOfferID)) { // We've already seen this trade, this should not happen Bot.ArchiLogger.LogGenericError(string.Format(Strings.IgnoringTrade, tradeOffer.TradeOfferID)); return (new ParseTradeResult(tradeOffer.TradeOfferID, ParseTradeResult.EResult.Ignored, tradeOffer.ItemsToReceive), false); } ParseTradeResult.EResult result = await ShouldAcceptTrade(tradeOffer).ConfigureAwait(false); bool tradeRequiresMobileConfirmation = false; switch (result) { case ParseTradeResult.EResult.Ignored: case ParseTradeResult.EResult.Rejected: bool accept = await PluginsCore.OnBotTradeOffer(Bot, tradeOffer).ConfigureAwait(false); if (accept) { result = ParseTradeResult.EResult.Accepted; } break; } switch (result) { case ParseTradeResult.EResult.Accepted: Bot.ArchiLogger.LogGenericInfo(string.Format(Strings.AcceptingTrade, tradeOffer.TradeOfferID)); (bool success, bool requiresMobileConfirmation) = await Bot.ArchiWebHandler.AcceptTradeOffer(tradeOffer.TradeOfferID).ConfigureAwait(false); if (!success) { result = ParseTradeResult.EResult.TryAgain; goto case ParseTradeResult.EResult.TryAgain; } if (tradeOffer.ItemsToReceive.Sum(item => item.Amount) > tradeOffer.ItemsToGive.Sum(item => item.Amount)) { Bot.ArchiLogger.LogGenericTrace(string.Format(Strings.BotAcceptedDonationTrade, tradeOffer.TradeOfferID)); } tradeRequiresMobileConfirmation = requiresMobileConfirmation; break; case ParseTradeResult.EResult.Blacklisted: case ParseTradeResult.EResult.Rejected when Bot.BotConfig.BotBehaviour.HasFlag(BotConfig.EBotBehaviour.RejectInvalidTrades): Bot.ArchiLogger.LogGenericInfo(string.Format(Strings.RejectingTrade, tradeOffer.TradeOfferID)); if (!await Bot.ArchiWebHandler.DeclineTradeOffer(tradeOffer.TradeOfferID).ConfigureAwait(false)) { result = ParseTradeResult.EResult.TryAgain; goto case ParseTradeResult.EResult.TryAgain; } break; case ParseTradeResult.EResult.Ignored: case ParseTradeResult.EResult.Rejected: Bot.ArchiLogger.LogGenericInfo(string.Format(Strings.IgnoringTrade, tradeOffer.TradeOfferID)); break; case ParseTradeResult.EResult.TryAgain: HandledTradeOfferIDs.Remove(tradeOffer.TradeOfferID); goto case ParseTradeResult.EResult.Ignored; default: Bot.ArchiLogger.LogGenericError(string.Format(Strings.WarningUnknownValuePleaseReport, nameof(result), result)); return (null, false); } return (new ParseTradeResult(tradeOffer.TradeOfferID, result, tradeOffer.ItemsToReceive), tradeRequiresMobileConfirmation); } private async Task ShouldAcceptTrade(Steam.TradeOffer tradeOffer) { if (tradeOffer == null) { Bot.ArchiLogger.LogNullError(nameof(tradeOffer)); return ParseTradeResult.EResult.Unknown; } if (tradeOffer.OtherSteamID64 != 0) { // Always accept trades from SteamMasterID if (Bot.HasPermission(tradeOffer.OtherSteamID64, BotConfig.EPermission.Master)) { return ParseTradeResult.EResult.Accepted; } // Always deny trades from blacklisted steamIDs if (Bot.IsBlacklistedFromTrades(tradeOffer.OtherSteamID64)) { return ParseTradeResult.EResult.Blacklisted; } } // Check if it's donation trade switch (tradeOffer.ItemsToGive.Count) { case 0 when tradeOffer.ItemsToReceive.Count == 0: // If it's steam issue, try again later return ParseTradeResult.EResult.TryAgain; case 0: // Otherwise react accordingly, depending on our preference bool acceptDonations = Bot.BotConfig.TradingPreferences.HasFlag(BotConfig.ETradingPreferences.AcceptDonations); bool acceptBotTrades = !Bot.BotConfig.TradingPreferences.HasFlag(BotConfig.ETradingPreferences.DontAcceptBotTrades); // If we accept donations and bot trades, accept it right away if (acceptDonations && acceptBotTrades) { return ParseTradeResult.EResult.Accepted; } // If we don't accept donations, neither bot trades, deny it right away if (!acceptDonations && !acceptBotTrades) { return ParseTradeResult.EResult.Rejected; } // Otherwise we either accept donations but not bot trades, or we accept bot trades but not donations bool isBotTrade = (tradeOffer.OtherSteamID64 != 0) && Bot.Bots.Values.Any(bot => bot.SteamID == tradeOffer.OtherSteamID64); return (acceptDonations && !isBotTrade) || (acceptBotTrades && isBotTrade) ? ParseTradeResult.EResult.Accepted : ParseTradeResult.EResult.Rejected; } // If we don't have SteamTradeMatcher enabled, this is the end for us if (!Bot.BotConfig.TradingPreferences.HasFlag(BotConfig.ETradingPreferences.SteamTradeMatcher)) { return ParseTradeResult.EResult.Rejected; } // Decline trade if we're giving more count-wise, this is a very naive pre-check, it'll be strengthened in more detailed fair types exchange next if (tradeOffer.ItemsToGive.Count > tradeOffer.ItemsToReceive.Count) { return ParseTradeResult.EResult.Rejected; } // Decline trade if we're requested to handle any not-accepted item type or if it's not fair games/types exchange if (!tradeOffer.IsValidSteamItemsRequest(Bot.BotConfig.MatchableTypes) || !IsFairExchange(tradeOffer.ItemsToGive, tradeOffer.ItemsToReceive)) { return ParseTradeResult.EResult.Rejected; } // At this point we're sure that STM trade is valid // Fetch trade hold duration byte? holdDuration = await Bot.GetTradeHoldDuration(tradeOffer.OtherSteamID64, tradeOffer.TradeOfferID).ConfigureAwait(false); if (!holdDuration.HasValue) { // If we can't get trade hold duration, try again later return ParseTradeResult.EResult.TryAgain; } // If user has a trade hold, we add extra logic if (holdDuration.Value > 0) { // If trade hold duration exceeds our max, or user asks for cards with short lifespan, reject the trade if ((holdDuration.Value > ASF.GlobalConfig.MaxTradeHoldDuration) || tradeOffer.ItemsToGive.Any(item => ((item.Type == Steam.Asset.EType.FoilTradingCard) || (item.Type == Steam.Asset.EType.TradingCard)) && CardsFarmer.SalesBlacklist.Contains(item.RealAppID))) { return ParseTradeResult.EResult.Rejected; } } // If we're matching everything, this is enough for us if (Bot.BotConfig.TradingPreferences.HasFlag(BotConfig.ETradingPreferences.MatchEverything)) { return ParseTradeResult.EResult.Accepted; } // Get sets we're interested in HashSet<(uint RealAppID, Steam.Asset.EType Type, Steam.Asset.ERarity Rarity)> wantedSets = new HashSet<(uint RealAppID, Steam.Asset.EType Type, Steam.Asset.ERarity Rarity)>(); foreach (Steam.Asset item in tradeOffer.ItemsToGive) { wantedSets.Add((item.RealAppID, item.Type, item.Rarity)); } // Now check if it's worth for us to do the trade HashSet inventory; try { inventory = await Bot.ArchiWebHandler.GetInventoryAsync(Bot.SteamID).Where(item => wantedSets.Contains((item.RealAppID, item.Type, item.Rarity))).ToHashSetAsync().ConfigureAwait(false); } catch (HttpRequestException) { // If we can't check our inventory when not using MatchEverything, this is a temporary failure, try again later return ParseTradeResult.EResult.TryAgain; } catch (Exception e) { // If we can't check our inventory when not using MatchEverything, this is a temporary failure, try again later Bot.ArchiLogger.LogGenericException(e); return ParseTradeResult.EResult.TryAgain; } if (inventory.Count == 0) { // If we can't check our inventory when not using MatchEverything, this is a temporary failure, try again later Bot.ArchiLogger.LogGenericWarning(string.Format(Strings.ErrorIsEmpty, nameof(inventory))); return ParseTradeResult.EResult.TryAgain; } bool accept = IsTradeNeutralOrBetter(inventory, tradeOffer.ItemsToGive.Select(item => item.CreateShallowCopy()).ToHashSet(), tradeOffer.ItemsToReceive.Select(item => item.CreateShallowCopy()).ToHashSet()); // We're now sure whether the trade is neutral+ for us or not return accept ? ParseTradeResult.EResult.Accepted : ParseTradeResult.EResult.Rejected; } public sealed class ParseTradeResult { [PublicAPI] public readonly EResult Result; [PublicAPI] public readonly ulong TradeOfferID; internal readonly ImmutableHashSet ReceivedItemTypes; internal ParseTradeResult(ulong tradeOfferID, EResult result, IReadOnlyCollection itemsToReceive = null) { if ((tradeOfferID == 0) || (result == EResult.Unknown)) { throw new ArgumentNullException(nameof(tradeOfferID) + " || " + nameof(result)); } TradeOfferID = tradeOfferID; Result = result; if ((itemsToReceive != null) && (itemsToReceive.Count > 0)) { ReceivedItemTypes = itemsToReceive.Select(item => item.Type).ToImmutableHashSet(); } } public enum EResult : byte { Unknown, Accepted, Blacklisted, Ignored, Rejected, TryAgain } } } }