Files
ArchiSteamFarm/ArchiSteamFarm/Trading.cs
JustArchi 1b1673a3f9 Misc
2018-04-21 22:13:12 +02:00

352 lines
16 KiB
C#

// _ _ _ ____ _ _____
// / \ _ __ ___ | |__ (_)/ ___| | |_ ___ __ _ _ __ ___ | ___|__ _ _ __ _ __ ___
// / _ \ | '__|/ __|| '_ \ | |\___ \ | __|/ _ \ / _` || '_ ` _ \ | |_ / _` || '__|| '_ ` _ \
// / ___ \ | | | (__ | | | || | ___) || |_| __/| (_| || | | | | || _|| (_| || | | | | | | |
// /_/ \_\|_| \___||_| |_||_||____/ \__|\___| \__,_||_| |_| |_||_| \__,_||_| |_| |_| |_|
//
// Copyright 2015-2018 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.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using ArchiSteamFarm.Json;
using ArchiSteamFarm.Localization;
namespace ArchiSteamFarm {
internal sealed class Trading : IDisposable {
internal const byte MaxItemsPerTrade = byte.MaxValue; // This is due to limit on POST size in WebBrowser
internal const byte MaxTradesPerAccount = 5; // This is limit introduced by Valve
private readonly Bot Bot;
private readonly ConcurrentHashSet<ulong> IgnoredTrades = new ConcurrentHashSet<ulong>();
private readonly SemaphoreSlim TradesSemaphore = new SemaphoreSlim(1, 1);
private bool ParsingScheduled;
internal Trading(Bot bot) => Bot = bot ?? throw new ArgumentNullException(nameof(bot));
public void Dispose() => TradesSemaphore.Dispose();
internal void OnDisconnected() => IgnoredTrades.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 {
lock (TradesSemaphore) {
ParsingScheduled = false;
}
await ParseActiveTrades().ConfigureAwait(false);
} finally {
TradesSemaphore.Release();
}
}
private static bool IsTradeNeutralOrBetter(IReadOnlyCollection<Steam.Asset> inventory, IReadOnlyCollection<Steam.Asset> itemsToGive, IReadOnlyCollection<Steam.Asset> 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;
}
// Now let's create a map which maps items to their amount in our EQ
// This has to be done as we might have multiple items of given ClassID with multiple amounts
Dictionary<ulong, uint> itemAmounts = new Dictionary<ulong, uint>();
foreach (Steam.Asset item in inventory) {
if (itemAmounts.TryGetValue(item.ClassID, out uint amount)) {
itemAmounts[item.ClassID] = amount + item.Amount;
} else {
itemAmounts[item.ClassID] = item.Amount;
}
}
// Calculate our value of items to give on per-game basis
Dictionary<(Steam.Asset.EType Type, uint AppID), List<uint>> itemAmountToGivePerGame = new Dictionary<(Steam.Asset.EType Type, uint AppID), List<uint>>();
Dictionary<ulong, uint> itemAmountsToGive = new Dictionary<ulong, uint>(itemAmounts);
foreach (Steam.Asset item in itemsToGive) {
if (!itemAmountToGivePerGame.TryGetValue((item.Type, item.RealAppID), out List<uint> amountsToGive)) {
amountsToGive = new List<uint>();
itemAmountToGivePerGame[(item.Type, item.RealAppID)] = amountsToGive;
}
for (uint i = 0; i < item.Amount; i++) {
amountsToGive.Add(itemAmountsToGive.TryGetValue(item.ClassID, out uint amount) ? amount : 0);
itemAmountsToGive[item.ClassID] = --amount; // We're giving one, so we have one less
}
}
// Sort all the lists of amounts to give on per-game basis ascending
foreach (List<uint> amountsToGive in itemAmountToGivePerGame.Values) {
amountsToGive.Sort();
}
// Calculate our value of items to receive on per-game basis
Dictionary<(Steam.Asset.EType Type, uint AppID), List<uint>> itemAmountToReceivePerGame = new Dictionary<(Steam.Asset.EType Type, uint AppID), List<uint>>();
Dictionary<ulong, uint> itemAmountsToReceive = new Dictionary<ulong, uint>(itemAmounts);
foreach (Steam.Asset item in itemsToReceive) {
if (!itemAmountToReceivePerGame.TryGetValue((item.Type, item.RealAppID), out List<uint> amountsToReceive)) {
amountsToReceive = new List<uint>();
itemAmountToReceivePerGame[(item.Type, item.RealAppID)] = amountsToReceive;
}
for (uint i = 0; i < item.Amount; i++) {
amountsToReceive.Add(itemAmountsToReceive.TryGetValue(item.ClassID, out uint amount) ? amount : 0);
itemAmountsToReceive[item.ClassID] = ++amount; // We're getting one, so we have one more
}
}
// Sort all the lists of amounts to receive on per-game basis ascending
foreach (List<uint> amountsToReceive in itemAmountToReceivePerGame.Values) {
amountsToReceive.Sort();
}
// Calculate final neutrality result
// This is quite complex operation of taking minimum difference from all differences on per-game basis
// When calculating per-game difference, we sum only amounts at proper indexes, because user might be overpaying
int difference = itemAmountToGivePerGame.Min(kv => kv.Value.Select((t, i) => (int) (t - itemAmountToReceivePerGame[kv.Key][i])).Sum());
return difference > 0;
}
private async Task ParseActiveTrades() {
HashSet<Steam.TradeOffer> tradeOffers = await Bot.ArchiWebHandler.GetActiveTradeOffers(IgnoredTrades).ConfigureAwait(false);
if ((tradeOffers == null) || (tradeOffers.Count == 0)) {
return;
}
IEnumerable<Task<ParseTradeResult>> tasks = tradeOffers.Select(ParseTrade);
ICollection<ParseTradeResult> results;
switch (Program.GlobalConfig.OptimizationMode) {
case GlobalConfig.EOptimizationMode.MinMemoryUsage:
results = new List<ParseTradeResult>(tradeOffers.Count);
foreach (Task<ParseTradeResult> task in tasks) {
results.Add(await task.ConfigureAwait(false));
}
break;
default:
results = await Task.WhenAll(tasks).ConfigureAwait(false);
break;
}
if (Bot.HasMobileAuthenticator) {
HashSet<ulong> acceptedWithItemLoseTradeIDs = new HashSet<ulong>(results.Where(result => (result != null) && (result.Result == ParseTradeResult.EResult.AcceptedWithItemLose)).Select(result => result.TradeID));
if (acceptedWithItemLoseTradeIDs.Count > 0) {
// Give Steam network some time to generate confirmations
await Task.Delay(3000).ConfigureAwait(false);
await Bot.AcceptConfirmations(true, Steam.ConfirmationDetails.EType.Trade, 0, acceptedWithItemLoseTradeIDs).ConfigureAwait(false);
}
}
if (results.Any(result => (result != null) && ((result.Result == ParseTradeResult.EResult.AcceptedWithItemLose) || (result.Result == ParseTradeResult.EResult.AcceptedWithoutItemLose)))) {
// If we finished a trade, perform a loot if user wants to do so
await Bot.LootIfNeeded().ConfigureAwait(false);
}
}
private async Task<ParseTradeResult> ParseTrade(Steam.TradeOffer tradeOffer) {
if (tradeOffer == null) {
Bot.ArchiLogger.LogNullError(nameof(tradeOffer));
return null;
}
if (tradeOffer.State != Steam.TradeOffer.ETradeOfferState.Active) {
Bot.ArchiLogger.LogGenericError(string.Format(Strings.ErrorIsInvalid, tradeOffer.State));
return null;
}
ParseTradeResult result = await ShouldAcceptTrade(tradeOffer).ConfigureAwait(false);
if (result == null) {
Bot.ArchiLogger.LogNullError(nameof(result));
return null;
}
switch (result.Result) {
case ParseTradeResult.EResult.AcceptedWithItemLose:
case ParseTradeResult.EResult.AcceptedWithoutItemLose:
Bot.ArchiLogger.LogGenericInfo(string.Format(Strings.AcceptingTrade, tradeOffer.TradeOfferID));
if (await Bot.ArchiWebHandler.AcceptTradeOffer(tradeOffer.TradeOfferID).ConfigureAwait(false)) {
if (tradeOffer.ItemsToReceive.Sum(item => item.Amount) > tradeOffer.ItemsToGive.Sum(item => item.Amount)) {
Bot.ArchiLogger.LogGenericTrace(string.Format(Strings.BotAcceptedDonationTrade, tradeOffer.TradeOfferID));
}
}
break;
case ParseTradeResult.EResult.RejectedPermanently:
case ParseTradeResult.EResult.RejectedTemporarily:
if (result.Result == ParseTradeResult.EResult.RejectedPermanently) {
if (Bot.BotConfig.IsBotAccount) {
goto case ParseTradeResult.EResult.RejectedAndBlacklisted;
}
IgnoredTrades.Add(tradeOffer.TradeOfferID);
}
Bot.ArchiLogger.LogGenericInfo(string.Format(Strings.IgnoringTrade, tradeOffer.TradeOfferID));
break;
case ParseTradeResult.EResult.RejectedAndBlacklisted:
Bot.ArchiLogger.LogGenericInfo(string.Format(Strings.RejectingTrade, tradeOffer.TradeOfferID));
await Bot.ArchiWebHandler.DeclineTradeOffer(tradeOffer.TradeOfferID).ConfigureAwait(false);
break;
default:
Bot.ArchiLogger.LogGenericError(string.Format(Strings.WarningUnknownValuePleaseReport, nameof(result.Result), result.Result));
return null;
}
return result;
}
private async Task<ParseTradeResult> ShouldAcceptTrade(Steam.TradeOffer tradeOffer) {
if (tradeOffer == null) {
Bot.ArchiLogger.LogNullError(nameof(tradeOffer));
return null;
}
if (tradeOffer.OtherSteamID64 != 0) {
// Always accept trades from SteamMasterID
if (Bot.IsMaster(tradeOffer.OtherSteamID64)) {
return new ParseTradeResult(tradeOffer.TradeOfferID, tradeOffer.ItemsToGive.Count > 0 ? ParseTradeResult.EResult.AcceptedWithItemLose : ParseTradeResult.EResult.AcceptedWithoutItemLose);
}
// Always deny trades from blacklisted steamIDs
if (Bot.IsBlacklistedFromTrades(tradeOffer.OtherSteamID64)) {
return new ParseTradeResult(tradeOffer.TradeOfferID, ParseTradeResult.EResult.RejectedAndBlacklisted);
}
}
// Check if it's donation trade
switch (tradeOffer.ItemsToGive.Count) {
case 0 when tradeOffer.ItemsToReceive.Count == 0:
// If it's steam fuckup, temporarily ignore it
return new ParseTradeResult(tradeOffer.TradeOfferID, ParseTradeResult.EResult.RejectedTemporarily);
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 new ParseTradeResult(tradeOffer.TradeOfferID, ParseTradeResult.EResult.AcceptedWithoutItemLose);
}
// If we don't accept donations, neither bot trades, deny it right away
if (!acceptDonations && !acceptBotTrades) {
return new ParseTradeResult(tradeOffer.TradeOfferID, ParseTradeResult.EResult.RejectedPermanently);
}
// 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.CachedSteamID == tradeOffer.OtherSteamID64);
return new ParseTradeResult(tradeOffer.TradeOfferID, (acceptDonations && !isBotTrade) || (acceptBotTrades && isBotTrade) ? ParseTradeResult.EResult.AcceptedWithoutItemLose : ParseTradeResult.EResult.RejectedPermanently);
}
// If we don't have SteamTradeMatcher enabled, this is the end for us
if (!Bot.BotConfig.TradingPreferences.HasFlag(BotConfig.ETradingPreferences.SteamTradeMatcher)) {
return new ParseTradeResult(tradeOffer.TradeOfferID, ParseTradeResult.EResult.RejectedPermanently);
}
// Decline trade if we're giving more count-wise
if (tradeOffer.ItemsToGive.Count > tradeOffer.ItemsToReceive.Count) {
return new ParseTradeResult(tradeOffer.TradeOfferID, ParseTradeResult.EResult.RejectedPermanently);
}
// Decline trade if it's not fair games/types exchange or if we're requested to handle any not-accepted item type
if (!tradeOffer.IsFairTypesExchange() || !tradeOffer.IsValidSteamItemsRequest(Bot.BotConfig.MatchableTypes)) {
return new ParseTradeResult(tradeOffer.TradeOfferID, ParseTradeResult.EResult.RejectedPermanently);
}
// 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, reject trade temporarily
return new ParseTradeResult(tradeOffer.TradeOfferID, ParseTradeResult.EResult.RejectedTemporarily);
}
// 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 > Program.GlobalConfig.MaxTradeHoldDuration) || tradeOffer.ItemsToGive.Any(item => ((item.Type == Steam.Asset.EType.FoilTradingCard) || (item.Type == Steam.Asset.EType.TradingCard)) && GlobalConfig.SalesBlacklist.Contains(item.RealAppID))) {
return new ParseTradeResult(tradeOffer.TradeOfferID, ParseTradeResult.EResult.RejectedPermanently);
}
}
// If we're matching everything, this is enough for us
if (Bot.BotConfig.TradingPreferences.HasFlag(BotConfig.ETradingPreferences.MatchEverything)) {
return new ParseTradeResult(tradeOffer.TradeOfferID, ParseTradeResult.EResult.AcceptedWithItemLose);
}
// Get appIDs/types we're interested in
HashSet<uint> appIDs = new HashSet<uint>();
HashSet<Steam.Asset.EType> types = new HashSet<Steam.Asset.EType>();
foreach (Steam.Asset item in tradeOffer.ItemsToGive) {
appIDs.Add(item.RealAppID);
types.Add(item.Type);
}
// Now check if it's worth for us to do the trade
HashSet<Steam.Asset> inventory = await Bot.ArchiWebHandler.GetMyInventory(false, wantedTypes: types, wantedRealAppIDs: appIDs).ConfigureAwait(false);
if ((inventory == null) || (inventory.Count == 0)) {
// If we can't check our inventory when not using MatchEverything, this is a temporary failure
Bot.ArchiLogger.LogGenericWarning(string.Format(Strings.ErrorIsEmpty, nameof(inventory)));
return new ParseTradeResult(tradeOffer.TradeOfferID, ParseTradeResult.EResult.RejectedTemporarily);
}
bool accept = IsTradeNeutralOrBetter(inventory, tradeOffer.ItemsToGive, tradeOffer.ItemsToReceive);
// Even if trade is not neutral+ for us right now, it might be in the future, unless we're bot account where we assume that inventory doesn't change
return new ParseTradeResult(tradeOffer.TradeOfferID, accept ? ParseTradeResult.EResult.AcceptedWithItemLose : (Bot.BotConfig.IsBotAccount ? ParseTradeResult.EResult.RejectedPermanently : ParseTradeResult.EResult.RejectedTemporarily));
}
private sealed class ParseTradeResult {
internal readonly EResult Result;
internal readonly ulong TradeID;
internal ParseTradeResult(ulong tradeID, EResult result) {
if ((tradeID == 0) || (result == EResult.Unknown)) {
throw new ArgumentNullException(nameof(tradeID) + " || " + nameof(result));
}
TradeID = tradeID;
Result = result;
}
internal enum EResult : byte {
Unknown,
AcceptedWithItemLose,
AcceptedWithoutItemLose,
RejectedTemporarily,
RejectedPermanently,
RejectedAndBlacklisted
}
}
}
}