Files
ArchiSteamFarm/ArchiSteamFarm/Trading.cs
JustArchi cbf212aff5 Don't launch all parallel tasks immediately
It seems that the runtime is actually smarter than I thought, and can optimize tasks creation for maximum performance better than we'd do
2016-07-02 22:05:29 +02:00

275 lines
10 KiB
C#

/*
_ _ _ ____ _ _____
/ \ _ __ ___ | |__ (_)/ ___| | |_ ___ __ _ _ __ ___ | ___|__ _ _ __ _ __ ___
/ _ \ | '__|/ __|| '_ \ | |\___ \ | __|/ _ \ / _` || '_ ` _ \ | |_ / _` || '__|| '_ ` _ \
/ ___ \ | | | (__ | | | || | ___) || |_| __/| (_| || | | | | || _|| (_| || | | | | | | |
/_/ \_\|_| \___||_| |_||_||____/ \__|\___| \__,_||_| |_| |_||_| \__,_||_| |_| |_| |_|
Copyright 2015-2016 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.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using ArchiSteamFarm.JSON;
namespace ArchiSteamFarm {
internal sealed class Trading {
private enum ParseTradeResult : byte {
[SuppressMessage("ReSharper", "UnusedMember.Local")]
Unknown,
Error,
AcceptedWithItemLose,
AcceptedWithoutItemLose,
RejectedTemporarily,
RejectedPermanently
}
internal const byte MaxItemsPerTrade = 150; // This is due to limit on POST size in WebBrowser
internal const byte MaxTradesPerAccount = 5; // This is limit introduced by Valve
private static readonly SemaphoreSlim InventorySemaphore = new SemaphoreSlim(1);
private readonly Bot Bot;
private readonly ConcurrentHashSet<ulong> IgnoredTrades = new ConcurrentHashSet<ulong>();
private readonly SemaphoreSlim TradesSemaphore = new SemaphoreSlim(1);
private byte ParsingTasks;
internal static async Task LimitInventoryRequestsAsync() {
await InventorySemaphore.WaitAsync().ConfigureAwait(false);
Task.Run(async () => {
await Task.Delay(Program.GlobalConfig.InventoryLimiterDelay * 1000).ConfigureAwait(false);
InventorySemaphore.Release();
}).Forget();
}
internal Trading(Bot bot) {
if (bot == null) {
throw new ArgumentNullException(nameof(bot));
}
Bot = bot;
}
internal void OnDisconnected() => IgnoredTrades.ClearAndTrim();
internal async Task CheckTrades() {
lock (TradesSemaphore) {
if (ParsingTasks >= 2) {
return;
}
ParsingTasks++;
}
await TradesSemaphore.WaitAsync().ConfigureAwait(false);
await ParseActiveTrades().ConfigureAwait(false);
lock (TradesSemaphore) {
ParsingTasks--;
}
TradesSemaphore.Release();
}
private async Task ParseActiveTrades() {
if (string.IsNullOrEmpty(Bot.BotConfig.SteamApiKey)) {
return;
}
HashSet<Steam.TradeOffer> tradeOffers = Bot.ArchiWebHandler.GetActiveTradeOffers();
if ((tradeOffers == null) || (tradeOffers.Count == 0)) {
return;
}
if (tradeOffers.RemoveWhere(tradeoffer => IgnoredTrades.Contains(tradeoffer.TradeOfferID)) > 0) {
tradeOffers.TrimExcess();
if (tradeOffers.Count == 0) {
return;
}
}
ParseTradeResult[] results = await Task.WhenAll(tradeOffers.Select(ParseTrade)).ConfigureAwait(false);
if (results.Any(result => result == ParseTradeResult.AcceptedWithItemLose)) {
await Task.Delay(1000).ConfigureAwait(false); // Sometimes we can be too fast for Steam servers to generate confirmations, wait a short moment
HashSet<ulong> tradeIDs = new HashSet<ulong>(tradeOffers.Select(tradeOffer => tradeOffer.TradeOfferID));
await Bot.AcceptConfirmations(true, Steam.ConfirmationDetails.EType.Trade, 0, tradeIDs).ConfigureAwait(false);
}
}
private async Task<ParseTradeResult> ParseTrade(Steam.TradeOffer tradeOffer) {
if (tradeOffer == null) {
Logging.LogNullError(nameof(tradeOffer), Bot.BotName);
return ParseTradeResult.Error;
}
if (tradeOffer.State != Steam.TradeOffer.ETradeOfferState.Active) {
return ParseTradeResult.Error;
}
ParseTradeResult result = await ShouldAcceptTrade(tradeOffer).ConfigureAwait(false);
switch (result) {
case ParseTradeResult.AcceptedWithItemLose:
case ParseTradeResult.AcceptedWithoutItemLose:
Logging.LogGenericInfo("Accepting trade: " + tradeOffer.TradeOfferID, Bot.BotName);
return await Bot.ArchiWebHandler.AcceptTradeOffer(tradeOffer.TradeOfferID).ConfigureAwait(false) ? result : ParseTradeResult.Error;
case ParseTradeResult.RejectedPermanently:
case ParseTradeResult.RejectedTemporarily:
if (result == ParseTradeResult.RejectedPermanently) {
if (Bot.BotConfig.IsBotAccount) {
Logging.LogGenericInfo("Rejecting trade: " + tradeOffer.TradeOfferID, Bot.BotName);
return Bot.ArchiWebHandler.DeclineTradeOffer(tradeOffer.TradeOfferID) ? result : ParseTradeResult.Error;
}
IgnoredTrades.Add(tradeOffer.TradeOfferID);
}
Logging.LogGenericInfo("Ignoring trade: " + tradeOffer.TradeOfferID, Bot.BotName);
return result;
default:
return result;
}
}
private async Task<ParseTradeResult> ShouldAcceptTrade(Steam.TradeOffer tradeOffer) {
if (tradeOffer == null) {
Logging.LogNullError(nameof(tradeOffer), Bot.BotName);
return ParseTradeResult.Error;
}
// Always accept trades when we're not losing anything
if (tradeOffer.ItemsToGive.Count == 0) {
// Unless it's steam fuckup and we're dealing with broken trade
return tradeOffer.ItemsToReceive.Count > 0 ? ParseTradeResult.AcceptedWithoutItemLose : ParseTradeResult.RejectedTemporarily;
}
// Always accept trades from SteamMasterID
if ((tradeOffer.OtherSteamID64 != 0) && (tradeOffer.OtherSteamID64 == Bot.BotConfig.SteamMasterID)) {
return ParseTradeResult.AcceptedWithItemLose;
}
// If we don't have SteamTradeMatcher enabled, this is the end for us
if (!Bot.BotConfig.SteamTradeMatcher) {
return ParseTradeResult.RejectedPermanently;
}
// Decline trade if we're giving more count-wise
if (tradeOffer.ItemsToGive.Count > tradeOffer.ItemsToReceive.Count) {
return ParseTradeResult.RejectedPermanently;
}
// Decline trade if we're losing anything but steam cards, or if it's non-dupes trade
if (!tradeOffer.IsSteamCardsOnlyTradeForUs() || !tradeOffer.IsPotentiallyDupesTradeForUs()) {
return ParseTradeResult.RejectedPermanently;
}
// At this point we're sure that STM trade is valid
// Fetch trade hold duration
byte? holdDuration = await Bot.ArchiWebHandler.GetTradeHoldDuration(tradeOffer.TradeOfferID).ConfigureAwait(false);
if (!holdDuration.HasValue) {
// If we can't get trade hold duration, reject trade temporarily
return ParseTradeResult.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 => GlobalConfig.GlobalBlacklist.Contains(item.RealAppID))) {
return ParseTradeResult.RejectedPermanently;
}
}
// Now check if it's worth for us to do the trade
await LimitInventoryRequestsAsync().ConfigureAwait(false);
HashSet<Steam.Item> inventory = await Bot.ArchiWebHandler.GetMyInventory(false).ConfigureAwait(false);
if ((inventory == null) || (inventory.Count == 0)) {
return ParseTradeResult.AcceptedWithItemLose; // OK, assume that this trade is valid, we can't check our EQ
}
// Get appIDs we're interested in
HashSet<uint> appIDs = new HashSet<uint>(tradeOffer.ItemsToGive.Select(item => item.RealAppID));
// Now remove from our inventory all items we're NOT interested in
inventory.RemoveWhere(item => !appIDs.Contains(item.RealAppID));
inventory.TrimExcess();
// If for some reason Valve is talking crap and we can't find mentioned items, assume OK
if (inventory.Count == 0) {
return ParseTradeResult.AcceptedWithItemLose;
}
// Now let's create a map which maps items to their amount in our EQ
Dictionary<ulong, uint> amountMap = new Dictionary<ulong, uint>();
foreach (Steam.Item item in inventory) {
uint amount;
if (amountMap.TryGetValue(item.ClassID, out amount)) {
amountMap[item.ClassID] = amount + item.Amount;
} else {
amountMap[item.ClassID] = item.Amount;
}
}
// Calculate our value of items to give
List<uint> amountsToGive = new List<uint>(tradeOffer.ItemsToGive.Count);
Dictionary<ulong, uint> amountMapToGive = new Dictionary<ulong, uint>(amountMap);
foreach (ulong key in tradeOffer.ItemsToGive.Select(item => item.ClassID)) {
uint amount;
if (!amountMapToGive.TryGetValue(key, out amount)) {
amountsToGive.Add(0);
continue;
}
amountsToGive.Add(amount);
amountMapToGive[key] = amount - 1; // We're giving one, so we have one less
}
// Sort it ascending
amountsToGive.Sort();
// Calculate our value of items to receive
List<uint> amountsToReceive = new List<uint>(tradeOffer.ItemsToReceive.Count);
Dictionary<ulong, uint> amountMapToReceive = new Dictionary<ulong, uint>(amountMap);
foreach (ulong key in tradeOffer.ItemsToReceive.Select(item => item.ClassID)) {
uint amount;
if (!amountMapToReceive.TryGetValue(key, out amount)) {
amountsToReceive.Add(0);
continue;
}
amountsToReceive.Add(amount);
amountMapToReceive[key] = amount + 1; // We're getting one, so we have one more
}
// Sort it ascending
amountsToReceive.Sort();
// Check actual difference
// We sum only values at proper indexes of giving, because user might be overpaying
int difference = amountsToGive.Select((t, i) => (int) (t - amountsToReceive[i])).Sum();
// Trade is worth for us if the difference is greater than 0
return difference > 0 ? ParseTradeResult.AcceptedWithItemLose : ParseTradeResult.RejectedTemporarily;
}
}
}