using BlueLaminate.Core.Options;
using BlueLaminate.EFCore.Data;
using BlueLaminate.EFCore.Entities;
using BlueLaminate.Scraper.CsFloat;
using Microsoft.EntityFrameworkCore;
using Microsoft.Extensions.Logging;
using Microsoft.Extensions.Options;
namespace BlueLaminate.Core.Listings;
///
/// Global incremental sweep of CSFloat active listings into the database. Pages
/// sort_by=most_recent with no item filter, so it captures every listing —
/// including items not in our catalogue. Each listing is upserted by its stable
/// CSFloat id; /
/// bound the observation window.
///
/// Two things keep it safe against the 200-request rate limit and partial runs:
///
/// - Pacing. After each page it waits a base courtesy delay plus
/// random jitter so requests stay well under the limit and aren't perfectly
/// regular; and it inspects the client's rate-limit headers, sleeping until the
/// reset epoch when remaining is low rather than risking a 429.
/// - Removed-tracking only on a complete pass. Marking unseen listings
/// as Removed is only valid when the whole market was covered. A capped or
/// incremental run that stops early must not do it, or it would falsely "sell"
/// everything it didn't reach.
///
///
public sealed class ListingSweepService
{
public const string Source = "listings";
public const string CatalogSource = SweepSource.CsFloatCatalog;
private readonly SkinTrackerDbContext _db;
private readonly CsFloatListingsClient _client;
private readonly ILogger _logger;
private readonly SweepOptions _options;
public ListingSweepService(
SkinTrackerDbContext db,
CsFloatListingsClient client,
ILogger logger,
IOptions options)
{
_db = db;
_client = client;
_logger = logger;
_options = options.Value;
}
/// Hard cap on API pages this run (rate-limit budget).
/// Hard cap on listings ingested this run.
///
/// Stop once a whole page is already-known listings (cheap daily delta). When
/// false, keep paging until the cursor or a cap is exhausted (cold pass).
///
/// Optional courtesy delay between pages.
public async Task SweepAsync(
int maxRequests = 4,
int maxListings = 200,
bool incremental = true,
TimeSpan? delayBetweenPages = null,
CancellationToken ct = default)
{
var now = DateTimeOffset.UtcNow;
var pages = 0;
var seen = 0;
var inserted = 0;
var updated = 0;
var linked = 0;
string? cursor = null;
string stoppedReason = "cursor exhausted";
var completePass = true;
// Catalogue lookup for best-effort skin linking, built once per run.
var skinByIndex = await _db.Skins
.Where(s => s.DefIndex != null && s.PaintIndex != null)
.Select(s => new { s.Id, s.DefIndex, s.PaintIndex })
.ToDictionaryAsync(s => (s.DefIndex!.Value, s.PaintIndex!.Value), s => s.Id, ct);
// (skin, wear) -> condition id, so each listing's wear band is set directly.
var conditionLookup = await BuildConditionLookupAsync(ct);
// Track which listing ids we touched this run, so a complete pass can flag
// the rest as Removed.
var touchedIds = new HashSet();
var touchedInstanceIds = new HashSet();
while (true)
{
if (pages >= maxRequests)
{
stoppedReason = $"hit max-requests cap ({maxRequests})";
completePass = false;
break;
}
if (seen >= maxListings)
{
stoppedReason = $"hit max-listings cap ({maxListings})";
completePass = false;
break;
}
ListingsPageResult page;
try
{
page = await _client.FetchPageAsync(
defIndex: null, paintIndex: null, sortBy: "most_recent",
limit: _client.MaxLimit, cursor: cursor, ct: ct);
}
catch (CsFloatApiException ex)
{
_logger.LogError("Sweep aborted: {Message}", ex.Message);
stoppedReason = $"API error: {ex.Status}";
completePass = false;
break;
}
pages++;
seen += page.Listings.Count;
var (ins, upd, link, allKnown) = await IngestPageAsync(
page.Listings, skinByIndex, conditionLookup, touchedIds, touchedInstanceIds, now, ct);
inserted += ins;
updated += upd;
linked += link;
_logger.LogInformation(
"Page {Page}: {Count} listings ({Ins} new, {Upd} updated); {Rate}",
pages, page.Listings.Count, ins, upd, _client.LastRateLimit);
cursor = page.Cursor;
// End of the market. A short page (fewer than a full page) is the last
// one — the cursor points past the end, so fetching again would only burn
// a request on an empty response.
if (string.IsNullOrEmpty(cursor) || page.Listings.Count < _client.MaxLimit)
{
stoppedReason = "cursor exhausted";
break;
}
// Incremental short-circuit: a full page we already knew means we've
// caught up to the previous sweep. This is a partial pass by design.
if (incremental && allKnown)
{
stoppedReason = "reached already-seen listings (incremental)";
completePass = false;
break;
}
await PaceAsync(delayBetweenPages, ct);
}
// Persist inserts/updates before computing Removed so the touched set is durable.
await _db.SaveChangesAsync(ct);
var removed = 0;
if (completePass)
{
removed = await MarkRemovedAsync(touchedIds, now, ct);
}
else
{
_logger.LogInformation("Partial pass — skipping Removed-tracking to avoid false sales.");
}
await FlagDupesAsync(touchedInstanceIds, now, ct);
await _db.ScrapeRuns.AddAsync(
new ScrapeRun { Source = Source, RanAt = now, ItemCount = seen }, ct);
await _db.SaveChangesAsync(ct);
return new ListingSweepResult(pages, seen, inserted, updated, removed, linked, stoppedReason);
}
///
/// Catalogue-driven sweep: walk skins that have def/paint indexes and query
/// their listings with a server-side def_index+paint_index filter, split by
/// wear band. Each skin_conditions row (one per overlapping wear tier,
/// with clamped float bounds) becomes its own unit, queried with the API's
/// min_float/max_float filter; skins with no wear bands (e.g. vanilla knives) are
/// swept whole. Splitting keeps even high-volume Covert skins to small,
/// independently-checkpointable units — an interrupted run resumes at wear-band
/// granularity rather than redoing a whole skin. Because each band is paged to
/// completion, Removed-tracking is accurate per band (scoped by wear name).
///
/// Runs continuously until is cancelled (Ctrl+C):
/// it sweeps the whole catalogue, then loops and starts over. The unit list is
/// re-queried each pass, so newly-synced skins/bands are picked up and the
/// ordering (never-swept first, rarest first, then least-recently-swept) keeps
/// refreshing the stalest data. There is no request cap — request rate is bounded
/// only by , which sleeps when the rate-limit bucket runs
/// low so we never fire a request at zero remaining.
///
/// Optional courtesy delay between pages.
public async Task SweepCatalogAsync(
TimeSpan? delayBetweenPages = null,
CancellationToken ct = default)
{
var pages = 0;
var seen = 0;
var inserted = 0;
var updated = 0;
var removed = 0;
var covered = 0;
var stoppedReason = "stopped";
try
{
// Repeat the whole catalogue until cancelled. Re-querying each pass picks
// up newly-synced skins and re-orders by this site's latest checkpoint.
while (!ct.IsCancellationRequested)
{
var now = DateTimeOffset.UtcNow;
var units = await BuildSweepUnitsAsync(ct);
if (units.Count == 0)
{
stoppedReason = "no catalogue skins to sweep";
break;
}
// (skin, wear) -> condition id, refreshed each pass alongside the units.
var conditionLookup = await BuildConditionLookupAsync(ct);
var index = 0;
foreach (var unit in units)
{
ct.ThrowIfCancellationRequested();
index++;
var wear = unit.Condition ?? "all wears";
// One-entry lookup so IngestPageAsync resolves SkinId to this skin.
var lookup = new Dictionary<(int, int), int> { [(unit.Def, unit.Paint)] = unit.SkinId };
var touchedIds = new HashSet();
var touchedInstanceIds = new HashSet();
string? cursor = null;
while (true)
{
ListingsPageResult page;
try
{
// min_float/max_float are null for whole-skin units (no wear
// bands); set, they restrict the page to this wear band.
page = await _client.FetchPageAsync(
defIndex: unit.Def, paintIndex: unit.Paint, sortBy: "lowest_price",
limit: _client.MaxLimit, cursor: cursor,
minFloat: unit.MinFloat, maxFloat: unit.MaxFloat, ct: ct);
}
catch (CsFloatApiException ex)
{
_logger.LogError(
"Catalogue sweep aborted on {Weapon} | {Skin} ({Wear}): {Message}",
unit.Weapon, unit.SkinName, wear, ex.Message);
await _db.SaveChangesAsync(CancellationToken.None);
return Finish($"API error: {ex.Status}");
}
pages++;
seen += page.Listings.Count;
var (ins, upd, _, _) = await IngestPageAsync(
page.Listings, lookup, conditionLookup, touchedIds, touchedInstanceIds, now, ct);
inserted += ins;
updated += upd;
_logger.LogInformation(
"[{Index}/{Total}] {Weapon} | {Skin} ({Wear}): {Count} listings; {Remaining} requests remaining",
index, units.Count, unit.Weapon, unit.SkinName, wear, page.Listings.Count,
_client.LastRateLimit.Remaining);
cursor = page.Cursor;
// A short page (fewer than a full page of listings) is the last
// page: CSFloat still returns a cursor pointing past the end, so
// fetching again would only burn a request on an empty response.
if (string.IsNullOrEmpty(cursor) || page.Listings.Count < _client.MaxLimit)
{
break;
}
await PaceAsync(delayBetweenPages, ct);
}
// Persist this band's listings/instances before dupe analysis so the
// asset-id grouping query sees them.
await _db.SaveChangesAsync(ct);
await FlagDupesAsync(touchedInstanceIds, now, ct);
await _db.SaveChangesAsync(ct);
// Each unit is paged to completion, so Removed-tracking is accurate.
// Scope it to the wear band (by wear name) so sweeping one band never
// false-removes another band's listings of the same skin. Then stamp
// the band's checkpoint so it leaves the never-swept queue.
if (unit.ConditionId is { } conditionId)
{
removed += await MarkRemovedForSkinConditionAsync(
unit.SkinId, unit.Condition!, touchedIds, now, ct);
await SweepCheckpoints.StampConditionAsync(_db, conditionId, CatalogSource, now, ct);
}
else
{
removed += await MarkRemovedForSkinAsync(unit.SkinId, touchedIds, now, ct);
await SweepCheckpoints.StampSkinAsync(_db, unit.SkinId, CatalogSource, now, ct);
}
// Persist the checkpoint upsert now so a cancellation between bands
// doesn't lose it (the stamp goes through the change tracker, not a
// set-based update).
await _db.SaveChangesAsync(ct);
covered++;
await PaceAsync(delayBetweenPages, ct);
}
_logger.LogInformation(
"Completed a full catalogue pass ({Covered} wear-band sweeps so far); restarting from the stalest.",
covered);
}
}
catch (OperationCanceledException)
{
stoppedReason = "stopped (cancellation requested)";
}
// Final bookkeeping with a non-cancellable token so the run is always recorded.
await _db.ScrapeRuns.AddAsync(
new ScrapeRun { Source = CatalogSource, RanAt = DateTimeOffset.UtcNow, ItemCount = seen },
CancellationToken.None);
await _db.SaveChangesAsync(CancellationToken.None);
return Finish(stoppedReason);
CatalogSweepResult Finish(string reason) =>
new(covered, 0, pages, seen, inserted, updated, removed, reason);
}
// Rank a skin's rarity tier high→low so sweeps process the rarest (and least
// abundant) skins first. Names come from the CSGO-API catalogue; an unknown
// value ranks lowest so it's swept last rather than jumping the queue.
private static int RarityRank(string rarity) => rarity switch
{
"Extraordinary" => 8, // knives & gloves
"Contraband" => 7, // e.g. M4A4 | Howl
"Covert" => 6,
"Classified" => 5,
"Restricted" => 4,
"Mil-Spec Grade" => 3,
"Industrial Grade" => 2,
"Consumer Grade" => 1,
_ => 0,
};
// One unit of catalogue-sweep work: a skin filtered to a single wear band, or a
// whole skin when it has no bands. Float bounds + ConditionId are null for the
// whole-skin case (checkpointed in skin_sweeps rather than skin_condition_sweeps).
// SweptAt is this site's checkpoint for the unit and drives the never-swept-first /
// stalest-first ordering.
private sealed record SweepUnit(
int SkinId,
int Def,
int Paint,
string SkinName,
string Weapon,
string Rarity,
int? ConditionId,
string? Condition,
decimal? MinFloat,
decimal? MaxFloat,
DateTimeOffset? SweptAt);
// Build and order this pass's sweep units. Each skin with def/paint indexes
// contributes one unit per wear band (skin_conditions row), or a single
// whole-skin unit if it has no bands (e.g. vanilla knives with no float range) —
// so those skins keep being swept rather than silently dropping out.
//
// Ordering, in priority:
// 1. never-swept first — so a restart resumes rather than redoing swept bands;
// 2. highest rarity first — rare skins (Covert/knives/gloves) have few listings,
// so capture them before the mass-quantity low grades;
// 3. least-recently-swept — refresh the stalest data first;
// 4. then by skin and ascending float — keeps a skin's bands contiguous and in
// FN→BS order ("wear within skin").
// Sorted in memory because rarity rank isn't a database column; the catalogue is
// small (~2k skins) so this is negligible.
private async Task> BuildSweepUnitsAsync(CancellationToken ct)
{
// Read each unit's checkpoint for THIS site only (a correlated subquery over the
// per-source sweep rows), so a band swept on another site still sorts as
// never-swept here. No row for this source => null => front of the queue.
var skins = await _db.Skins
.Where(s => s.DefIndex != null && s.PaintIndex != null)
.Select(s => new
{
s.Id,
Def = s.DefIndex!.Value,
Paint = s.PaintIndex!.Value,
s.Name,
Weapon = s.Weapon.Name,
s.Rarity,
SweptAt = s.Sweeps
.Where(x => x.Source == CatalogSource)
.Select(x => (DateTimeOffset?)x.SweptAt)
.FirstOrDefault(),
Conditions = s.Conditions
.Select(c => new
{
c.Id,
c.Condition,
c.FloatMin,
c.FloatMax,
SweptAt = c.Sweeps
.Where(x => x.Source == CatalogSource)
.Select(x => (DateTimeOffset?)x.SweptAt)
.FirstOrDefault(),
})
.ToList(),
})
.ToListAsync(ct);
var units = new List();
foreach (var s in skins)
{
if (s.Conditions.Count == 0)
{
units.Add(new SweepUnit(
s.Id, s.Def, s.Paint, s.Name, s.Weapon, s.Rarity,
ConditionId: null, Condition: null, MinFloat: null, MaxFloat: null,
SweptAt: s.SweptAt));
continue;
}
foreach (var c in s.Conditions)
{
units.Add(new SweepUnit(
s.Id, s.Def, s.Paint, s.Name, s.Weapon, s.Rarity,
ConditionId: c.Id, Condition: c.Condition,
MinFloat: c.FloatMin, MaxFloat: c.FloatMax,
SweptAt: c.SweptAt));
}
}
return units
.OrderBy(u => u.SweptAt != null)
.ThenByDescending(u => RarityRank(u.Rarity))
.ThenBy(u => u.SweptAt)
.ThenBy(u => u.SkinId)
.ThenBy(u => u.MinFloat)
.ToList();
}
// (skinId, wear name) -> skin_conditions.id, built once per run so each listing's
// wear band resolves without a per-row query. The wear name equals
// skin_conditions.condition (CSFloat's authoritative tier name, e.g. "Factory New").
private async Task> BuildConditionLookupAsync(
CancellationToken ct) =>
await _db.SkinConditions
.Select(c => new { c.SkinId, c.Condition, c.Id })
.ToDictionaryAsync(c => (c.SkinId, c.Condition), c => c.Id, ct);
// Flag this skin's once-Active listings that we didn't see this run as Removed.
private async Task MarkRemovedForSkinAsync(
int skinId, HashSet touchedIds, DateTimeOffset now, CancellationToken ct)
{
return await _db.Listings
.Where(l => l.SkinId == skinId
&& l.Status == ListingStatus.Active
&& !touchedIds.Contains(l.CsFloatListingId))
.ExecuteUpdateAsync(
setters => setters
.SetProperty(l => l.Status, ListingStatus.Removed)
.SetProperty(l => l.RemovedAt, now),
ct);
}
// Wear-band-scoped Removed-tracking: flag only this skin's once-Active listings in
// the given wear band that we didn't see this run. Scoping by wear name (CSFloat's
// authoritative tier, identical to skin_conditions.condition) means sweeping one
// band can't false-remove listings from the skin's other bands.
private async Task MarkRemovedForSkinConditionAsync(
int skinId, string wearName, HashSet touchedIds, DateTimeOffset now, CancellationToken ct)
{
return await _db.Listings
.Where(l => l.SkinId == skinId
&& l.WearName == wearName
&& l.Status == ListingStatus.Active
&& !touchedIds.Contains(l.CsFloatListingId))
.ExecuteUpdateAsync(
setters => setters
.SetProperty(l => l.Status, ListingStatus.Removed)
.SetProperty(l => l.RemovedAt, now),
ct);
}
// Upsert a page of listings. Returns counts plus whether every listing on the
// page already existed (the incremental stop signal). Also resolves each
// listing to a SkinInstance (the physical item, by fingerprint) and records
// the touched instance ids so the caller can run dupe detection over them.
private async Task<(int Inserted, int Updated, int Linked, bool AllKnown)> IngestPageAsync(
IReadOnlyList listings,
IReadOnlyDictionary<(int, int), int> skinByIndex,
IReadOnlyDictionary<(int, string), int> conditionBySkinAndWear,
HashSet touchedIds,
HashSet touchedInstanceIds,
DateTimeOffset now,
CancellationToken ct)
{
if (listings.Count == 0)
{
return (0, 0, 0, true);
}
var ids = listings.Select(l => l.ListingId).ToList();
var existing = await _db.Listings
.Where(l => ids.Contains(l.CsFloatListingId))
.ToDictionaryAsync(l => l.CsFloatListingId, ct);
var inserted = 0;
var updated = 0;
var linked = 0;
var allKnown = true;
foreach (var l in listings)
{
touchedIds.Add(l.ListingId);
int? skinId = skinByIndex.TryGetValue((l.DefIndex, l.PaintIndex), out var id) ? id : null;
if (skinId is not null)
{
linked++;
}
// Wear band: resolve from (skin, wear name) so both the catalogue and the
// incremental sweep set the same condition_id. Null when the skin is
// unknown or the item has no wear (e.g. vanilla knives).
int? conditionId = skinId is { } skinForCond && l.WearName is { } wearForCond
&& conditionBySkinAndWear.TryGetValue((skinForCond, wearForCond), out var resolvedCond)
? resolvedCond
: null;
// Resolve the physical item only when we know the skin — the
// fingerprint is meaningless without it.
var instance = skinId is { } sid
? await ResolveInstanceAsync(sid, l, now, ct)
: null;
if (instance is not null)
{
touchedInstanceIds.Add(instance.Id);
}
if (existing.TryGetValue(l.ListingId, out var row))
{
// Refresh mutable fields. Price can change; a re-appeared listing
// returns to Active.
row.Price = l.Price;
row.LastSeenAt = now;
row.Status = ListingStatus.Active;
row.RemovedAt = null;
row.SkinId = skinId;
row.ConditionId = conditionId;
row.AssetId = l.AssetId;
row.SkinInstance = instance;
updated++;
}
else
{
allKnown = false;
var entity = MapToEntity(l, skinId, conditionId, now);
entity.SkinInstance = instance;
_db.Listings.Add(entity);
inserted++;
}
}
return (inserted, updated, linked, allKnown);
}
// Find the SkinInstance matching this listing's fingerprint, or create one.
// The fingerprint is (skin, full-precision float, seed, stattrak, souvenir).
// It is deliberately NOT unique — duped copies share it — so a match may
// already represent more than one physical item; dupe detection runs later.
private async Task ResolveInstanceAsync(
int skinId, CsFloatListing l, DateTimeOffset now, CancellationToken ct)
{
// Floatless items (e.g. Vanilla knives) can't be fingerprinted; skip the
// instance and leave the listing's SkinInstanceId null, like the cs.money path.
if (l.FloatValue is not { } floatValue)
{
return null;
}
var seed = l.PaintSeed;
// Check the change-tracker first (an instance just added earlier this page
// isn't queryable yet), then the database.
var tracked = _db.ChangeTracker.Entries()
.Select(e => e.Entity)
.FirstOrDefault(i => i.SkinId == skinId && i.FloatValue == floatValue
&& i.PaintSeed == seed && i.StatTrak == l.IsStatTrak && i.Souvenir == l.IsSouvenir);
if (tracked is not null)
{
tracked.LastSeenAt = now;
return tracked;
}
var instance = await _db.SkinInstances.FirstOrDefaultAsync(
i => i.SkinId == skinId && i.FloatValue == floatValue
&& i.PaintSeed == seed && i.StatTrak == l.IsStatTrak && i.Souvenir == l.IsSouvenir,
ct);
if (instance is not null)
{
instance.LastSeenAt = now;
return instance;
}
instance = new SkinInstance
{
SkinId = skinId,
FloatValue = floatValue,
PaintSeed = seed,
StatTrak = l.IsStatTrak,
Souvenir = l.IsSouvenir,
FirstSeenAt = now,
LastSeenAt = now,
};
_db.SkinInstances.Add(instance);
return instance;
}
private static Listing MapToEntity(CsFloatListing l, int? skinId, int? conditionId, DateTimeOffset now) => new()
{
CsFloatListingId = l.ListingId,
Type = l.Type,
Price = l.Price,
ListedAt = l.CreatedAt,
AssetId = l.AssetId,
DefIndex = l.DefIndex,
PaintIndex = l.PaintIndex,
MarketHashName = l.MarketHashName,
WearName = l.WearName,
FloatValue = l.FloatValue,
PaintSeed = l.PaintSeed,
IsStatTrak = l.IsStatTrak,
IsSouvenir = l.IsSouvenir,
StickerCount = l.StickerCount,
SellerSteamId = l.SellerSteamId,
InspectLink = l.InspectLink,
SkinId = skinId,
ConditionId = conditionId,
FirstSeenAt = now,
LastSeenAt = now,
Status = ListingStatus.Active,
};
// Flag every currently-Active listing we did NOT see this run as Removed.
// Only called after a complete pass. Done in a single set-based update to
// avoid loading the whole table.
private async Task MarkRemovedAsync(
HashSet touchedIds, DateTimeOffset now, CancellationToken ct)
{
return await _db.Listings
.Where(l => l.Status == ListingStatus.Active && !touchedIds.Contains(l.CsFloatListingId))
.ExecuteUpdateAsync(
setters => setters
.SetProperty(l => l.Status, ListingStatus.Removed)
.SetProperty(l => l.RemovedAt, now),
ct);
}
// Dupe detection. For each instance touched this run, count the DISTINCT
// asset ids among its currently-Active listings. Two or more means the same
// fingerprint (skin+float+seed+ST+souvenir) is live under multiple Steam
// assets at once — the signature of a duplicated item, as opposed to an
// ordinary trade (which retires the old listing before the new one appears,
// leaving a single active asset). Flags freshly-detected dupes and stamps
// when first seen, enabling "alert on fresh duping" downstream.
private async Task FlagDupesAsync(
HashSet instanceIds, DateTimeOffset now, CancellationToken ct)
{
if (instanceIds.Count == 0)
{
return;
}
// Instances (among those touched) with 2+ distinct active asset ids.
var dupeInstanceIds = await _db.Listings
.Where(l => l.SkinInstanceId != null
&& instanceIds.Contains(l.SkinInstanceId!.Value)
&& l.Status == ListingStatus.Active
&& l.AssetId != null)
.GroupBy(l => l.SkinInstanceId!.Value)
.Where(g => g.Select(l => l.AssetId).Distinct().Count() >= 2)
.Select(g => g.Key)
.ToListAsync(ct);
if (dupeInstanceIds.Count == 0)
{
return;
}
// Flag only those not already flagged, stamping first-seen once. Instances
// already marked stay marked (they're excluded by the !SuspectedDupe filter).
var newlyFlagged = await _db.SkinInstances
.Where(i => dupeInstanceIds.Contains(i.Id) && !i.SuspectedDupe)
.ExecuteUpdateAsync(
setters => setters
.SetProperty(i => i.SuspectedDupe, true)
.SetProperty(i => i.DupeFirstSeenAt, now),
ct);
if (newlyFlagged > 0)
{
_logger.LogWarning(
"Dupe detection: {Count} instance(s) newly flagged as suspected dupes.", newlyFlagged);
}
}
// Pace requests against the rate limit: if the bucket is nearly empty, sleep
// until the window resets (or a fallback cooldown) so we never fire a request
// at zero remaining. Otherwise apply a base courtesy delay plus random jitter so
// we stay well under the limit and never poll at a fixed cadence.
private async Task PaceAsync(TimeSpan? delay, CancellationToken ct)
{
var rate = _client.LastRateLimit;
if (rate.Remaining is { } remaining && remaining <= _options.RateLimitSafetyMargin)
{
var wait = ResetWait(rate) ?? _options.RateLimitCooldown;
_logger.LogWarning(
"Rate limit nearly exhausted ({Remaining} left); sleeping {Seconds:0}s before next request.",
remaining, wait.TotalSeconds);
await Task.Delay(wait, ct);
return;
}
var courtesy = (delay ?? _options.PageDelay) + RandomJitter();
if (courtesy > TimeSpan.Zero)
{
_logger.LogDebug("Pacing {Seconds:0.0}s before next page.", courtesy.TotalSeconds);
await Task.Delay(courtesy, ct);
}
}
// Time until the rate-limit window resets, if the API reported a usable value.
// Reset is documented as unverified (epoch seconds vs seconds-until), so try the
// epoch interpretation first, then seconds-until, then Retry-After. Returns null
// when nothing usable was reported, so the caller applies a fallback cooldown.
private static TimeSpan? ResetWait(CsFloatRateLimit rate)
{
if (long.TryParse(rate.Reset, out var reset) && reset > 0)
{
var asEpoch = DateTimeOffset.FromUnixTimeSeconds(reset) - DateTimeOffset.UtcNow;
if (asEpoch > TimeSpan.Zero && asEpoch < TimeSpan.FromHours(1))
{
return asEpoch;
}
var asDelta = TimeSpan.FromSeconds(reset);
if (asDelta > TimeSpan.Zero && asDelta < TimeSpan.FromHours(1))
{
return asDelta;
}
}
if (rate.RetryAfter is { } retry && retry > 0)
{
return TimeSpan.FromSeconds(retry);
}
return null;
}
// A random delay in [0, MaxJitter] added to the base courtesy delay. Random.Shared
// is thread-safe; the spread keeps our request timing from being perfectly regular.
private TimeSpan RandomJitter() =>
_options.MaxJitter * Random.Shared.NextDouble();
}