Brings up the pull-model scraper: the .NET C2 hands skin+wear jobs to Python nodriver workers that scrape cs.money and post results back, plus the supporting Core/EFCore data model, migrations, and docker-compose orchestration. IPRoyal proxying lets workers scale horizontally with a distinct residential exit IP each: every worker process mints its own sticky session at startup, and an in-process forwarding proxy injects the gateway auth so Chromium talks only to an auth-free localhost endpoint (zero CDP). On a Cloudflare challenge a worker rotates to a fresh session/IP and re-warms. Verified end-to-end against live IPRoyal: distinct US residential exits per worker and IP rotation on demand. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
732 lines
30 KiB
C#
732 lines
30 KiB
C#
using BlueLaminate.Core.Options;
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using BlueLaminate.EFCore.Data;
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using BlueLaminate.EFCore.Entities;
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using BlueLaminate.Scraper.CsFloat;
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using Microsoft.EntityFrameworkCore;
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using Microsoft.Extensions.Logging;
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using Microsoft.Extensions.Options;
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namespace BlueLaminate.Core.Listings;
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/// <summary>
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/// Global incremental sweep of CSFloat active listings into the database. Pages
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/// <c>sort_by=most_recent</c> with no item filter, so it captures every listing —
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/// including items not in our catalogue. Each listing is upserted by its stable
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/// CSFloat id; <see cref="Listing.FirstSeenAt"/>/<see cref="Listing.LastSeenAt"/>
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/// bound the observation window.
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///
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/// Two things keep it safe against the 200-request rate limit and partial runs:
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/// <list type="bullet">
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/// <item><b>Pacing.</b> After each page it waits a base courtesy delay plus
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/// random jitter so requests stay well under the limit and aren't perfectly
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/// regular; and it inspects the client's rate-limit headers, sleeping until the
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/// reset epoch when remaining is low rather than risking a 429.</item>
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/// <item><b>Removed-tracking only on a complete pass.</b> Marking unseen listings
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/// as Removed is only valid when the whole market was covered. A capped or
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/// incremental run that stops early must not do it, or it would falsely "sell"
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/// everything it didn't reach.</item>
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/// </list>
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/// </summary>
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public sealed class ListingSweepService
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{
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public const string Source = "listings";
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public const string CatalogSource = "listings-catalog";
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private readonly SkinTrackerDbContext _db;
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private readonly CsFloatListingsClient _client;
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private readonly ILogger<ListingSweepService> _logger;
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private readonly SweepOptions _options;
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public ListingSweepService(
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SkinTrackerDbContext db,
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CsFloatListingsClient client,
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ILogger<ListingSweepService> logger,
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IOptions<SweepOptions> options)
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{
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_db = db;
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_client = client;
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_logger = logger;
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_options = options.Value;
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}
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/// <param name="maxRequests">Hard cap on API pages this run (rate-limit budget).</param>
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/// <param name="maxListings">Hard cap on listings ingested this run.</param>
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/// <param name="incremental">
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/// Stop once a whole page is already-known listings (cheap daily delta). When
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/// false, keep paging until the cursor or a cap is exhausted (cold pass).
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/// </param>
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/// <param name="delayBetweenPages">Optional courtesy delay between pages.</param>
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public async Task<ListingSweepResult> SweepAsync(
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int maxRequests = 4,
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int maxListings = 200,
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bool incremental = true,
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TimeSpan? delayBetweenPages = null,
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CancellationToken ct = default)
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{
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var now = DateTimeOffset.UtcNow;
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var pages = 0;
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var seen = 0;
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var inserted = 0;
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var updated = 0;
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var linked = 0;
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string? cursor = null;
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string stoppedReason = "cursor exhausted";
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var completePass = true;
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// Catalogue lookup for best-effort skin linking, built once per run.
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var skinByIndex = await _db.Skins
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.Where(s => s.DefIndex != null && s.PaintIndex != null)
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.Select(s => new { s.Id, s.DefIndex, s.PaintIndex })
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.ToDictionaryAsync(s => (s.DefIndex!.Value, s.PaintIndex!.Value), s => s.Id, ct);
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// Track which listing ids we touched this run, so a complete pass can flag
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// the rest as Removed.
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var touchedIds = new HashSet<string>();
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var touchedInstanceIds = new HashSet<int>();
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while (true)
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{
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if (pages >= maxRequests)
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{
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stoppedReason = $"hit max-requests cap ({maxRequests})";
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completePass = false;
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break;
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}
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if (seen >= maxListings)
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{
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stoppedReason = $"hit max-listings cap ({maxListings})";
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completePass = false;
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break;
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}
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ListingsPageResult page;
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try
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{
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page = await _client.FetchPageAsync(
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defIndex: null, paintIndex: null, sortBy: "most_recent",
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limit: _client.MaxLimit, cursor: cursor, ct: ct);
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}
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catch (CsFloatApiException ex)
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{
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_logger.LogError("Sweep aborted: {Message}", ex.Message);
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stoppedReason = $"API error: {ex.Status}";
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completePass = false;
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break;
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}
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pages++;
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seen += page.Listings.Count;
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var (ins, upd, link, allKnown) = await IngestPageAsync(
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page.Listings, skinByIndex, touchedIds, touchedInstanceIds, now, ct);
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inserted += ins;
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updated += upd;
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linked += link;
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_logger.LogInformation(
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"Page {Page}: {Count} listings ({Ins} new, {Upd} updated); {Rate}",
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pages, page.Listings.Count, ins, upd, _client.LastRateLimit);
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cursor = page.Cursor;
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// End of the market. A short page (fewer than a full page) is the last
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// one — the cursor points past the end, so fetching again would only burn
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// a request on an empty response.
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if (string.IsNullOrEmpty(cursor) || page.Listings.Count < _client.MaxLimit)
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{
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stoppedReason = "cursor exhausted";
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break;
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}
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// Incremental short-circuit: a full page we already knew means we've
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// caught up to the previous sweep. This is a partial pass by design.
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if (incremental && allKnown)
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{
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stoppedReason = "reached already-seen listings (incremental)";
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completePass = false;
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break;
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}
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await PaceAsync(delayBetweenPages, ct);
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}
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// Persist inserts/updates before computing Removed so the touched set is durable.
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await _db.SaveChangesAsync(ct);
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var removed = 0;
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if (completePass)
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{
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removed = await MarkRemovedAsync(touchedIds, now, ct);
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}
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else
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{
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_logger.LogInformation("Partial pass — skipping Removed-tracking to avoid false sales.");
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}
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await FlagDupesAsync(touchedInstanceIds, now, ct);
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await _db.ScrapeRuns.AddAsync(
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new ScrapeRun { Source = Source, RanAt = now, ItemCount = seen }, ct);
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await _db.SaveChangesAsync(ct);
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return new ListingSweepResult(pages, seen, inserted, updated, removed, linked, stoppedReason);
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}
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/// <summary>
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/// Catalogue-driven sweep: walk skins that have def/paint indexes and query
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/// their listings with a server-side def_index+paint_index filter, <b>split by
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/// wear band</b>. Each <c>skin_conditions</c> row (one per overlapping wear tier,
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/// with clamped float bounds) becomes its own unit, queried with the API's
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/// min_float/max_float filter; skins with no wear bands (e.g. vanilla knives) are
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/// swept whole. Splitting keeps even high-volume Covert skins to small,
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/// independently-checkpointable units — an interrupted run resumes at wear-band
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/// granularity rather than redoing a whole skin. Because each band is paged to
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/// completion, Removed-tracking is accurate per band (scoped by wear name).
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///
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/// Runs <b>continuously</b> until <paramref name="ct"/> is cancelled (Ctrl+C):
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/// it sweeps the whole catalogue, then loops and starts over. The unit list is
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/// re-queried each pass, so newly-synced skins/bands are picked up and the
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/// ordering (never-swept first, rarest first, then least-recently-swept) keeps
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/// refreshing the stalest data. There is no request cap — request rate is bounded
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/// only by <see cref="PaceAsync"/>, which sleeps when the rate-limit bucket runs
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/// low so we never fire a request at zero remaining.
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/// </summary>
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/// <param name="delayBetweenPages">Optional courtesy delay between pages.</param>
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public async Task<CatalogSweepResult> SweepCatalogAsync(
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TimeSpan? delayBetweenPages = null,
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CancellationToken ct = default)
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{
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var pages = 0;
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var seen = 0;
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var inserted = 0;
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var updated = 0;
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var removed = 0;
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var covered = 0;
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var stoppedReason = "stopped";
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try
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{
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// Repeat the whole catalogue until cancelled. Re-querying each pass picks
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// up newly-synced skins and re-orders by the latest ListingsSweptAt.
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while (!ct.IsCancellationRequested)
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{
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var now = DateTimeOffset.UtcNow;
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var units = await BuildSweepUnitsAsync(ct);
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if (units.Count == 0)
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{
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stoppedReason = "no catalogue skins to sweep";
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break;
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}
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var index = 0;
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foreach (var unit in units)
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{
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ct.ThrowIfCancellationRequested();
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index++;
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var wear = unit.Condition ?? "all wears";
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// One-entry lookup so IngestPageAsync resolves SkinId to this skin.
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var lookup = new Dictionary<(int, int), int> { [(unit.Def, unit.Paint)] = unit.SkinId };
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var touchedIds = new HashSet<string>();
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var touchedInstanceIds = new HashSet<int>();
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string? cursor = null;
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while (true)
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{
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ListingsPageResult page;
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try
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{
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// min_float/max_float are null for whole-skin units (no wear
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// bands); set, they restrict the page to this wear band.
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page = await _client.FetchPageAsync(
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defIndex: unit.Def, paintIndex: unit.Paint, sortBy: "lowest_price",
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limit: _client.MaxLimit, cursor: cursor,
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minFloat: unit.MinFloat, maxFloat: unit.MaxFloat, ct: ct);
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}
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catch (CsFloatApiException ex)
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{
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_logger.LogError(
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"Catalogue sweep aborted on {Weapon} | {Skin} ({Wear}): {Message}",
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unit.Weapon, unit.SkinName, wear, ex.Message);
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await _db.SaveChangesAsync(CancellationToken.None);
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return Finish($"API error: {ex.Status}");
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}
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pages++;
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seen += page.Listings.Count;
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var (ins, upd, _, _) = await IngestPageAsync(
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page.Listings, lookup, touchedIds, touchedInstanceIds, now, ct);
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inserted += ins;
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updated += upd;
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_logger.LogInformation(
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"[{Index}/{Total}] {Weapon} | {Skin} ({Wear}): {Count} listings; {Remaining} requests remaining",
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index, units.Count, unit.Weapon, unit.SkinName, wear, page.Listings.Count,
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_client.LastRateLimit.Remaining);
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cursor = page.Cursor;
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// A short page (fewer than a full page of listings) is the last
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// page: CSFloat still returns a cursor pointing past the end, so
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// fetching again would only burn a request on an empty response.
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if (string.IsNullOrEmpty(cursor) || page.Listings.Count < _client.MaxLimit)
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{
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break;
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}
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await PaceAsync(delayBetweenPages, ct);
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}
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// Persist this band's listings/instances before dupe analysis so the
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// asset-id grouping query sees them.
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await _db.SaveChangesAsync(ct);
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await FlagDupesAsync(touchedInstanceIds, now, ct);
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await _db.SaveChangesAsync(ct);
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// Each unit is paged to completion, so Removed-tracking is accurate.
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// Scope it to the wear band (by wear name) so sweeping one band never
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// false-removes another band's listings of the same skin. Then stamp
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// the band's checkpoint so it leaves the never-swept queue.
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if (unit.ConditionId is { } conditionId)
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{
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removed += await MarkRemovedForSkinConditionAsync(
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unit.SkinId, unit.Condition!, touchedIds, now, ct);
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await _db.SkinConditions
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.Where(c => c.Id == conditionId)
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.ExecuteUpdateAsync(
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setters => setters.SetProperty(c => c.ListingsSweptAt, now), ct);
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}
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else
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{
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removed += await MarkRemovedForSkinAsync(unit.SkinId, touchedIds, now, ct);
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await _db.Skins
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.Where(s => s.Id == unit.SkinId)
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.ExecuteUpdateAsync(
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setters => setters.SetProperty(s => s.ListingsSweptAt, now), ct);
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}
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covered++;
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await PaceAsync(delayBetweenPages, ct);
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}
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_logger.LogInformation(
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"Completed a full catalogue pass ({Covered} wear-band sweeps so far); restarting from the stalest.",
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covered);
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}
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}
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catch (OperationCanceledException)
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{
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stoppedReason = "stopped (cancellation requested)";
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}
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// Final bookkeeping with a non-cancellable token so the run is always recorded.
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await _db.ScrapeRuns.AddAsync(
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new ScrapeRun { Source = CatalogSource, RanAt = DateTimeOffset.UtcNow, ItemCount = seen },
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CancellationToken.None);
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await _db.SaveChangesAsync(CancellationToken.None);
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return Finish(stoppedReason);
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CatalogSweepResult Finish(string reason) =>
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new(covered, 0, pages, seen, inserted, updated, removed, reason);
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}
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// Rank a skin's rarity tier high→low so sweeps process the rarest (and least
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// abundant) skins first. Names come from the CSGO-API catalogue; an unknown
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// value ranks lowest so it's swept last rather than jumping the queue.
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private static int RarityRank(string rarity) => rarity switch
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{
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"Extraordinary" => 8, // knives & gloves
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"Contraband" => 7, // e.g. M4A4 | Howl
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"Covert" => 6,
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"Classified" => 5,
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"Restricted" => 4,
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"Mil-Spec Grade" => 3,
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"Industrial Grade" => 2,
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"Consumer Grade" => 1,
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_ => 0,
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};
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// One unit of catalogue-sweep work: a skin filtered to a single wear band, or a
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// whole skin when it has no bands. Float bounds + ConditionId are null for the
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// whole-skin case (tracked by Skin.ListingsSweptAt instead). SweptAt drives the
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// never-swept-first / stalest-first ordering.
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private sealed record SweepUnit(
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int SkinId,
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int Def,
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int Paint,
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string SkinName,
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string Weapon,
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string Rarity,
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int? ConditionId,
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string? Condition,
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decimal? MinFloat,
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decimal? MaxFloat,
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DateTimeOffset? SweptAt);
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// Build and order this pass's sweep units. Each skin with def/paint indexes
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// contributes one unit per wear band (skin_conditions row), or a single
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// whole-skin unit if it has no bands (e.g. vanilla knives with no float range) —
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// so those skins keep being swept rather than silently dropping out.
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//
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// Ordering, in priority:
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// 1. never-swept first — so a restart resumes rather than redoing swept bands;
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// 2. highest rarity first — rare skins (Covert/knives/gloves) have few listings,
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// so capture them before the mass-quantity low grades;
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// 3. least-recently-swept — refresh the stalest data first;
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// 4. then by skin and ascending float — keeps a skin's bands contiguous and in
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// FN→BS order ("wear within skin").
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// Sorted in memory because rarity rank isn't a database column; the catalogue is
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// small (~2k skins) so this is negligible.
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private async Task<List<SweepUnit>> BuildSweepUnitsAsync(CancellationToken ct)
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{
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var skins = await _db.Skins
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.Where(s => s.DefIndex != null && s.PaintIndex != null)
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.Select(s => new
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{
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s.Id,
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Def = s.DefIndex!.Value,
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Paint = s.PaintIndex!.Value,
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s.Name,
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Weapon = s.Weapon.Name,
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s.Rarity,
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s.ListingsSweptAt,
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Conditions = s.Conditions
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.Select(c => new { c.Id, c.Condition, c.MinFloat, c.MaxFloat, c.ListingsSweptAt })
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.ToList(),
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})
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.ToListAsync(ct);
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var units = new List<SweepUnit>();
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foreach (var s in skins)
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{
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if (s.Conditions.Count == 0)
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{
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units.Add(new SweepUnit(
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s.Id, s.Def, s.Paint, s.Name, s.Weapon, s.Rarity,
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ConditionId: null, Condition: null, MinFloat: null, MaxFloat: null,
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SweptAt: s.ListingsSweptAt));
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continue;
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}
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foreach (var c in s.Conditions)
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{
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units.Add(new SweepUnit(
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s.Id, s.Def, s.Paint, s.Name, s.Weapon, s.Rarity,
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ConditionId: c.Id, Condition: c.Condition,
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MinFloat: c.MinFloat, MaxFloat: c.MaxFloat,
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SweptAt: c.ListingsSweptAt));
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}
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}
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return units
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.OrderBy(u => u.SweptAt != null)
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.ThenByDescending(u => RarityRank(u.Rarity))
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.ThenBy(u => u.SweptAt)
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.ThenBy(u => u.SkinId)
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.ThenBy(u => u.MinFloat)
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.ToList();
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}
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// Flag this skin's once-Active listings that we didn't see this run as Removed.
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private async Task<int> MarkRemovedForSkinAsync(
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int skinId, HashSet<string> touchedIds, DateTimeOffset now, CancellationToken ct)
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{
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return await _db.Listings
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.Where(l => l.SkinId == skinId
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&& l.Status == ListingStatus.Active
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&& !touchedIds.Contains(l.CsFloatListingId))
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.ExecuteUpdateAsync(
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setters => setters
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.SetProperty(l => l.Status, ListingStatus.Removed)
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.SetProperty(l => l.RemovedAt, now),
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ct);
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}
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// Wear-band-scoped Removed-tracking: flag only this skin's once-Active listings in
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// the given wear band that we didn't see this run. Scoping by wear name (CSFloat's
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// authoritative tier, identical to skin_conditions.condition) means sweeping one
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// band can't false-remove listings from the skin's other bands.
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private async Task<int> MarkRemovedForSkinConditionAsync(
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int skinId, string wearName, HashSet<string> touchedIds, DateTimeOffset now, CancellationToken ct)
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{
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return await _db.Listings
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.Where(l => l.SkinId == skinId
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&& l.WearName == wearName
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&& l.Status == ListingStatus.Active
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&& !touchedIds.Contains(l.CsFloatListingId))
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.ExecuteUpdateAsync(
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setters => setters
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.SetProperty(l => l.Status, ListingStatus.Removed)
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.SetProperty(l => l.RemovedAt, now),
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ct);
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}
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// Upsert a page of listings. Returns counts plus whether every listing on the
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// page already existed (the incremental stop signal). Also resolves each
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|
// 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<CsFloatListing> listings,
|
|
IReadOnlyDictionary<(int, int), int> skinByIndex,
|
|
HashSet<string> touchedIds,
|
|
HashSet<int> 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++;
|
|
}
|
|
|
|
// 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.AssetId = l.AssetId;
|
|
row.SkinInstance = instance;
|
|
updated++;
|
|
}
|
|
else
|
|
{
|
|
allKnown = false;
|
|
var entity = MapToEntity(l, skinId, 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<SkinInstance> ResolveInstanceAsync(
|
|
int skinId, CsFloatListing l, DateTimeOffset now, CancellationToken ct)
|
|
{
|
|
var seed = l.PaintSeed.ToString();
|
|
|
|
// Check the change-tracker first (an instance just added earlier this page
|
|
// isn't queryable yet), then the database.
|
|
var tracked = _db.ChangeTracker.Entries<SkinInstance>()
|
|
.Select(e => e.Entity)
|
|
.FirstOrDefault(i => i.SkinId == skinId && i.FloatValue == l.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 == l.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 = l.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, 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,
|
|
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<int> MarkRemovedAsync(
|
|
HashSet<string> 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<int> 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();
|
|
}
|