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https://github.com/JustArchiNET/ArchiSteamFarm
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Misc
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2 changed files with 1 additions and 10 deletions
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@ -113,15 +113,6 @@ public sealed class ObservableConcurrentDictionary<TKey, TValue> : IDictionary<T
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bool IReadOnlyDictionary<TKey, TValue>.TryGetValue(TKey key, out TValue value) => BackingDictionary.TryGetValue(key, out value!);
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bool IDictionary<TKey, TValue>.TryGetValue(TKey key, out TValue value) => BackingDictionary.TryGetValue(key, out value!);
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[PublicAPI]
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public TValue AddOrUpdate(TKey key, TValue addValue, Func<TKey, TValue, TValue> updateValueFactory) {
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TValue result = BackingDictionary.AddOrUpdate(key, addValue, updateValueFactory);
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OnModified?.Invoke(this, EventArgs.Empty);
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return result;
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}
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[PublicAPI]
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public bool TryAdd(TKey key, TValue value) {
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if (!BackingDictionary.TryAdd(key, value)) {
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@ -49,7 +49,7 @@ public sealed class CardsFarmer : IAsyncDisposable, IDisposable {
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internal const byte DaysForRefund = 14; // In how many days since payment we're allowed to refund
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internal const byte HoursForRefund = 2; // Up to how many hours we're allowed to play for refund
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private const byte DaysToIgnoreRiskyAppIDs = 7; // How many days since determining that game is not candidate for idling, we assume that to still be the case, in risky approach
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private const byte DaysToIgnoreRiskyAppIDs = 14; // How many days since determining that game is not candidate for idling, we assume that to still be the case, in risky approach
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private const byte ExtraFarmingDelaySeconds = 10; // In seconds, how much time to add on top of FarmingDelay (helps fighting misc time differences of Steam network)
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private const byte HoursToIgnore = 1; // How many hours we ignore unreleased appIDs and don't bother checking them again
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