* Add warnings about password security
* Warn about weak steam passwords even if they are encrypted
* Apply feedback
* Apply feedback
* Simplify code
* Move return criteria up a bit for increased performance
* Choose more fitting strings for localization
* Extract const value
* Fix incorrect null reference warning
* Switch prefix operator for postfix one
Co-authored-by: Łukasz Domeradzki <JustArchi@JustArchi.net>
* Add tests
* Disable CA1724
The type name Utilities conflicts in whole or in part with the namespace name 'Microsoft.VisualStudio.TestPlatform.Common.ExtensionFramework.Utilities'.
* Tell users why their password is considered weak
* Apply feedback
* Merge resource comments
* Misc.
* Use library for password testing and Run testing in background
* Clean up
* OncSeparate forbidden phrases forfor IPC passwords (once again)
* Additionally check encryption key
* Add comment about {0}
Co-authored-by: Łukasz Domeradzki <JustArchi@JustArchi.net>
* implement split on newlines
* replace test of splitting on newlines
* sugar-sugar syntax
* Revert "sugar-sugar syntax"
This reverts commit ee9b558faf.
* add test to confirm that paragraph character size is less or equal to continuation character size
* Rewrite SendMessage() functions to account for new rate-limits
* Refactor new message splitting logic into SteamChatMessage.cs
This makes it ready for unit tests
* Change the concept into UTF8-oriented logic
* Misc
* Add fix for another unit test
* Update
* Fix failing test
I SPENT HOURS ON THIS
* Misc
* Misc
* Add additional unit tests ensuring this works as designed
* Misc
* Misc
* Add one more unit test
* Rework the logic to account for new findings
* Misc
* Add unit test verifying exception on too long prefix
* Address first @Abrynos concern
Because we can
* Throw also on too long prefix in regards to newlines
* Correct wrong bytesRead calculation
This worked previously only because we actually never had enough of room for escaped chars anyway and skipped over (2 + 2 missing bytes was smaller than 5 required to make a line)
* Add unit test verifying if calculation was done properly
* Address @Ryzhehvost concern
* Handle empty newlines in the message properly
* Misc
No reason to even calculate utf8 bytes for empty lines
* Misc
* Add unit test verifying the reserved escape message bytes count
* Correct calculation of lines by taking into account \r
* Update ArchiSteamFarm/Steam/Bot.cs
Co-authored-by: Sebastian Göls <6608231+Abrynos@users.noreply.github.com>
* @Abrynos next time check if it compiles without warnings
* Update SteamChatMessage.cs
* Apply @Abrynos idea in a different way
* Rewrite bot part to remove unnecessary delegate
* Add @Ryzhehvost test
* Add debug output
* Extend @Ryzhehvost test for prefix
* Misc
* Misc refactor
* Misc
* Misc
* Add logic for limited accounts, correct for unlimited
Thanks @Ryzhehvost
* Misc
Co-authored-by: Sebastian Göls <6608231+Abrynos@users.noreply.github.com>
Closes#2316
The issue we're facing right now comes from the fact of desynchronization of packages between different projects. Since I didn't find any way to "fix" the package versions of our plugins to the main ASF project, we'll instead use centralized Directory.packages.props which specifies appropriate versions
* Limit items to send when looting full sets
* Add test for item limit when looting full sets
* Fix small mistakes
* Change another type to byte
* And another one
* Add test to verify that the amount of appIDs does not matter in limiting the amount of items
* Add maxItems parameter to GetFullItemSets
* Test for exception with too small parameter value
* Let's get the finishing touches on that PR :'<,'>s/byte/ushort/g
* Use named const instead of hard-coded magic number
* Fix the last remaining typecast (hopefully)
* Send as many sets as possible and Add test for this and Check values of amountsToExtract as it is part of the public API
* Remove check for minimum items per set. Plugins could still use this with smaller sets on non-steam items
* Correct force of habit to match the projects code-style
* Update Actions.cs, Bot.cs, and BotConfig.cs
* First round of refactoring
* Check all badge pages
* Update Bot.cs
* Make sure multiple pages of badges work with foil badges and Make item selection algorithm work with all kinds of amount values we could get from Valve
* Change order of params in Actions.SendInventory(...), Cache amount of cards for game ids, Count card elements on page when fetching card count per game, Calculate items to send for all games in parallel
* Add unit tests
* Make sure only one real app id and one asset type are present while computing cards to send and Test it
* Update ArchiWebHandler.cs
* Update Bot.cs
* Fix iteration over badge pages
* Update Bot.cs
* Make stackable item stacks smaller if possible
* Simplify code based on changing stack size of stackable items and Adapt tests
* Consider only cards of the same rarity to be of one set and Add handling of already crafted level 5 badges
* Implement feedback
* Update Bot.cs
* Update Bot.cs
* Implement feedback from review
* Adapt tests
* Improve XPath efficiency
* Check real result for additional values in unit tests
* Implement feedback
* Add additional test combining classID, type and rarity
* Make collections readonly wherever you can
* Optimize misc. code and Add SetTypesToComplete to BotConfig
* Throw exception if we have more card types than cards per set
* Remove SendSetsOnCompleted and Make CompleteTypesToSend empty per default
* Fix existing unit tests and add new ones due to new exception
* Please nitpicky Archi
* Update Bot.cs
* Change expected exception type
* Make appID constants local
* Update Bot.cs and BotConfig.cs
* Do as JetBrains Rider says
* Only fetch card count for badge if we have cards for it
* Improve naming and fix handling of URIs for foil badges
* Add Bot.LoadCardsPerSet(...), Bot.GetItemsForFullSets(...) and Trading.GetInventorySets(...) to public API
* Let AWH do its job
* Make Bot.GetPossiblyCompletedBadgeAppIDs() part of public API as well