It was possible before if the inventory state was the same as previously announced, even if server purged the info long time ago. Also, add required logic for recovery if that happens regardless.
We can keep inventory checksum before deduplication in the cache. If it's determined to be the same, then our inventory state didn't change, so it also doesn't make much sense to ask server for set parts and announcement.
* Initial implementation of announce with diff
* Add missing logic pieces
* Change in logic
* Fix checksums
* Add deduplication logic
* Update SetPart.cs
* Use standalone endpoint for diff
* Use different hashcode impl
* Update AssetForListing.cs
* Misc
* Push all the changes for this to finally work
* Use original index rather than self-calculated
ASFB makes some calculations based on index, it's better for us to have holes rather than hiding skipped items.
* Handle edge case of no assets after deduplication
* Remove dead code
* Address trim warnings
* Misc optimization
* Initial .NET 8
* Make it compile in release mode ignoring warnings for now
* First round of improvements
* Second round of improvements
* Third round of improvements
* Use new throws
* Fix .NET Framework, YAY, thanks madness!
Madness devs are awesome
* Misc
* Misc
* AF_NETLINK might be required for some http calls
No clue why
* Fix service files
Doesn't do what it should
* Update CardsFarmer.cs
* New improvements
* Address feedback
* Misc
* Misc
* Misc refactor
* Misc
Make it so the design actually follows what Steam gives us now. There is no need for standalone Confirmation object anymore, rather re-use what Steam gives us. Optimize parsing type, expose it as public API. Small breaking change in HandleConfirmations() action.
Initially I added check against zero as bullet-proofing for unexpected events, but some accounts actually report 0.
Assume 0 is older than needed, if we don't have information available, we shouldn't jump to conclusions.