-
-
Notifications
You must be signed in to change notification settings - Fork 1.1k
Background games redeemer nl NL
Productcodes-activator op de achtergrond is een speciaal ingebouwde ASF-functie waarmee je een serie Steam-productcodes (samen met hun namen) kunt importeren die op de achtergrond wordt geactiveerd. Dit is vooral handig als je een heleboel codes moet activeren, waarvan het zeker is dat je de Aanvraaglimiet
status zal krijgen voordat je klaar bent met het activeren.
Productcodes-activator op de achtergrond is gemaakt dat het werkt voor één bot. Dit houdt in dat het geen gebruik maakt van de RedeemingPreferences
. Deze functie kan worden gebruikt samen met (of in plaats van) de redeem
commando, indien nodig.
Het importeren kan worden gedaan op twee manieren - door gebruik te maken van een bestand of via IPC.
ASF is in staat in de config
map een file met de naam BotName.keys
te herkennen waarvan BotNaam
de naam van je bot is. De data op het bestand moet bestaan uit een vaste structuur, bestaande uit de naam van het spel en de productcode, gescheiden door een tab karakter en eindigend met een nieuwe regel. Als meerdere tabs worden gebruikt, wordt de eerste invoer beschouwd als de naam van het spel en de laatste invoer als de productcode. Alles daar tussenin wordt genegeerd. Bijvoorbeeld:
POSTAL 2 ABCDE-EFGHJ-IJKLM
Domino Craft VR 12345-67890-ZXCVB
A Week of Circus Terror POIUY-KJHGD-QWERT
Terraria DitWordtGenegeerd DitWordtOokGenegeerd ZXCVB-ASDFG-QWERT
ASF will import such file, either on bot startup, or later during execution. After successful parse of your file and eventual omit of invalid entries, all properly detected games will be added to the background queue, and the BotName.keys
file itself will be removed from config
directory.
In addition to using keys file mentioned above, ASF also exposes GamesToRedeemInBackground
API endpoint which can be executed by any IPC tool, including our IPC GUI. Using IPC might be more powerful, as you can do appropriate parsing yourself, such as using a custom delimiter instead of being forced to a tab character.
Zodra de spellen geΓ―mporteerd zijn, zijn ze toegevoegd aan de wachtrij. ASF automatically goes through its background queue as long as bot is connected to Steam network, and the queue is not empty. A key that was attempted to be redeemed and did not result in RateLimited
is removed from the queue, with its status properly written to a file in config
directory - either BotName.keys.used
if the key was used in the process (e.g. NoDetail
, BadActivationCode
, DuplicateActivationCode
), or BotName.keys.unused
otherwise. ASF intentionally uses your provided game's name since key is not guaranteed to have a meaningful name returned by Steam network - this way you can tag your keys using even custom names if needed/wanted.
If during the process our account hits RateLimited
status, the queue is temporarily suspended for a full hour in order to wait for cooldown to disappear. Afterwards, the process continues where it left, until the entire queue is empty.
Let's assume that you have a list of 100 keys. Firstly you should create a new BotName.keys.new
file in ASF config
directory. We appended .new
extension in order to let ASF know that it shouldn't pick up this file immediately the moment it's created (as it's new empty file, not ready for import yet).
Now you can open our new file and copy-paste list of our 100 keys there, fixing the format if needed. After fixes our BotName.keys.new
file will have exactly 100 (or 101, with last newline) lines, each line having a structure of GameName\tcd-key\n
, where \t
is tab character and \n
is newline.
You're now ready to rename this file from BotName.keys.new
to BotName.keys
in order to let ASF know that it's ready to be picked up. The moment you do this, ASF will automatically import the file (without a need of restart) and delete it afterwards, confirming that all our games were parsed and added to the queue.
Instead of using BotName.keys
file, you could also use IPC API endpoint, or even combining both if you want to.
After some time, BotName.keys.used
and BotName.keys.unused
files might get generated. Those files contain results of our redeeming process. For example, you could rename BotName.keys.unused
into BotName2.keys
file and therefore submit our unused keys for some other bot, since previous bot didn't make use of those keys himself. Or you could simply copy-paste unused keys to some other file and keep it for later, your call. Keep in mind that as ASF goes through the queue, new entries will be added to our output used
and unused
files, therefore it's recommended to wait for the queue to be fully emptied before making use of them. If you absolutely must access those files before queue is fully emptied, you should firstly move output file you want to access to some other directory, then parse it. This is because ASF can append some new results while you're doing your thing, and that could potentially lead to loss of some keys if you read a file having e.g. 3 keys inside, then delete it, totally missing the fact that ASF added 4 other keys to your removed file in the meantime. If you want to access those files, ensure to move them away from ASF config
directory before reading them, for example by rename.
It's also possible to add extra games to import while having some games already in our queue, by repeating all above steps. ASF will properly add our extra entries to already-ongoing queue and deal with it eventually.
Background keys redeemer uses OrderedDictionary
under the hood, which means that your cd-keys will have preserved order as they were specified in the file (or IPC API call). This means that you can (and should) provide a list where given cd-key can only have direct dependencies on cd-keys listed above, but not below. For example, this means that if you have DLC D
that requires game G
to be activated firstly, then cd-key for game G
should always be included before cd-key for DLC D
. Likewise, if DLC D
would have dependencies on A
, B
and C
, then all 3 should be included before (in any order, unless they have dependencies on their own).
Not following the scheme above will result in your DLC not being activated with DoesNotOwnRequiredApp
, even if your account would be eligible for activating it after going through its entire queue. If you want to avoid that then you must make sure that your DLC is always included after the base game in your queue.
- π‘ Home
- π§ Configuratie
- π¬ FAQ
- βοΈ Setting up (start here)
- π₯ Productcode-activering op de achtergrond
- π’ Commands
- π οΈ Compatibility
- 𧩠ItemsMatcherPlugin
- π Management
- β±οΈ Performance
- π‘ Remote communication
- πͺ Steam-gezinsbibliotheek
- π Trading
- β¨οΈ Command-line arguments
- π§ Deprecation
- π³ Docker
- π€ Extended FAQ
- π Configuratie met hoge prestaties
- π IPC
- π Localization
- π Logging
- πΎ Low-memory setup
- π΅πΌββοΈ MonitoringPlugin
- π Plugins
- π Beveiliging
- 𧩠SteamTokenDumperPlugin
- π¦ Third-party
- π΅ Tweestapsverificatie