Universal Notifier is a Home Assistant custom integration that acts as a centralized notification router. It exposes a single `universal_notifier.send` service that fans out messages to multiple channels—text (Telegram, mobile app) and voice (Alexa, Google Home via TTS)—with context-aware features: time-of-day greetings, per-slot volume control, weekday/weekend Do Not Disturb schedules, priority bypass, and a FIFO async queue for serialized voice announcements. The integration also provides monitoring entities (volume sensor, family presence sensor, DND binary sensor) and runtime controls (priority volume select, text format select, voice buffer number, DND override switch, last-message text). Configuration is fully UI-driven via a multi-step config flow and an options menu for post-setup edits. Architecturally, the component is a typical Home Assistant custom component with modular entity platforms (sensor, binary_sensor, select, number, switch, text) and a core `__init__.py` that registers the service, manages the voice queue worker, and handles snapshot/resume of media players. The code is well-organized, uses standard HA patterns (config entries, entity registry, service registrations), and includes a solid test suite with high coverage. The main service handler is long and somewhat monolithic, but it is subdivided into labeled sections and handles many edge cases (e.g., `notify.send_message` target kwargs, Telegram chat IDs, MarkdownV2 escaping, SSML preservation for TTS). The utils module contains genuinely reusable text-processing and time-slot helper functions. Dependencies are minimal (only HA core), and the project uses `uv` for Python management and CI with GitHub Actions (tests, HACS validation, hassfest). It targets Python 3.13+ and requires HA 2025.12.1 or newer, indicating an up-to-date stack. External integrations like Telegram, Alexa Media Player, or TTS must be installed separately; this component merely routes to them. The repository is actively maintained with frequent releases and a changelog, and it supports multiple languages (READMEs and translations).
Steam Economy Enhancer is a single-file userscript (~4,500 lines) that runs via Violentmonkey on Steam Community pages. It detects whether the current URL is an inventory, market, market-listing, or trade-offer page and initializes a matching enhancement module. On the inventory it injects bulk-sell/card-sell/crate-sell buttons, duplicate detection, gem conversion, booster pack unpacking, per-item price labels, and quick-sell panels populated from Steam's order book. On the market it identifies overpriced/underpriced listings against a price heuristic, supports mass removal and auto-relisting, adds client-side search/sort/select-all controls, and aggregates total listing values. On trade offers it renders per-party item counts and price summaries. All server actions are executed through Steam's internal AJAX endpoints using the user's own session cookie. Under the hood, the script is organized as an IIFE with region annotations. Every external call flows through a hand-built serialized request queue with adaptive rate limiting (300ms baseline, 1s for market endpoints, 5s after errors) and a circuit breaker that halts after repeated HTTP 400/401/403/404/405/429 responses. Long-running operations (selling, relisting, grinding, pricing) are run through async.queue pipelines with concurrency 1, jittered delays, and 30-45s backoff retries. A rolling session cache built on localforage keeps price histories and order books across tab restarts while rotating through six bounded IndexedDB buckets to prevent unbounded growth. The fee engine precisely mirrors Steam's market fee math, including the December 2025 rule changes for 11 currencies that switched from floor to round and introduced a $0.01 minimum per fee. The code is heavily coupled to Steam's page globals (g_rgAssets, g_ActiveInventory, g_rgWalletInfo) and DOM structure, so the script cannot run outside steamcommunity.com. However, several embedded patterns are self-contained and instructive: the request queue, the rolling session cache, the fee calculation engine, and the pure-function price heuristic. Maintenance is healthy: the code incorporates December 2025 Steam rule changes, uses modern library versions, and CI runs ESLint on every push. There are no unit tests—the only automated check is linting.