Connecting
Connect using Socket.IO with your API key, a client token, or a merchant dashboard access token: With API key (merchant-level access):CORE_ACCESS scope. Client token and access token connections never receive them.
Socket.IO Client Example
Events
Trade Updates
Fired whenever a trade changes status. This is the most important event for keeping your UI in sync.data.trade object is the same Trade shape you see in callbacks and API responses.
Trade events are not game-specific. You’ll receive updates for all games (CS2 and Rust) on the same connection.
Crypto Deposit Updates
Fired when a merchant crypto deposit changes state:Crypto Withdrawal Updates
Fired when a merchant crypto withdrawal changes state:Market Updates
Fired when the market changes: an item becomes available, an existing item changes (typically its price), an item is no longer available, or the market is rebuilt. This mirrors whatGET /secure/market returns, so you can keep a local copy current without polling.
Both CS2 (730) and Rust (252490) publish market updates on the same connection and the same envelope. Key your local state on game as well as item.id, and ignore events for games you don’t offer.
Market updates require an API key connection where the key has the CORE_ACCESS scope. Client token connections do not receive this event.
Notes on applying events:
- Every new connection first receives
{ "type": "sync", "reason": "subscribe" }with nogameorsource. Events sent while you were disconnected are not replayed, so treat it as a signal to refetch every game you offer. upsertandpatchboth carry the full item. Apply either as an idempotent upsert keyed onitem.id; the distinction only signals whether the item is new or changed. Rust never emitspatch, so never branch on which of the two you received.- A
removecan arrive for an item you never saw. Ignore it in that case. - On a
syncwithreason: "feed", your local view for thatgamemay be arbitrarily stale. RefetchGET /secure/market?game=<game>and rebuild from the response. Such asyncaffects only the game it names; leave the other game’s state alone. - A price change does not always arrive as a
patch. Where an item’sidis tied to the price it is offered at, the same change arrives as aremoveof the old entry followed by anupsertof a new one. Apply events in the order received. - CS2 prices are per merchant account, so the
offer.priceyou receive already reflects your fee. Rust events carry the price at the default fee, whileGET /secure/market?game=252490applies your account’s fee, so the two can differ when your fee is not the default. Still validate the price at purchase time as described in Market.
WebSocket vs Callbacks
Both WebSocket and callbacks deliver trade updates. They serve different purposes:
Use both. WebSocket for instant UI feedback, callbacks for the authoritative balance updates. Don’t process balance changes based on WebSocket events alone.
Connection Notes
- Only the
websockettransport is supported (no HTTP long-polling fallback) - The connection authenticates once on connect. If your token expires, reconnect with a fresh one.
- All events are scoped to your merchant account. You only see your own trades.