Bring _web_dataset.py under the 250-line cap — cap campaign complete

_web_dataset.py  436 -> 178  + _web_models, _web_games, _web_pace

The six dataclasses (WebGame, WebStateInfo, WebDefaults, DefaultSummary,
PaceVsHLTB, WebDataset) are used by BOTH the parent and the helpers, so they
go to their own leaf model module that both import. Leaving them in the
parent is what created a circular import and broke ./run.sh on the previous
attempt.

All public names plus the seven private helpers tests reach for are
re-exported from _web_dataset via __all__, so import paths are unchanged.
Test patch targets split per class: TestBuildWebDataset, TestDatasetToPayload
and TestDatasetEndpoint still patch load_snapshot on _web_dataset (that
function did not move) while their cache patches move to _web_games.

`bash scripts/check_file_length.sh --all` now exits 0 — no file in the repo
is over 250 lines. 1344 tests, 100.00% coverage. Verified live: ./run.sh
status works and build_web_dataset projects all 958 games with pace and
summary sections intact; service at 0 restarts.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016A1EYiv7e7HGhET84oa9M3
This commit is contained in:
Krzysztof Rudnicki 2026-08-24 16:08:12 +02:00
parent dd480f3208
commit 2ff39edca4
7 changed files with 400 additions and 308 deletions

View File

@ -14,7 +14,29 @@ default thresholds and a parity summary are included so the UI can show
from __future__ import annotations
from dataclasses import asdict, dataclass, field
# The dataclasses live in the _web_models leaf so the helper modules can share
# them, and the pace/game helpers in their own modules; all are re-exported
# here because callers have always imported them from _web_dataset.
__all__ = [
"HOURS_PER_DAY_PRESETS",
"DefaultSummary",
"PaceVsHLTB",
"WebDataset",
"WebDefaults",
"WebGame",
"WebStateInfo",
"_build_games",
"_default_qualifying",
"_default_summary",
"_has_any_time",
"_passes_default_confidence",
"_sum_positive",
"_worst_hours",
"compute_pace_vs_hltb",
"count_complete_since_start",
]
from dataclasses import asdict
from datetime import datetime, timezone
from typing import Any
@ -25,221 +47,31 @@ from steam_backlog_enforcer._scanning_confidence import (
_MIN_CONFIDENCE_SUM,
_MIN_COUNT_COMP,
)
from steam_backlog_enforcer._web_games import (
_build_games,
_default_qualifying,
_default_summary,
_has_any_time,
_passes_default_confidence,
_sum_positive,
_worst_hours,
)
from steam_backlog_enforcer._web_models import (
HOURS_PER_DAY_PRESETS,
DefaultSummary,
PaceVsHLTB,
WebDataset,
WebDefaults,
WebGame,
WebStateInfo,
)
from steam_backlog_enforcer._web_pace import compute_pace_vs_hltb
from steam_backlog_enforcer.config import State, load_snapshot
from steam_backlog_enforcer.protondb import (
MIN_PLAYABLE_TIER,
ProtonDBRating,
_load_cache,
_rating_from_cache,
)
from steam_backlog_enforcer.steam_api import GameInfo
# Mirrors ``_stats._HOURS_PER_DAY_PRESETS`` but mutable/JSON-friendly.
HOURS_PER_DAY_PRESETS = [2.0, 4.0, 6.0, 8.0]
@dataclass
class WebGame:
"""One incomplete candidate game, with raw filterable fields.
Hour fields use ``-1`` to mean "no data" (matching the cache convention),
so the client can choose to include or exclude unknown-length games.
"""
app_id: int
name: str
completion_pct: float
playtime_minutes: int
rush_hours: float
leisure_hours: float
worst_hours: float
count_comp: int
comp_100_count: int
hltb_game_id: int
protondb_tier: str
protondb_trending_tier: str
protondb_score: float
@dataclass
class WebStateInfo:
"""Pace inputs and current-assignment metadata for the UI."""
current_app_id: int | None
current_game_name: str
games_done: int
games_done_since_start: int
days_elapsed: int
enforcement_started_at: str
pace_games_per_day: float
@dataclass
class WebDefaults:
"""The CLI's hardcoded filter thresholds, surfaced as editable defaults."""
min_comp_100_polls: int
min_count_comp: int
min_confidence_sum: int
min_playable_tier: str
hours_per_day_presets: list[float]
@dataclass
class DefaultSummary:
"""Totals the CLI ``stats`` command would print at default thresholds.
Used as a parity oracle: the client's own default-filtered totals must
reproduce these numbers.
"""
qualifying: int
rush_total: float
leisure_total: float
worst_total: float
@dataclass
class PaceVsHLTB:
"""Player pace calibrated against HLTB rush/leisure averages.
Derived from completed games that have HLTB detail data. All ratio /
interpolation fields use ``-1`` to mean "insufficient data", matching the
cache convention used elsewhere.
Fields:
calibration_count: number of completed games used for calibration.
ratio_vs_rush: actual_hours / rush_hours across calibration games.
ratio_vs_leisure: actual_hours / leisure_hours (-1 if no leisure data).
interpolation_t: position between rush (0.0) and leisure (1.0) speed.
Negative means faster than rush; >1 means slower than leisure.
-1 means insufficient data.
player_style: human-readable style label.
"""
calibration_count: int
ratio_vs_rush: float
ratio_vs_leisure: float
interpolation_t: float
player_style: str
@dataclass
class WebDataset:
"""Full payload served to the browser."""
games: list[WebGame]
state: WebStateInfo
defaults: WebDefaults
default_summary: DefaultSummary
pace_vs_hltb: PaceVsHLTB | None
generated_at: str = field(default="")
def _worst_hours(game: GameInfo, cache_hours: float, leisure: float) -> float:
"""Replicate ``_stats`` worst-case selection exactly.
worst = max of snapshot completionist hours, the HLTB hours-cache value,
and the leisure-100% time — considering only positive values.
"""
snap_hours = game.completionist_hours if game.completionist_hours > 0 else -1
candidates = [v for v in (snap_hours, cache_hours, leisure) if v > 0]
return max(candidates) if candidates else -1.0
def _passes_default_confidence(game: WebGame) -> bool:
"""True if the game clears all three CLI HLTB-confidence thresholds."""
if game.comp_100_count < _MIN_COMP_100_POLLS:
return False
if game.count_comp < _MIN_COUNT_COMP:
return False
return game.comp_100_count + game.count_comp >= _MIN_CONFIDENCE_SUM
def _has_any_time(game: WebGame) -> bool:
"""True if the game has at least one positive time estimate."""
return game.worst_hours > 0 or game.rush_hours > 0 or game.leisure_hours > 0
def _build_games(games: list[GameInfo], exclude: set[int]) -> list[WebGame]:
"""Project incomplete, non-excluded games into compact rows (no network)."""
raw = _read_raw_cache()
protondb_cache = _load_cache()
rows: list[WebGame] = []
for game in games:
if game.is_complete or game.app_id in exclude:
continue
entry = raw.get(game.app_id, {})
rush = float(entry.get("rush_hours", -1))
leisure = float(entry.get("leisure_100h", -1))
cache_hours = float(entry.get("hours", -1))
count_comp = int(entry.get("count_comp", 0))
comp_100_count = int(entry.get("polls", 0))
hltb_game_id = int(entry.get("hltb_game_id", 0))
rating: ProtonDBRating = (
_rating_from_cache(game.app_id, protondb_cache[str(game.app_id)])
if str(game.app_id) in protondb_cache
else ProtonDBRating(app_id=game.app_id)
)
rows.append(
WebGame(
app_id=game.app_id,
name=game.name,
completion_pct=round(game.completion_pct, 1),
playtime_minutes=game.playtime_minutes,
rush_hours=rush,
leisure_hours=leisure,
worst_hours=_worst_hours(game, cache_hours, leisure),
count_comp=count_comp,
comp_100_count=comp_100_count,
hltb_game_id=hltb_game_id,
protondb_tier=rating.tier,
protondb_trending_tier=rating.trending_tier,
protondb_score=rating.score,
)
)
return rows
def _default_qualifying(rows: list[WebGame]) -> list[WebGame]:
"""Apply the exact CLI default filters (confidence + ProtonDB + has-data)."""
qualifying: list[WebGame] = []
for game in rows:
if not _passes_default_confidence(game):
continue
rating = ProtonDBRating(
app_id=game.app_id,
tier=game.protondb_tier,
trending_tier=game.protondb_trending_tier,
)
if not rating.is_playable:
continue
if not _has_any_time(game):
continue
qualifying.append(game)
return qualifying
def _sum_positive(rows: list[WebGame], attr: str) -> float:
"""Sum a positive-only hour attribute across rows (matches ``_sum_hours``)."""
total = sum(getattr(g, attr) for g in rows if getattr(g, attr) > 0)
return round(total, 1)
def _default_summary(rows: list[WebGame]) -> DefaultSummary:
"""Compute the CLI parity totals at default thresholds."""
qualifying = _default_qualifying(rows)
return DefaultSummary(
qualifying=len(qualifying),
rush_total=_sum_positive(qualifying, "rush_hours"),
leisure_total=_sum_positive(qualifying, "leisure_hours"),
worst_total=_sum_positive(qualifying, "worst_hours"),
)
def count_complete_since_start(games: list[GameInfo], started_at: str) -> int:
"""Count complete games whose last achievement was unlocked on/after started_at.
@ -297,96 +129,6 @@ def _state_info(
)
def _collect_calibration_pairs(
raw_games: list[GameInfo],
raw_cache: dict[int, dict[str, Any]],
) -> tuple[list[tuple[float, float]], list[tuple[float, float, float]]]:
"""Separate complete games into rush-only and rush+leisure sample sets."""
rush_pairs: list[tuple[float, float]] = []
both_pairs: list[tuple[float, float, float]] = []
for game in raw_games:
if not game.is_complete or game.playtime_minutes <= 0:
continue
entry = raw_cache.get(game.app_id, {})
rush = float(entry.get("rush_hours", -1))
leisure = float(entry.get("leisure_100h", -1))
actual = game.playtime_minutes / 60.0
if rush > 0:
rush_pairs.append((actual, rush))
if rush > 0 and leisure > 0:
both_pairs.append((actual, rush, leisure))
return rush_pairs, both_pairs
def _interpolate_from_both(
both_pairs: list[tuple[float, float, float]],
) -> tuple[float, float]:
"""Return (ratio_vs_leisure, interpolation_t) from (actual, rush, leisure) triples.
Returns -1.0 for interpolation_t when leisure <= rush (degenerate data).
"""
sum_actual = sum(p[0] for p in both_pairs)
sum_rush = sum(p[1] for p in both_pairs)
sum_leisure = sum(p[2] for p in both_pairs)
ratio_vs_leisure = round(sum_actual / sum_leisure, 3)
if sum_leisure > sum_rush:
t = round((sum_actual - sum_rush) / (sum_leisure - sum_rush), 3)
else:
t = -1.0
return ratio_vs_leisure, t
def _classify_player_style(interpolation_t: float, ratio_vs_rush: float) -> str:
"""Map calibration metrics to a player-style label."""
if interpolation_t != -1.0:
if interpolation_t < 0:
return "faster_than_rush"
if interpolation_t <= 1.0:
return "rush_to_leisure"
return "slower_than_leisure"
return "faster_than_rush" if ratio_vs_rush < 1.0 else "unknown"
def compute_pace_vs_hltb(
raw_games: list[GameInfo],
raw_cache: dict[int, dict[str, Any]],
) -> PaceVsHLTB | None:
"""Compute player pace relative to HLTB rush/leisure averages.
Uses completed games (100 % achievements, positive playtime) as calibration
samples. Steam playtime includes idle time, so ratios > 1 are expected for
most players.
Args:
raw_games: All games from the snapshot (completed + incomplete).
raw_cache: The full HLTB cache (from ``_read_raw_cache()``).
Returns:
A ``PaceVsHLTB`` when at least one completed game has rush data,
``None`` when there is no calibration data at all.
"""
rush_pairs, both_pairs = _collect_calibration_pairs(raw_games, raw_cache)
if not rush_pairs:
return None
ratio_vs_rush = round(
sum(p[0] for p in rush_pairs) / sum(p[1] for p in rush_pairs), 3
)
if both_pairs:
ratio_vs_leisure, interpolation_t = _interpolate_from_both(both_pairs)
else:
ratio_vs_leisure = -1.0
interpolation_t = -1.0
return PaceVsHLTB(
calibration_count=len(rush_pairs),
ratio_vs_rush=ratio_vs_rush,
ratio_vs_leisure=ratio_vs_leisure,
interpolation_t=interpolation_t,
player_style=_classify_player_style(interpolation_t, ratio_vs_rush),
)
def build_web_dataset(state: State) -> WebDataset:
"""Build the full web dataset from on-disk caches (no network calls).

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@ -0,0 +1,130 @@
"""Build the per-game rows and the CLI-parity summary for the web dataset.
Split out of :mod:`steam_backlog_enforcer._web_dataset` to keep both files
under the 250-line cap. Leaf helpers: nothing here calls back into it.
"""
from __future__ import annotations
from typing import TYPE_CHECKING
from steam_backlog_enforcer._hltb_types import _read_raw_cache
from steam_backlog_enforcer._scanning_confidence import (
_MIN_COMP_100_POLLS,
_MIN_CONFIDENCE_SUM,
_MIN_COUNT_COMP,
)
from steam_backlog_enforcer._web_models import DefaultSummary, WebGame
from steam_backlog_enforcer.protondb import (
ProtonDBRating,
_load_cache,
_rating_from_cache,
)
if TYPE_CHECKING:
from steam_backlog_enforcer.steam_api import GameInfo
def _worst_hours(game: GameInfo, cache_hours: float, leisure: float) -> float:
"""Replicate ``_stats`` worst-case selection exactly.
worst = max of snapshot completionist hours, the HLTB hours-cache value,
and the leisure-100% time — considering only positive values.
"""
snap_hours = game.completionist_hours if game.completionist_hours > 0 else -1
candidates = [v for v in (snap_hours, cache_hours, leisure) if v > 0]
return max(candidates) if candidates else -1.0
def _passes_default_confidence(game: WebGame) -> bool:
"""True if the game clears all three CLI HLTB-confidence thresholds."""
if game.comp_100_count < _MIN_COMP_100_POLLS:
return False
if game.count_comp < _MIN_COUNT_COMP:
return False
return game.comp_100_count + game.count_comp >= _MIN_CONFIDENCE_SUM
def _has_any_time(game: WebGame) -> bool:
"""True if the game has at least one positive time estimate."""
return game.worst_hours > 0 or game.rush_hours > 0 or game.leisure_hours > 0
def _build_games(games: list[GameInfo], exclude: set[int]) -> list[WebGame]:
"""Project incomplete, non-excluded games into compact rows (no network)."""
raw = _read_raw_cache()
protondb_cache = _load_cache()
rows: list[WebGame] = []
for game in games:
if game.is_complete or game.app_id in exclude:
continue
entry = raw.get(game.app_id, {})
rush = float(entry.get("rush_hours", -1))
leisure = float(entry.get("leisure_100h", -1))
cache_hours = float(entry.get("hours", -1))
count_comp = int(entry.get("count_comp", 0))
comp_100_count = int(entry.get("polls", 0))
hltb_game_id = int(entry.get("hltb_game_id", 0))
rating: ProtonDBRating = (
_rating_from_cache(game.app_id, protondb_cache[str(game.app_id)])
if str(game.app_id) in protondb_cache
else ProtonDBRating(app_id=game.app_id)
)
rows.append(
WebGame(
app_id=game.app_id,
name=game.name,
completion_pct=round(game.completion_pct, 1),
playtime_minutes=game.playtime_minutes,
rush_hours=rush,
leisure_hours=leisure,
worst_hours=_worst_hours(game, cache_hours, leisure),
count_comp=count_comp,
comp_100_count=comp_100_count,
hltb_game_id=hltb_game_id,
protondb_tier=rating.tier,
protondb_trending_tier=rating.trending_tier,
protondb_score=rating.score,
)
)
return rows
def _default_qualifying(rows: list[WebGame]) -> list[WebGame]:
"""Apply the exact CLI default filters (confidence + ProtonDB + has-data)."""
qualifying: list[WebGame] = []
for game in rows:
if not _passes_default_confidence(game):
continue
rating = ProtonDBRating(
app_id=game.app_id,
tier=game.protondb_tier,
trending_tier=game.protondb_trending_tier,
)
if not rating.is_playable:
continue
if not _has_any_time(game):
continue
qualifying.append(game)
return qualifying
def _sum_positive(rows: list[WebGame], attr: str) -> float:
"""Sum a positive-only hour attribute across rows (matches ``_sum_hours``)."""
total = sum(getattr(g, attr) for g in rows if getattr(g, attr) > 0)
return round(total, 1)
def _default_summary(rows: list[WebGame]) -> DefaultSummary:
"""Compute the CLI parity totals at default thresholds."""
qualifying = _default_qualifying(rows)
return DefaultSummary(
qualifying=len(qualifying),
rush_total=_sum_positive(qualifying, "rush_hours"),
leisure_total=_sum_positive(qualifying, "leisure_hours"),
worst_total=_sum_positive(qualifying, "worst_hours"),
)

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@ -0,0 +1,110 @@
"""Dataclasses for the web UI's read-only dataset projection.
A leaf module: :mod:`steam_backlog_enforcer._web_dataset` and its helper
modules all import these types, so nothing here may import them back.
"""
from __future__ import annotations
from dataclasses import dataclass, field
# Mirrors ``_stats._HOURS_PER_DAY_PRESETS`` but mutable/JSON-friendly.
HOURS_PER_DAY_PRESETS = [2.0, 4.0, 6.0, 8.0]
@dataclass
class WebGame:
"""One incomplete candidate game, with raw filterable fields.
Hour fields use ``-1`` to mean "no data" (matching the cache convention),
so the client can choose to include or exclude unknown-length games.
"""
app_id: int
name: str
completion_pct: float
playtime_minutes: int
rush_hours: float
leisure_hours: float
worst_hours: float
count_comp: int
comp_100_count: int
hltb_game_id: int
protondb_tier: str
protondb_trending_tier: str
protondb_score: float
@dataclass
class WebStateInfo:
"""Pace inputs and current-assignment metadata for the UI."""
current_app_id: int | None
current_game_name: str
games_done: int
games_done_since_start: int
days_elapsed: int
enforcement_started_at: str
pace_games_per_day: float
@dataclass
class WebDefaults:
"""The CLI's hardcoded filter thresholds, surfaced as editable defaults."""
min_comp_100_polls: int
min_count_comp: int
min_confidence_sum: int
min_playable_tier: str
hours_per_day_presets: list[float]
@dataclass
class DefaultSummary:
"""Totals the CLI ``stats`` command would print at default thresholds.
Used as a parity oracle: the client's own default-filtered totals must
reproduce these numbers.
"""
qualifying: int
rush_total: float
leisure_total: float
worst_total: float
@dataclass
class PaceVsHLTB:
"""Player pace calibrated against HLTB rush/leisure averages.
Derived from completed games that have HLTB detail data. All ratio /
interpolation fields use ``-1`` to mean "insufficient data", matching the
cache convention used elsewhere.
Fields:
calibration_count: number of completed games used for calibration.
ratio_vs_rush: actual_hours / rush_hours across calibration games.
ratio_vs_leisure: actual_hours / leisure_hours (-1 if no leisure data).
interpolation_t: position between rush (0.0) and leisure (1.0) speed.
Negative means faster than rush; >1 means slower than leisure.
-1 means insufficient data.
player_style: human-readable style label.
"""
calibration_count: int
ratio_vs_rush: float
ratio_vs_leisure: float
interpolation_t: float
player_style: str
@dataclass
class WebDataset:
"""Full payload served to the browser."""
games: list[WebGame]
state: WebStateInfo
defaults: WebDefaults
default_summary: DefaultSummary
pace_vs_hltb: PaceVsHLTB | None
generated_at: str = field(default="")

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@ -0,0 +1,104 @@
"""Pace-vs-HLTB calibration for the web dataset.
Split out of :mod:`steam_backlog_enforcer._web_dataset` to keep both files
under the 250-line cap. Leaf helpers: nothing here calls back into it.
"""
from __future__ import annotations
from typing import TYPE_CHECKING, Any
from steam_backlog_enforcer._web_models import PaceVsHLTB
if TYPE_CHECKING:
from steam_backlog_enforcer.steam_api import GameInfo
def _collect_calibration_pairs(
raw_games: list[GameInfo],
raw_cache: dict[int, dict[str, Any]],
) -> tuple[list[tuple[float, float]], list[tuple[float, float, float]]]:
"""Separate complete games into rush-only and rush+leisure sample sets."""
rush_pairs: list[tuple[float, float]] = []
both_pairs: list[tuple[float, float, float]] = []
for game in raw_games:
if not game.is_complete or game.playtime_minutes <= 0:
continue
entry = raw_cache.get(game.app_id, {})
rush = float(entry.get("rush_hours", -1))
leisure = float(entry.get("leisure_100h", -1))
actual = game.playtime_minutes / 60.0
if rush > 0:
rush_pairs.append((actual, rush))
if rush > 0 and leisure > 0:
both_pairs.append((actual, rush, leisure))
return rush_pairs, both_pairs
def _interpolate_from_both(
both_pairs: list[tuple[float, float, float]],
) -> tuple[float, float]:
"""Return (ratio_vs_leisure, interpolation_t) from (actual, rush, leisure) triples.
Returns -1.0 for interpolation_t when leisure <= rush (degenerate data).
"""
sum_actual = sum(p[0] for p in both_pairs)
sum_rush = sum(p[1] for p in both_pairs)
sum_leisure = sum(p[2] for p in both_pairs)
ratio_vs_leisure = round(sum_actual / sum_leisure, 3)
if sum_leisure > sum_rush:
t = round((sum_actual - sum_rush) / (sum_leisure - sum_rush), 3)
else:
t = -1.0
return ratio_vs_leisure, t
def _classify_player_style(interpolation_t: float, ratio_vs_rush: float) -> str:
"""Map calibration metrics to a player-style label."""
if interpolation_t != -1.0:
if interpolation_t < 0:
return "faster_than_rush"
if interpolation_t <= 1.0:
return "rush_to_leisure"
return "slower_than_leisure"
return "faster_than_rush" if ratio_vs_rush < 1.0 else "unknown"
def compute_pace_vs_hltb(
raw_games: list[GameInfo],
raw_cache: dict[int, dict[str, Any]],
) -> PaceVsHLTB | None:
"""Compute player pace relative to HLTB rush/leisure averages.
Uses completed games (100 % achievements, positive playtime) as calibration
samples. Steam playtime includes idle time, so ratios > 1 are expected for
most players.
Args:
raw_games: All games from the snapshot (completed + incomplete).
raw_cache: The full HLTB cache (from ``_read_raw_cache()``).
Returns:
A ``PaceVsHLTB`` when at least one completed game has rush data,
``None`` when there is no calibration data at all.
"""
rush_pairs, both_pairs = _collect_calibration_pairs(raw_games, raw_cache)
if not rush_pairs:
return None
ratio_vs_rush = round(
sum(p[0] for p in rush_pairs) / sum(p[1] for p in rush_pairs), 3
)
if both_pairs:
ratio_vs_leisure, interpolation_t = _interpolate_from_both(both_pairs)
else:
ratio_vs_leisure = -1.0
interpolation_t = -1.0
return PaceVsHLTB(
calibration_count=len(rush_pairs),
ratio_vs_rush=ratio_vs_rush,
ratio_vs_leisure=ratio_vs_leisure,
interpolation_t=interpolation_t,
player_style=_classify_player_style(interpolation_t, ratio_vs_rush),
)

View File

@ -14,7 +14,9 @@ from steam_backlog_enforcer._web_dataset import (
from steam_backlog_enforcer.config import State
from steam_backlog_enforcer.steam_api import GameInfo
_PKG = "steam_backlog_enforcer._web_dataset"
_PKG = "steam_backlog_enforcer._web_games"
# build_web_dataset itself did not move.
_DATASET_PKG = "steam_backlog_enforcer._web_dataset"
def _gi(**over: object) -> GameInfo:
@ -139,7 +141,7 @@ class TestBuildWebDataset:
def test_no_snapshot_returns_empty_games(self) -> None:
"""Test no snapshot returns empty games."""
with (
patch(f"{_PKG}.load_snapshot", return_value=None),
patch(f"{_DATASET_PKG}.load_snapshot", return_value=None),
patch(f"{_PKG}._read_raw_cache", return_value={}),
patch(f"{_PKG}._load_cache", return_value={}),
):
@ -165,7 +167,7 @@ class TestBuildWebDataset:
}
proton = {str(a): {"tier": "gold", "trending_tier": "gold"} for a in (1, 2)}
with (
patch(f"{_PKG}.load_snapshot", return_value=snapshot),
patch(f"{_DATASET_PKG}.load_snapshot", return_value=snapshot),
patch(f"{_PKG}._read_raw_cache", return_value=raw),
patch(f"{_PKG}._load_cache", return_value=proton),
):
@ -200,7 +202,7 @@ class TestBuildWebDataset:
}
proton = {"1": {"tier": "gold", "trending_tier": "gold"}}
with (
patch(f"{_PKG}.load_snapshot", return_value=snapshot),
patch(f"{_DATASET_PKG}.load_snapshot", return_value=snapshot),
patch(f"{_PKG}._read_raw_cache", return_value=raw),
patch(f"{_PKG}._load_cache", return_value=proton),
):

View File

@ -13,7 +13,9 @@ from steam_backlog_enforcer._web_dataset import (
from steam_backlog_enforcer.config import State
from steam_backlog_enforcer.steam_api import GameInfo
_PKG = "steam_backlog_enforcer._web_dataset"
_PKG = "steam_backlog_enforcer._web_games"
# build_web_dataset itself did not move.
_DATASET_PKG = "steam_backlog_enforcer._web_dataset"
def _gi(**over: object) -> GameInfo:
@ -74,7 +76,7 @@ class TestDatasetToPayload:
def test_serializes_to_dict(self) -> None:
"""Test serializes to dict."""
with (
patch(f"{_PKG}.load_snapshot", return_value=None),
patch(f"{_DATASET_PKG}.load_snapshot", return_value=None),
patch(f"{_PKG}._read_raw_cache", return_value={}),
patch(f"{_PKG}._load_cache", return_value={}),
):

View File

@ -19,7 +19,9 @@ if TYPE_CHECKING:
from pathlib import Path
_PKG = "steam_backlog_enforcer._web_server"
_DATA_PKG = "steam_backlog_enforcer._web_dataset"
_DATA_PKG = "steam_backlog_enforcer._web_games"
# build_web_dataset itself did not move.
_DATASET_PKG = "steam_backlog_enforcer._web_dataset"
@contextmanager
@ -68,7 +70,7 @@ class TestDatasetEndpoint:
def test_dataset_ok(self) -> None:
with (
patch(f"{_DATA_PKG}.load_snapshot", return_value=None),
patch(f"{_DATASET_PKG}.load_snapshot", return_value=None),
patch(f"{_DATA_PKG}._read_raw_cache", return_value={}),
patch(f"{_DATA_PKG}._load_cache", return_value={}),
_running() as port,