Dormant until earned_time.leisure_active(gaming day) -- the switch file
written by `leisure-watch go-live`. From that day:
- enforced `seconds` are billed by the shadow rule (lock pause, fail-closed,
once per wall clock); budget from plain resolve(); warnings and the cutoff
say "Leisure".
- at 0, beside the unchanged Steam path, _leisure_kill SIGTERMs (SIGKILL 30 s
later, per process) every focus/media pid in now.json except browsers,
every failclosed browser pid, and -- with now.json untrusted -- every
browser, media player and wsg-grabber reviewer. Root/system, lockers and
the enforcer's own chain are never signalled. Kills go to budget.jsonl.
- tests: an autouse fixture redirects both switch readers, so no test reads
/etc/leisure-watch/leisure_from; existing tests unchanged.
Re-pins earned-time to v0.15.0 (leisure_active).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Dsh4Znwh2KnC7q6vbGpX1N
The enforcer now imports the Steam/launcher/counted-process scan from
leisure_watch.procscan (v0.1.0, shared with the leisure watcher) and drops
its own copies (_playtime_procs, _counted_procs, _total_block_launchers and
enforcer's two scanners). Every counted-process read passes
config.CONFIG_FILE explicitly, as before.
Each tick also bills a shadow leisure budget beside the enforced one, from
the same incoming stamp and delta clamp, before accumulate: paused (held
gatelock grab or i3lock) -> shadow_paused_seconds; else a qualifying game,
a "leisure" now.json, or an untrusted/missing now.json (fail closed) bills
shadow_seconds once, split over shadow_per_source. shadow_budget_seconds is
earned_time.resolve(leisure=True) from the same answers, held as a same-day
high-water mark. Not billed under a total block. Shadow verdict changes go
to budget.jsonl as shadow_change (the live game view skips them); /api/budget
and MCP get_gaming_time carry a "shadow" block. Enforced fields, cutoff,
warnings and existing log records are unchanged.
Also fixes two tests that assumed earned_time < 0.14 internals.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Dsh4Znwh2KnC7q6vbGpX1N
The enforce loop now waits on an inotify watch of log.json's directory
(_file_wake, ctypes, no new dependency) instead of a plain sleep, so a
credited workout moves the gaming budget within the tick. Earner answers
(workout, LeetCode, reading) are memoised with the source file's
(inode, mtime_ns, size) stamp, so a rewritten file re-asks at once instead
of after the 60 s TTL. Any inotify setup or read failure warns and falls
back to the plain sleep; the stamp still catches the change next tick.
Tests: conftest stubs the wake factory and points workout_log_path at a
tmp path, so no test ever watches the real screen-locker tree.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018RHwVPyiiQMPh4M3JQwQku
report_leetcode_incident appends to leetcode_bonus_incidents.log at the repo
root -- a real artifact you read to find out why an hour went missing.
test_budget_resolve.py drives the fail-closed path without stubbing it, so the
first full run put two fabricated incidents into the live file.
The file is gitignored, so nothing would ever have failed to warn about this.
It was caught by reading the file after deploying, not by any test.
Redirected with an autouse fixture rather than per-test patches, for the same
reason _isolate_filesystem is autouse: enumerating the tests that need it is
the version of this that breaks the next time someone adds one.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Fp6zWH9zW1AkGdDyKjrbi8
8h is now earned rather than given. A gaming day with a counted workout
logged in screen-locker gets daily_gaming_seconds; a day without gets the
new unearned_gaming_seconds floor. Skipping a workout costs two hours the
same day, instead of nothing until the weekly lock fires.
The fact comes from screen-locker's GET /api/status, which reports only
workout_today -- the hour values live here. Neither repo can drift from the
other about what a workout day is: that flag is derived from
count_day_credits, the same rule the locker enforces with.
Every way of not getting an answer applies the floor, logged at warning with
the URL and the concrete error. Failing open would let the coupling be
defeated by stopping one user service, and a silent 8h would be
indistinguishable from an earned one.
resolve_budget_seconds is called from rules_for rather than at each call
site, because the daemon holds one Config for its whole life while
_budget_view reloads it per HTTP request. Resolved at only one of those and
the web UI would report a budget the daemon was not enforcing -- the exact
silent divergence this codebase is built to prevent.
A budget that rises mid-day now releases the block properly.
_release_after_raise clears blocked_at, which otherwise only roll_over reset
and which would leave the UI reporting "blocked" while gaming worked, and
clears warned_seconds, which is keyed on seconds *remaining* and would
otherwise let the extra two hours arrive with no warnings at all.
Known and accepted (2026-08-29): the budget can DROP mid-day if the resolved
answer changes under a day already in progress, re-pricing time already
spent and cutting off on the next tick with no warning. The module docstring
says so plainly rather than claiming a monotonicity the code does not
implement; the fix, if it ever bites, is a persisted granted_budget_seconds.
Tests get an autouse stub for the lookup. Without it every test that builds
rules makes a real loopback request, and the suite would pass in the morning
and fail in the evening depending on whether the machine's owner had trained.
test_budget_view builds its RULES at import time, before fixtures apply, so
it stubs the resolver explicitly.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Fcwu78wk17FWMHbbfbyicc
A running game process was treated as proof of play. On 2026-08-28 the budget
billed ~2h23m while a gatelock screen locker covered the display and the
machine could not be touched at all -- the game was simply still resident.
A tick now bills only when all three hold, evaluated together rather than
short-circuited so the audit log can answer "was the screen ALSO locked?":
* no gatelock guard owns the screen (_screen_hold, via /proc/locks)
* the focused window belongs to a qualifying process or its ancestry
* some input source has been used within idle_grace_seconds (default 300)
Any probe that cannot answer BILLS the tick and is recorded in `degraded`.
A broken detector must never become an unlimited-gaming exploit.
Three findings from measuring this machine rather than assuming:
* /dev/input/js0 here is an *ASRock LED Controller* -- the kernel exposes
the motherboard RGB device as a joystick. A presence check would have
disabled the idle criterion permanently, so _controller_input watches for
real events instead (skipping joydev's synthetic open burst).
* Aseprite's window carries no _NET_WM_PID at all, so focus attribution
falls back to XRes, which asks the server who owns the window rather than
trusting the client to have announced itself.
* /proc/locks reports gatelock's hold without taking it; gatelock's own
read_claim_if_held detects held-ness by acquiring, which would race a
guard every 3 seconds.
Idle pauses also refund the grace period once per walk-away, on the
engaged->paused edge only, never across a day rollover, and never on the first
tick after a restart -- the only place the counter moves backwards.
Everything is recorded to /var/log/steam-backlog-enforcer/budget.jsonl, on
change plus a heartbeat rather than one line per 3s tick. Records name the
qualifying PIDs: reconstructing this incident from journald alone was only
possible by inferring accrual from the spacing of two warning notifications.
Also: refuse to bounce Steam while a game is running. ensure_steam_debug_port
relaunches Steam when the CDP port is closed, which kills the running game --
that is how restarting the daemon to deploy this change ended a live session.
It now defers exactly as it already did for in-flight game updates.
Talks to X through ctypes over one cached connection: at a 3s tick, forking
xprintidle and xprop would cost ~40 forks a minute.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019CEsG6BzHtYR9cHcdxPZqG
Each keeps its name and serves the moved names through a module __getattr__
(PEP 562) rather than a top-level re-export: every child imports back from
its parent, so a plain import would be circular. The lookup goes through
importlib.import_module, which is a call rather than an import statement,
so it needs no linter suppression. Return type is a _Reexport alias -- mypy
rejects `object` as not callable at the call sites, ruff rejects a bare Any.
Also fixes two leaks where tests wrote to the user's real config, both
caused by a redirected constant moving to a new module while conftest kept
patching the old one:
- APPROVED_EXCEPTIONS_FILE / EXCEPTION_AUDIT_LOG moved to _whitelist_locking;
the suite had appended 27 fixture entries to the live exception_audit.log.
- _OWNED_IDS_CACHE_FILE was never redirected at all: it is derived from
CONFIG_DIR at import time, so it captured the real path before the fixture
could patch it, and the suite overwrote the user's owned-games cache.
Both are now verified by md5summing ~/.config/steam_backlog_enforcer before
and after a full run, which is the only check that actually catches this --
the tests pass either way.
1347 tests, 100.00% coverage.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016A1EYiv7e7HGhET84oa9M3
steam_api becomes a thin re-export over _steam_models (dataclasses) and
_steam_api_client (HTTP). Inverting it that way rather than moving the
client out and importing it back matters: _steam_api_client needs GameInfo,
so a re-export from the old module would have been a cycle. 47 call sites
import from steam_api and none of them change.
_scanning_confidence sheds the poll backfill/reporting pair into
_polls_reporting, and re-exports both.
Test patch targets follow the code: the tests for _report_poll_confidence
now patch _polls_reporting._echo, because that is where the name is bound.
Patching the re-exporting module intercepts nothing, and the test then
fails on an empty output list rather than an import error, which is why
these are worth being careful about.
1347 tests pass.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016A1EYiv7e7HGhET84oa9M3
The enforce service runs as root (no User=) but sets DISPLAY=:0, so any GUI
it starts lands on the desktop session. Two resolvers disagreed about who to
drop privileges to:
library_hider._resolve_desktop_user() read STEAM_ENFORCER_DESKTOP_USER
game_install._get_real_user() read only SUDO_USER or USER
systemd sets neither of the latter, so _get_real_user() returned None under
the service and every `geteuid() == 0 and real_user and ...` guard fell
through to running as root. Steam answered with a zenity modal ("Cannot run
as root user", /usr/lib/steam/steam:261) on screen.
Confirmed from the live process tree: root `bash /usr/lib/steam/steam
-cef-disable-gpu ... steam://install/618510` with a root zenity child. It
never reached the journal, because that text goes to zenity and _run_as_user
sends child output to DEVNULL.
- _desktop_env: add resolve_desktop_user/desktop_uid/desktop_user_cmd. Only
the argv builder is shared, never the spawn call: tests/_no_subprocess.py
patches subprocess per module by name, so a spawn site in an unpatched
module could fire a real `sudo -u kuhy steam`.
- game_install._get_real_user: delegate to the shared resolver. This alone
also fixes the root `steam -silent` in _ensure_steam_running and the
no-op os.chown on new appmanifests.
- _trigger_steam_install / enforcer.send_notification: drop privileges.
send_notification had no DBUS_SESSION_BUS_ADDRESS, so it silently reached
nobody for all six of its callers.
- _run_as_user: fail closed. Running unchanged as root when no desktop user
resolves is what put the modal on screen; refuse and log instead.
Also stop the retry storm behind it. steamapps does not exist (Steam has
never completed sign-in), so is_game_installed() was always False and the
loop re-triggered every allowed game every pass: 1656 attempts in 30
minutes, service RSS 1.5 GB (peak 4.3 GB), a FileNotFoundError traceback
each time. Guard install_game and _reinstall_missing_allowed on
steam_library_ready() -- a missing library means no install can succeed by
any route, so this is a correctness check rather than a tuned retry limit.
The module splits here are forced by the pre-commit 250-line gate, which
blocks any commit touching an over-cap file: game_install, library_hider and
_enforce_loop were already over before this change. They are split by
responsibility (_cdp transport, _steam_launch lifecycle, _steam_process
spawning, _steam_errors, _steam_client, _game_names, game_uninstall,
_enforce_steps, _owned_apps_cache, _echo, _protected_apps). game_install and
library_hider re-export their old public names, so the 15 modules that
import from them are untouched by this commit.
Verified as real root under the unit's environment: argv is now
`sudo -u kuhy env DISPLAY=:0 ... xdg-open steam://install/...` for both the
installer and notify-send; three enforce passes spawn no process and log
once; _run_as_user refuses with no desktop user. After restart: 0 retries,
0 tracebacks, 0 root-owned files under ~/.local/share/Steam, RSS 342 MB.
1311 tests pass. _desktop_env and _steam_state at 100% branch coverage.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016A1EYiv7e7HGhET84oa9M3
Each of these was one file doing several jobs, so they are split along
what they actually do rather than at arbitrary line offsets:
- _total_block: the lock file and the status derived from it stay in
_total_block; making Steam *not installed* moves to _total_block_purge,
making it *unreachable* to _total_block_hosts / _total_block_iptables.
The generic pacman verbs (owner, installed, remove) become _pacman,
since nothing about them is total-block-specific. Domain and process
name tables become data modules.
- _playtime: budget state and persistence (_playtime_state), pure
transitions (_playtime_budget), cmdline process detection
(_playtime_procs), the warn/cutoff/kill ladder (_playtime_cutoff),
desktop notifications (_playtime_notify), process-tree walking and
killing (_playtime_kill), mountinfo parsing (_playtime_mountinfo) and
the shared privileged-command helper (_playtime_run).
- _mcp: read-only tools (_mcp_query) split from mutating ones
(_mcp_actions, _mcp_gaming_time), so "what can this server change?" is
answerable from one file. _mcp keeps the server object and entry point.
No re-export shims: callers import from the module that defines the name.
That keeps a stale patch target loud (AttributeError) instead of letting
it pass while intercepting nothing.
`ruff check --select F821,F401` is run after every extraction -- an earlier
mechanical attempt moved functions without the module-level names they
referenced, which imported fine and only failed when called (349 errors),
so it was reverted and redone by hand.
The autouse fixtures in conftest are now imported by name and held by
__all__; ruff --unsafe-fixes had deleted them as unused, since pytest
resolves fixtures by name.
1324 tests pass at 100.00% coverage in the clean venv; `main status` is
byte-identical to a worktree at HEAD. 49 -> 39 files over the cap.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PPpmMpTSkp8UziRc5u8B7P
Accumulates time spent in Steam games and other launchers, and once the
daily budget (default 8h) is spent, shuts Steam down, kills the games, and
makes them unlaunchable until the next 06:00.
The gaming day starts at 06:00 local rather than midnight so a late session
counts against the day it began in; rollover is checked lazily against a
stored day key, so it survives suspend, reboot and daemon restarts with no
timer of its own. Elapsed time comes from wall-clock deltas clamped to two
tick intervals, which keeps suspends, missed ticks and NTP steps honest.
The block is a read-only bind mount of a refusal stub over all four launcher
entry points -- /usr/bin/steam is only a two-line exec wrapper, so masking it
alone leaves bin_steam.sh, Steam's own steam.sh and lutris live. A bind mount
mutates no bytes, umount restores exactly, and a reboot clears it
unconditionally; chmod/rename would leave Steam broken if the daemon died
mid-block. /proc/self/mountinfo is the authority on what is masked, never the
saved state, which is what makes a stale block release even if the state file
was deleted. The mount is deferred one tick past the cutoff so
`steam -shutdown` still works and games close cleanly.
Launchers are matched by cmdline, not comm: /usr/bin/lutris is a python3
script, so the kernel records its comm as "python3" and the existing scan
never sees it. The kill set is wider than the budget predicate, walking down
from each launcher, because a Lutris-launched Wine game carries no SteamAppId.
State is chattr +i'd -- ~/.config is user-writable, so root ownership alone
would not stop `rm` from resetting the counter -- and a missing state file
while mounts are live fails closed rather than lifting the block.
Also fixes a pre-existing bug: do_enforce returned when no game was assigned,
exiting the process. Since the budget is accounted for from inside that loop,
it silently stopped enforcing whenever a game was finished but not rescanned.
Verified on the desktop with a real game: AoE2 counted 18 processes, tripped
at the 60s demo budget, all processes killed, all four paths masked and
refusing, then gaming-unblock restored them byte-identical with
`pacman -Qkk steam lutris` reporting 0 altered files.
1322 tests pass at 100.00% branch coverage; pacman validated the ALPM hook.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QbEaXapjMSkxyzgvbdkUFb
Restarting Steam (steam -shutdown + relaunch for the CDP port) suspends any
in-flight game update. Repeatedly interrupting a large update — including
during the commit-to-disk phase — leaves a partially written install that
Steam's "verify integrity" still reports as OK, but the game's anti-tamper
detects and crashes on. This corrupted Age of Empires II DE (deterministic
0xc0000005 at AoE2DE_s.exe+0x29B9E3) once commit 00a08de made the enforcer's
CDP restart actually work and it began bouncing Steam mid-update.
Add steam_update_in_progress() in a new _steam_state leaf module (now the
single source of truth for STEAMAPPS_PATH, shared by game_install and
library_hider without an import cycle). It scans appmanifests for unfinished
download/stage bytes. ensure_steam_debug_port() now raises
SteamUpdateInProgressError (a SteamUnavailableError subclass, so the enforce
loop already skips + retries) and restart_steam() skips, when an update runs.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Vw1sLrSjDksvH5zjU2RMYB
Whitelist exceptions previously entered a 24h pending queue and were
promoted to approved by the enforce loop once the cooldown elapsed.
add_pending_exception now approves immediately, so the entire pending/
promote/cooldown mechanism is dead: drop WHITELIST_COOLDOWN_SECONDS,
PENDING_EXCEPTIONS_FILE, _load_pending/_save_pending,
promote_pending_exceptions, and list_pending_exceptions, plus the
enforce-loop promotion step and the CLI's now-empty pending display.
Usage text and docstrings updated to state exceptions are active
immediately. Tests for the removed machinery deleted; add-exception
tests assert immediate approval. Coverage remains 100%.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017RRCdR4D8SaVrN2xraMQxM
Total block now also deletes a curated allowlist of Steam/Proton paths
(~/.steam, ~/steam, ~/.local/share/Steam, ~/.steampath, ~/.steampid,
~/.config/steamtinkerlaunch, ~/.config/CSDSteamBuild) and uninstalls known
Proton helper packages (protondb-tags-git, protonhax-git, protontricks-git,
protonup-ng-git, protonup-qt), logging every removal to a purge log.
A curated allowlist rather than a recursive "anything named steam" sweep,
since the latter would also catch unrelated files (AUR build checkouts,
archives, other apps' own save data) that merely share the substring.
Live-verified against the real filesystem: all 7 paths and 5 packages were
actually removed, steam-backlog-enforcer's own directory/config untouched.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YFdVut4N4kMbJTUEEmfuQU
Adds `block-gaming <days>`: uninstalls Steam, kills/uninstalls known game
launchers, and blocks Steam + game-website domains (hosts + iptables) for a
fixed number of days with no in-app way to lift it early. Enforcement is
tamper-resistant via guard-lib's package-block (bind-mounted lock file) and
re-asserted every enforce tick.
Also migrates store_blocker.py's hosts-file locking from raw chattr/mount
calls to guard-lib's file-guard, using the new `sync` subcommand (not
`pacman-relock`) so our own legitimate edits aren't reverted as drift.
Fixes found during live verification:
- iptables never blocked real IPs because DNS was resolved after /etc/hosts
already redirected every blocked domain to 0.0.0.0 locally - reordered so
iptables resolves first.
- Game-website blocks only covered bare apex domains; sites that
301-redirect to www (e.g. newgrounds.com) sailed right through - added
automatic www. variant generation.
- Launchers (e.g. prismlauncher) were only killed, never uninstalled -
added best-effort pacman-package removal keyed off /proc/<pid>/exe.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AFNiYQQgSLAkiBXswyimPq
- Remove skip_app_ids from user-editable Config; callers updated
- Split PROTECTED_APP_IDS: only Steam infra/Proton IDs remain; game
IDs moved to a new time-locked exception system
- Add _whitelist.py: 24-hour cooldown on new exceptions, entropy-
checked justification (>= 5 words), append-only audit log,
chattr +i immutability on enforcement-critical config files
- Add is_protected_app() in game_install.py; used everywhere
instead of direct PROTECTED_APP_IDS membership checks
- Add 'add-exception' CLI command (cmd_add_exception in main.py)
- Call promote_pending_exceptions() and lock_enforcement_files()
in each _enforce_loop_iteration
- 590 tests, 100% branch coverage on all steam_backlog_enforcer modules
- Add .worktrees to .gitignore
- meta/.pre-commit-config.yaml: move pytest-coverage hook to pre-commit stage
- scripts/pytest_changed_packages.py: single batched pytest -n auto invocation
with one --cov flag per affected python_pkg subpackage, wrapped in
systemd-run --user --scope -p MemoryMax=4G -p MemorySwapMax=0 when available
- python_pkg/steam_backlog_enforcer/tests/conftest.py: new autouse
_no_real_sleep fixture patches time.sleep across game_install /
library_hider / steam_api / _enforce_loop. Removes 3x 15s real sleeps
in TestFinalizeCompletion that fired through _ensure_steam_running
steam_backlog_enforcer test wall time: 33.97s -> 5.61s (xdist, no-cov)
5-package batched run: 732 tests in 1.37s @ 668% CPU
Coverage stays at 100% on all affected packages.
Evidence: docs/superpowers/evidence/pre-commit-pytest-batch-2026-05-14.json
Tests for pick_next_game were calling uninstall_other_games and
state.save against real filesystem paths, deleting installed games
and overwriting the user's state.json whenever tests or pre-commit
ran.
- Add conftest.py safety net that redirects STEAMAPPS_PATH,
CONFIG_DIR, STATE_FILE, SNAPSHOT_FILE, CONFIG_FILE, and
HOSTS_FILE to tmp_path in all steam_backlog_enforcer tests
- Add missing uninstall_other_games mock to 4 tests in
test_scanning.py (test_picks_shortest, test_skips_finished,
test_unknown_hours, test_picks_game_no_hours)