Commit Graph

3 Commits

Author SHA1 Message Date
fcae46faf1 Show the gaming budget in the web UI
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-29 07:17:42 +02:00
a85e8fec71 Keep non-production runs out of the budget audit log
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-28 19:55:04 +02:00
b3e629e3f0 Bill gaming time only while the user is actually playing
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
2026-08-28 19:24:14 +02:00