"""Hide / unhide games in the Steam library via Chrome DevTools Protocol. Modern Steam clients (2023+) use an internal ``collectionStore`` JS object running inside the CEF (Chromium Embedded Framework) browser. Game collections (including "hidden") are synced to Steam Cloud and can only be reliably modified through this API. This module connects to Steam's ``SharedJSContext`` page over CDP (Chrome DevTools Protocol) on a local debug port and evaluates JavaScript to call ``collectionStore.SetAppsAsHidden()``. Steam must be running with ``-cef-enable-debugging`` and ``-devtools-port=`` for this to work. If it isn't, the module will shut Steam down and relaunch it with the required flags. """ from __future__ import annotations import json import logging from typing import TYPE_CHECKING from steam_backlog_enforcer._achievement_skip import zero_achievement_ids from steam_backlog_enforcer._actions import allowed_app_ids from steam_backlog_enforcer._cdp import _cdp_result_value, _evaluate_js from steam_backlog_enforcer._echo import _echo from steam_backlog_enforcer._owned_apps_cache import get_all_owned_app_ids from steam_backlog_enforcer._progress import current_progress from steam_backlog_enforcer._steam_errors import ( SteamUnavailableError, ) from steam_backlog_enforcer._steam_launch import ( ensure_steam_debug_port, restart_steam, steam_is_installed, ) from steam_backlog_enforcer._whitelist_locking import get_approved_exception_ids if TYPE_CHECKING: from steam_backlog_enforcer.config import Config, State logger = logging.getLogger(__name__) # Re-exported: the Steam lifecycle now lives in _steam_launch, but callers # still import these from here. __all__ stops the linter deleting them. __all__ = [ "hide_other_games", "restart_steam", "steam_is_installed", "try_hide_other_games", "unhide_all_games", ] _CDP_PORT = 9222 _CDP_TIMEOUT = 120 _STEAM_STARTUP_WAIT = 45 # ────────────────────────────────────────────────────────────── # Hide / unhide logic # ────────────────────────────────────────────────────────────── _HIDE_BATCH_SIZE = 50 _MAX_HIDE_PASSES = 30 _SETTLE_DELAY_MS = 200 def hide_other_games( owned_app_ids: list[int], allowed_app_ids: set[int], ) -> int: """Hide every game except *allowed_app_ids* in the Steam library. Uses the Chrome DevTools Protocol to call ``collectionStore.SetAppsAsHidden()`` in Steam's JS context. The entire retry loop runs inside a single JS evaluation to avoid WebSocket round-trip overhead. ``SetAppsAsHidden`` is unreliable in a single pass for large libraries, so the JS loop retries until ``visibleApps`` converges to only the allowed game. On the first pass, caller-provided *owned_app_ids* are included to cover games that might not yet appear in ``visibleApps`` due to stale MobX state. Approved whitelist exceptions (``add-exception``) are always treated as allowed, so a permanently whitelisted game such as a co-op title stays visible next to the assignment instead of being hidden with the rest. So are owned games with zero achievements (see ``zero_achievement_ids``). Returns the total number of games hidden across all passes. """ ensure_steam_debug_port() allowed_app_ids = ( allowed_app_ids | get_approved_exception_ids() | zero_achievement_ids() ) allowed_json = json.dumps(sorted(allowed_app_ids)) extra_ids = sorted(aid for aid in owned_app_ids if aid not in allowed_app_ids) extra_json = json.dumps(extra_ids) js = f""" (async () => {{ const allowed = new Set({allowed_json}); const coll = collectionStore.allGamesCollection; const extraIds = {extra_json}; let totalHidden = 0; const maxPasses = {_MAX_HIDE_PASSES}; const batchSize = {_HIDE_BATCH_SIZE}; async function safeHide(ids) {{ if (ids.length === 0) return 0; try {{ await collectionStore.SetAppsAsHidden(ids, true); return ids.length; }} catch(e) {{ if (ids.length === 1) return 0; const mid = Math.floor(ids.length / 2); return (await safeHide(ids.slice(0, mid))) + (await safeHide(ids.slice(mid))); }} }} for (let pass = 0; pass < maxPasses; pass++) {{ let visible = coll && coll.visibleApps ? coll.visibleApps.map(a => a.appid).filter(id => !allowed.has(id)) : []; if (pass === 0) {{ const visSet = new Set(visible); for (const id of extraIds) {{ if (!visSet.has(id)) visible.push(id); }} }} if (visible.length === 0) break; for (let i = 0; i < visible.length; i += batchSize) {{ const batch = visible.slice(i, i + batchSize); totalHidden += await safeHide(batch); }} await new Promise(r => setTimeout(r, {_SETTLE_DELAY_MS})); }} if (allowed.size > 0) {{ await collectionStore.SetAppsAsHidden([...allowed], false); }} return JSON.stringify({{ totalHidden }}); }})() """ result = _evaluate_js(js) value = _cdp_result_value(result) parsed = json.loads(value) count: int = parsed["totalHidden"] logger.info("Hid %d games via CDP.", count) return count def try_hide_other_games( owned_app_ids: list[int], allowed_app_ids: set[int], ) -> tuple[int, str | None]: """Hide other games, degrading gracefully when Steam cannot be driven. An unreachable Steam (not running, no debug port) or a deferred restart (a game update is in flight) is never fatal: there is simply no library to reconcile this pass. Every interactive command should skip and carry on rather than abort with a traceback, so this wrapper turns the :class:`SteamUnavailableError` family into a return value. Stdout-free on purpose — callers phrase the skip message themselves. Args: owned_app_ids: All owned app ids, used to seed the first hide pass. allowed_app_ids: Every game that must stay visible. Returns: ``(hidden_count, skip_reason)``. ``skip_reason`` is ``None`` when the pass ran; otherwise it explains why hiding was skipped and the count is 0. """ # One CDP evaluation does every pass, so there is no per-game step. progress = current_progress() progress.phase("Hiding games in the Steam library", 1) try: return hide_other_games(owned_app_ids, allowed_app_ids), None except SteamUnavailableError as exc: return 0, str(exc) finally: progress.advance(step=1) def unhide_all_games(owned_app_ids: list[int]) -> int: """Remove all games from the hidden collection. Returns the number of games that were unhidden. """ # One CDP evaluation unhides everything, so the phase is a single step. progress = current_progress() progress.phase("Unhiding games in the Steam library", 1) ensure_steam_debug_port() json.dumps(sorted(owned_app_ids)) js = """ (async () => { const hidden = collectionStore.GetCollection('hidden'); if (!hidden || !hidden.allApps) return JSON.stringify({ count: 0 }); const hiddenIds = hidden.allApps.map(a => a.appid); if (hiddenIds.length === 0) return JSON.stringify({ count: 0 }); await collectionStore.SetAppsAsHidden(hiddenIds, false); return JSON.stringify({ count: hiddenIds.length }); })() """ result = _evaluate_js(js) progress.advance(step=1) value = _cdp_result_value(result) parsed = json.loads(value) count: int = parsed["count"] logger.info("Unhidden %d games via CDP.", count) return count def hide_others_and_report(config: Config, state: State, *, lead: str = "\n ") -> None: """Hide every owned game the state does not allow, and say what happened. ``lead`` is the indentation (and blank line, by default) the report lines start with, so the caller's output stays aligned with its own. """ owned_ids = get_all_owned_app_ids(config) if not owned_ids: return hidden, skipped = try_hide_other_games(owned_ids, allowed_app_ids(state)) if skipped is not None: _echo(f"{lead}Library hiding: skipped ({skipped})") elif hidden > 0: _echo(f"{lead}Library: hid {hidden} games")