steam-backlog-enforcer/steam_backlog_enforcer/_shadow_view.py
Krzysztof kuhy Rudnicki e82ddd9a4b playtime: shadow leisure billing (C4); /proc scan from leisure_watch
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
2026-10-19 12:37:01 +02:00

34 lines
1.1 KiB
Python

"""The shadow leisure block (contract C4) for ``/api/budget`` and MCP.
Read-only and display-only: what the leisure budget *would* say, beside the
enforced gaming numbers it never changes.
"""
from __future__ import annotations
from typing import TYPE_CHECKING, Any
if TYPE_CHECKING:
from steam_backlog_enforcer._playtime_state import PlaytimeState
def shadow_view(state: PlaytimeState) -> dict[str, Any]:
"""Compose the shadow block from stored state.
Args:
state: Loaded accounting state.
Returns:
Used/budget/remaining seconds, whether the leisure budget would block
now, paused seconds, and the per-source split.
"""
remaining = max(0.0, state.shadow_budget_seconds - state.shadow_seconds)
return {
"seconds_used": round(state.shadow_seconds, 1),
"budget_seconds": state.shadow_budget_seconds,
"seconds_remaining": round(remaining, 1),
"would_block": remaining <= 0.0,
"paused_seconds": round(state.shadow_paused_seconds, 1),
"per_source": {k: round(v, 1) for k, v in state.shadow_per_source.items()},
}