steam-backlog-enforcer/steam_backlog_enforcer/tests/test_playtime_notify.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

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Python

"""Tests for _playtime_notify._humanise (kept from test_playtime_procs)."""
from __future__ import annotations
from steam_backlog_enforcer._playtime_notify import _humanise
class TestHumanise:
def test_seconds(self) -> None:
assert _humanise(30) == "30 seconds"
def test_exact_minute_boundary(self) -> None:
assert _humanise(60) == "1 minutes"
def test_minutes(self) -> None:
assert _humanise(300) == "5 minutes"
def test_one_hour_is_special_cased(self) -> None:
assert _humanise(3600) == "1 hour"
def test_thirty_minutes(self) -> None:
assert _humanise(1800) == "30 minutes"