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https://github.com/kuhyx/steam-backlog-enforcer.git
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pick and pick-manual no longer uninstall games that are already allowed: the outgoing assignment is kept as a released pick (installed, no lock) until 'pick --replace', done/check, or abandon-pick. The allowed set is capped at max_manual_picks + 1; a pick over it is refused before the candidate list / confirmation, naming the games. status and the web Picks card list kept games with an Abandon button. Fast install now tracks the installer log from the spawn offset: web jobs drive the progress bar (per-depot %, phase) and echo a line every 30 s; daemon-started runs are exposed via ctl status / /api/daemon and shown on the Dashboard. Also: web deps bumped for dependency freshness (react-query 5.104.5, typescript-eslint 8.72.0, vite 8.3.5, node 24.22.1 in CI). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01CUaX4zAa6H4sMu3jd6RFdb
171 lines
6.1 KiB
Python
171 lines
6.1 KiB
Python
"""Stdout-free, state-only core operations shared by the CLI and MCP server.
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Every function here is safe to call from a stdio MCP server, where STDOUT
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carries the JSON-RPC protocol and any stray write corrupts the stream. That
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means: no ``print``/``_echo``/``sys.stdout`` writes, no ``input()``, and no
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``sys.exit()``. The interactive CLI (``main.py``) reuses these same functions so
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there is a single tested implementation of the underlying behaviour.
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"""
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from __future__ import annotations
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from datetime import UTC, datetime
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from typing import TYPE_CHECKING, Any
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from steam_backlog_enforcer._allowed_games import (
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active_manual_picks,
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allowed_games,
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)
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from steam_backlog_enforcer._assignment_progress import record_assignment
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from steam_backlog_enforcer._pick_keep import (
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allowed_cap_refusal,
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keep_outgoing_assignment,
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)
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# Marks these two as an intentional re-export (they're imported from
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# _allowed_games above, not defined here) -- without this, mypy's
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# --no-implicit-reexport flags every downstream `from _actions import
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# active_manual_picks` as an error. Everything else in this file is
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# accessible normally; this only needs to list names imported-then-reexported.
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if TYPE_CHECKING:
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from steam_backlog_enforcer.config import Config, State
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# How long an abandoned pick stays out of the auto-assignment pool, so that
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# ``scan`` does not immediately hand back the game the user just rejected.
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ABANDON_COOLDOWN_DAYS = 30
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def find_manual_pick(state: State, app_id: int) -> dict[str, Any] | None:
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"""Return the active manual pick for *app_id*, or ``None``.
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Args:
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state: The loaded enforcer state.
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app_id: The Steam app id to look for.
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Returns:
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The matching active pick entry, or ``None`` if *app_id* is not one.
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"""
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return next(
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(p for p in active_manual_picks(state) if p.get("app_id") == app_id),
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None,
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)
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def is_manual_pick_locked(state: State) -> bool:
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"""Return ``True`` if any manual pick is currently holding the lock.
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With several picks allowed at once the lock releases only when every one
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of them is released (one new achievement), finished or expired.
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Args:
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state: The loaded enforcer state.
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Returns:
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Whether the manual-pick lock is active right now.
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"""
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return bool(active_manual_picks(state))
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def allowed_app_ids(state: State) -> set[int]:
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"""Return every app id the enforcer must leave installed and visible.
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This is the single source of truth for "may exist" across the uninstall
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guard, the process killer, the library hider and the auto-installer. It is
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the union of the active manual picks and the current assignment, so two
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manually-picked games survive an enforcement pass while everything else is
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still removed.
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Args:
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state: The loaded enforcer state.
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Returns:
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The set of allowed app ids (empty when nothing is assigned).
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"""
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return {app_id for app_id, _ in allowed_games(state)}
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def manual_pick_slots_left(state: State, max_picks: int) -> int:
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"""Return how many further manual picks fit under *max_picks*.
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Args:
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state: The loaded enforcer state.
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max_picks: Configured cap (``Config.max_manual_picks``).
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Returns:
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Remaining slots, never negative.
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"""
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return max(0, max_picks - len(active_manual_picks(state)))
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def apply_configured_pick(
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config: Config, state: State, app_id: int, game_name: str
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) -> str | None:
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""":func:`apply_manual_pick` under the cap the configuration sets."""
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return apply_manual_pick(
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state, app_id, game_name, max_picks=config.max_manual_picks
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)
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def apply_manual_pick(
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state: State,
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app_id: int,
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game_name: str,
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*,
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max_picks: int = 1,
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) -> str | None:
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"""Add *app_id* to the manual picks and persist ``state``.
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This is the non-interactive, side-effect-scoped core of the CLI's
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``pick-manual`` command. It mutates and saves ``State`` only; it deliberately
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does **not** run the destructive post-assignment cascade (uninstalling other
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games, installing the pick, hiding the library) that the CLI performs after
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its interactive ``YES`` confirmation. Keeping this state-only means an
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automated caller (the MCP server) can never wipe installed games.
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The games already allowed are kept, like plain ``pick``: released,
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finished and expired picks stay, and the outgoing assignment is parked as
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a released pick. So the pick is refused when it would push the allowed
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set over ``max_picks + 1`` (:func:`allowed_cap_refusal`). Re-picking a
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kept game turns its entry back into an active pick instead of adding one.
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Args:
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state: The enforcer state to mutate and save.
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app_id: The Steam app id to lock in.
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game_name: Human-readable name for the picked game.
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max_picks: How many picks may be active at once; the allowed set
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may hold one more game (the assignment).
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Returns:
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``None`` on success, or a message explaining why the pick was refused
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(already picked, no active slot left, or the allowed set is full), in
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which case nothing was changed.
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"""
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active = active_manual_picks(state)
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if any(p.get("app_id") == app_id for p in active):
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return f"{game_name} (AppID={app_id}) is already one of your manual picks."
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if len(active) >= max_picks:
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names = ", ".join(f"{p['game_name']} (AppID={p['app_id']})" for p in active)
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return (
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f"You already have {len(active)} manual pick(s) locked in "
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f"(cap is {max_picks}): {names}."
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)
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refused = allowed_cap_refusal(state, max_picks, adding=app_id)
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if refused is not None:
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return refused
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now = datetime.now(UTC).isoformat()
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# A kept entry for this game is replaced by the active one, not doubled.
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state.manual_picks = [p for p in state.manual_picks if p.get("app_id") != app_id]
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if state.current_app_id != app_id:
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keep_outgoing_assignment(state)
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state.manual_picks.append(
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{"app_id": app_id, "game_name": game_name, "started_at": now}
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)
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record_assignment(state, app_id, game_name, at=now)
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state.save()
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return None
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