steam-backlog-enforcer/steam_backlog_enforcer/_mcp_gaming_time.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

118 lines
4.2 KiB
Python

"""MCP tools for the daily gaming-time budget.
Reading today's usage and resetting it are separated from the pick/block
tools because they operate on the playtime state, not on which game is
assigned.
"""
from __future__ import annotations
from datetime import UTC, datetime
import os
from typing import Any
from steam_backlog_enforcer._budget_view import build_budget_snapshot
from steam_backlog_enforcer._gaming_days import gaming_day_key
from steam_backlog_enforcer._mcp_server import (
logger,
mcp,
)
from steam_backlog_enforcer._playtime import (
PlaytimeState,
save_state,
)
from steam_backlog_enforcer._playtime_block import release_block
@mcp.tool()
def get_gaming_time() -> dict[str, Any]:
"""Return today's gaming-budget usage and whether the cutoff has engaged.
The gaming day starts at 06:00 local time, so a session played after
midnight still counts against the day it began in. Reads on-disk state and
the live mount table only — no network, no Steam API key, no config secrets.
"""
snapshot = build_budget_snapshot(demo=False)
rules = snapshot["rules"]
today = snapshot["today"]
masked = rules["masked_launchers"]
if today is None:
return {
"ok": True,
"recorded": False,
"state_status": snapshot["state_status"],
"budget_seconds": rules["budget_seconds"],
"enforcement": rules["enforcement"],
"masked_launchers": masked,
}
return {
"ok": True,
"recorded": True,
"state_status": snapshot["state_status"],
"gaming_day": today["gaming_day"],
"day_starts_at": today["day_starts_at"],
"seconds_used": today["seconds_used"],
"budget_seconds": today["budget_seconds"],
"seconds_remaining": today["seconds_remaining"],
# What earned budget_seconds.
"budget_reason": rules["budget_reason"],
"next_warning_seconds": today["next_warning_seconds"],
"blocked": today["blocked"],
"enforcement": rules["enforcement"],
"counts_launchers": rules["counts_launchers"],
"masked_launchers": masked,
# Which games make up seconds_used, largest first, with whatever the
# focus probe could not attribute as a trailing "unattributed" slice.
"games": today["games"],
# The shadow leisure budget (C4): shown, never enforced.
"shadow": today["shadow"],
}
@mcp.tool()
def reset_gaming_time(*, confirm: bool = False) -> dict[str, Any]:
"""Reset today's gaming counter and lift the block (gated, privileged write).
With ``confirm=False`` (the default) returns a preview and mutates nothing.
With ``confirm=True`` it attempts the reset, which **requires root** (it
releases bind mounts over ``/usr/bin/steam`` and friends). The MCP server
runs unprivileged, so this will normally return ``{"ok": false, "reason":
"requires elevated privileges"}`` rather than succeeding.
Args:
confirm: Set ``True`` to attempt the reset; otherwise preview.
"""
if not confirm:
return {
"ok": True,
"preview": True,
"action": "reset_gaming_time",
"effect": (
"Zeroes today's gaming counter and unmasks every launcher "
"binary, restoring a full daily budget immediately."
),
"requires_root": True,
"confirm_required": True,
}
if os.geteuid() != 0:
return {"ok": False, "reason": "requires elevated privileges"}
try:
released = release_block()
now = datetime.now(UTC).astimezone()
save_state(
PlaytimeState(day_key=gaming_day_key(now), last_tick_at=now.timestamp()),
demo=False,
)
except (OSError, ValueError) as exc: # never crash the server on a write
logger.warning("reset_gaming_time failed: %s", exc)
return {"ok": False, "reason": "requires elevated privileges"}
logger.info("reset_gaming_time applied; released %d mount(s)", len(released))
return {
"ok": True,
"applied": True,
"action": "reset_gaming_time",
"released": [str(path) for path in released],
}