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The budget tab answered "how much did I play" but not "what did I play":
playtime_state.json and playtime_history.json each stored one aggregate
seconds figure per gaming day, so the 14-day chart was a row of featureless
bars. Separately, qualifying_pids had exactly two sources — the SteamAppId
env var and a hardcoded 16-launcher frozenset — so osu!lazer, which sets no
SteamAppId and matches no launcher name, was never billed at all.
qualifying_pids now returns pid -> attribution key instead of a bare pid set.
The app id was already in hand and thrown away on its first line; it now
survives into PlaytimeState.per_game, alongside a user-editable
counted_processes list in config.json seeded with osu!lazer.
Two things the parts/whole relationship forces:
- per_game only ever sums to AT MOST seconds, never equals it. backdate
refunds the idle grace on every engaged-to-paused edge, and
_state_or_recover synthesises a full budget with no breakdown. The
refund is debited from last_credited_key, and the remainder is rendered
as "Unattributed" rather than stored — one path then covers legacy days,
focus-probe failures and drift alike.
- counted_processes is kept apart from LAUNCHER_PROCESS_NAMES. That
frozenset is also the total-block kill list, and it routes through
kill_and_uninstall_launchers, which pacman -R's the owning package.
Counted entries are killed on total block, never uninstalled.
Both storage formats stay at schema 1: load_state already filters to
dataclass fields, so a record without per_game migrates for free, and the
history reader has to accept both a bare float and an object regardless, so
a version bump would distinguish nothing.
Chart segments use the shared design system's categorical ramp (--cat-1..6),
capped at six games plus "Other" because a seventh distinguishable hue does
not exist under simulated CVD. The red over-budget fill is gone: colour now
encodes which game, and the dashed budget line alone says over or under.
Snapshot persistence moves to _snapshot.py to keep config.py under the
250-line cap. Three modules bound config paths at import time, which
bypasses the conftest redirect — they now reach them through the module.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MKFzwzwRU1JD7SFLHtQBsz
109 lines
4.1 KiB
Python
109 lines
4.1 KiB
Python
"""``status`` and ``list`` commands: read-only views of the current state."""
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from __future__ import annotations
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from typing import TYPE_CHECKING
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from steam_backlog_enforcer._actions import (
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active_manual_picks,
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manual_pick_age_days,
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)
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from steam_backlog_enforcer._pick_completion import report_completion
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from steam_backlog_enforcer._snapshot import load_snapshot
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from steam_backlog_enforcer._total_block import get_total_block_status
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from steam_backlog_enforcer.game_install import (
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_echo,
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get_installed_games,
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is_protected_app,
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)
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from steam_backlog_enforcer.main._shared import _LIST_DISPLAY_LIMIT
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from steam_backlog_enforcer.steam_api import GameInfo
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from steam_backlog_enforcer.store_blocker import is_store_blocked
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if TYPE_CHECKING:
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from steam_backlog_enforcer.config import Config, State
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def cmd_status(config: Config, state: State) -> None:
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"""Show current status."""
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_echo("=== Steam Backlog Enforcer ===\n")
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total_block = get_total_block_status()
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if total_block.active:
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_echo("*** TOTAL GAMING BLOCK ACTIVE ***")
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if total_block.until is not None:
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_echo(f"Blocked until: {total_block.until.strftime('%Y-%m-%d %H:%M UTC')}")
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_echo(f"Days remaining: {total_block.days_remaining:.1f}\n")
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if state.current_app_id:
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_echo(
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f"Assigned game: {state.current_game_name} (AppID={state.current_app_id})"
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)
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else:
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_echo("No game currently assigned.")
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_echo(f"Finished games: {len(state.finished_app_ids)}")
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_echo(f"Store blocked: {is_store_blocked()}")
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# Show installed games.
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installed = get_installed_games()
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real_games = [(aid, n) for aid, n in installed if not is_protected_app(aid)]
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_echo(f"Installed games: {len(real_games)}")
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if state.current_app_id:
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is_assigned_installed = any(aid == state.current_app_id for aid, _ in installed)
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_echo(f"Assigned game installed: {is_assigned_installed}")
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# Retire any pick that has hit 100% since we last looked, so the list
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# below reflects reality. Deliberately non-fatal: status is the
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# always-available diagnostic (it is exempt from both the total block and
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# the manual-pick lock), so a Steam outage or an unwritable state file must
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# degrade to a printed note, never to a failed status.
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try:
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report_completion(config, state)
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except (OSError, RuntimeError, ValueError) as exc:
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_echo(f"\n(Could not refresh pick completion: {exc})")
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picks = active_manual_picks(state)
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if picks:
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_echo(f"\nManual picks ({len(picks)}):")
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for pick in picks:
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age = manual_pick_age_days(state, pick["app_id"])
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since = f" — picked {age:.1f} day(s) ago" if age is not None else ""
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_echo(f" {pick['game_name']} (AppID={pick['app_id']}){since}")
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_echo("\n[MANUAL PICK LOCK is active — most commands are blocked]")
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def cmd_list(_config: Config, state: State) -> None:
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"""List games from the last snapshot."""
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snapshot = load_snapshot()
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if snapshot is None:
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_echo("No snapshot found. Run 'scan' first.")
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return
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games = [GameInfo.from_snapshot(d) for d in snapshot]
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incomplete = [g for g in games if not g.is_complete]
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complete = [g for g in games if g.is_complete]
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# Sort incomplete by completionist hours.
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def sort_key(g: GameInfo) -> tuple[int, float]:
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if g.completionist_hours > 0:
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return (0, g.completionist_hours)
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return (1, 0.0)
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incomplete.sort(key=sort_key)
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_echo(f"\n{'─' * 70}")
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_echo(f" INCOMPLETE ({len(incomplete)} games)")
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_echo(f"{'─' * 70}")
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for i, g in enumerate(incomplete[:_LIST_DISPLAY_LIMIT], 1):
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marker = " <<< ASSIGNED" if g.app_id == state.current_app_id else ""
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hrs = f" [{g.completionist_hours:.0f}h]" if g.completionist_hours > 0 else ""
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pct = f"{g.completion_pct:.0f}%"
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_echo(f" {i:3d}. {g.name[:40]:<40s} {pct:>5s}{hrs}{marker}")
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if len(incomplete) > _LIST_DISPLAY_LIMIT:
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_echo(f" ... and {len(incomplete) - _LIST_DISPLAY_LIMIT} more")
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_echo(f"\n COMPLETE: {len(complete)} games")
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