steam-backlog-enforcer/steam_backlog_enforcer/_mcp_query.py
Krzysztof kuhy Rudnicki 1faf211767 Show which games make up the gaming budget, and bill osu!lazer
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
2026-08-29 18:32:03 +02:00

100 lines
3.4 KiB
Python

"""Read-only MCP tools: dataset, status, stats and the backlog list.
Separated from the mutating tools in
:mod:`steam_backlog_enforcer._mcp_actions` so that "what can this server
change?" is answerable by looking at one file.
"""
from __future__ import annotations
from typing import Any
from steam_backlog_enforcer._actions import (
status_payload,
)
from steam_backlog_enforcer._mcp_server import (
_DEFAULT_LIST_LIMIT,
_backlog_sort_key,
mcp,
)
from steam_backlog_enforcer._snapshot import load_snapshot
from steam_backlog_enforcer._web_dataset import build_web_dataset, dataset_to_payload
from steam_backlog_enforcer.config import State
from steam_backlog_enforcer.steam_api import GameInfo
@mcp.tool()
def get_dataset() -> dict[str, Any]:
"""Return the full, secrets-free backlog dataset.
Includes every incomplete candidate game with HowLongToBeat times,
ProtonDB tiers, pace-vs-HLTB calibration, and the default CLI thresholds —
the same projection the local web UI consumes. Reads on-disk caches only
(no network, no Steam API key).
"""
return dataset_to_payload(build_web_dataset(State.load()))
@mcp.tool()
def get_status() -> dict[str, Any]:
"""Return the current enforcer status.
Reports the assigned game, finished count, whether the Steam store is
blocked, installed-game count, any active total block (with days remaining),
and whether a manual-pick lock is in force.
"""
return status_payload(State.load())
@mcp.tool()
def get_stats() -> dict[str, Any]:
"""Return backlog completion-time estimates.
A focused subset of the dataset: the default qualifying-games summary
(rush / leisure / worst-case totals) and the player's measured pace versus
HowLongToBeat.
"""
payload = dataset_to_payload(build_web_dataset(State.load()))
return {
"default_summary": payload["default_summary"],
"pace_vs_hltb": payload["pace_vs_hltb"],
}
@mcp.tool()
def list_backlog(limit: int = _DEFAULT_LIST_LIMIT) -> dict[str, Any]:
"""List incomplete games, shortest-completionist-first, capped at ``limit``.
Args:
limit: Maximum number of games to return (non-positive returns none).
"""
snapshot = load_snapshot()
if snapshot is None:
return {
"total": 0,
"returned": 0,
"games": [],
"note": "No snapshot found. Run 'scan' first.",
}
games = [GameInfo.from_snapshot(entry) for entry in snapshot]
incomplete = sorted((g for g in games if not g.is_complete), key=_backlog_sort_key)
capped = incomplete[: max(0, limit)]
return {
"total": len(incomplete),
"returned": len(capped),
"games": [
{
"app_id": g.app_id,
"name": g.name,
"completion_pct": round(g.completion_pct, 1),
"completionist_hours": g.completionist_hours,
}
for g in capped
],
}
# ──────────────────────────────────────────────────────────────
# Gated write tools (preview unless confirm=True; NEVER allowlist these)
# ──────────────────────────────────────────────────────────────