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https://github.com/kuhyx/steam-backlog-enforcer.git
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_remove_game_dirs deleted exactly one path at a time (the manifest's current installdir, app-id gated by callers), but a real incident showed that's not enough: an allowed game's install can end up split across naming variants (spaced display name vs. installdir vs. a typo'd variant), and any code path touching the wrong one risks destroying real files. Add a fuzzy name-match safety net inside _remove_game_dirs itself so it refuses to rmtree anything that plausibly names one of the currently-allowed games, tolerating case/spacing/punctuation, spelled-out numbers vs. digits vs. roman numerals, and minor typos -- independent of whatever app-id gating the caller already does. Extracted active_manual_picks/allowed_games/_pick_is_active out of _actions.py into a new leaf module (_allowed_games.py) so game_install.py can import allowed_games at the top level for this check without a circular import (_actions.py already imports from game_install.py for unrelated functions). _actions.py re-exports the two names other modules still import from it. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
85 lines
2.8 KiB
Python
85 lines
2.8 KiB
Python
"""Which games the enforcer currently must leave installed and visible.
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Pure functions over ``State`` with no dependency on ``game_install.py``.
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Kept as its own leaf module (rather than living in ``_actions.py``, which
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already imports from ``game_install.py`` for unrelated functions) so that
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``game_install.py`` can import ``allowed_games`` at the top level for its
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deletion safety net without creating a circular import.
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"""
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from __future__ import annotations
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from datetime import datetime, timedelta, timezone
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from typing import TYPE_CHECKING, Any
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if TYPE_CHECKING:
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from steam_backlog_enforcer.config import State
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# Days before the manual-pick lock automatically expires. Single source of
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# truth: both ``main.py`` and the MCP server import it via ``_actions``.
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MANUAL_LOCK_DAYS = 14
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def _pick_is_active(state: State, pick: dict[str, Any]) -> bool:
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"""Return ``True`` if *pick* still holds the lock.
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A pick stops being active once its game is finished (100% achievements) or
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once ``MANUAL_LOCK_DAYS`` have elapsed. A missing or malformed timestamp
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keeps it active: with no deadline to evaluate, the safe answer for an
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enforcement tool is "still locked".
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Args:
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state: The loaded enforcer state (for ``finished_app_ids``).
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pick: One ``state.manual_picks`` entry.
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Returns:
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Whether this pick still counts toward the lock.
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"""
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app_id = pick.get("app_id")
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if app_id is None or app_id in state.finished_app_ids:
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return False
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started_at = pick.get("started_at") or ""
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if started_at:
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try:
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started = datetime.fromisoformat(started_at)
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except ValueError:
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return True
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if datetime.now(timezone.utc) >= started + timedelta(days=MANUAL_LOCK_DAYS):
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return False
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return True
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def active_manual_picks(state: State) -> list[dict[str, Any]]:
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"""Return the manual picks that still hold the lock, oldest first.
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Args:
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state: The loaded enforcer state.
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Returns:
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The subset of ``state.manual_picks`` that is neither finished nor past
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its own deadline.
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"""
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return [p for p in state.manual_picks if _pick_is_active(state, p)]
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def allowed_games(state: State) -> list[tuple[int, str]]:
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"""Return ``(app_id, name)`` for every game the enforcer must keep.
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Args:
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state: The loaded enforcer state.
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Returns:
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Allowed games as ``(app_id, name)`` pairs, without duplicates. The
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current assignment comes first.
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"""
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games: list[tuple[int, str]] = []
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if state.current_app_id is not None:
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games.append((state.current_app_id, state.current_game_name))
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for pick in active_manual_picks(state):
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app_id = pick.get("app_id")
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if app_id is not None and all(app_id != aid for aid, _ in games):
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games.append((app_id, pick.get("game_name", "")))
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return games
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