steam-backlog-enforcer/steam_backlog_enforcer/tests/_main_helpers.py
Krzysztof kuhy Rudnicki a191c8e459 Release a game after one new achievement instead of 100% completion
Requiring 100% locked the user onto one game for weeks, which proved
ineffective. The assignment and every manual pick now release as soon as one
achievement is unlocked after the game was assigned (Steam unlock_time vs the
pick's started_at / State.current_assigned_at).

- finished_app_ids still means 100% complete; a game released below 100% gets
  released_at plus a 7-day cooldown and returns to the pool.
- Next pick: least recently assigned first, then shortest HLTB time.
- Releasing never evicts: released/expired picks stay installed and playable
  until the user explicitly chooses another game (new pick-manual, or
  accepting the next assignment); with no replacement the current game stays.
- Tampering detection judges a released game by unlocks after its release.
- The daemon reloads every State field each tick so its sweep save cannot
  overwrite cooldowns or assignment times written by the CLI.
- State.load backfills assignment times once and persists them; load-time
  migrations moved to _state_migrations.py.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PhzaTAWtRfJk8gre6NLSka
2026-09-26 16:46:03 +02:00

164 lines
4.5 KiB
Python

"""Shared fixtures and builders for the ``main`` CLI test modules.
Lives outside a ``test_*.py`` name on purpose: these are constructors, not
tests. ``name-tests-test`` exempts ``tests/_*.py`` for exactly this.
"""
from __future__ import annotations
from datetime import UTC, datetime, timedelta
from typing import Any
from steam_backlog_enforcer._allowed_games import MANUAL_LOCK_DAYS
from steam_backlog_enforcer._total_block import TotalBlockStatus
from steam_backlog_enforcer.config import State
from steam_backlog_enforcer.steam_api import GameInfo
STARTED_AT = (datetime.now(UTC) - timedelta(days=1)).isoformat()
# A start timestamp that is always past the 14-day deadline.
EXPIRED_AT = (datetime.now(UTC) - timedelta(days=MANUAL_LOCK_DAYS + 1)).isoformat()
ACTIVE_STATUS = TotalBlockStatus(
active=True,
started_at=datetime.now(UTC) - timedelta(hours=1),
until=datetime.now(UTC) + timedelta(hours=23),
days=1,
days_remaining=0.96,
)
INACTIVE_STATUS = TotalBlockStatus(
active=False, started_at=None, until=None, days=0, days_remaining=0.0
)
def snap(
app_id: int = 1,
name: str = "G",
total: int = 10,
unlocked: int = 0,
hours: float = -1,
) -> dict[str, Any]:
"""Build one snapshot entry.
Args:
app_id: Steam application id.
name: Game name.
total: Total achievement count.
unlocked: Unlocked achievement count.
hours: Completionist hours (-1 when unknown).
Returns:
A snapshot dict shaped like the on-disk format.
"""
return {
"app_id": app_id,
"name": name,
"total_achievements": total,
"unlocked_achievements": unlocked,
"playtime_minutes": 60,
"completionist_hours": hours,
}
def snap_with_achievements(
app_id: int = 1,
name: str = "G",
total: int = 10,
unlocked: int = 0,
hours: float = -1,
) -> dict[str, Any]:
"""Build a snapshot entry carrying an empty ``achievements`` list.
Args:
app_id: Steam application id.
name: Game name.
total: Total achievement count.
unlocked: Unlocked achievement count.
hours: Completionist hours (-1 when unknown).
Returns:
A snapshot dict with ``achievements`` and zero playtime.
"""
entry = snap(app_id, name, total, unlocked, hours)
entry["playtime_minutes"] = 0
entry["achievements"] = []
return entry
def locked_state(
app_id: int = 100,
name: str = "TestGame",
started_at: str = STARTED_AT,
) -> State:
"""Build a State carrying one active manual pick.
Args:
app_id: Picked application id.
name: Picked game name.
started_at: ISO timestamp the pick started at.
Returns:
A State with a single manual pick.
"""
return State(
manual_picks=[{"app_id": app_id, "game_name": name, "started_at": started_at}],
)
RECENT_PICK = (datetime.now(UTC) - timedelta(days=1)).isoformat()
OLD_PICK = (datetime.now(UTC) - timedelta(days=8)).isoformat()
VALID_REASON = "I need this game installed for a work presentation this week."
def abandonable_state(app_id: int = 100, started_at: str = RECENT_PICK) -> State:
"""Build a State whose single manual pick is still abandonable.
Args:
app_id: Picked application id.
started_at: ISO timestamp the pick started at.
Returns:
A State with the pick also set as the current assignment.
"""
state = locked_state(app_id=app_id, started_at=started_at)
state.current_app_id = app_id
state.current_game_name = state.manual_pick_game_name
return state
def two_pick_state() -> State:
"""Build a State carrying two active manual picks.
Returns:
A State whose current assignment is the second pick.
"""
state = State(
manual_picks=[
{"app_id": 100, "game_name": "TestGame", "started_at": RECENT_PICK},
{"app_id": 200, "game_name": "SecondGame", "started_at": RECENT_PICK},
],
)
state.current_app_id = 200
state.current_game_name = "SecondGame"
return state
def done_game(app_id: int = 1, name: str = "G") -> GameInfo:
"""Build a 100%-complete GameInfo, as ``done`` sees a finished game.
Args:
app_id: Steam application id.
name: Game name.
Returns:
A GameInfo with every achievement unlocked.
"""
return GameInfo(
app_id=app_id,
name=name,
total_achievements=10,
unlocked_achievements=10,
playtime_minutes=60,
)