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https://github.com/kuhyx/steam-backlog-enforcer.git
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A running game process was treated as proof of play. On 2026-08-28 the budget
billed ~2h23m while a gatelock screen locker covered the display and the
machine could not be touched at all -- the game was simply still resident.
A tick now bills only when all three hold, evaluated together rather than
short-circuited so the audit log can answer "was the screen ALSO locked?":
* no gatelock guard owns the screen (_screen_hold, via /proc/locks)
* the focused window belongs to a qualifying process or its ancestry
* some input source has been used within idle_grace_seconds (default 300)
Any probe that cannot answer BILLS the tick and is recorded in `degraded`.
A broken detector must never become an unlimited-gaming exploit.
Three findings from measuring this machine rather than assuming:
* /dev/input/js0 here is an *ASRock LED Controller* -- the kernel exposes
the motherboard RGB device as a joystick. A presence check would have
disabled the idle criterion permanently, so _controller_input watches for
real events instead (skipping joydev's synthetic open burst).
* Aseprite's window carries no _NET_WM_PID at all, so focus attribution
falls back to XRes, which asks the server who owns the window rather than
trusting the client to have announced itself.
* /proc/locks reports gatelock's hold without taking it; gatelock's own
read_claim_if_held detects held-ness by acquiring, which would race a
guard every 3 seconds.
Idle pauses also refund the grace period once per walk-away, on the
engaged->paused edge only, never across a day rollover, and never on the first
tick after a restart -- the only place the counter moves backwards.
Everything is recorded to /var/log/steam-backlog-enforcer/budget.jsonl, on
change plus a heartbeat rather than one line per 3s tick. Records name the
qualifying PIDs: reconstructing this incident from journald alone was only
possible by inferring accrual from the spacing of two warning notifications.
Also: refuse to bounce Steam while a game is running. ensure_steam_debug_port
relaunches Steam when the CDP port is closed, which kills the running game --
that is how restarting the daemon to deploy this change ended a live session.
It now defers exactly as it already did for in-flight game updates.
Talks to X through ctypes over one cached connection: at a 3s tick, forking
xprintidle and xprop would cost ~40 forks a minute.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019CEsG6BzHtYR9cHcdxPZqG
232 lines
8.3 KiB
Python
232 lines
8.3 KiB
Python
"""Enforcement daemon loop and related helpers."""
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from __future__ import annotations
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import json
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import logging
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import time
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from steam_backlog_enforcer._actions import allowed_app_ids, allowed_games
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from steam_backlog_enforcer._echo import _echo
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from steam_backlog_enforcer._enforce_steps import (
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_enforce_setup,
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_reinstall_missing_allowed,
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)
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# Re-exported: five modules and the test suite import get_all_owned_app_ids
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# from here, so splitting it into _owned_apps_cache stays invisible to them.
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from steam_backlog_enforcer._owned_apps_cache import get_all_owned_app_ids
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from steam_backlog_enforcer._playtime import playtime_tick
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from steam_backlog_enforcer._playtime_session import PlaytimeSession, new_session
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from steam_backlog_enforcer._steam_launch import steam_is_installed
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from steam_backlog_enforcer._total_block import (
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end_total_block_cleanup,
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enforce_total_block_tick,
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is_total_block_active,
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total_block_needs_cleanup,
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)
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from steam_backlog_enforcer._whitelist import (
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lock_enforcement_files,
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)
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from steam_backlog_enforcer.config import (
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CONFIG_FILE,
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Config,
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State,
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)
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from steam_backlog_enforcer.enforcer import (
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enforce_allowed_game,
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send_notification,
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)
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from steam_backlog_enforcer.game_uninstall import (
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get_installed_games,
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is_protected_app,
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uninstall_game,
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)
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logger = logging.getLogger(__name__)
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# Seconds between enforce passes.
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ENFORCE_INTERVAL = 3
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__all__ = [
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"ENFORCE_INTERVAL",
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"do_enforce",
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"get_all_owned_app_ids",
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]
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def _allowed_names(state: State) -> str:
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"""Return a human-readable list of the games the user may play.
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Args:
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state: Current enforcer state.
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Returns:
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Comma-separated game names, or "your assigned game" when none is set.
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"""
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names = [name for _, name in allowed_games(state) if name]
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return ", ".join(names) if names else "your assigned game"
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def _guard_installed_games(allowed_app_ids: set[int]) -> int:
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"""Remove any unauthorized game manifests + files. Runs every loop.
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Args:
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allowed_app_ids: Every app id that may stay installed — the assignment
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plus any concurrent manual picks.
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Returns number of games removed this pass.
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"""
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if not allowed_app_ids:
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return 0
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installed = get_installed_games()
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count = 0
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for app_id, name in installed:
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if app_id in allowed_app_ids:
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continue
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if is_protected_app(app_id):
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continue
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logger.warning(
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"Unauthorized game detected — removing: %s (AppID=%d)", name, app_id
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)
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if uninstall_game(app_id, name):
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count += 1
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send_notification(
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"Game Removed!",
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f"Uninstalled {name} (AppID={app_id}). "
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f"Only your assigned game(s) are allowed.",
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)
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return count
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def _enforce_loop_iteration(
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config: Config,
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state: State,
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*,
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session: PlaytimeSession,
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demo: bool = False,
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) -> None:
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"""Perform one iteration of the enforcement loop.
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Args:
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config: Enforcer configuration.
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state: Current enforcer state.
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session: Cross-tick engagement and logging state.
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demo: Run the gaming budget on a 60-second demo budget.
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"""
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# Daily gaming budget runs FIRST and unconditionally. Every guard below
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# returns early in situations where gaming time is still being spent (total
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# block active, Steam absent, nothing assigned) and where a 06:00 release
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# still has to happen — gating this on any of them would strand the block.
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playtime_tick(config, interval=ENFORCE_INTERVAL, session=session, demo=demo)
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# Total block takes priority over the assigned-game enforcement below -
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# while active, don't fight ourselves (e.g. installing the assigned
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# game while total-block tries to keep Steam uninstalled).
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if is_total_block_active():
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enforce_total_block_tick()
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return
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if total_block_needs_cleanup():
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end_total_block_cleanup()
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# With no Steam client there is no library, no installs and no game
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# processes, so every branch below is a no-op at best - and at worst a
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# 3s-interval error loop trying to write manifests into a steamapps
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# directory that a total block deleted. The total-block tick above still
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# runs: keeping Steam uninstalled is exactly what it is for.
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if not steam_is_installed():
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return
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allowed = allowed_app_ids(state)
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if not allowed:
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return
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# A) Kill unauthorized game processes.
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if config.kill_unauthorized_games:
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violations = enforce_allowed_game(allowed, kill_unauthorized=True)
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for pid, app_id in violations:
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_echo(f" Killed unauthorized game: AppID={app_id} (PID={pid})")
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send_notification(
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"Game Blocked!",
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f"Killed unauthorized game (AppID={app_id}). "
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f"Focus on {_allowed_names(state)}!",
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)
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# B) Remove any newly-installed unauthorized games.
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if config.uninstall_other_games:
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removed = _guard_installed_games(allowed)
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if removed > 0:
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_echo(f" Guard removed {removed} unauthorized game(s)")
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# C) Re-install any allowed game that was somehow removed.
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_reinstall_missing_allowed(config, state)
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# D) Re-apply immutable flag so config cannot be edited without root.
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lock_enforcement_files(CONFIG_FILE)
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def do_enforce(config: Config, state: State, *, demo: bool = False) -> None:
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"""Run the enforcer: block store, uninstall other games, kill processes.
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This is a persistent loop that continuously:
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1. Keeps the Steam store blocked.
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2. Removes any newly-installed unauthorized games.
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3. Auto-installs the assigned game if missing.
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4. Kills any running unauthorized game processes.
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5. Accounts for the daily gaming budget and enforces its cutoff.
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Args:
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config: Enforcer configuration.
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state: Current enforcer state.
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demo: Run the gaming budget on a 60-second demo budget.
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"""
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if is_total_block_active():
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_echo(
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"Total gaming block ACTIVE - enforcing that instead of any assigned game."
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)
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elif state.current_app_id is None:
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# Fall through to the idle loop for the same reason as the Steam
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# branch below, plus one of its own: the daily gaming budget is
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# enforced from this loop, so returning here would silently stop
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# counting playtime whenever a game is finished but not yet rescanned.
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_echo("No game assigned. Run 'scan' first.")
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_echo(" (Daily gaming budget is still enforced.)")
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elif not steam_is_installed():
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# Fall through to the idle loop rather than returning: returning exits
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# the process, and under Restart=always that is just the crash loop
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# again by another name. Staying alive also means a later Steam
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# reinstall is picked up without needing a restart.
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_echo("Steam is not installed — nothing to enforce.")
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_echo(" (Reinstall Steam to resume backlog enforcement.)")
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else:
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_echo(f"Enforcing: {state.current_game_name} (AppID={state.current_app_id})")
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_enforce_setup(config, state)
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_echo(f" Enforce loop: ACTIVE (every {ENFORCE_INTERVAL}s)")
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_echo(" Guarding: processes + installs + store")
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_echo(" Press Ctrl+C to stop.\n")
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# One session for the whole daemon: the engagement backdate needs to see
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# the previous tick's verdict, so it cannot be rebuilt per iteration.
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session = new_session()
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try:
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while True:
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# Reload state from disk so CLI changes (e.g. new game
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# assignment via ``done`` / ``scan``) take effect immediately
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# without needing to restart the daemon.
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try:
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fresh = State.load()
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except (json.JSONDecodeError, OSError, ValueError) as exc:
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logger.warning("Failed to reload state: %s", exc)
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time.sleep(ENFORCE_INTERVAL)
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continue
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state.current_app_id = fresh.current_app_id
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state.current_game_name = fresh.current_game_name
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state.finished_app_ids = fresh.finished_app_ids
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_enforce_loop_iteration(config, state, session=session, demo=demo)
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time.sleep(ENFORCE_INTERVAL)
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except KeyboardInterrupt:
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_echo("\nEnforcer stopped.")
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