steam-backlog-enforcer/steam_backlog_enforcer/_enforce_loop.py
Krzysztof kuhy Rudnicki b3e629e3f0 Bill gaming time only while the user is actually playing
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
2026-08-28 19:24:14 +02:00

232 lines
8.3 KiB
Python

"""Enforcement daemon loop and related helpers."""
from __future__ import annotations
import json
import logging
import time
from steam_backlog_enforcer._actions import allowed_app_ids, allowed_games
from steam_backlog_enforcer._echo import _echo
from steam_backlog_enforcer._enforce_steps import (
_enforce_setup,
_reinstall_missing_allowed,
)
# Re-exported: five modules and the test suite import get_all_owned_app_ids
# from here, so splitting it into _owned_apps_cache stays invisible to them.
from steam_backlog_enforcer._owned_apps_cache import get_all_owned_app_ids
from steam_backlog_enforcer._playtime import playtime_tick
from steam_backlog_enforcer._playtime_session import PlaytimeSession, new_session
from steam_backlog_enforcer._steam_launch import steam_is_installed
from steam_backlog_enforcer._total_block import (
end_total_block_cleanup,
enforce_total_block_tick,
is_total_block_active,
total_block_needs_cleanup,
)
from steam_backlog_enforcer._whitelist import (
lock_enforcement_files,
)
from steam_backlog_enforcer.config import (
CONFIG_FILE,
Config,
State,
)
from steam_backlog_enforcer.enforcer import (
enforce_allowed_game,
send_notification,
)
from steam_backlog_enforcer.game_uninstall import (
get_installed_games,
is_protected_app,
uninstall_game,
)
logger = logging.getLogger(__name__)
# Seconds between enforce passes.
ENFORCE_INTERVAL = 3
__all__ = [
"ENFORCE_INTERVAL",
"do_enforce",
"get_all_owned_app_ids",
]
def _allowed_names(state: State) -> str:
"""Return a human-readable list of the games the user may play.
Args:
state: Current enforcer state.
Returns:
Comma-separated game names, or "your assigned game" when none is set.
"""
names = [name for _, name in allowed_games(state) if name]
return ", ".join(names) if names else "your assigned game"
def _guard_installed_games(allowed_app_ids: set[int]) -> int:
"""Remove any unauthorized game manifests + files. Runs every loop.
Args:
allowed_app_ids: Every app id that may stay installed — the assignment
plus any concurrent manual picks.
Returns number of games removed this pass.
"""
if not allowed_app_ids:
return 0
installed = get_installed_games()
count = 0
for app_id, name in installed:
if app_id in allowed_app_ids:
continue
if is_protected_app(app_id):
continue
logger.warning(
"Unauthorized game detected — removing: %s (AppID=%d)", name, app_id
)
if uninstall_game(app_id, name):
count += 1
send_notification(
"Game Removed!",
f"Uninstalled {name} (AppID={app_id}). "
f"Only your assigned game(s) are allowed.",
)
return count
def _enforce_loop_iteration(
config: Config,
state: State,
*,
session: PlaytimeSession,
demo: bool = False,
) -> None:
"""Perform one iteration of the enforcement loop.
Args:
config: Enforcer configuration.
state: Current enforcer state.
session: Cross-tick engagement and logging state.
demo: Run the gaming budget on a 60-second demo budget.
"""
# Daily gaming budget runs FIRST and unconditionally. Every guard below
# returns early in situations where gaming time is still being spent (total
# block active, Steam absent, nothing assigned) and where a 06:00 release
# still has to happen — gating this on any of them would strand the block.
playtime_tick(config, interval=ENFORCE_INTERVAL, session=session, demo=demo)
# Total block takes priority over the assigned-game enforcement below -
# while active, don't fight ourselves (e.g. installing the assigned
# game while total-block tries to keep Steam uninstalled).
if is_total_block_active():
enforce_total_block_tick()
return
if total_block_needs_cleanup():
end_total_block_cleanup()
# With no Steam client there is no library, no installs and no game
# processes, so every branch below is a no-op at best - and at worst a
# 3s-interval error loop trying to write manifests into a steamapps
# directory that a total block deleted. The total-block tick above still
# runs: keeping Steam uninstalled is exactly what it is for.
if not steam_is_installed():
return
allowed = allowed_app_ids(state)
if not allowed:
return
# A) Kill unauthorized game processes.
if config.kill_unauthorized_games:
violations = enforce_allowed_game(allowed, kill_unauthorized=True)
for pid, app_id in violations:
_echo(f" Killed unauthorized game: AppID={app_id} (PID={pid})")
send_notification(
"Game Blocked!",
f"Killed unauthorized game (AppID={app_id}). "
f"Focus on {_allowed_names(state)}!",
)
# B) Remove any newly-installed unauthorized games.
if config.uninstall_other_games:
removed = _guard_installed_games(allowed)
if removed > 0:
_echo(f" Guard removed {removed} unauthorized game(s)")
# C) Re-install any allowed game that was somehow removed.
_reinstall_missing_allowed(config, state)
# D) Re-apply immutable flag so config cannot be edited without root.
lock_enforcement_files(CONFIG_FILE)
def do_enforce(config: Config, state: State, *, demo: bool = False) -> None:
"""Run the enforcer: block store, uninstall other games, kill processes.
This is a persistent loop that continuously:
1. Keeps the Steam store blocked.
2. Removes any newly-installed unauthorized games.
3. Auto-installs the assigned game if missing.
4. Kills any running unauthorized game processes.
5. Accounts for the daily gaming budget and enforces its cutoff.
Args:
config: Enforcer configuration.
state: Current enforcer state.
demo: Run the gaming budget on a 60-second demo budget.
"""
if is_total_block_active():
_echo(
"Total gaming block ACTIVE - enforcing that instead of any assigned game."
)
elif state.current_app_id is None:
# Fall through to the idle loop for the same reason as the Steam
# branch below, plus one of its own: the daily gaming budget is
# enforced from this loop, so returning here would silently stop
# counting playtime whenever a game is finished but not yet rescanned.
_echo("No game assigned. Run 'scan' first.")
_echo(" (Daily gaming budget is still enforced.)")
elif not steam_is_installed():
# Fall through to the idle loop rather than returning: returning exits
# the process, and under Restart=always that is just the crash loop
# again by another name. Staying alive also means a later Steam
# reinstall is picked up without needing a restart.
_echo("Steam is not installed — nothing to enforce.")
_echo(" (Reinstall Steam to resume backlog enforcement.)")
else:
_echo(f"Enforcing: {state.current_game_name} (AppID={state.current_app_id})")
_enforce_setup(config, state)
_echo(f" Enforce loop: ACTIVE (every {ENFORCE_INTERVAL}s)")
_echo(" Guarding: processes + installs + store")
_echo(" Press Ctrl+C to stop.\n")
# One session for the whole daemon: the engagement backdate needs to see
# the previous tick's verdict, so it cannot be rebuilt per iteration.
session = new_session()
try:
while True:
# Reload state from disk so CLI changes (e.g. new game
# assignment via ``done`` / ``scan``) take effect immediately
# without needing to restart the daemon.
try:
fresh = State.load()
except (json.JSONDecodeError, OSError, ValueError) as exc:
logger.warning("Failed to reload state: %s", exc)
time.sleep(ENFORCE_INTERVAL)
continue
state.current_app_id = fresh.current_app_id
state.current_game_name = fresh.current_game_name
state.finished_app_ids = fresh.finished_app_ids
_enforce_loop_iteration(config, state, session=session, demo=demo)
time.sleep(ENFORCE_INTERVAL)
except KeyboardInterrupt:
_echo("\nEnforcer stopped.")