steam-backlog-enforcer/steam_backlog_enforcer/_playtime_session.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

84 lines
2.6 KiB
Python

"""The cross-tick state the daily budget carries, and how it is built.
Two things cannot be recomputed from scratch each tick. The engagement backdate
must recognise an engaged-to-paused *edge*, so it needs the previous verdict;
and the audit journal only writes on change, so it needs the previous record.
Both live on a session that the enforce loop creates once and threads through,
rather than in module globals.
The session's fields are typed by :class:`Protocol` so a test can supply an
honest stub. A ``MagicMock`` would satisfy every attribute lookup — including
the ones a refactor forgot to update — which is exactly the failure a type
would otherwise have caught.
"""
from __future__ import annotations
from dataclasses import dataclass
from typing import TYPE_CHECKING, Protocol
from steam_backlog_enforcer._desktop_env import desktop_uid, resolve_desktop_user
from steam_backlog_enforcer._playtime_engagement import EngagementTracker
from steam_backlog_enforcer._playtime_log import BudgetLog, TickJournal
if TYPE_CHECKING:
from steam_backlog_enforcer._engagement_types import EngagementVerdict
from steam_backlog_enforcer._playtime_state import PlaytimeRules, PlaytimeState
class EngagementSource(Protocol):
"""What the budget tick needs from an engagement tracker."""
def assess(
self,
rules: PlaytimeRules,
*,
qualifying: set[int],
now_monotonic: float,
) -> EngagementVerdict:
"""Judge whether this tick counts against the budget."""
def backdate(
self,
state: PlaytimeState,
verdict: EngagementVerdict,
*,
rules: PlaytimeRules,
) -> PlaytimeState:
"""Refund the idle grace period on an engaged-to-idle edge."""
class TickRecorder(Protocol):
"""What the budget tick needs from the audit journal."""
def observe(
self,
verdict: EngagementVerdict,
state: PlaytimeState,
*,
rules: PlaytimeRules,
now_monotonic: float,
) -> None:
"""Record this tick if it is worth recording."""
@dataclass(frozen=True)
class PlaytimeSession:
"""Per-daemon engagement and logging state."""
tracker: EngagementSource
journal: TickRecorder
def new_session() -> PlaytimeSession:
"""Build the session the enforce loop threads through every tick.
Returns:
A session bound to the desktop user's X display and runtime dir.
"""
uid = desktop_uid(resolve_desktop_user())
return PlaytimeSession(
tracker=EngagementTracker(uid=uid),
journal=TickJournal(BudgetLog()),
)