steam-backlog-enforcer/steam_backlog_enforcer/_shadow.py
Krzysztof kuhy Rudnicki e82ddd9a4b playtime: shadow leisure billing (C4); /proc scan from leisure_watch
The enforcer now imports the Steam/launcher/counted-process scan from
leisure_watch.procscan (v0.1.0, shared with the leisure watcher) and drops
its own copies (_playtime_procs, _counted_procs, _total_block_launchers and
enforcer's two scanners). Every counted-process read passes
config.CONFIG_FILE explicitly, as before.

Each tick also bills a shadow leisure budget beside the enforced one, from
the same incoming stamp and delta clamp, before accumulate: paused (held
gatelock grab or i3lock) -> shadow_paused_seconds; else a qualifying game,
a "leisure" now.json, or an untrusted/missing now.json (fail closed) bills
shadow_seconds once, split over shadow_per_source. shadow_budget_seconds is
earned_time.resolve(leisure=True) from the same answers, held as a same-day
high-water mark. Not billed under a total block. Shadow verdict changes go
to budget.jsonl as shadow_change (the live game view skips them); /api/budget
and MCP get_gaming_time carry a "shadow" block. Enforced fields, cutoff,
warnings and existing log records are unchanged.

Also fixes two tests that assumed earned_time < 0.14 internals.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Dsh4Znwh2KnC7q6vbGpX1N
2026-10-19 12:37:01 +02:00

142 lines
5.0 KiB
Python

"""Shadow leisure billing (contract C4): measured every tick, never enforced.
Phase 1 of the leisure rollout counts every non-productive minute on the PC
beside the enforced gaming count, so a week of real data exists before the
leisure budget is switched on. Nothing here feeds a warning, a cutoff or a
kill, and nothing here writes an enforced field (``seconds``, ``per_game``,
``last_tick_at``, ...): the shadow is computed from the incoming tick stamp
*before* :func:`~steam_backlog_enforcer._playtime_budget.accumulate` moves it.
Per tick, in order:
1. A locker whose X grab is actually held, or i3lock -> paused: the delta
goes to ``shadow_paused_seconds`` and nothing bills, games included (Q7).
2. Any qualifying game process (the enforcer's own scan) -> leisure, billed
to the game keys.
3. Else the watcher's signed ``now.json``: ``leisure`` bills its reason keys;
a missing, stale or badly signed file fails closed (Q8) and bills
``failclosed:watcher``.
Overlapping sources bill the wall clock once and split it evenly, so
``sum(shadow_per_source) == shadow_seconds`` up to float rounding.
"""
from __future__ import annotations
from dataclasses import dataclass, replace
from pathlib import Path
from typing import TYPE_CHECKING, Final
from leisure_watch.facts import read_now
from leisure_watch.lockstate import paused_by
from steam_backlog_enforcer._playtime_state import _DELTA_CLAMP_FACTOR
if TYPE_CHECKING:
from leisure_watch.facts import Now
from steam_backlog_enforcer._playtime_state import PlaytimeState
# Explicit, because the daemon is root: these are the desktop user's (uid 1000).
NOW_PATH: Final = Path("/run/user/1000/leisure-watch/now.json")
CLAIMS_DIR: Final = Path("/run/user/1000/gatelock/claims")
# now.json older than this is not trusted (contract C3/Q8).
_MAX_AGE_SECONDS: Final = 15
FAILCLOSED_KEY: Final = "failclosed:watcher"
@dataclass(frozen=True)
class ShadowVerdict:
"""What one tick means for the shadow budget."""
paused_by: str | None
"""``gatelock:<app>`` / ``i3lock`` while paused, else ``None``."""
keys: tuple[str, ...]
"""Sources billed this tick; empty = free (or paused)."""
@property
def state(self) -> str:
"""``paused``, ``leisure`` or ``free``."""
if self.paused_by is not None:
return "paused"
return "leisure" if self.keys else "free"
def shadow_keys(owners: dict[int, str], fact: Now | None) -> tuple[str, ...]:
"""Return the sources this unpaused tick bills, or ``()`` when it is free.
Args:
owners: Qualifying game PIDs to attribution keys (``app:<id>`` ...).
fact: The verified watcher fact, or ``None`` if it cannot be trusted.
Returns:
Game keys (sorted) if a game runs; else the watcher's reason keys in
its order; ``(FAILCLOSED_KEY,)`` when the watcher cannot be trusted.
"""
if owners:
return tuple(sorted(set(owners.values())))
if fact is None:
return (FAILCLOSED_KEY,)
if fact.state != "leisure":
return ()
return tuple(dict.fromkeys(r.key for r in fact.reasons)) or (FAILCLOSED_KEY,)
def observe_shadow(owners: dict[int, str], *, stamp: float) -> ShadowVerdict:
"""Read the lock state and (unless paused) ``now.json`` once for this tick.
Args:
owners: This tick's qualifying game PIDs and their keys.
stamp: Epoch seconds of this tick, the freshness reference.
Returns:
The tick's shadow verdict.
"""
paused = paused_by(CLAIMS_DIR)
if paused is not None:
return ShadowVerdict(paused_by=paused, keys=())
fact = read_now(NOW_PATH, stamp, max_age=_MAX_AGE_SECONDS)
return ShadowVerdict(paused_by=None, keys=shadow_keys(owners, fact))
def shadow_accumulate(
state: PlaytimeState,
*,
stamp: float,
interval: float,
verdict: ShadowVerdict,
) -> PlaytimeState:
"""Add this tick's shadow time to *state*; pure, enforced fields untouched.
Measured from the same incoming ``last_tick_at`` and clamped by the same
factor as the enforced ``accumulate``, so a first tick, a backward clock
step or a suspend behave identically in both counts.
Args:
state: Accounting state *before* this tick's enforced accumulation.
stamp: Epoch seconds of this tick.
interval: Nominal seconds between ticks.
verdict: This tick's shadow verdict.
Returns:
The updated state.
"""
delta = stamp - state.last_tick_at
if state.last_tick_at <= 0.0 or delta <= 0.0:
return state
credited = min(delta, interval * _DELTA_CLAMP_FACTOR)
if verdict.paused_by is not None:
paused = state.shadow_paused_seconds + credited
return replace(state, shadow_paused_seconds=paused)
if not verdict.keys:
return state
share = credited / len(verdict.keys)
per_source = dict(state.shadow_per_source)
for key in verdict.keys:
per_source[key] = per_source.get(key, 0.0) + share
return replace(
state,
shadow_seconds=state.shadow_seconds + credited,
shadow_per_source=per_source,
)