steam-backlog-enforcer/steam_backlog_enforcer/_actions.py
Krzysztof kuhy Rudnicki 30fcaacc5d Deduplicate snapshot loading, pick application and library hiding into shared helpers
require_snapshot_games / snapshot_game_name (_snapshot), apply_configured_pick (_actions) and hide_others_and_report (library_hider) replace copies spread across the CLI, MCP and stats paths. Tests retargeted to the new owners; test_main_pick_manual split to stay under 250 lines.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

Claude-Session: https://claude.ai/code/session_01D55DvFEHiwcPN59kwPqwiU
2026-09-25 18:44:07 +02:00

158 lines
5.4 KiB
Python

"""Stdout-free, state-only core operations shared by the CLI and MCP server.
Every function here is safe to call from a stdio MCP server, where STDOUT
carries the JSON-RPC protocol and any stray write corrupts the stream. That
means: no ``print``/``_echo``/``sys.stdout`` writes, no ``input()``, and no
``sys.exit()``. The interactive CLI (``main.py``) reuses these same functions so
there is a single tested implementation of the underlying behaviour.
"""
from __future__ import annotations
from datetime import UTC, datetime
from typing import TYPE_CHECKING, Any
from steam_backlog_enforcer._allowed_games import (
active_manual_picks,
allowed_games,
)
# Marks these two as an intentional re-export (they're imported from
# _allowed_games above, not defined here) -- without this, mypy's
# --no-implicit-reexport flags every downstream `from _actions import
# active_manual_picks` as an error. Everything else in this file is
# accessible normally; this only needs to list names imported-then-reexported.
if TYPE_CHECKING:
from steam_backlog_enforcer.config import Config, State
# How long an abandoned pick stays out of the auto-assignment pool, so that
# ``scan`` does not immediately hand back the game the user just rejected.
ABANDON_COOLDOWN_DAYS = 30
def find_manual_pick(state: State, app_id: int) -> dict[str, Any] | None:
"""Return the active manual pick for *app_id*, or ``None``.
Args:
state: The loaded enforcer state.
app_id: The Steam app id to look for.
Returns:
The matching active pick entry, or ``None`` if *app_id* is not one.
"""
return next(
(p for p in active_manual_picks(state) if p.get("app_id") == app_id),
None,
)
def is_manual_pick_locked(state: State) -> bool:
"""Return ``True`` if any manual pick is currently holding the lock.
With several picks allowed at once the lock releases only when every one
of them is finished or expired.
Args:
state: The loaded enforcer state.
Returns:
Whether the manual-pick lock is active right now.
"""
return bool(active_manual_picks(state))
def allowed_app_ids(state: State) -> set[int]:
"""Return every app id the enforcer must leave installed and visible.
This is the single source of truth for "may exist" across the uninstall
guard, the process killer, the library hider and the auto-installer. It is
the union of the active manual picks and the current assignment, so two
manually-picked games survive an enforcement pass while everything else is
still removed.
Args:
state: The loaded enforcer state.
Returns:
The set of allowed app ids (empty when nothing is assigned).
"""
return {app_id for app_id, _ in allowed_games(state)}
def manual_pick_slots_left(state: State, max_picks: int) -> int:
"""Return how many further manual picks fit under *max_picks*.
Args:
state: The loaded enforcer state.
max_picks: Configured cap (``Config.max_manual_picks``).
Returns:
Remaining slots, never negative.
"""
return max(0, max_picks - len(active_manual_picks(state)))
def apply_configured_pick(
config: Config, state: State, app_id: int, game_name: str
) -> str | None:
""":func:`apply_manual_pick` under the cap the configuration sets."""
return apply_manual_pick(
state, app_id, game_name, max_picks=config.max_manual_picks
)
def apply_manual_pick(
state: State,
app_id: int,
game_name: str,
*,
max_picks: int = 1,
) -> str | None:
"""Add *app_id* to the manual picks and persist ``state``.
This is the non-interactive, side-effect-scoped core of the CLI's
``pick-manual`` command. It mutates and saves ``State`` only; it deliberately
does **not** run the destructive post-assignment cascade (uninstalling other
games, installing the pick, hiding the library) that the CLI performs after
its interactive ``YES`` confirmation. Keeping this state-only means an
automated caller (the MCP server) can never wipe installed games.
Finished and expired entries are dropped on the way through so the stored
list does not grow without bound.
Args:
state: The enforcer state to mutate and save.
app_id: The Steam app id to lock in.
game_name: Human-readable name for the picked game.
max_picks: How many picks may be active at once.
Returns:
``None`` on success, or a message explaining why the pick was refused
(already picked, or no slots left), in which case nothing was saved.
"""
active = active_manual_picks(state)
if any(p.get("app_id") == app_id for p in active):
return f"{game_name} (AppID={app_id}) is already one of your manual picks."
if len(active) >= max_picks:
names = ", ".join(f"{p['game_name']} (AppID={p['app_id']})" for p in active)
return (
f"You already have {len(active)} manual pick(s) locked in "
f"(cap is {max_picks}): {names}."
)
now = datetime.now(UTC).isoformat()
# Rewriting from `active` also prunes finished/expired entries.
state.manual_picks = [
*active,
{"app_id": app_id, "game_name": game_name, "started_at": now},
]
state.current_app_id = app_id
state.current_game_name = game_name
if not state.enforcement_started_at:
state.enforcement_started_at = now
state.save()
return None