Step 1 of the game-detection feature (game-presence-plan.md): all the
pure, I/O-free logic, tested first.
- src/game/mod.rs: DetectedGame + stable namespaced ids (steam:730 /
exe:hl2_linux, never the mutable name); ManualOverride; the priority
resolve() matcher (override -> Steam -> mapped process -> none); the
Debouncer (2-on/3-off, immediate bypass for manual override) that
stops a flapping detector re-announcing the ~48KB-avatar PeerState;
match_processes() over explicit user mappings with a launcher denylist
(never guesses a game from an arbitrary process).
- src/game/vdf.rs: a real recursive-descent KeyValues/VDF parser (not a
name-regex) for appmanifest/.acf, libraryfolders.vdf, registry.vdf —
depth-capped, escape-aware, never panics on malformed/truncated input.
- src/sanitize.rs: sanitize_game_label (64-char/256-byte cap, wider than
the 48-char name cap) sharing the bidi/zero-width cleaning.
- src/config.rs: additive game_presence_enabled (opt-in, default OFF),
game_backgrounds + game_process_map (BTreeMap, deterministic);
background_path generalized to hashed per-game files; explicit
legacy-config migration test (load() wipes on any deserialize error).
- src/background.rs: game_background_filename (FNV-1a hashed, fs-safe).
No wire/protocol change yet; no OS reads yet. 386 lib tests (+28).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>