Scene strip now renders in canonical F-key order regardless of persisted SortOrder. The strip loads Scenes ORDER BY SortOrder while each tab's F-key label is name-derived, so a session that persisted Chat before BRB (found on the creator's DB: SortOrder 2/3) showed tabs 'Chat F4' then 'BRB F3'. MainViewModel.LoadLayout now calls the new ReorderScenesToCanonical() - the five canonical scenes reorder to Starting, Live, BRB, Chat, Ending (F1-F5, stable among renamed non-canonical scenes), and the next auto-save re-stamps SortOrder so the heal persists. One integration test (SceneOrderTests) seeds the swapped-order DB and asserts loaded order, F1-F5 labels, and that a save persists the corrected ordering. 423 pass, 0 build warnings. (Unit: scene order)
This commit is contained in:
+33
-42
@@ -1,44 +1,40 @@
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# HANDOFF — 2026-10-10 (desktop-"lock" fix local, uncommitted)
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# HANDOFF — 2026-10-10 (scene-order F-key fix + desktop-lock fix; both LOCAL, uncommitted)
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## At a glance
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## At a glance
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- **Branch** main (no feature branch). Pushed through `5685c5d`; everything after is local, **not
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- **Branch** main (no feature branch). Pushed through `5685c5d`; 18 commits local, **not pushed**
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pushed** (push at the creator's call).
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(push at the creator's call).
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- Three work units in the working tree: (1) the desktop-lock fix below, (2) the TASK 51 webcam unit,
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- Desktop-lock fix committed as `63bf844`; **scene-order fix below is uncommitted**.
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(3) the creator's pinned-chat unit. Do NOT mix them in one commit.
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## Branch
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## Branch
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- main (no feature branch). Pushed through `5685c5d` (TRAX toggle); everything after is local,
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- main (no feature branch). Pushed through `5685c5d` (TRAX toggle); everything after is local,
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**not pushed** (push at the creator's call).
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**not pushed** (push at the creator's call).
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## New work unit (this handoff) — READY TO VERIFY, do not commit yet
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## New work unit (this handoff) — READY TO VERIFY, do not commit yet
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- **Fix** for the "desktop is locked once the app starts" report — `MainWindow.xaml.cs` +
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- **Fix** for the scene-strip / F-key ordering report — `ViewModels/MainViewModel.Scenes.cs` new
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`ViewModels/MainViewModel.Background.cs` (`ShowActivated = !FullscreenGameRunningNow`, see
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`ReorderScenesToCanonical()` (canonical F1-F5 order at load, renamed scenes after; next save
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`bugs.md` entry 2026-10-10). Scope-locked files: `MainWindow.xaml.cs`,
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re-stamps SortOrder) called from `MainViewModel.cs:LoadLayout`; `ytLive.Tests/SceneOrderTests.cs`
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`ViewModels/MainViewModel.Background.cs`, `ViewModels/MainViewModel.cs` (detector seam line),
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(new, seeds a Chat-before-BRB DB and asserts order + F1-F5 labels + persisted SortOrder).
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`ytLive.Tests/DesktopLockTests.cs` (new), `bugs.md`, this file.
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See `bugs.md` entry 2026-10-10. Scope-locked files: `ViewModels/MainViewModel.Scenes.cs`,
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- **Regression tests:** `DesktopLockTests` (3 tests) drive the rule through the NEW
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`ViewModels/MainViewModel.cs` (1 call line), `ytLive.Tests/SceneOrderTests.cs`, `bugs.md`,
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`FullScreenDetectorOverride` test seam (the same seam pattern as `WindowEnumeratorOverride`) —
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`HANDOFF.md`.
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no real Win32 foreground state is touched: full-screen game at launch ⇒ `ShowActivated=false`;
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- Full suite **423 passed / 0 failed / 0 warnings**. Root cause was the creator's own DB (Chat
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normal launch ⇒ still `true`; `FullscreenGameRunningNow` reflects the detector. Full suite
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SortOrder 2, BRB 3); the fix heals it on next launch regardless of DB history.
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**422 passed / 0 failed / 0 warnings**. Real-app reproduction still deferred to the creator.
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- **To commit later (this unit only):** the files listed above. Then the working tree is back to
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- **To commit later (this unit only):** the two code files + the two memory files listed above.
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just the creator's pinned-chat unit (NOT mine to commit).
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- Verify with the creator first: launch while an exclusive-fullscreen game is the foreground — the
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game must stay live and the app must open behind/alongside it without focus steal.
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## Dirty files — split by ownership
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## Desktop-lock unit (COMMITTED 63bf844 — desktop "lock" fix)
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- **This work unit (COMMIT these):** `Services/BackgroundEffects/MaskSmoother.cs` (new), the smoother
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- `ShowActivated = !FullscreenGameRunningNow` + `FullScreenDetectorOverride` seam + `DesktopLockTests`
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wiring in `Services/CameraManager.cs`, `ytLive.Tests/CameraManagerTests.cs` (new integration test),
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(3 tests). Committed 2026-10-10. Creator still to verify in-game (launch while an
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and the same-commit memory updates (`Services/index.md`, `ai.md`, `TASKS/task-51-webcam-bg-effects.md`,
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exclusive-fullscreen game owns the foreground — the game must stay live).
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`TASKS.md` row 51, and this file) — all ship in the SAME commit.
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- **NOT mine — do NOT commit:** the in-flight "pinned chat" work unit (`Models/YouTube.cs`,
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## Dirty files — current reality (2026-10-10)
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- **NOT mine — do NOT commit:** the creator's in-flight "pinned chat" unit (`Models/YouTube.cs`,
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`ViewModels/MainViewModel.Chat.cs`, untracked `Helpers/RelayCommandGeneric.cs`, and **its hunks in
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`ViewModels/MainViewModel.Chat.cs`, untracked `Helpers/RelayCommandGeneric.cs`, and **its hunks in
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`Controls/LeftPanel.xaml`** — only the webcam-properties region is TASK 51; the pinned-chat hunks
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`Controls/LeftPanel.xaml`**), plus the creator's untracked `Assets/llamacasty*` art.
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stayed unstaged/untouched), plus the creator's untracked `Assets/llamacasty*` art.
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- ⚠️ Pre-commit (scene-order unit): `scripts/verify.sh` runs `scripts/scope-check.sh` against ALL
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- ⚠️ Pre-commit: `scripts/verify.sh` runs `scripts/scope-check.sh` against ALL working-tree changes —
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working-tree changes — the not-mine pinned-chat + art files WILL flag. Pass them as declared-known.
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the not-mine files WILL flag. Pass them to the script as declared-known (checksums unchanged since
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`5685c5d`) or let the script's output be reconciled before committing.
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## What just happened — two commits
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## What just happened — TASK 51 quality pass (committed 2026-10-09)
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1. **Jitter fix (`3057069`) — `MaskSmoother`**: per-session blend 0.75×new + 0.25×previous at the
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1. **Jitter fix (`3057069`) — `MaskSmoother`**: per-session blend 0.75×new + 0.25×previous at the
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ONE worker (`CameraManager.RunEffectWorker` → `session.Smoother.Smooth(TrySegment(source))`).
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ONE worker (`CameraManager.RunEffectWorker` → `session.Smoother.Smooth(TrySegment(source))`).
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State on `CameraSession`, NOT the segmenter (shared app-wide, contract-pinned to raw output). Null
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State on `CameraSession`, NOT the segmenter (shared app-wide, contract-pinned to raw output). Null
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@@ -55,14 +51,14 @@
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the 0.5 rounding (3 box passes dilute a spike) — use a step edge, not a spike, to measure blur.
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the 0.5 rounding (3 box passes dilute a spike) — use a step edge, not a spike, to measure blur.
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## Next step
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## Next step
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- Creator verifies the desktop-lock fix: while THE DIVISION 2 (or any exclusive-fullscreen game) is the
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- Creator launches the app: the scene strip must show Starting/Live/BRB/Chat/Ending in order with
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foreground window, launch the app — the game must stay live and the app must not yank focus. Also
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F1-F5 correct (the creator's DB had Chat before BRB; the load-time reorder heals it and the next
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confirm a normal launch is unchanged. Then I can commit the unit and run the full suite when the
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save re-stamps SortOrder). Also still to verify when convenient: the desktop-lock fix while an
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mouse is free.
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exclusive-fullscreen game owns the foreground. Then I can commit the scene-order unit.
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## Tests
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## Tests
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- Full suite **422 passed / 0 failed / 0 skipped / 0 warnings** (2026-10-10; includes the 3 new
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- Full suite **423 passed / 0 failed / 0 skipped / 0 warnings** (2026-10-10; includes the new
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`DesktopLockTests`). Known env flakes remain `Mix_HonorsProviderGains…` (fails while system audio
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`SceneOrderTests`). Known env flakes remain `Mix_HonorsProviderGains…` (fails while system audio
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plays) and `RealMouseDrag…` (needs an idle desktop).
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plays) and `RealMouseDrag…` (needs an idle desktop).
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## Also still open
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## Also still open
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@@ -77,9 +73,4 @@
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was never run and the thread is closed unless the user reopens it.
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was never run and the thread is closed unless the user reopens it.
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- Blur-heaviness = fixed (above). Yellow-border regression = stale thread.
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- Blur-heaviness = fixed (above). Yellow-border regression = stale thread.
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- ⛔ Sudo password rotation pending (user; then update both password lines in `CREDENTIALS.md`).
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- ⛔ Sudo password rotation pending (user; then update both password lines in `CREDENTIALS.md`).
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- TASK 56 secret scan before `gramps/LlamaCasty` goes public. TASK 55 disk hygiene queued.
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- TASK 56 secret scan before `gramps/LlamaCasty` goes public. TASK 55 disk hygiene queued.
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## Tests
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- Full suite **416 passed / 1 known env flake** at `5685c5d`; the new smoothing test passes
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standalone (1 test run, Duration < 1 s after warm). 0 build warnings. Known environment flakes:
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`Mix_HonorsProviderGains…` (fails while system audio plays), `RealMouseDrag…` (needs an idle desktop).
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@@ -196,6 +196,32 @@ public partial class MainViewModel
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public IEnumerable<string> MissingScenes
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public IEnumerable<string> MissingScenes
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=> SceneCatalog.All.Where(canonical => Scenes.All(s => !SceneCatalog.Is(s.Name, canonical)));
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=> SceneCatalog.All.Where(canonical => Scenes.All(s => !SceneCatalog.Is(s.Name, canonical)));
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/// <summary>
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/// The five canonical scenes render in F-key order (Starting, Live, BRB, Chat,
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/// Ending = F1-F5), whichever order the persisted SortOrder rows ended up in —
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/// an older session can leave Chat before BRB (seen on the creator's DB).
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/// Renamed (non-canonical) scenes keep their loaded order AFTER the canonical
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/// five. Stable <see cref="Enumerable.OrderBy"/>, so one pass; the next
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/// auto-save re-stamps each SortOrder to its corrected index.
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/// </summary>
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private void ReorderScenesToCanonical()
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{
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var target = Scenes.OrderBy(s => CanonicalIndex(s.Name)).ToList();
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for (var i = 0; i < target.Count; i++)
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{
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var current = Scenes.IndexOf(target[i]);
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if (current != i) Scenes.Move(current, i);
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}
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}
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private static int CanonicalIndex(string? name)
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{
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if (name == null) return SceneCatalog.All.Length;
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for (var i = 0; i < SceneCatalog.All.Length; i++)
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if (SceneCatalog.Is(name, SceneCatalog.All[i])) return i;
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return SceneCatalog.All.Length;
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}
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/// <summary>Only show the "+" button when one of the five canonical scenes is missing.</summary>
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/// <summary>Only show the "+" button when one of the five canonical scenes is missing.</summary>
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public bool ShowAddScene => MissingScenes.Any();
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public bool ShowAddScene => MissingScenes.Any();
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@@ -411,6 +411,7 @@ public partial class MainViewModel : ViewModelBase
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foreach (var name in SceneCatalog.All)
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foreach (var name in SceneCatalog.All)
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AddScene(name);
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AddScene(name);
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}
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}
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ReorderScenesToCanonical();
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HealBackgrounds();
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HealBackgrounds();
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HealZoomLayers();
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HealZoomLayers();
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RefreshHotkeyLabels();
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RefreshHotkeyLabels();
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@@ -1,5 +1,18 @@
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# Bugs
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# Bugs
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## Scene strip / F-keys out of sequence (FIXED 2026-10-10)
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Report: "the ordering of the 5 screens and their corresponding F-key is out of sequence." The strip
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renders `Scenes ORDER BY SortOrder` but each tab's F-key label is name-derived, so the two can drift
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when a session persists a non-canonical order (on the creator's DB: Chat SortOrder 2, BRB 3 — tabs
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showed "Chat F4" then "BRB F3").
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Fix (same commit): `MainViewModel.LoadLayout` calls the new
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`ReorderScenesToCanonical()` after loading — the five canonical scenes render in F-key order
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(Starting, Live, BRB, Chat, Ending = F1-F5), renamed (non-canonical) scenes keep their loaded order
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after them; the next auto-save re-stamps SortOrder to the corrected index. One integration test
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(`SceneOrderTests`) seeds a Chat-before-BRB DB and asserts the loaded order + F1-F5 labels, then that
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a save persists the corrected SortOrder (fresh load keeps canonical order).
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## Desktop "locked" after the app starts while a fullscreen game is running (FIXED 2026-10-10)
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## Desktop "locked" after the app starts while a fullscreen game is running (FIXED 2026-10-10)
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Report: once the app is started, the desktop is "locked" — the mouse can no longer interact with it —
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Report: once the app is started, the desktop is "locked" — the mouse can no longer interact with it —
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which made streaming live gameplay impossible.
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which made streaming live gameplay impossible.
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@@ -0,0 +1,89 @@
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using System;
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using System.IO;
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using System.Linq;
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using Microsoft.Data.Sqlite;
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using Xunit;
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using ytLive.ViewModels;
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namespace ytLive.Tests;
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/// <summary>
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/// Scene-strip ordering vs F-keys (creator's report 2026-10-10). The five
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/// canonical scenes are loaded <c>ORDER BY SortOrder</c>, and a session can
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/// persist Chat before BRB, so the thumbnail strip renders in the wrong order
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/// while each tab's F-key label is name-derived — "the ordering of the 5
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/// screens and their corresponding F-key is out of sequence". Fix: the VM
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/// reorders Scenes to the canonical F1-F5 order (Starting, Live, BRB, Chat,
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/// Ending) at load; the next save re-stamps SortOrder to the corrected order.
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/// </summary>
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[Collection("RealApp")]
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public sealed class SceneOrderTests
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{
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private readonly RealAppHost _app;
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public SceneOrderTests(RealAppHost app) => _app = app;
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[Fact]
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public void Scenes_Load_Into_Canonical_FKey_Order_Whatever_The_SortOrder_Rows()
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{
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_app.Run(() =>
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{
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using var layout = new TempSwappedOrderLayout();
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var vm = new MainViewModel();
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var names = vm.Scenes.Select(s => s.Name).ToArray();
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Assert.Equal(new[] { "Starting", "Live", "BRB", "Chat", "Ending" }, names);
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var keys = vm.Scenes.Select(s => s.HotkeyLabel).ToArray();
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Assert.Equal(new[] { "F1", "F2", "F3", "F4", "F5" }, keys);
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// The heal persists: a save re-stamps SortOrder, so a fresh load (the
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// thumbnail strip's rendering source) keeps the canonical order.
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vm.SaveLayoutNow();
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using var reloaded = new Services.LayoutStore(layout.DbPath);
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Assert.Equal(new[] { "Starting", "Live", "BRB", "Chat", "Ending" },
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reloaded.Load().Select(s => s.Name).ToArray());
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});
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}
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/// <summary>Creates a DB whose five scenes are persisted with Chat BEFORE
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/// BRB — the exact stale state found on the creator's box.</summary>
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private sealed class TempSwappedOrderLayout : IDisposable
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{
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public string DbPath { get; }
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private readonly string _path;
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public TempSwappedOrderLayout()
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{
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_path = Path.Combine(Path.GetTempPath(), $"ytLive-sceneorder-{Guid.NewGuid():N}.db");
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DbPath = _path;
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using (var schema = new Services.LayoutStore(_path)) { }
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SqliteConnection.ClearAllPools();
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MainViewModel.LayoutPathOverride = _path;
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using var connection = new SqliteConnection($"Data Source={_path}");
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connection.Open();
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using (var cmd = connection.CreateCommand())
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{
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cmd.CommandText = """
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INSERT INTO Scene (Id, Name, IsHidden, IsChatScene, HasBackground, SortOrder)
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VALUES
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('scene-starting', 'Starting', 0, 0, 1, 0),
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('scene-live', 'Live', 0, 0, 1, 1),
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('scene-chat', 'Chat', 0, 1, 1, 2),
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('scene-brb', 'BRB', 0, 0, 1, 3),
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('scene-ending', 'Ending', 0, 0, 1, 4);
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""";
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cmd.ExecuteNonQuery();
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}
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}
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public void Dispose()
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{
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MainViewModel.LayoutPathOverride = null;
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SqliteConnection.ClearAllPools();
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try { File.Delete(_path); } catch { /* best-effort cleanup */ }
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|
}
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||||||
|
}
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||||||
|
}
|
||||||
Reference in New Issue
Block a user