feat(33): shed our own capture cost first; the task is done
Last slice. 590 green, 0 warnings. - **Shed before you charge the viewer.** On machine evidence the policy's first act is `ShedCaptureCadence`: `ScreenCaptureFrameSource` widens its conversion interval 10 ms → 33 ms (≈100 → 30 conversions/s) through a new `ScreenCaptureManager.ShedLoad`. The output tier, the declared fps and the viewer's picture are untouched — we stop paying for readbacks we were throwing away. It costs no step budget; if the starvation persists, the fps ladder runs on the next clean window. - The shed is reset on every stop path, so a cheap session cannot leave a later one capped. - **The session line is a Logs-tab line, not a session-report line.** The session report is the money summary (Super Chats, per currency); quality chatter there would bury the numbers it exists for. The cause-tagged line already lands in the log at the moment of the step. TASK 33 is complete: two ladders, budgets, floors, ambiguity, one-way with recovery behind a flag, the relaunch, the copy, and the cost shed. 18 tests pin the ladders, the copy and the restart.
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@@ -55,6 +55,15 @@ public sealed class ScreenCaptureManager : IDisposable
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_uiDispatcher = uiDispatcher;
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}
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/// <summary>TASK 33: applies the capture-load shed to every live capture. Before this, the only
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/// lever for machine starvation was the viewer's tier — the app charged them for its own cost.</summary>
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public void ShedLoad(bool shed)
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{
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lock (_gate)
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foreach (var session in _sessions.Values)
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if (session.Source is ScreenCaptureFrameSource source) source.ShedLoad(shed);
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}
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/// <summary>Increments the refcount for a target key, starting capture the first time.</summary>
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public async Task<bool> AcquireAsync(string key)
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{
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