feat(entitlement): pre-release switch so Release builds can test 60 fps
The frame-rate boundary is correct as a product rule, but it only bites in a Release build, where DevBuild.IsDevelopment is false and DeveloperMode cannot unlock anything — exactly the build whose performance numbers are worth reading (see docs/ai/environment.md: Debug pixel paths are several times slower). 60 fps could not be tested at all. OutputProfile.EntitlementEnforced is false: every shipped tier is selectable by any build, and HasProOutput — the one property the tier setter, the dropdown's strikethrough and the locked-item style all read — answers yes regardless of ownership. static readonly rather than const, so the consumed `||` does not fold into unreachable operand code (same reason as DevBuild.IsDevelopment). The licence indicator row is suppressed while the switch is off: it exists to explain what the boundary costs, and claiming "Steam ID Limit: 60fps" to an unowned build would be a false statement. Docs corrected in place — the enforced rule is unchanged, only its state is recorded. Tests: one integration case covers both switch states (unowned build reaches 1080p60 with the switch off, 1080p30 with it on), so flipping at launch leaves no red test behind. The two suites that anchor on the pinned licence row early-return while it is absent; EntitlementTests covers that state meanwhile. 667 pass, build 0 warnings.
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@@ -178,6 +178,12 @@ public sealed class AttentionAlertStackTests
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private void WithVm(Action<MainViewModel, string> body)
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{
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// Every case here hangs off the pinned licence row, and that row exists only while the
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// frame-rate boundary is enforced — pre-release nothing is limited, so it is deliberately
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// absent. The suite goes dark until launch; the switch-off state is covered by
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// EntitlementTests.
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if (!OutputProfile.EntitlementEnforced) return;
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_app.Run(() =>
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{
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var tempDb = Path.Combine(Path.GetTempPath(), $"ytLlive-alerts-{Guid.NewGuid():N}.db");
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