Desktop 'lock' fix: the window no longer steals focus when a full-screen game owns the foreground at launch. Opening after an exclusive-fullscreen game (creator's THE DIVISION 2 gameplay-stream start) the window ACTIVATED by default, Windows dropped the game to the taskbar and the 1920x1040 window covered the whole work area - 'the desktop is locked and I can't reach the game with the mouse'. MainWindow ctor now sets ShowActivated = !MainViewModel.FullscreenGameRunningNow (GetForegroundFullScreenMonitorIndex() != null), so an in-game launch keeps the game focused and live; a normal launch is unchanged. New FullScreenDetectorOverride test seam (mirrors WindowEnumeratorOverride - deterministic, no real Win32 foreground state) + DesktopLockTests: game at launch -> ShowActivated=false, normal launch -> true, FullscreenGameRunningNow reflects the detector. 422 pass / 1 known env flake, 0 build warnings. (Unit: launch focus)

This commit is contained in:
2026-10-10 11:52:17 -07:00
parent c2d64dcd6d
commit 63bf8444bd
6 changed files with 221 additions and 4 deletions
+152
View File
@@ -0,0 +1,152 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Windows;
using Microsoft.Data.Sqlite;
using Xunit;
using ytLive.Services;
using ytLive.ViewModels;
namespace ytLive.Tests;
/// <summary>
/// The desktop-"lock" bug (2026-10-10): at launch the main window ACTIVES
/// (WPF default <c>ShowActivated = true</c>), and when the creator is already
/// playing an exclusive-fullscreen game, activating LlamaCasty makes Windows
/// drop that game to the taskbar; the app's 1920×1040 window then sits over the
/// whole work area, so the desktop looks locked and the game can't be reached
/// with the mouse. Fix: the window opens WITHOUT activating when a full-screen
/// game owns the foreground at launch — <c>ShowActivated = !FullscreenGameRunningNow</c>.
/// These tests pin that rule using the <c>FullScreenDetectorOverride</c> seam,
/// so no real Win32 foreground state is touched.
/// </summary>
[Collection("RealApp")]
public sealed class DesktopLockTests
{
private readonly RealAppHost _app;
public DesktopLockTests(RealAppHost app) => _app = app;
[Fact]
public void MainWindow_Does_Not_Steal_Focus_When_A_Fullscreen_Game_Is_Foreground()
{
_app.Run(() =>
{
using var _ = new TempLayout();
MainViewModel.FullScreenDetectorOverride = new StubFullScreenDetector(foregroundMonitor: 0);
try
{
var window = new MainWindow();
try
{
// The regression: a full-screen game already owns the screen, so
// the window must open WITHOUT activating to keep the game live.
Assert.False(window.ShowActivated,
"launching while a full-screen game owns the foreground must not steal focus");
}
finally
{
window.Close();
}
}
finally
{
MainViewModel.FullScreenDetectorOverride = null;
}
});
}
[Fact]
public void MainWindow_Normal_Launch_Still_Activates()
{
_app.Run(() =>
{
using var _ = new TempLayout();
MainViewModel.FullScreenDetectorOverride = new StubFullScreenDetector(foregroundMonitor: null);
try
{
var window = new MainWindow();
try
{
// No game running: behaviour is exactly as before the fix.
Assert.True(window.ShowActivated,
"a normal launch (no full-screen game) must keep the default activate-on-show");
}
finally
{
window.Close();
}
}
finally
{
MainViewModel.FullScreenDetectorOverride = null;
}
});
}
[Fact]
public void FullscreenGameRunningNow_Reflects_The_Foreground_Monitor()
{
_app.Run(() =>
{
MainViewModel.FullScreenDetectorOverride = new StubFullScreenDetector(foregroundMonitor: 0);
try
{
var gameVm = new MainViewModel();
Assert.True(gameVm.FullscreenGameRunningNow);
}
finally
{
MainViewModel.FullScreenDetectorOverride = null;
}
MainViewModel.FullScreenDetectorOverride = new StubFullScreenDetector(foregroundMonitor: null);
try
{
var idleVm = new MainViewModel();
Assert.False(idleVm.FullscreenGameRunningNow);
}
finally
{
MainViewModel.FullScreenDetectorOverride = null;
}
});
}
private sealed class TempLayout : IDisposable
{
private readonly string _path;
public TempLayout()
{
_path = Path.Combine(Path.GetTempPath(), $"ytLive-desktoplock-{Guid.NewGuid():N}.db");
using (var schema = new LayoutStore(_path)) { }
SqliteConnection.ClearAllPools();
MainViewModel.LayoutPathOverride = _path;
}
public void Dispose()
{
MainViewModel.LayoutPathOverride = null;
SqliteConnection.ClearAllPools();
try { File.Delete(_path); } catch { /* best-effort cleanup */ }
}
}
/// <summary>A deterministic stand-in for <see cref="Win32FullScreenDetector"/>:
/// claims a full-screen window owns the given foreground monitor (or none).</summary>
#pragma warning disable CS0067 // fullscreen-changed wiring is not part of this seam
private sealed class StubFullScreenDetector : IFullScreenDetector
{
private readonly int? _foregroundMonitor;
public StubFullScreenDetector(int? foregroundMonitor) => _foregroundMonitor = foregroundMonitor;
public int? GetForegroundFullScreenMonitorIndex() => _foregroundMonitor;
public int PrimaryMonitorIndex() => 0;
public IReadOnlyList<DisplayInfo> GetDisplays() => Array.Empty<DisplayInfo>();
public event Action<int?>? FullscreenMonitorChanged;
public void StartWatching() { }
public void StopWatching() { }
}
}