feat(stream): retry a dropped push instead of ending the session (TASK 32·1)
A dead encoder used to run the whole stop path, so a one-second blip ended the broadcast. Now a dropped push is relaunched against the same ingest while the broadcast is still alive. - `Services/StreamRetryPolicy.cs` — immediate, +1 s, +2 s, +3 s. Minimum waits on purpose (creator ruling): YouTube's grace is short, so every second not pushing is grace spent. - `Services/StreamRecovery.cs` — the loop, with the audio pipe recreated before every attempt (its server is single-instance and unusable after the old client dies, so a naive relaunch fails on a missing input). After a push comes up it asks the API whether the broadcast survived: "complete" ends recovery as `BroadcastComplete` instead of showing a live sign over a dead stream; an API hiccup counts as recovered rather than ending a healthy session. - `FramePump.EncoderFailed` — a dead push is recoverable; a compositor fault still goes through `Failed` and ends the session, because retrying it would loop. - `MainViewModel.Recovery.cs` — wires the steps, reports each episode into the left panel alert stack (one row per episode, updated in place, log range painted), and cancels on Stop. - Alert stack polish: a rule and a gap now separate the stack from the scene layers (they read as one list before), and the licence indicator uses the creator's wording — `STEAM ID NOT PRESENT` / `Steam ID Limit: 30fps` / `Click for More Info`, becoming `STEAM ID PRESENT` / `60fps` with a close control once owned. Tests: `StreamRecoveryTests` (schedule, recover on attempt 2 with the pipe restarted each time, complete-broadcast honesty, unknown liveness, give-up, cancel, audio-restart fault), `FramePumpTests` now pin that process death raises `EncoderFailed` and not `Failed`. FAST gate: 538 passed (one documented pre-existing audio failure), 0 warnings.
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@@ -49,8 +49,11 @@
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ownership is verified (that close is permanent). Clicking a row runs its
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action: the licence indicator opens About, an event opens the Logs tab with
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that event's lines painted. -->
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<ItemsControl Grid.Row="0" ItemsSource="{Binding AttentionAlerts}" Margin="0,0,0,6"
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Visibility="{Binding HasAttentionAlerts, Converter={StaticResource BoolToVis}}">
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<!-- Alerts and the panel content are different kinds of thing (state vs. the
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scene you are editing), so they are separated by space AND a rule: without it
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the stack read as the first rows of the layer list (creator, 2026-11-05). -->
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<StackPanel Grid.Row="0" Visibility="{Binding HasAttentionAlerts, Converter={StaticResource BoolToVis}}">
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<ItemsControl ItemsSource="{Binding AttentionAlerts}" Margin="0,0,0,2">
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<ItemsControl.ItemTemplate>
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<DataTemplate>
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<Border Margin="0,0,0,4" Padding="8,6" CornerRadius="4" Cursor="Hand"
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@@ -89,6 +92,8 @@
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</DataTemplate>
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</ItemsControl.ItemTemplate>
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</ItemsControl>
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<Border Style="{StaticResource PropertyDivider}" Margin="0,4,0,10"/>
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</StackPanel>
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<!-- Edit mode (offline): layers + properties -->
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<Grid Grid.Row="1" Visibility="{Binding IsEditMode, Converter={StaticResource BoolToVis}}">
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