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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@@ -129,6 +129,10 @@ public sealed class FramePump : IDisposable
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/// <summary>Raised when the encoder cannot start or dies mid-stream. The pump stops itself.</summary>
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public event EventHandler<string>? Failed;
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/// <summary>TASK 32·1: the ENCODER died (the push dropped) — recoverable, unlike a compositor fault.
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/// Raised before the pump stops, so the session can relaunch the push instead of ending.</summary>
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public event EventHandler<string>? EncoderFailed;
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public FramePump(
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Func<Scene?> sceneProvider,
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Func<SceneElement, VideoFrame?> frameResolver,
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@@ -969,7 +973,9 @@ public sealed class FramePump : IDisposable
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private void OnProcessFailed(object? sender, string message)
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{
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_log?.Invoke($"FramePump: encoder process failed: {message}");
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Failed?.Invoke(this, message);
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// A dead push is not a dead session: the broadcast may still be live, so this is the
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// recoverable signal (TASK 32·1). Fatal pump faults still go through Failed.
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EncoderFailed?.Invoke(this, message);
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_ = StopAsync();
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}
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}
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