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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@@ -29,22 +29,25 @@ public partial class MainViewModel
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public RelayCommand<AttentionAlert> ActivateAlertCommand => new(ActivateAlert);
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/// <summary>The licence indicator's text: what this build is entitled to, and the maximum.
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/// A status readout — deliberately not a description of what is missing (creator ruling: the
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/// resolution picker explains that).</summary>
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/// <summary>The licence indicator's text (creator wording, 2026-11-05): the limit this build runs
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/// at, plus where to find out why. Not a warning — the resolution picker explains the detail, and
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/// clicking the row opens About.</summary>
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private string SteamLicenceText()
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{
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if (QualityOptions.Length == 0) return "Entitlement 30 fps · Maximum 60 fps";
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var max = QualityOptions.Max(option => option.Fps);
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var entitled = QualityOptions
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.Where(option => HasProOutput || !option.RequiresPro)
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.Select(option => option.Fps)
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.DefaultIfEmpty(max)
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.Max();
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return $"Entitlement {entitled} fps · Maximum {max} fps";
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var entitled = 30;
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if (QualityOptions.Length > 0)
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{
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entitled = QualityOptions
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.Where(option => HasProOutput || !option.RequiresPro)
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.Select(option => option.Fps)
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.DefaultIfEmpty(30)
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.Max();
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}
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return $"Steam ID Limit: {entitled}fps\nClick for More Info";
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}
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private string SteamLicenceLabel() => IsAppOwned ? "STEAM ID PRESENT" : "STEAM ID NOT PRESENT";
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/// <summary>Recomputes row 1 in place. Called at startup and whenever ownership changes.</summary>
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private void RefreshSteamLicenceAlert()
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{
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@@ -60,7 +63,7 @@ public partial class MainViewModel
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var alert = new AttentionAlert(
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SteamLicenceAlertId,
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"STEAM LICENCE",
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SteamLicenceLabel(),
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SteamLicenceText(),
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IsPinned: !IsAppOwned,
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AttentionAlertAction.About);
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