feat(scoreboard): the layer is available to ALL scenes (YT_ACTIVITY_TICKER)
Creator ruling: the Scoreboard layer exists in every scene rather than being added five times. ScoreboardHealer.Ensure keeps exactly one per scene — healed on load like the Background and Brand logo — so a scene can never end up with two, and 'off' is the ordinary per-scene eye toggle rather than a delete. It is appended as the TOPMOST layer on purpose: a full-width strip draws over the scene, and inserting it above the background would break the Brand logo's documented invariant (directly above the background). That choice is also why the layer-reorder test still passes untouched. Also: a layer-list icon for the type, so the row is not blank. Guard: ScoreboardHealerTests — one per scene, topmost, exact strip geometry, idempotent, and a duplicate healed back to one.
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@@ -208,6 +208,9 @@
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<Path.Style><Style TargetType="Path"><Setter Property="Visibility" Value="Collapsed"/><Style.Triggers><DataTrigger Binding="{Binding IsScoreboard}" Value="True"><Setter Property="Visibility" Value="Visible"/></DataTrigger></Style.Triggers></Style></Path.Style>
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</Path>
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@@ -0,0 +1,56 @@
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using System.Collections.Generic;
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using System.Linq;
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namespace ytLive.Models;
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/// <summary>Keeps exactly one Scoreboard layer in EVERY scene.
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///
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/// <para>Creator ruling (2026-10-30): "YT_ACTIVITY_TICKER … is available to all scenes." The
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/// scoreboard is not something to add five times — it exists once per scene like the Background and
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/// the Brand logo, and a creator turns it off per scene with the ordinary eye toggle. Removing it is
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/// therefore not a delete: it heals on the next load.</para>
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///
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/// <para>Pure over a scene collection, so the rule is testable without a view-model.</para></summary>
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public static class ScoreboardHealer
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{
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public const string LayerName = "Scoreboard";
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/// <summary>The strip's default box: full width, a strip's height, and its Y for the bottom
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/// edge. Geometry only — the EDGE itself is resolved against the social bar at render time.</summary>
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public const double StripHeight = 56;
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public const double BottomY = 1080 - StripHeight;
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/// <summary>Ensures one scoreboard per scene, appended as the TOPMOST layer: it is a full-width
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/// strip drawn over the scene, and inserting it above the background would break the Brand
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/// logo's documented invariant ("directly above the background"). Returns true when anything
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/// changed, so the caller can save.</summary>
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public static bool Ensure(IEnumerable<Scene> scenes)
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{
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var changed = false;
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foreach (var scene in scenes)
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{
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var existing = scene.Elements.OfType<Source>().Where(s => s.IsScoreboard).ToList();
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// More than one: keep the first, drop the rest.
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foreach (var extra in existing.Skip(1))
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{
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scene.Elements.Remove(extra);
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changed = true;
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}
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if (existing.Count > 0) continue;
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scene.Elements.Add(new Source
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{
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Name = LayerName,
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Type = SourceType.Scoreboard,
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IsEnabled = true,
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X = 0,
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Y = BottomY,
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Width = 1920,
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Height = StripHeight,
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});
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changed = true;
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}
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return changed;
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}
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}
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@@ -439,6 +439,7 @@ public partial class MainViewModel
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}
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SeedOnAirImage();
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EnsureBrandLogos();
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EnsureScoreboards();
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OnPropertyChanged(nameof(ShowSourcesEmptyHint));
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OnPropertyChanged(nameof(LayerCount));
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}
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@@ -45,6 +45,18 @@ public partial class MainViewModel
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RefreshScoreboardPreviews();
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}
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/// <summary>One Scoreboard layer in every scene, healed on load — "available to all scenes"
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/// (creator ruling 2026-10-30). Per-scene visibility is the ordinary eye toggle.</summary>
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internal void EnsureScoreboards()
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{
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if (ScoreboardHealer.Ensure(Scenes))
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{
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foreach (var scene in Scenes) _sceneGraph.InvalidateBake(scene);
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RefreshScoreboardPreviews();
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OnPropertyChanged(nameof(LayerCount));
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}
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}
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private void InitScoreboard()
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{
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_scoreboardPresenter = new ScoreboardPresenter(_scoreboard, _scoreboardStyle)
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@@ -0,0 +1,53 @@
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using System.Collections.Generic;
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using System.Linq;
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using Xunit;
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using ytLive.Models;
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namespace ytLive.Tests;
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/// <summary>Creator ruling (2026-10-30): the Scoreboard layer — YT_ACTIVITY_TICKER — is AVAILABLE TO
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/// ALL SCENES. It therefore heals into every scene like the Background and Brand logo, and a scene
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/// can never end up with two of them.</summary>
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public class ScoreboardHealerTests
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{
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private static Scene SceneWith(string name)
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{
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var scene = new Scene { Name = name };
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scene.Elements.Add(new Source { Name = "Background", Type = SourceType.Background, IsBackground = true });
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scene.Elements.Add(new Source { Name = "Brand logo", Type = SourceType.Image, IsBrandLogo = true });
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return scene;
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}
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[Fact]
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public void Every_scene_gets_exactly_one_scoreboard_below_the_background()
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{
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var scenes = new List<Scene>
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{
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SceneWith(SceneCatalog.Starting), SceneWith(SceneCatalog.Live), SceneWith(SceneCatalog.Brb),
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};
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Assert.True(ScoreboardHealer.Ensure(scenes));
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foreach (var scene in scenes)
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{
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var boards = scene.Elements.OfType<Source>().Where(s => s.IsScoreboard).ToList();
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Assert.Single(boards);
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Assert.Equal("Scoreboard", boards[0].Name);
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Assert.Equal(0, boards[0].X);
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Assert.Equal(1920, boards[0].Width);
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Assert.Equal(ScoreboardHealer.StripHeight, boards[0].Height);
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// Topmost: a full-width strip over the scene, and the Brand logo keeps its documented
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// place directly above the background.
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Assert.Equal(scene.Elements.Count - 1, scene.Elements.IndexOf(boards[0]));
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Assert.Equal("Brand logo", scene.Elements[1].Name);
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}
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// Idempotent: a second pass changes nothing (no duplicate strips, no churn).
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Assert.False(ScoreboardHealer.Ensure(scenes));
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foreach (var scene in scenes) Assert.Single(scene.Elements.OfType<Source>().Where(s => s.IsScoreboard));
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// A scene that somehow has two is healed back to one.
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scenes[0].Elements.Add(new Source { Name = "Scoreboard2", Type = SourceType.Scoreboard });
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Assert.True(ScoreboardHealer.Ensure(scenes));
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Assert.Single(scenes[0].Elements.OfType<Source>().Where(s => s.IsScoreboard));
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}
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}
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