fix(reorder): trap layer-list drag drop as a data change and persist it
List_PreviewMouseMove reorders StagedScene.Elements via RemoveAt/Insert, bypassing SceneGraph's mutation surface, but never scheduled a save — the new z-order was lost on restart. The drop now sets _dragReordered and EndListDrag funnels it through MainViewModel.OnSceneElementsReordered() (InvalidateBake + ScheduleSave, same background-save path as every other mutation). Integration test (RealApp + temp DB) reproduces the exact code-behind mutation and asserts the debounced save lands the new Source SortOrder. Derivation reference: standard WPF ItemsControl drag-reorder pattern (OBS layering semantics: bottom-most layer = index 0).
This commit is contained in:
@@ -20,6 +20,7 @@ public partial class LeftPanel : UserControl
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private int _dragIndex = -1;
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private bool _isDragging;
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private object? _lastHoveredItem;
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private bool _dragReordered;
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public LeftPanel()
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{
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@@ -159,6 +160,7 @@ public partial class LeftPanel : UserControl
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_dragStartPoint = e.GetPosition(listBox);
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_isDragging = false;
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_lastHoveredItem = null;
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_dragReordered = false;
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}
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private void List_PreviewMouseMove(object sender, MouseEventArgs e)
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@@ -196,6 +198,7 @@ public partial class LeftPanel : UserControl
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items.Insert(targetIndex, dragged);
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_dragIndex = targetIndex;
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_lastHoveredItem = targetItem;
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_dragReordered = true;
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}
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private void List_PreviewMouseLeftButtonUp(object sender, MouseButtonEventArgs e)
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@@ -207,9 +210,13 @@ public partial class LeftPanel : UserControl
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{
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if (_isDragging)
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listBox.ReleaseMouseCapture();
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var reordered = _dragReordered;
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_dragIndex = -1;
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_isDragging = false;
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_lastHoveredItem = null;
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_dragReordered = false;
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if (reordered && DataContext is MainViewModel vm)
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vm.OnSceneElementsReordered();
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}
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private static ListBoxItem? FindItemContainerAt(ListBox listBox, Point position)
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+23
-10
@@ -1,22 +1,17 @@
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# HANDOFF — 2026-09-17 (webcam attainability refinement committed locally at `75723ac` — no push)
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# HANDOFF — 2026-09-18 (layer drag-reorder persistence fix committed locally — no push)
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## Branch / Commit State
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`main` HEAD = **`75723ac` fix(webcam): offer the Web Cam row only when a camera is attainable
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(live lock), not merely selected** (local). Below it:
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`main` HEAD = **layer drag-reorder now traps + persists** (local, this session — the new
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`LayerReorderPersistenceTests`). Below it:
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- `75723ac` fix(webcam): offer the Web Cam row only when a camera is attainable (live lock)
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- `9d00955` feat(webcam): app-default gate slice — per-scene offer, Add places default directly,
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identity survives removal
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- `1e4017d` feat(webcam): resource lifecycle startup slice — poll-on-start, single-cam lock,
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persistent Layers alert
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- `94a934f` reader-output-subtype ladder + WinRT per-call wrap rule
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- `64a5a6d` slice-18 C4 blit-on-change composite cache
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- `b37b8a3` slice-17 overlap GPU readbacks with monotonic publish gate
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**No push yet** — still awaiting the device take + user greenlight. Working tree clean.
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> Correcting the previous handoff, which still listed HEAD as `1e4017d`: the gate slice
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> (`9d00955`) and its attainability refinement (`75723ac`) are both committed now.
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**No push yet.** Working tree clean.
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## ⚠️ Branding (2026-09-14, creator-corrected): product = **llamacasty**, internals = ytLive
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@@ -63,6 +58,18 @@ the availability layer. TASK 26's app-wide gate is **superseded** by creator dir
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**Task docs:** `TASKS.md` Open items + `ai.md` Webcam section updated (supersession recorded).
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## ✅ Committed — layer-list drag-to-reorder persists (creator-reported, 2026-09-18)
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The drag code in `Controls/LeftPanel.xaml.cs` reordered `StagedScene.Elements` directly
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(`RemoveAt`/`Insert` in `List_PreviewMouseMove`), bypassing `SceneGraph`'s mutation surface — the
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collection changed visually but nothing ever scheduled a save, so the new z-order was lost on
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restart. Fix: the drag sets `_dragReordered` and `EndListDrag` funnels the drop through the new
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`MainViewModel.OnSceneElementsReordered()` (Sources.cs) = `SceneGraph.InvalidateBake(staged) +
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ScheduleSave()`, i.e. the same background-save path every other mutation uses. **Good Dog test**
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`LayerReorderPersistenceTests` (real App + temp DB): reproduces the exact code-behind mutation,
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calls the trap, pumps the dispatcher until the debounced save lands, asserts the DB `Source`
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SortOrder matches the in-memory `Elements` order.
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## ✅ Earlier committed — webcam resource lifecycle (startup slice, `1e4017d`)
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Startup poll + tri-state (`ValidateWebcamResourceStartupAsync` after `LoadLayout`): 0 → run on,
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@@ -77,6 +84,9 @@ claim — `CameraConflictProbe` reads process names only, no device handles; do
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## ⚠️ Open items
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- **RenameRecordingDialog too short (creator-reported, QUEUED next):** the recording save/confirm
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dialog cuts off the file-name textbox — increase its height by ~20% (+ its one integration test,
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Good Dog).
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- **Webcam take fix 2 of 2 — the 09:16 crash is UNFIXED (hard, untested):** hypothesis — native WMF
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death when `MediaCapture.Failed` fires mid-stream and `SafeStopAsync` (fire-and-forget) disposes
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reader+capture while the frame thread sits in `TryAcquireLatestFrame`/`Marshal.Copy` (outside the
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@@ -133,6 +143,9 @@ claim — `CameraConflictProbe` reads process names only, no device handles; do
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- ffmpeg/ffprobe: `/mnt/c/Program Files/Krita (x64)/bin/` with Windows paths.
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- `MyMistakes.md`: WINRT resource-allocation RECIPE, freeze-audit RECIPE, A/V sync recipe, deadline
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pacing, CoreMessaging DQ, WGC-CLIP + slice blocks. Grep before re-deriving.
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- **Scene.Elements layer tests:** any seeded scene with `HasBackground=1` loads a healed
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`Background` element pinned at `Elements[0]` (created by `EnsureBackground` on `StagedScene` set) —
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compute expected layer orders from the live collection, never hardcode indices.
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- `C:\tmpout` is for ffmpeg evidence artifacts; keep them out of the repo.
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## Next step
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@@ -85,6 +85,15 @@ public partial class MainViewModel
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UpdateActiveBackground();
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}
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/// <summary>Drag-to-reorder in the layer list mutates <see cref="Scene.Elements"/>
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/// directly in code-behind, bypassing SceneGraph's mutation surface. Trap it here
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/// so the new z-order persists like any other layout change.</summary>
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public void OnSceneElementsReordered()
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{
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if (StagedScene != null) _sceneGraph.InvalidateBake(StagedScene);
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ScheduleSave();
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}
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// Duplicate resource names get an incrementing suffix with no space: Image,
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// Image2, Image3… The next free number is derived from the names actually in
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// the scene, so deleting a middle resource never collides with a survivor.
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@@ -0,0 +1,158 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Windows.Threading;
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using Microsoft.Data.Sqlite;
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using Xunit;
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using ytLive.Models;
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using ytLive.Services;
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using ytLive.ViewModels;
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namespace ytLive.Tests;
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/// <summary>
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/// Layer-list drag-to-reorder: the code-behind reorders StagedScene.Elements
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/// directly (RemoveAt/Insert), bypassing SceneGraph's mutation surface, so the
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/// drop must be trapped as a data change and persisted. Real-App + temp-DB
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/// pattern (see WebcamOutputKeyTests); reuses the exact code-behind mutation and
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/// asserts the new order is written to the DB after the debounced background save.
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/// </summary>
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[Collection("RealApp")]
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public sealed class LayerReorderPersistenceTests
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{
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private readonly RealAppHost _app;
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public LayerReorderPersistenceTests(RealAppHost app) => _app = app;
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[Fact]
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public void DragReorder_SurvivesTheDebouncedBackgroundSave()
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{
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_app.Run(Run);
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}
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private void Run()
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{
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var tempDb = Path.Combine(Path.GetTempPath(), $"ytLlive-reorder-{Guid.NewGuid():N}.db");
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MainViewModel.LayoutPathOverride = tempDb;
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var window = default(MainWindow);
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try
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{
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using (var schema = new LayoutStore(tempDb)) { }
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SqliteConnection.ClearAllPools();
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SeedThreeLayers(tempDb);
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window = new MainWindow();
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var vm = (MainViewModel)window.DataContext;
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vm.StagedScene = vm.Scenes.Single(s => SceneCatalog.Is(s.Name, SceneCatalog.Live));
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Assert.True(vm.StagedScene!.Elements.OfType<Source>().Count() >= 4,
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"3 seeded layers + the healed Background must load");
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// Mirrors Controls/LeftPanel.List_PreviewMouseMove: drag the last layer
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// to the front of the user layers (the healed Background stays pinned
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// at index 0, so index 1 is the first user layer).
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var elements = vm.StagedScene.Elements;
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var dragged = elements[^1];
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elements.RemoveAt(elements.Count - 1);
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elements.Insert(1, dragged);
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var expected = vm.StagedScene.Elements.OfType<Source>().Select(s => s.Name).ToArray();
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vm.OnSceneElementsReordered();
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Assert.True(PumpUntil(() => SourceNamesInDb(tempDb).SequenceEqual(expected),
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TimeSpan.FromSeconds(10)),
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"the drag reorder must be persisted by the debounced background save");
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Assert.Equal(expected, SourceNamesInDb(tempDb));
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}
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finally
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{
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if (window != null) window.Close();
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MainViewModel.LayoutPathOverride = null;
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SqliteConnection.ClearAllPools();
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try { File.Delete(tempDb); } catch { /* best-effort cleanup */ }
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}
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}
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/// <summary>Pumps the app dispatcher (so the VM's debounce timer fires) until
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/// <paramref name="isDone"/> or the deadline passes. True when the condition
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/// became true, false on deadline.</summary>
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private static bool PumpUntil(Func<bool> isDone, TimeSpan timeout)
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{
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var frame = new DispatcherFrame();
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var poll = new DispatcherTimer { Interval = TimeSpan.FromMilliseconds(100) };
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var deadline = DateTime.UtcNow + timeout;
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poll.Tick += (_, _) =>
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{
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if (isDone() || DateTime.UtcNow >= deadline)
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{
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poll.Stop();
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frame.Continue = false;
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}
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};
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poll.Start();
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Dispatcher.PushFrame(frame);
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return isDone();
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}
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private static string[] SourceNamesInDb(string path)
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{
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try
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{
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using var connection = new SqliteConnection($"Data Source={path}");
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connection.Open();
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using var cmd = connection.CreateCommand();
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cmd.CommandText = "SELECT Name FROM Source WHERE SceneId = 'scene-live' ORDER BY SortOrder;";
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using var reader = cmd.ExecuteReader();
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var names = new List<string>();
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while (reader.Read()) names.Add(reader.GetString(0));
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return names.ToArray();
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}
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catch (SqliteException)
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{
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// The debounced save may hold the write lock mid-transaction — not yet.
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return [];
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}
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}
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private static void SeedThreeLayers(string path)
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{
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using var connection = new SqliteConnection($"Data Source={path}");
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connection.Open();
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var scenes = new (string Id, string Name)[]
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{
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("scene-starting", "Starting"),
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("scene-live", "Live"),
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("scene-brb", "BRB"),
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("scene-chat", "Chat"),
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("scene-ending", "Ending"),
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};
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foreach (var (id, name) in scenes)
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{
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using var cmd = connection.CreateCommand();
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cmd.CommandText = "INSERT INTO Scene (Id, Name, HasBackground, SortOrder) VALUES ($id, $name, 1, $order);";
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cmd.Parameters.AddWithValue("$id", id);
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cmd.Parameters.AddWithValue("$name", name);
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cmd.Parameters.AddWithValue("$order", Array.IndexOf(scenes, (id, name)));
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cmd.ExecuteNonQuery();
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}
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var layers = new[] { "ImgA", "ImgB", "ImgC" };
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using (var source = connection.CreateCommand())
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{
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source.CommandText =
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@"INSERT INTO Source (Id, SceneId, Type, Name, IsEnabled, X, Y, Width, Height, IsBackground, SortOrder)
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VALUES ($id, 'scene-live', 'Image', $name, 1, 0, 0, 640, 480, 0, $sort);";
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var idP = source.Parameters.Add("$id", SqliteType.Text);
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var nameP = source.Parameters.Add("$name", SqliteType.Text);
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var sortP = source.Parameters.Add("$sort", SqliteType.Integer);
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for (var i = 0; i < layers.Length; i++)
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{
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idP.Value = $"img-{i}";
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nameP.Value = layers[i];
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sortP.Value = i;
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source.ExecuteNonQuery();
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}
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}
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}
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}
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Reference in New Issue
Block a user