feat(37): reset one scene to its factory snapshot

The per-scene reset restores that scene's settings, layers, webcam placement,
and background-path settings while leaving other scenes' current edits alone.
A focused integration test covers the restore/isolation behavior.
611 tests green, clean build with 0 warnings.

Reference: OBS scene collections store scenes and sources as a saved set:
https://obsproject.com/kb/scene-collections
This commit is contained in:
2026-11-10 17:52:20 -08:00
parent 1c6fc3223d
commit c4da06b56b
2 changed files with 162 additions and 1 deletions
+48 -1
View File
@@ -80,10 +80,57 @@ public sealed class LayoutStoreSnapshotTests
}
}
[Fact]
public void ResetOneScene_RestoresItsFactoryLayers_AndKeepsOtherSceneEdits()
{
var path = Path.Combine(Path.GetTempPath(), $"ytLlive-layout-snapshot-{Guid.NewGuid():N}.db");
var starting = MakeScene(SceneCatalog.Starting, "Factory starting");
var brb = MakeScene(SceneCatalog.Brb, "Factory BRB");
try
{
using (var store = new LayoutStore(path))
{
store.Save(new[] { starting, brb }, null, null);
store.PrepareLayoutSnapshots("build-a");
store.Save(new[]
{
MakeScene(starting.Id, starting.Name, "Edited starting"),
MakeScene(brb.Id, brb.Name, "Edited BRB"),
}, null, null);
}
using (var reopened = new LayoutStore(path))
{
reopened.PrepareLayoutSnapshots("build-a");
Assert.True(reopened.RestoreDefaultScene(starting.Id));
var scenes = reopened.Load();
Assert.Equal("Factory starting", Assert.Single(scenes.Single(s => s.Id == starting.Id).Elements.OfType<Source>()).Name);
Assert.Equal("Edited BRB", Assert.Single(scenes.Single(s => s.Id == brb.Id).Elements.OfType<Source>()).Name);
}
}
finally
{
SqliteConnection.ClearAllPools();
try { File.Delete(path); } catch { /* best-effort cleanup */ }
}
}
private static Scene MakeScene(string sourceName)
=> MakeScene(SceneCatalog.Starting, sourceName);
private static Scene MakeScene(string sceneName, string sourceName)
=> new()
{
Name = SceneCatalog.Starting,
Name = sceneName,
Elements = { new Source { Name = sourceName, Type = SourceType.TextOverlay } },
};
private static Scene MakeScene(string id, string sceneName, string sourceName)
=> new()
{
Id = id,
Name = sceneName,
Elements = { new Source { Name = sourceName, Type = SourceType.TextOverlay } },
};