fix(pump): slice 7 — take the loop off the UI thread (the 'wait 10ms after render 22ms' contradiction resolved)
Take 10 (59a02a5b, slice 6) finally produced a self-contradicting stat: render 22.4ms + submit 2.5 against a 16.7ms deadline, yet avg wait 10ms — a rebasing pacer CANNOT sleep after a blown deadline. The wait was queue time: StartAsync fires from a UI command handler, and async continuations re-capture the current SynchronizationContext — the 'WPF-free, hermetic' frame pump had been rendering ON THE DISPATCHER behind the live preview the entire starvation saga. OBS keeps obs_graphics_thread/video_thread off-UI for exactly this reason (dedicated threads; see docs.obsproject.com/backend-design 'Libobs Threads'). - FramePump: _pumpTask = Task.Run(() => PumpAsync(...)) — null context inside, every continuation stays on the pool. - Audited, not ignored, what that exposes: StaticPixelCache.Get now locks (pool miss-decodes raced UI callers); ChatOverlayLayer.RenderFrame checks its cache off-thread but marshals the rare raster MISS to the dispatcher (DrawingVisual + RenderTargetBitmap are UI-thread objects) and re-validates there; pump events already marshal in the VM. - GCLatencyMode.SustainedLowLatency for the pump's life (restored in finally). - Stats gained 'worst render Xms' — bimodal averages hid per-tick spikes. - Webcam routes through the paste cache (the IsOpaque bypass re-sampled ~156k px every tick even between identical device frames). ONE integration test: Pump_Produces_OffTheStartingContext — an inline-pumping SynchronizationContext makes the old construction run the resolver on the starting thread by capture; the loop must never. 70/70 per-class green, clean build 0 warnings. Docs same commit (ai.md slice 7, TASKS take-11 gate, MyMistakes #6, HANDOFF). take 11: ~300/300 + honest wait -> saga closed, Unit B (two-line top bar spec, fully captured) starts.
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@@ -973,7 +973,7 @@ click (volume sliders keep their manual `SetSliderValueFromClick`, harmless dupl
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**Goal:** record the stream output to a local file, with or without simultaneously streaming.
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### Status: ✅ Shipped `a9eb360` (2026-08-29) — code done (incl. manual-rename modal), build 0 warnings, 244/246 tests; **running-app verification (takes 1–5 done)**: files land (ffmpeg re-pinned month-end), **webcam-in-output + social bar visually CONFIRMED from take 3's extracted frame**, rename modal used for real (take 3 was named via it); take 3 exposed the ~2fps producer starvation and the pump stage-timing (`97ffc42`) named it in one line — `avg render 258.1ms` — **slice 1 fixed 2026-09-03** (deadline pacing per OBS video-io.c + libyuv-style row blits in `SceneCompositor`, test `Pump_Paces_To_The_Deadline_Compensating_Render_Cost`); **take 4: pacing held but render stayed 58.9ms** (2M-iteration row walk + 8.3MB/tick LOH) — **slice 2 shipped 2026-09-04**: `VideoFrame.IsOpaque` producer-contract flag → full-cover backdrop is one `Buffer.BlockCopy`; integer fixed-point bilinear general path; pump scratch pool (release strictly post-submit, owned-by-reference so cache frames are untouchable); dead per-tick `fromScene` render + the `fromSceneProvider` seam removed (BlendFrame uses `TransitionService.FromFrame` — the old render fed nothing). Tests `Pump_Pools_ScratchBuffers_Across_Frames_Without_Stale_Pixels` (the ONE) + `Composite_OpaqueFullCover_Backdrop_CopiesEveryPixel_Into_Scratch`; 59/59 per-class green, clean build 0 warnings. **take 5 ran: render 58.9→25.5ms (`138/300` ≈ 2.2x still) — cause: the per-tick chat raster (`RenderFrame` hit `RenderTargetBitmap` every tick whenever the message buffer was non-empty — the buffer survives sessions); slice 3 shipped 2026-09-04: `ChatOverlayLayer` rasters on message/config change and blits a cached frame every tick (OBS text-source pattern; test `ChatOverlayLayerCacheTests`).** **take 6 ran WITHOUT attribution (35-41ms — build provenance unknown; slice 3 effectiveness UNCONFIRMED) → build-stamp shipped instead of guessing again: `Helpers/BuildStamp` GUID per build (csproj GenerateBuildStamp; incremental builds can no longer lie), wordmark superscript + startup.log line; stats split `render (resolve)` so the next take names the stage. **takes 7–8 (stamped f190587b): chat fix CONFIRMED (`resolve ≈0`) but render stayed 26-27ms — compositor re-rasterizing STATIC layers every tick; slice 5 shipped: `BlitCachedLayer` pastes once-rasterized element-space layers (OBS surface-cache pattern; test `PasteCache_RepeatRender_IsByteIdentical_And_ContentChangePropagates`). **take 9 ran (c65a3cde, paste cache): render 26.5→22.4ms yet period stayed ~37ms — the gap was Task.Delay's 15.6ms sleep quantum padding every sub-tick wait: the true ceiling, hidden until then (why takes 7→9 looked like zero change). Slice 6 shipped: timeBeginPeriod(1) for the pump life + bulk-sleep + 2ms spin tail + `avg wait` stat (accounting closes) + webcam now routes through the paste cache. **take 10: stats must show `≈300/300 frames, render+submit+wait ≈ period`** → saga closes.** Known remaining churn (follow-ups, not silently done): vertical tier's final `BilinearScale` still allocates per frame; one slow tick (~15-25ms) per arriving chat message — debounced off-tick re-render if take 6 shows burst loss. **User UX spec (2026-09-04) queued behind this**: two-line top bar (LIVE rename, radio pills, Login/Logout button + avatar right-click Change Account, no account light; line 2 centered Start↔Stop grayed-until-armed) + up-front SaveFileDialog for REC (native overwrite prompt; retires the stop-time rename modal) + Go-Live dialog KEPT as preflight confirmation prefilled from the Text drawer — decisions captured in HANDOFF
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### Status: ✅ Shipped `a9eb360` (2026-08-29) — code done (incl. manual-rename modal), build 0 warnings, 244/246 tests; **running-app verification (takes 1–5 done)**: files land (ffmpeg re-pinned month-end), **webcam-in-output + social bar visually CONFIRMED from take 3's extracted frame**, rename modal used for real (take 3 was named via it); take 3 exposed the ~2fps producer starvation and the pump stage-timing (`97ffc42`) named it in one line — `avg render 258.1ms` — **slice 1 fixed 2026-09-03** (deadline pacing per OBS video-io.c + libyuv-style row blits in `SceneCompositor`, test `Pump_Paces_To_The_Deadline_Compensating_Render_Cost`); **take 4: pacing held but render stayed 58.9ms** (2M-iteration row walk + 8.3MB/tick LOH) — **slice 2 shipped 2026-09-04**: `VideoFrame.IsOpaque` producer-contract flag → full-cover backdrop is one `Buffer.BlockCopy`; integer fixed-point bilinear general path; pump scratch pool (release strictly post-submit, owned-by-reference so cache frames are untouchable); dead per-tick `fromScene` render + the `fromSceneProvider` seam removed (BlendFrame uses `TransitionService.FromFrame` — the old render fed nothing). Tests `Pump_Pools_ScratchBuffers_Across_Frames_Without_Stale_Pixels` (the ONE) + `Composite_OpaqueFullCover_Backdrop_CopiesEveryPixel_Into_Scratch`; 59/59 per-class green, clean build 0 warnings. **take 5 ran: render 58.9→25.5ms (`138/300` ≈ 2.2x still) — cause: the per-tick chat raster (`RenderFrame` hit `RenderTargetBitmap` every tick whenever the message buffer was non-empty — the buffer survives sessions); slice 3 shipped 2026-09-04: `ChatOverlayLayer` rasters on message/config change and blits a cached frame every tick (OBS text-source pattern; test `ChatOverlayLayerCacheTests`).** **take 6 ran WITHOUT attribution (35-41ms — build provenance unknown; slice 3 effectiveness UNCONFIRMED) → build-stamp shipped instead of guessing again: `Helpers/BuildStamp` GUID per build (csproj GenerateBuildStamp; incremental builds can no longer lie), wordmark superscript + startup.log line; stats split `render (resolve)` so the next take names the stage. **takes 7–8 (stamped f190587b): chat fix CONFIRMED (`resolve ≈0`) but render stayed 26-27ms — compositor re-rasterizing STATIC layers every tick; slice 5 shipped: `BlitCachedLayer` pastes once-rasterized element-space layers (OBS surface-cache pattern; test `PasteCache_RepeatRender_IsByteIdentical_And_ContentChangePropagates`). **take 9 ran (c65a3cde, paste cache): render 26.5→22.4ms yet period stayed ~37ms — the gap was Task.Delay's 15.6ms sleep quantum padding every sub-tick wait: the true ceiling, hidden until then (why takes 7→9 looked like zero change). Slice 6 shipped: timeBeginPeriod(1) for the pump life + bulk-sleep + 2ms spin tail + `avg wait` stat (accounting closes) + webcam now routes through the paste cache. **take 10 ran (59a02a5b): the new `wait` stat exposed the LAST structural bug — `render 22 + wait 10` against a 16.7ms deadline is impossible for a rebasing pacer: the wait was the producer QUEUED BEHIND THE LIVE PREVIEW — the pump's await-continuations inherit the UI SynchronizationContext (StartAsync fires from a command handler), so the loop had been rendering on the dispatcher all along. Slice 7: Task.Run the loop (OBS keeps media threads off-UI for this exact reason), StaticPixelCache locked + chat raster marshalled to the dispatcher on cache-miss (RTB/DrawingVisual are UI-thread objects), SustainedLowLatency GC, `worst render` stat, webcam routed through the paste cache; test `Pump_Produces_OffTheStartingContext`, 70/70 green. **take 11: `≈300/300 frames, wait ≈ the true remainder` → saga closes.**** Known remaining churn (follow-ups, not silently done): vertical tier's final `BilinearScale` still allocates per frame; one slow tick (~15-25ms) per arriving chat message — debounced off-tick re-render if take 6 shows burst loss. **User UX spec (2026-09-04) queued behind this**: two-line top bar (LIVE rename, radio pills, Login/Logout button + avatar right-click Change Account, no account light; line 2 centered Start↔Stop grayed-until-armed) + up-front SaveFileDialog for REC (native overwrite prompt; retires the stop-time rename modal) + Go-Live dialog KEPT as preflight confirmation prefilled from the Text drawer — decisions captured in HANDOFF
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1. ✅ `EncoderOptions` extended with `StreamEnabled` / `RecordEnabled` / `RecordPath` (independent intent flags)
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2. ✅ `FfmpegArgs.Build` reworked into per-output blocks (stream `-f flv`, record `-f mp4`) via `AddVideoTags`
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