6 Commits
Author SHA1 Message Date
gramps 9621db29c9 fix(stream): keep recovery notifications and stop on the dispatcher
The FFmpeg ProcessFailed event arrives off-thread. Start recovery on the UI
dispatcher, publish retry status there, and route StopStream back to the
dispatcher before changing bound state or alert collections. This prevents a
recovery exception from becoming an unhandled WPF CollectionView crash.

AttentionAlertStackTests covers worker-thread recovery reporting and stop.
616 tests green, clean build with 0 warnings.
2026-11-11 09:57:26 -08:00
gramps 0f08fd7ade fix(start): a second instance can no longer kill the app on Go Live
Reported 2026-11-06: a Release instance crashed when clicking Go Live in test mode, while a Debug
instance was recording its window. The Windows event log gave the cause:

    System.IO.IOException: All pipe instances are busy.
    at System.IO.Pipes.NamedPipeServerStream.Create(...)
    at ytLive.Services.Audio.NamedPipeAudioWriter.Start(...)
    at ytLive.Services.Audio.AudioMixer.StartLive(...)
    at MainViewModel.StartStreamingSession(...)
    at MainViewModel.BeginTestStream(...)
    at MainViewModel.StartFromPrimaryButton(...)
    at System.Windows.Controls.Button.OnClick()

Two defects, both fixed:

1. **A button click could end the process.** `StartLive` throws when the pipe name is taken, and nothing
   on the go-live path caught it. `TryStartAudioPipe` now catches, logs, toasts ("Another copy of
   LlamaCasty is already using the audio pipe") and rolls the session back. Recording-only takes the same
   path.
2. **The pipe name was a shared constant**, so a second instance could never go live on the same machine.
   `InstanceProfile.AudioPipeName` appends the dev instance id (DEBUG only); Release keeps the plain name
   so the normal single-instance case is unchanged. The encoder reads the same derived name, so mixer and
   ffmpeg cannot disagree.

Tests: `AudioPipeInstanceTests` — a second server on one name throws (the collision is real), dev names
derive per instance, and a writer on a taken name throws rather than silently reusing the pipe.
Debug and Release both build clean.
2026-11-06 08:41:16 -08:00
gramps dd51f7842a feat(stream): one-click Back on air — a new broadcast, honestly labelled (TASK 32·3)
The last resilience slice. When a drop ends the broadcast, YouTube cannot resume it, so the only way
back is a new one — and that is what the app now offers, in one click.

- `Services/BroadcastTitle.cs` — the resume marker is applied to the title the show was using, and any
  existing marker is REPLACED rather than stacked ("Show (resumed)" → "Show (resumed 2)"), with the base
  truncated so the whole title fits YouTube's 100-character limit. Otherwise a channel grows two
  identically named videos and the creator has to explain it.
- `MainViewModel.BackOnAirCommand` — reuses the ordinary go-live path with the saved details and the
  cached stream: new broadcast, new VOD, no dialog. It appears only after a drop ended the session and
  the ordinary start button steps aside, so there is exactly one way forward.
- The running line goes red OFF AIR (not amber) in that state; the button reads "● Back on air".

Tests: `BackOnAirTests` — first re-air marks the title, a second drop counts instead of stacking, the
100-character limit holds, an empty title still works, and the post-drop state exposes exactly one
start affordance. FAST gate: 552 passed, 0 failed, 0 warnings.

TASK 32 is now complete: fragmented MP4, blip retry, poll-driven RECONNECTING, ingest pre-flight, Back
on air.
2026-11-05 14:59:00 -08:00
gramps d8c1bdba24 feat(stream): RECONNECTING driven by the status poll — no invented countdown (TASK 32·2)
Creator challenge (2026-11-05): "I really don't think that's going to be a constant — it's going to
depend on so many variables, some that are dark to us." Correct, so the measured-grace constant and
the countdown are dropped from the spec. YouTube's cutoff is server-side and depends on ingest health,
prior stream quality, region and load; a pinned number would be a guess wearing a timer, and it would
be wrong exactly when the creator is staring at it.

What ships instead:

- **Amber RECONNECTING** in the top bar with measured facts only: elapsed seconds and the attempt
  number ("0:12 · attempt 2 of 4"). The seconds come from a stopwatch started at the drop.
- **The status poll speeds up while recovering** (30 s → 4 s) and drives the sign; it restores 30 s
  when recovery ends.
- **`chatEndedEvent`** — already in the chat feed we poll and previously skipped — now raises a signal
  that prompts an immediate status check. It never decides anything: `liveBroadcasts.list`
  `lifeCycleStatus` stays authoritative, with `liveStreams.list` health as the push-received signal.
- At `complete`: red OFF AIR (the existing stop path) rather than a pretend-live sign.

Tests: `ChatEndedSignalTests` (the marker is not a chat row, the service raises the signal, and a
complete broadcast ends recovery with the honest message). FAST gate: 543 passed, 0 warnings.
2026-11-05 14:53:06 -08:00
gramps 3fde7fcfe6 refactor(ui): alert rows are two lines of text — the heading line was redundant
Creator: system messages are limited to two lines; the label above the message ('STEAM ID NOT
PRESENT', 'STREAM') was repeating what the row already said and pushing the stack past its budget.

AttentionAlert loses Label; rows render Text only. The licence row is now exactly:
    Steam ID Limit: 30fps
    Click for More Info
(60fps with a close control once owned). Rows are identified by Id internally, so nothing in the UI
depends on the removed text. Tests updated to assert position/text rather than the heading.
2026-11-05 12:13:45 -08:00
gramps 72cb3ad55a 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.
2026-11-05 12:09:38 -08:00