Commit Graph
214 Commits
Author SHA1 Message Date
gramps 9611cee199 docs(steam): record the real onboarding state — a wait on Valve, not a task
The docs described Steamworks onboarding as pending work. It is pending VALVE: the partner account
exists, identity verification is under review, and the tax interview is in their queue with a quoted
turnaround of up to 30 business days. No app IDs are assigned, no store page exists, and Release
entitlement therefore still fails closed — by design.

Distribution.md §2 becomes a status table plus the critical path computed from Valve's own published
windows (30 business days verification → fee/app IDs → up to 12 business days store review → page
public ≥2 weeks before release → up to 12 business days build review). Earliest realistic launch:
early-to-mid February 2027, leaving ~7 weeks before the 2027-04-01 launch price ends.

Nothing in this blocks the code; commercial.md, TASKS 54 and HANDOFF now say so instead of implying
Steam is an outstanding coding task.
2026-11-05 15:08:53 -08:00
gramps ec1091a170 feat(stream): probe the ingest before going live — no more ghost broadcasts (TASK 32·5)
"I forgot the VPN" used to create a broadcast on YouTube that nothing ever pushed to: the app looked
live, YouTube held an empty broadcast, and the creator had to work out what happened. Prevention beats
recovery here, so go-live now asks one question first.

- `Services/IngestProbe.cs` — `IIngestProbe` + `TcpIngestProbe`: parse the RTMP URL, connect to the host
  (rtmp → 1935, rtmps → 443) with a 2 s timeout. Any failure answers "not reachable"; the point is a
  fast unambiguous answer, not a diagnosis.
- `MainViewModel.IngestPreflightAsync` runs **before the first API call** whenever a cached ingest URL
  exists; on a first run it probes once the stream is resolved, still before any broadcast is created.
  A false answer logs, tells the creator ("Nothing was created on YouTube…"), and rolls the session
  back — nothing to clean up on YouTube.
- The probe is a test seam (`IngestProbeOverride`) like the camera and chroma ones.

Tests: `IngestPreflightTests` — unreachable aborts, reachable continues, URL parsing (rtmp/rtmps,
garbage), and the probe against **real sockets**: a listening port answers true, the same port closed
answers false and does so fast. FAST gate: 547 passed, 0 failed, 0 warnings.
2026-11-05 14:56:20 -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 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
gramps e37215d9c4 feat(record): fragment the MP4 so a crash cannot destroy the whole take
TASK 32·4. A plain MP4 keeps its index (moov) at the end, so a power cut or a killed
process left the entire recording unreadable even though every video byte was on disk.
The record block now carries
`-movflags +frag_keyframe+empty_moov+default_base_moof`: index first, a playable
fragment flushed at every keyframe, so an interrupted take plays to the last fragment.

Record block only — the FLV stream output has no index and never gets the flags.
Rename-on-stop is untouched.

Test: `Args_RecordBlock_IsFragmentedMp4_SoACrashKeepsTheFile` asserts the flags on the
record block and their absence from the streaming block.

Not yet proven on a real interrupted take (kill ffmpeg mid-recording, play the result);
the args test is by construction.

Docs: task-32 slice 4 ticked with that caveat, TASKS row, output.md record note, HANDOFF.
verify.sh: 550 passed (mouse-injection test excluded, desktop in use), 0 warnings.
2026-11-05 08:58:48 -08:00
gramps a814bcd502 fix(chat): stop painting what YouTube removed, and retire the local word filter
TASK 49 is retired (creator ruling): YouTube owns chat moderation. Its blocked-words filter and
hold-for-review run upstream of `liveChatMessages.list` — held messages are never returned
(https://stackoverflow.com/questions/74511524/) — so a second local list would duplicate a switch
the creator already owns, with a second set of false positives and a second support surface.

What we actually owed the platform, and had wrong:

- The parser added every item to the overlay. A deleted message arrives as a `tombstone` carrying
  no text at all ("it has since been deleted … only liveChatId, type and publishedAt are present" —
  https://developers.google.com/youtube/data/live/reference/rest/v3/liveChatMessages), so every
  deletion rendered as a BLANK chat row. `hasDisplayContent:false` messages and chat-mode events
  did the same.
- Deletion events (`messageDeletedEvent`/`messageRetractedEvent`/`userBannedEvent`) are documented
  but have not been delivered to clients for years (https://stackoverflow.com/questions/44346893/),
  so nothing is built on them; they are skipped if they ever arrive.
- Found while testing: Super Chat read `displayString`, but YouTube's field is `amountDisplayString`
  — every amount silently fell back to a recomposed string, which mangles non-dollar locales. The
  model's own comment said this was the reason the field exists.

Test: `ChatModerationParseTests` — tombstone, no-display-content, chat-mode events all produce no
row; a real Super Chat still parses its pre-rendered amount (constraint 4: reward fields are never
reinterpreted).

Docs: TASK 49 marked retired with the citations, the rule recorded in decisions.md, HANDOFF updated.
verify.sh: 550 passed, 0 failed, 0 warnings.
2026-11-05 08:39:46 -08:00
gramps 7bb1207fb2 feat(chroma): opt-in auto key, and alert clips key like any other clip
TASK 64 slice F — the two things left after the feature worked by hand.

- App Settings → **Video clips → Auto Green/Blue Screen** (off by default). When on, a
  high-confidence detected screen is keyed as soon as the clip is added; the panel says
  "Removed automatically" so an automatic change is never silent. Medium confidence still
  asks, low says nothing — a wrong automatic key eats the picture.
- **A clip is a clip:** the alert box's own replacement clip keys through the same settings
  block (one alert box per layout, so its settings are the ones the next alert uses), and
  choosing an alert clip runs the same detector. The Green/Blue Screen panel now appears for
  a video layer *or* an alert box with a custom clip (`Source.ShowsChromaKey`).
- Spill ships as the creator-facing **Fringe** switch; nothing further to tune behind it.

Test: `ChromaKeyApplyTests` gains the auto-apply case (no click, still explicit in the panel)
and an alert-clip case (its pipe asks ffmpeg for colorkey+despill with the blue screen type).

Docs: TASK 64 complete in TASKS.md, known limits recorded in the task file, HANDOFF rewritten.
verify.sh: 546 passed, 0 failed, 0 warnings.
2026-11-05 08:20:33 -08:00
gramps ea24405ba2 feat(chroma): offer to remove a green or blue screen, and key it in the decode
TASK 64 slices D and E: the feature is usable end to end.

- Add a video file → one frame is probed (new `IChromaProbe`/`FfmpegChromaProbe`, one ffmpeg
  pass at 160x90, off the UI thread) and the layer gets an offer: "Looks like a green screen —
  Remove it", with the measured colour as a swatch.
- Accepting it turns the offer into settings (Amount / Softness / Fringe) that reach ffmpeg as
  `colorkey` + `despill` + `format=bgra`, so the key is computed in the pipe and both consumers
  (the shared preview bitmap and the compositor's frame) carry the same alpha.
- Media sessions are now keyed by **path + look** (`MainViewModel.MediaSessionKey`), so two
  layers with the same settings still share one decoder, and changing the look releases the old
  session and starts the new one. Removal, load reconciliation, loop and audio settings all move
  to the same key.
- Settings persist on the `Source` row (six ALTER TABLE guards + SELECT/INSERT), so a keyed layer
  comes back keyed.
- Panel section is plain creator words: Green/Blue Screen, Amount, Softness, Fringe.

Test: `ChromaKeyApplyTests` — the pipe asks ffmpeg to key (and does not when off); a green-screen
clip is offered, accepting it starts a keyed session, the layer's resolver then reads that session
rather than the old one; the setting survives a save.

Docs: TASK 64 D/E ticked with slice F (auto-apply setting + alert clips) left open; frame-pipeline
records the decode-option design; HANDOFF rewritten. verify.sh: 544 passed, 0 failed, 0 warnings.
2026-11-05 08:15:32 -08:00
gramps 21db8a17b8 feat(chroma): detect a green or blue screen and build the key filter
TASK 64 units B and C — the two pure halves, no wiring yet.

- `Services/ChromaKeyDetector.cs`: samples the frame's outer ring (the screen is at the
  edges, the subject in the middle), reports Green/Blue/None plus the colour actually shot
  and a confidence. Confidence is coverage × hue tightness, which is what keeps a lawn or
  a football pitch from being offered as a keyable screen. Letterbox bars are excluded from
  the denominator rather than counted against the screen. Never decides anything: an offer
  is the creator's to accept.
- `Services/VideoFilterChain.cs`: options → `-vf` (scale → colorkey → despill → format=bgra)
  plus a `Signature` so two layers keyed identically can share one decoder. Numbers clamp and
  an unparseable colour falls back to the app default, so ffmpeg is never handed a filter it
  rejects at spawn.
- Keying is done by the bundled ffmpeg, not by us: verified against the shipped binary that
  `colorkey=…,format=bgra` emits straight-alpha BGRA (alpha 0 on keyed pixels), which is what
  the compositor already blends. No per-pixel loop lands in the 16.67 ms render budget.

Test: `ChromaKeyDetectorTests` — green, blue, letterboxed, lawn (must say None), mixed scene,
dark frame, plus the chain strings and signature sharing.

Docs: TASK 64 queued in TASKS.md with its slice table; the decisions.md chroma-key reversal
recorded as a reversal (it was buried for webcam background removal, not for supplied clips).
2026-11-05 08:05:18 -08:00
gramps 77d7208bfa feat(media): add a video file layer that decodes into the scene
TASK 21's picker slice: the decoder, manager, pacing and loop mechanism were
already shipped but nothing ever acquired a session, so a media Source rendered
nothing. Adds "Video File" to the (+) menu (video-filtered OpenFileDialog),
one decode session per distinct path with a HasSession guard, release when the
last scene reference goes, and a post-load reconcile. Loop is a manager-level
per-path answer ("any live reference loops") applied before StartAsync and
updated live via SetLooping. Properties panel shows the file with Change… and
Loop. Volume stays unwired: media audio rides the desktop loopback, TRAX-style.

Reference: OBS's media source (file → decode → composite into the scene) is the
established answer for this feature; the lifecycle shape mirrors this repo's
WebView2/ScreenCapture registration rather than inventing a new one.

Test: ytLive.Tests/MediaSourceAcquisitionTests.cs — add starts one decoder and
frames reach the layer, loop flip reaches the decoder, remove stops it.

Docs: task-21 closed, TASKS row + Day-4 row + stale 3·17 row corrected,
frame-pipeline acquisition note, HANDOFF rewritten. verify.sh green.
2026-11-05 07:17:43 -08:00
gramps 106896c408 docs: close Task 53 and advance queue 2026-11-04 13:49:39 -08:00
gramps 1993e7cc8b docs(task-53): accept vertical live-player check 2026-11-04 11:37:10 -08:00
gramps ede6ecac8e docs(task-53): retire platform safe-zone requirement 2026-11-04 11:35:29 -08:00
gramps bde2a4cf4b docs(task-53): accept six output samples and advance queue 2026-11-04 11:32:44 -08:00
gramps f921c0174b docs: reconcile Day 2 release policy and output tasks 2026-11-04 11:18:16 -08:00
gramps 01a3fcaaf7 docs: replace system-message strip with Logs tab 2026-11-02 15:55:04 -08:00
gramps 6208cb9409 feat(ui): route locked tiers through About
Keep non-owner resolution choices visible but muted. Selecting one preserves the free tier and opens About; external navigation is only the explicit llamacasty.com link. Ref: https://streamlabs.com/desktop
2026-11-02 09:41:38 -08:00
gramps ff5e8d94ae feat(entitlement): pivot to paid app ownership
Check Steam ownership of the paid app with BIsSubscribedApp; keep Debug fake ownership out of Release. Ref: https://partner.steamgames.com/doc/api/ISteamApps#BIsSubscribedApp
2026-11-02 09:18:03 -08:00
gramps 5d836aecbb docs(commercial): one price — $79 Steam DLC rising to $99, subscription retired
Creator ruling 2026-11-01. One SKU, one price, Steam does the selling.

- Pro is a one-time Steam DLC on the free app: $79 introductory, $99 on a stated date, announced
  where the price is shown and actually raised.
- The subscription is retired. The reasoning is in decisions.md: no service behind a monthly fee
  (no servers, no cloud, no content), ~1-3 subscribers per 1,000 installs against 5-8% churn, and
  it carried the most expensive code in the product.
- Polar goes dormant. Its customer-portal design is recorded, not built. The "freemium on Steam,
  convert on Polar, Valve gets nothing" proposal is rejected: in-app purchases must use the Steam
  Wallet, so it risks the listing to save ~$24 a sale.
- Entitlement collapses to `steamDlcOwned`. No lease, no key, no portal, no device limit; the
  greyed tier opens the Steam store overlay, so every purchase stays inside Valve's own surface.
- The site publishes the model and links the store page. It takes no payment and hosts no binaries.
- The $400 lifetime died with the subscription it anchored. Founding 200 died with the coupons and
  passes it needed.

Costs: $115 fixed year one; $79 nets $55.30 after Steam, so three sales cover the year.
2026-11-01 15:40:44 -08:00
gramps 6d1c982e26 feat(entitlement): IEntitlement seam — Steam DLC answers, everything fails closed
The first half of surge day 1. One question, "may this session emit Pro output?", with
one method on the interface so nothing downstream knows which rail proved it.

SteamEntitlement reads the lifetime SKU the way Valve intends: SteamAPI.Init() then
SteamApps.BIsDlcInstalled(dlcAppId). Four different failure paths all resolve to the
free tier rather than to Pro or to a crash — no DLC id configured, no Steam client,
steam_api64.dll missing (a throw on first touch), and simply not owned. A copied folder
run without Steam is the common case, not an exceptional one.

NotConfigured() is the shipping default until Steamworks creates the DLC app; it answers
false without ever touching the native library, so today's builds behave exactly as they
did before this commit.

HasProOutput is now IsPremium || DeveloperMode || rail, with an internal EntitlementOverride
test seam (internal, because a public setter here is a licence bypass). Four tests: no id
reads false, no client reads false without throwing, the fake reports what a test sets, and
the view model takes its answer from the rail.

Steamworks.NET 2024.8.0 added; the native DLL still comes from scripts/steam-sdk.sh, so the
csproj change is three lines and no formatting churn.
2026-11-01 08:13:25 -08:00
gramps fdb27f0758 feat(ui): gear to the rail, EDIT on the panel edge, preview undo/redo
Three creator directives (2026-11-01), done ahead of the surge.

**Gear moved to the preview rail** — first tab, orange (Brush.Attention), gear icon
only. Left-click opens the same app menu the top bar gear owned (Settings / Bug /
Feature / About), right-click goes straight to App Settings; both behaviours moved
with it, so nothing lost an entry point. TopBar keeps the wordmark and EDIT.

**EDIT right edge aligned to the layers panel.** The work area is margin 8 + a 360px
column, the top bar is padding 16, so the shared edge is 352 inside the bar. TopBar
column 0 is now a fixed 352 grid with EDIT right-aligned in it — alignment by
arithmetic instead of by eye.

**Preview undo/redo: Ctrl+Z / Ctrl+Shift+Z.** Models/PreviewHistory snapshots element
REFERENCES plus geometry, visibility, order and membership — a deep clone would mirror
every property of a dozen element subclasses and quietly miss the next one added.
One snapshot per gesture (pushed at drag/resize start, never in the move loop), bounded
at 50, redo survives multiple undos, cleared on layout load. Gated on EditingActive:
undo while the preview shows program output would rewrite a scene nobody is looking at.

Honest scope, in the type's doc comment: layout edits only. Colour/opacity/border/font
edits are not captured yet, so Ctrl+Z after one of those restores the last layout change.

6 tests in PreviewHistoryTests; 19 pass across it and the neighbouring UI classes; Debug
and Release both build at 0 warnings.
2026-11-01 07:46:10 -08:00
gramps 600088c794 docs(tasks): six days, all remaining code — no week 2, no after-launch list
Correcting my own plan: the surge is six calendar days (Mon 2 - Sat 7), Saturday included,
and it finishes the coding side. Every open row is assigned to a day; the week-2 and
after-launch sections are gone because there are no such sections.

Days: licensing (entitlement, licence UI, greyed tiers, system messages), release blockers
(visibility picker, output contract, webcam identity, Move transitions), resilience (TASK 32,
bandwidth step-down), content and media (text layer, media wiring, profanity filter,
scheduled streams), data and settings (reward persistence, YPP slice 2, defaults split,
scene audio, settings round, disk hygiene), finish and prove (publish recording, undo, gold
pass, full sweep).

Target 6-8 units a day against a measured baseline of 3-5 — that gap is the surge. If a day
overruns, the smallest item moves; a launch blocker never does. Day 6 is the only polish day.
2026-11-01 07:35:38 -08:00
gramps b2e8b26b6e docs(tasks): the surge week, coding only — five days sized at 3-5 units each
Non-coding is parked on Valve (identity verification, store page, depot); the week is code,
tests, debugging, polish. Ordered by what actually blocks a public build: entitlement seam
and licence UI (days 1-2), greyed tiers (2), visibility picker (3), stream resilience (3-4),
output contract (4), gold pass (5).

Sized honestly against the measured rate: ~50 units remain, 15-25 fit in five days, so the
plan names week-2 candidates and the five items that should not block launch at all
(scheduled streams, scene audio, defaults split, YPP slice 2, feedback batch).

Every unit carries the same definition of done — clean build, per-class tests, verify.sh on
the declared scope, and the falsified doc corrected in the same commit.
2026-11-01 07:31:52 -08:00
gramps 1fe84be64a build(steam): stage steam_api64.dll beside the exe — one file, not the whole SDK
The SDK zip is 24 MB of headers, examples and tools we never build. The runtime
dependency is one native library, so scripts/steam-sdk.sh extracts exactly
sdk/redistributable_bin/win64/steam_api64.dll into steam/ (gitignored, like ffmpeg/ —
the script is the audit trail) and writes steam_appid.txt = 480, Valve's Spacewar app,
so SteamAPI.Init() resolves an app id locally before LlamaCasty has one of its own.

Two csproj details that would have cost a debugging session:
- Link="steam_api64.dll" puts it BESIDE the exe; without Link, None items keep their
  relative path and it lands in steam/, where the loader does not look.
- ExcludeFromSingleFile, for the same reason ffmpeg needed it: a native DLL otherwise
  gets swallowed into the single-file bundle and cannot be loaded at runtime.

steam_appid.txt is Debug-only — Valve's guidance is not to ship it — and the publish
output confirms it: dll present at the root, no appid file, exe still 127 MB (proof the
DLL was not bundled).

Also queued, as asked: preview undo (Ctrl+Z / Ctrl+Shift+Z) in edit mode, noted as the
partner to the defaults-vs-current split — undo covers the slip, defaults cover the mess.
2026-11-01 07:23:29 -08:00
gramps 27fc6fb507 feat(profile): the free budget is pixels and fps, enforced once — with a dev-only release hatch
The paid delta is output quality, so the rule needs to be measurable rather than a word:
921,600 pixels and 30 fps, fail-closed. Models/OutputProfile.cs is that rule as pure
policy — a permitted tier passes through untouched (Pro, or the free tier's own 720p30),
a disallowed one resolves to the best tier the budget allows and carries ITS bitrate, so
a capped user is never offered an 8 Mbps budget for a 720p frame.

Applied once, in BuildEncoderOptions. That is genuinely one place: the stream and the
local recording are two output blocks of ONE ffmpeg process fed by one EncoderOptions,
so there is no second encoder to forget. (commercial.md claimed "both encoders — never
two checks"; the code is stronger than the doc, and the doc is corrected.)

Developer override, as asked: a "Developer mode — all resolutions" checkbox in App
Settings, bound to MainViewModel.DeveloperMode, which feeds HasProOutput. It is not
hidden in a release build — Controls/DeveloperPanel's Page and Compile items are removed
when Configuration != Debug, and OverlayHost adds it at runtime inside #if DEBUG, so a
shipped exe has no BAML for it at all. The setter also refuses the value when
DevBuild.IsDevelopment is false, which is now the single source for that question (the
scoreboard partial had its own duplicate const).

Two traps worth their lines: a `const bool` dev flag makes `if (!Flag) return;` an
unreachable-code warning in one configuration or the other (CS0162), so DevBuild uses
static readonly; and a Condition on an ItemGroup is invisible to a test reading
item.Attribute("Condition") — read the parent.

Tests: 14 pass across OutputProfileTests, AssemblyIdentityTests and StorePackagingTests.
The invariant test is the one that matters: iterate every shipped tier under a free
entitlement and assert none emits more than the budget, so a future 4K tier fails here
instead of shipping to everyone. App builds Debug and Release at 0 warnings.
2026-11-01 07:11:49 -08:00
gramps abfab25685 build: the exe is LlamaCasty.exe, and the publish script proves the artifact
Renames AssemblyName to LlamaCasty before the first Steam depot — Steamworks is explicit
that renaming a live exe is painful, so this had to land first, not later.

Four assembly-qualified pack URIs carried the old name, not three: MainWindow (window
icon), OverlayHost (logo), RenameRecordingDialog and KeepBroadcastDialog. Pack URIs
resolve by assembly name at runtime, so a stale one compiles, passes every test and then
silently renders nothing the first time that view opens. AssemblyIdentityTests guards
both halves — the assembly name, and no source XAML still naming the legacy assembly.
Packaging/Package.appxmanifest and package-msix.sh carry the exe name too.

scripts/publish.sh replaces the by-hand publish: single-file win-x64, ReadyToRun,
ffmpeg beside the exe, and it refuses to finish if ffmpeg, LICENSE, PRIVACY.md or
THIRD-PARTY-NOTICES.txt are missing, or if a test assembly leaked in.

That last guard exists because the first publish was wrong in a way no test could see:
PublishSingleFile + IncludeNativeLibrariesForSelfExtract bundled the libav*.dll family
into the exe — a 9-file output with no ffmpeg folder and a 182 MB binary, so the locator
would have found nothing at runtime. ExcludeFromSingleFile="true" on the content keeps
the folder a folder. Diffing against a control publish without the single-file flags
found it; guessing at item globs wasted two attempts first (recorded in MyMistakes.md).

Measured: 127 MB exe + 129 MB ffmpeg = 257 MB depot. Tests: AssemblyIdentity,
StorePackaging, BuildStamp, BundledFonts all pass; app builds with 0 warnings.
2026-11-01 07:01:50 -08:00
gramps 8f79b20a18 docs(distribution): Steam is the only channel — the zip, winget and the Store are dead
The site said "Coming soon to Steam" while the app docs still said direct download plus
winget primary with Steam parked. One of them had to move, and the creator's ruling is
Steam exclusive: a free app on Steam with the paid edition as a Steam DLC, and the
$10/month plan sold off-Steam by Polar.

Records the constraint that shapes the code, not just the prose:
- Steamworks requires in-app purchases to use the Steam Wallet (Microtransactions doc,
  quoted in commercial.md), so the monthly is *stated*, never *sold*, inside a Steam
  build; the lifetime is plain DLC bought on the store page and read with BIsDlcInstalled.
- Entitlement is `steamDlcOwned || polarKeyValid`, both resolving to one OutputProfile.
  steam_api64.dll ships beside the exe and is a functional dependency, not the rejected
  "IP protection" native DLL — without it DLC ownership cannot be read. Launched without
  Steam, the app falls back to the free profile rather than refusing to start.
- Signing is moot: Steam installs never meet SmartScreen. Artifact Signing stays on the
  shelf for the day a non-Steam download exists. Year-one fixed cost is ~$115.
- The exe rename must land before the first depot upload — Steamworks warns about
  renaming a live exe.

Distribution.md is rewritten to SteamPipe mechanics (publish output, depot, steamcmd,
DLC wiring, clean-account purchase/refund test). product.md, decisions.md (a new
"Steam exclusive" entry with every dead vector), TASKS.md (Steamworks entitlement row,
Steam packaging row), ai.md, index.md and the TASK 48 banner follow. MyMistakes.md gains
the Steam rules that cost real time today: installs skip SmartScreen, updates are free,
the Wallet rule, and the recurring-billing caveat.
2026-10-31 11:05:53 -07:00
gramps 57ef9e7a5e docs(commercial): the claim page was never needed, signing waits for revenue, and support is a filter
Four things derived this session superseded what the plan said twenty-four hours earlier,
and the docs are corrected where each one died:

**Licensing needs no server.** Polar's customer-portal endpoints authenticate on the key
itself plus the public organization_id; the org access token is only needed to create
products. Channel binding rides in `conditions: {channel_id}`, re-checked on every
validate — so the "claim page" (a hosted OAuth flow that wrote the UC id onto the key)
and the key database it implied are deleted. Device management, key rotation and
subscription auto-revocation are Polar's; four states, one lease, no callback endpoint.

**Signing is deferred until two subscribers.** It never removes the day-one SmartScreen
warning (EV's instant-bypass died in 2024), so buying it before revenue buys only the
publisher line. Renamed to Azure Artifact Signing, $9.99/mo Basic, and it requires a
paid Azure subscription. Year-one fixed cost drops from ~$135 to ~$15.

**The Store account is free.** Microsoft waived the $19 individual fee and removed the
$99 company fee in May 2026, which makes the Store the only zero-cost route to a
Microsoft-signed install — the free answer to SmartScreen, noted beside the paid one.

**Support is a filter, not a promise.** Email, best effort, no SLA, refunds on request
without argument; no training service, no helpdesk. A repeated question becomes a
training video on @llamacasty, which is content and monetization instead of a ticket.
GitHub issues on the releases repo are the deliberate friction.

Also settled: binaries live in a second Gitea repo (`llamacasty-releases`) push-mirrored
to a public GitHub repo — issues and assets public, code private, one publish direction
(a git mirror carries refs, not GitHub Release assets); `@llamacasty` is
standard-verified with intermediate features, so live streaming, >15 min uploads and
custom thumbnails work today and no SIM or ID is needed; and OAuth comes out of Testing
mode by publishing the app (100-user lifetime cap, no 7-day token death).

TASKS.md now opens with the four-day surge slice — artifact shape, output gate,
entitlement seam, real-machine day — because those are what the first public release
waits on. HANDOFF.md rewritten. MyMistakes.md gains the Polar recipe and the
"verify means three different things" entry. MARCOM.md gains the support→content loop
and the surface roles.
2026-10-31 10:08:05 -07:00
gramps 7827d239e2 docs(commercial): one source of truth for the money — prices, entitlement, channels
The commercial plan was spread over five documents written in five different weeks,
and they contradicted each other: product.md sold the Store, decisions.md called the
Store dead then re-opened, Distribution.md (736 lines) still described Polar as a
download host, MARCOM.md quoted "no subscription" next to a paid tier, and README.md
promised "free forever". An outsider could not tell what ships.

docs/ai/commercial.md is now the only place money is decided: free = whole app at a
921,600 px / 30 fps output profile covering the recording as well as the stream; Pro =
$10/mo or $400 lifetime through Polar, key bound to the buyer's YouTube channel ID via
a claim page, 2 activations, 7–14 day lease with offline grace, fail closed, never
downgrade a running stream; one portable zip + winget primary, Steam and the Store
parked; Azure Trusted Signing (~$9.99/mo), no EV; Founding 200 promo; ~$135/yr costs;
anti-piracy posture and what is permanently rejected.

Everything else now points at it instead of restating it:
- product.md — money sections replaced with pointers; packaging rewritten to
  winget-first, Store parked; signing updated to Trusted Signing.
- decisions.md — graveyard with cause of death for free-forever, the Store ordering,
  the updater, and the 2026-10-30 reversal of the quality-ceiling rejection.
- Distribution.md — rewritten to release mechanics only (artifact, GitHub Releases,
  winget manifest, signing, checklist, takedown): 736 → 120 lines.
- TASKS.md — TASK 54 rewritten, TASK 48's route settled, TASK 10 superseded, five new
  rows (entitlement seam, output-profile gate, licence UI, system messages, packaging).
- README.md — "free forever" replaced with the real split.
- capture.md — obs-backgroundremoval is GPL-3.0 and so licence-INCOMPATIBLE since the
  proprietary EULA; the old "compatible" line was falsified by that change.
- TASKS/task-10, task-48, task-51, task-54 — superseded-banner at the top of each, so
  none of them reads as current policy.
- HANDOFF.md — rewritten: plan settled, next code unit is the entitlement seam.

MARCOM.md and MONETIZATION.md (gitignored) were corrected in place: policy pointer at
the top of each, the flash removed from every live claim, the Polar fee break-even
corrected to ~$900/mo, and the projections flagged as written against a dead model.
2026-10-31 08:32:25 -07:00
gramps 0498f7e130 legal: proprietary EULA + privacy policy; GPL terms retired
Licensing posture changes to closed-source commercial software (creator ruling 2026-10-30): free
tier caps output at 720p30, a paid licence unlocks 1080p ($10/month or $400 lifetime).

- LICENSE is now an End User License Agreement: grant, what you may do with your own content,
  no redistribution/reverse engineering, third-party components prevail, updates at publisher
  discretion, warranty and liability limits, termination, governing law.
- ADDITIONAL-TERMS.md deleted — those were GPL §7 terms and have no meaning under the EULA.
- THIRD-PARTY-NOTICES.txt keeps every third-party obligation and drops the GPL header and §6
  source offer; it states plainly that LlamaCasty ships no source.
- PRIVACY.md is new: exactly what is written locally (layout DB, DPAPI token, capped log,
  recordings you choose), what leaves the machine (Google's APIs only, with your account), and the
  standing promises (chat rendered never stored, no telemetry, no ad SDKs).
- README, docs/ai/product.md, docs/ai/decisions.md and TASKS.md record the decision and the
  obligations that still bind (ffmpeg LGPL as a separate process, OFL fonts, CC0 icons, model
  provenance, notices in the About screen).

Deliberately NOT decided here: key issuance/verification and the resolution gate itself. Earlier
GPL builds remain GPL for the versions that shipped under it.
2026-10-30 16:10:38 -07:00
gramps 5a102a4a37 docs: decisions log, queue trim, HANDOFF rewrite — the map stops being a treadmill
TASKS.md 467 → 66 lines: one line per live item, detail stays in TASKS/
task-*.md. The old catalogue (63 rows of paragraph status prose plus the
historical narration) is preserved verbatim as TASKS/archive.md — a
2026-10-29 snapshot, not the live queue. The "out of product" list and every
retired decision moved to docs/ai/decisions.md with cause of death.

HANDOFF.md 440 → 40 lines, and it is now OVERWRITTEN, not appended: branch,
what's in flight, next action, live landmines, pending creator checks. History
belongs to git log; the previous handoff is reachable at ee3c592:HANDOFF.md.

docs/ai/decisions.md (new) collects what no longer governs: the paid tier and
its pricing, Polar, Store IAP, the Store route and why it died, the deleted
Velopack updater, signing economics, the retired monetization ideas, and the
permanent out-of-product list.

Facts that lived in the old ai.md "Current limitations" section were re-homed
rather than dropped with the router rewrite: OAuth/DPAPI/session behaviour →
docs/ai/youtube-api.md; paths, persistence and the Google project number →
docs/ai/environment.md.

verify.sh caps now cover all four always-read files (AGENTS 210, ai 100,
HANDOFF 40, TASKS 120).

Docs-only unit: scope-check run, no build.
2026-10-29 11:10:51 -07:00
gramps 769c616706 Preview: promote selected layer for hit testing
Temporarily raise the selected preview item and prioritize it in the custom hit test without changing scene order. Refresh integration-test expectations for Brand logo layers and explicit thumbnail assets.

WPF references: https://learn.microsoft.com/en-us/dotnet/api/system.windows.controls.panel.zindex?view=windowsdesktop-10.0 https://learn.microsoft.com/en-us/dotnet/desktop/wpf/graphics-multimedia/hit-testing-in-the-visual-layer
2026-10-28 13:09:15 -07:00
gramps 841c905c06 Brand logo: one locked image layer per scene above the background, image from App Settings
- Source.IsBrandLogo persisted (additive migration); layer healed on load, removal blocked
- Image stored as an asset; settings keep the asset id and file name
- App Settings: Brand Logo file field with Browse
- Default placement top-left; per-scene eye uses the existing element visibility
Test: BrandLogoTests; layout/background tests pass (34). Not pushed.
2026-10-27 09:25:49 -07:00
gramps b86b6bb601 Transitions: Wipe (left-to-right reveal), added to the App Settings picker
Test: WipeTransitionTests. Not pushed.
2026-10-27 09:12:59 -07:00
gramps f67a263ccd App Settings: transition type and length picker
Cut/Fade/Move and a 100-2000 ms length, bound to the view model; changes save with the layout.
Test: TransitionPickerTests. Not pushed.
2026-10-27 09:12:37 -07:00
gramps 90cd039d98 Transitions: fade starts from the outgoing picture (was an instant cut)
The transition started with no from-frame, so BlendFrame returned the new scene at once.
Start now requests a capture and the frame pump supplies its last output on the next tick.
Test: TransitionFadeTests. Docs: ai.md, TASKS.md.

Not pushed.
2026-10-27 08:39:49 -07:00
gramps 804b1d2f5f docs(memory): split the frame pipeline out of ai.md into docs/ai
ai.md is the mandatory read every session; at 2,702 lines / ~64k tokens it
costs the whole subsystem history even when the task never touches it. This
is a verbatim move, not a compression - nothing is deleted and each stub is
written from the moved text.

- docs/ai/frame-pipeline.md: 'Frame cadence', 'Per-element composite timing +
  scene dump', 'What the first instrumented take said', 'Render budget',
  'Scene compositor' and 'Live frame pipeline', byte-identical, plus a short
  'Related in ai.md' footer and two stale 'below' pointers corrected.
- ai.md keeps two stubs carrying the invariants that must not be missed
  (overlay on every render path, VideoFrame.Epoch, StripPool threads,
  Release-only render numbers; arrival-stamped rawvideo, non-blocking submit,
  stop order, burned _outputIndex judge) and links the new file.
- docs/ai/index.md + docs/index.md route the split; schema.md inventory lists
  the new tier.
- 4 index-row references and 2 TASKS.md anchors repointed; ai.md's Services
  row too.

Measured: ai.md 63.6k -> 47.1k tokens, 2,702 -> 1,975 lines. Progressive
disclosure per schema.md convention 5. No source touched; no push.
2026-10-26 10:25:21 -07:00
gramps ef60f1f3b6 TASK 48: distribution & packaging is deferred until we are near v1
Creator ruling 2026-10-26: the remaining programming work is far from
release and a complete UX redesign is about to start, so packaging,
signing, installer and updater decisions would be chasing scope that is
about to move. The task is deferred, not cancelled.

Recorded what is frozen: TASK 48 items 6-8, the signing decision, the
updater choice (Velopack's deletion left no update path, and
StorePackagingTests currently vetoes a new one), and the route question
itself - ai.md says the Store route is dead (direct + Steam) while
TASKS.md/task-48/HANDOFF still read Store MSIX + Store IAP. That
contradiction is to be settled in ONE sweep at the revisit, not patched
piecemeal now.
2026-10-26 10:20:04 -07:00
gramps c768a8ee49 fix(border-color): keep ComboBox popup clicks inside LeftPanel (TASK 63) 2026-10-22 12:02:05 -07:00
gramps daac7689fd TASK 48 slice 2: the app packs as a Microsoft Store MSIX
The manifest the Store route needs, and a real package built from it.

Packaging/Package.appxmanifest is a full-trust packagedClassicApp: EntryPoint
Windows.FullTrustApplication, uap10:TrustLevel=mediumIL,
uap10:RuntimeBehavior=packagedClassicApp, the rescap runFullTrust capability, and
webcam + microphone DeviceCapabilities. That combination is what lets the packaged
app launch the bundled ffmpeg as a child process and write to the user's profile;
an appContainer package would virtualise the recordings folder instead. x64 only,
en-US only (policy 10.7).

Packaging/Assets/ carries the four tiles the packer requires, generated from the
app's own Assets/llamacasty-logo.jpg by scripts/make-store-logos.py - listing art
and app art cannot drift.

scripts/package-msix.sh publishes Release win-x64 self-contained into
artifacts/msix-stage (a RID-less publish would copy every RID's ONNX native),
stages the manifest as AppxManifest.xml + Assets, and runs the Windows SDK's
makeappx. MSIX_PFX/MSIX_PFX_PASSWORD sign a package for a local test install; the
Store signs submissions. artifacts/ is gitignored.

First real package: artifacts/LlamaCasty.msix, 159 MB, 509 files, 'Package
creation succeeded'.

Schema traps found by packing (makeappx reports one error at a time):
Square310x310Logo and Wide310x150Logo are NOT uap:VisualElements attributes - they
live on uap:DefaultTile.

Guard: StorePackagingTests.The_package_manifest_declares_full_trust_camera_and_
microphone - identity/architecture, the full-trust application element, the three
capabilities, no appContainer VALUE (not the file text: the manifest's own comment
says the word), en-US only, and every referenced logo present.

Full suite 438/438, 0 warnings. Cold-start smoke test after the Velopack removal:
MainWindow loaded, no exceptions.
2026-10-22 09:05:50 -07:00
gramps 20cfadca0c TASK 48 slice 3: the self-updater is deleted - the Store updates the app
The creator's ruling (2026-09-27) is Store MSIX + Store IAP, so Microsoft delivers
the updates and the in-app updater is gone rather than parked. This is a
COMPLIANCE action, not cleanup: the Velopack bootstrap downloaded and executed a
payload, which Store policy 10.2.2 does not permit.

Three edit sites, as planned: the PackageReference in ytLive.csproj, 'using
Velopack;' in App.xaml.cs, and the bootstrap block. The self-hosted DigitalOcean
update-URL droplet dies with it.

Guard: ytLive.Tests/StorePackagingTests.cs - the ONE test asserts the app project
references no updater package (Velopack/Squirrel/NetSparkle/AutoUpdater/WinSparkle)
and that no app source file uses the updater API. The check matches CODE (a using
directive, a type usage), not a bare word, so a file's prose may still name what it
deliberately does not do.

Smoke-tested after the removal: MainWindow loaded, 0 exceptions in startup.log.
Full suite 437/437, 0 warnings.
2026-10-22 06:57:34 -07:00
gramps b1d6034662 TASK 55 slice 1: the startup log is size-capped
The creator (2026-10-09): 'we need some sort of log-rotation so that we don't
inadvertently fill up a user's drive.' startup.log was uncapped - 23MB and growing
every few seconds, because FfmpegEncoder logs every non-progress ffmpeg stderr line.

The policy lives in a new Helpers/LogRotation.cs as a pure function over a path
(RollIfNeeded(logPath, maxBytes, retainedFiles)), so AppLog's 156 call sites keep
their surface and the rule is testable on its own. At 5MB the live file rolls to
startup.1.log and one rolled copy is kept - the FILE SET is bounded, not just the
live file, so a long stream cannot grow the log without limit. A failed rotation
degrades to the old behaviour instead of taking the app down.

Pattern reference (cited): Serilog's file sink pairs fileSizeLimitBytes (the cap)
with retainedFileCountLimit (how many rolled files to keep) -
https://github.com/serilog/serilog-sinks-file

Guard: ytLive.Tests/AppLogRotationTests.cs - the ONE test drives the real
AppLog.Write against a temp dir (two internal seams: PathOverride, MaxBytes) and
asserts the roll, the fresh live file, and that after a SECOND roll the directory
still holds exactly startup.log + startup.1.log.

Also fixed a stale catalog row: TASK 12 (master limiter) shipped 2026-08-15 and was
still marked 'Queued'.
2026-10-22 06:51:04 -07:00
gramps 826cc17e47 TASK 56: the secret scan is done - and the history is clean
The release gate before the repo goes public. Scanned 432 reachable commits (all
branches, 35 tags, the reflog, refs/stash) + the 63 dangling commits git fsck still
holds + every tracked file in the worktree, for Google OAuth client secrets, API
keys/tokens (Polar OAT, ghp_, AKIA, Slack, Stripe, OpenAI), private-key headers,
assigned credentials, and any once-tracked CREDENTIALS.md / OAuthCredentials.cs /
MARCOM.md. Report format is commit + path + rule only - no matched value ever
reaches the screen.

Result: 4 hits, ALL false positives - README.md:79 is the doc snippet's
'ClientSecret = your-client-secret' placeholder, TokenStoreTests.cs:22 is a 9-char
test dummy. Nothing to rotate, no history rewrite. The three secret files were
never tracked.

Also recorded: the repo was ALREADY public when the scan ran (anonymous GET -> 200,
API private=false), so the gate came late - but nothing leaked. The creator still
owns the keep-it-public decision.

Method + verdict in TASKS/task-56-secret-scan.md; the reusable recipe in
MyMistakes.md -> 2026-10-22.
2026-10-22 06:43:55 -07:00
gramps 987fddac24 TASK 63: the border-colour picker IS the app's own drop-down
The creator (2026-10-21), on Live -> Layers -> webcam -> Properties:

  "why does the drop down under the web cam properties not show the same style for
   the border color drop down list box?"

  "one of the first things we did was define branding. We established look-and-feel
   standards. And yet you keep ignoring these and I'm wondering why"

WHY IT WAS MISSED - the answer the creator is owed.
The TASK 58 sweep had already walked the whole app for un-themed controls and the
border picker STILL was not themed, because the sweep looked for control TYPES
(ComboBox / CheckBox / TextBox) carrying no theme style - and the border picker was
NONE of those. It was a "..." Button whose Click handler built a ContextMenu of
swatches in code. It was never in the sweep's scope, and PropertiesStyleTests.cs
(a type-based guard) could not see it either. A picker that LOOKS like a drop-down
is invisible to a type-based audit; the guard has to ask "is this the app's widget?".

WHAT CHANGED
- The picker is now the app's YtComboBox - the widget the Display and Font pickers
  wear - bound to the palette (SelectedElement.BorderColorOptions) with its selection
  bound by VALUE (SelectedItem -> BorderColorEntry), because WPF's SelectedValue
  matching is ordinal and the palette mixes #FFFFFF and #e94560.
- The closed box shows the swatch + the colour's NAME; the rows show swatch + hex +
  name (the rows the creator approved in TASK 60). A ComboBox cannot do that with one
  ItemTemplate - WPF copies it into the read-only SelectionBoxItemTemplate - so
  Helpers/ClosedBoxTemplateSelector.cs picks by the ContentPresenter's templated
  parent: the ComboBox for the closed box, the ComboBoxItem for a row. Verified
  against WPF with a throwaway probe, not assumed.
- The swatch is painted by the THEME (Helpers/HexToBrushConverter.cs, registered as
  HexToBrush) - the hand-painted SolidColorBrush(Color.FromRgb(...)) in the old
  click handler was the exact anti-pattern the theme forbids. The swatch also carries
  a 1px #2a3a5e border now, so black and dark swatches are visible on the dark menu
  (the follow-up TASK 60 left open).
- The hex field stays (60px, editable): a colour outside the palette can still be
  typed, and the drop-down then carries that hex as a NAMELESS entry ("no name" is the
  honest answer). The palette's name moved out of TASK 62's TextBlock into the
  drop-down's closed box.
- The hand-built menu, its ContextMenu/MenuItem/SolidColorBrush code and
  WebcamBorderColorPicker_Click are gone.

MODEL: SceneElement.BorderColorName -> BorderColorEntry (the palette entry for the
current hex, with its name; setting it writes the hex back) + BorderColorOptions (the
palette plus the custom entry), both raised when BorderColor changes.
BorderColorPalette gains EntryFor(hex) and OptionsFor(hex); NameOf delegates.

Guards: ytLive.Tests/BorderColorPickerTests.cs (the ONE test for this change - the
model, the panel, and the REAL widget: with the app's theme style and the panel's own
templates the closed box names the colour and the rows show the hex AND the name).
The TASK 60 guard (BorderColorPaletteTests) was updated because the mechanism it
asserted - a code-built menu - no longer exists; it now guards the new wiring (the
drop-down is bound to the palette and neither the panel nor the code-behind carries a
second list of colours).

Full suite: 435/435 passed, 0 warnings.
2026-10-21 23:09:11 -07:00
gramps ef52508b1e TASK 61 + 62: the geometry fields share one width, and the border field names its colour
The creator (2026-10-21), on Live -> Layers -> webcam -> Properties:

  "the Y and H boxes under webcam properties should be the same width as the X and W
   boxes and those widths should be fixed to accomodate the max number of possible
   digits providing the geometry values"

  "also the border color drop drown box content should also include the name of the
   color next to the hex value as they in the drop-down list box"

TASK 61 - one fixed width for the four geometry fields.
The row is a DockPanel, and WPF sizes an element to its CONTENT unless it is told
otherwise, while the LAST child of a DockPanel fills the remaining space. So X/W (not
last) were as wide as their text and Y/H (last) stretched across the row - two widths
for the same kind of field. Now all four carry Width="44" and the rows set
LastChildFill="False" (without it the last field ignores its own Width and fills anyway).
44px is the measured width of "-1920" in the app's font at 11px (the largest geometry
value - the master frame is 1920x1080 - plus a sign) plus the field's padding and
border. Docs: https://learn.microsoft.com/en-us/dotnet/api/system.windows.controls.dockpanel.lastchildfill
The guard MEASURES the widest value with WPF's FormattedText instead of asserting a
magic number, so a font change cannot silently make the field too narrow:
https://learn.microsoft.com/en-us/dotnet/api/system.windows.media.formattedtext

TASK 62 - the border field names its colour.
SceneElement.BorderColorName carries the palette's name for the current colour
("Crimson") and is raised when the colour changes; it is EMPTY for a custom hex the
creator typed, because "no name" is the honest answer. BorderColorPalette.NameOf
changed to match (it used to fall back to the hex itself; the TASK 60 test assertion
was updated with it). The hex field keeps a fixed width (60) so the name sits right
next to the hex instead of drifting to the row's far edge - the same trap as TASK 61.

Guards: ytLive.Tests/GeometryFieldWidthTests.cs, ytLive.Tests/BorderColorNameTests.cs
Full suite: 435/435 passed, 0 warnings.
2026-10-21 22:19:13 -07:00
gramps 6271bf34c9 TASK 60: the border-colour drop-down names every colour
The creator: "under Live->Layers->webcam->Properties->border color: in the drop
down box, the #hex values are good, but add a corresponding color name/label next
to the value."

Each row now reads "#e94560  Crimson" - the hex stays exactly as it was, the
colour's name goes next to it (dimmed #a0a0b0 so the hex reads first), and the
tooltip becomes "Crimson (#e94560)".

The 14 colours were a hard-coded string[] inside the click handler - a list of
bare strings cannot carry a name, and a list hidden in UI code cannot be asserted
on. They now live in Models/BorderColorPalette.cs: NamedColor(Hex, Name) +
BorderColorPalette.All (the single source of truth) + NameOf(hex), which answers
case-insensitively and falls back to the hex for a colour outside the palette.
The picker builds its menu from the catalogue and no longer knows any colour by
heart.

The names are chosen not to collide - the palette has two greens, two blues and
two warm colours: #00FF00 is Lime and #22c55e Emerald, #0000FF is Blue and
#3b82f6 Azure, #FF8800 is Orange and #f59e0b Amber.

Guard: ytLive.Tests/BorderColorPaletteTests.cs - every entry valid + named, no
hex or name repeated, the 14 legacy colours all still offered, NameOf answers,
and the old list is gone from the handler. 433/433 green, 0 warnings.
2026-10-21 20:03:19 -07:00
gramps 89f6aa3a67 TASK 59: the properties panel is a hierarchy, and the shape is a choice
The creator's ruling on the webcam's properties: a "Shape" title above the
Mirror/Rect row; the drag hint indented under that row "to show parentage";
the same for Geometry, Border Color, Border Thickness; Remove and Blur indented
under Background; Strength indented under Blur.

One rule covers it: a title owns its content and the content is indented one
level (10px) under it - two levels where a title is itself nested (Strength
under Blur under Background). The titles are SemiBold 11px #a0a0b0 like the
ones already there.

The shape also stops being a toggle button that shows the NEXT action ("Round"
when the camera was a rectangle) and becomes a CHOICE: two segment options,
Rect | Circle, with Rect selected by default - which is what the creator asked
for ("Rect should be selected as a default if none exists"). The old
ShapeButtonText is gone.

The mutual exclusion lives in the MODEL: IsRectShape/IsRoundShape on
SceneElement, each setter flipping the shape through ToggleClipShape() (so the
pre-round rect is still stored/restored) and always re-raising, so a refused
write - the vertical Chat layout is rect-only (TASK 57) - makes the UI snap
back instead of sticking. Deliberately NOT a WPF RadioButton group: a group
unchecks its siblings by setting IsChecked in code, which makes WPF drop the
binding (stackoverflow 7376373; the same trap measured in 50980687/57275046).

The Circle option stays hidden where CanToggleClipShape is false, so the circle
is still not offered in the vertical Chat layout.

Guard: ytLive.Tests/PropertiesHierarchyTests.cs - the model half (Rect by
default, pick circle, pick rect, the locked Chat layout refuses the circle) and
the panel half (the Shape title owns both options, the circle is the gated one,
the hint is indented and follows the row, every titled block's content is at
10px, Strength at 20px). 432/432 green, 0 warnings.
2026-10-21 19:58:28 -07:00
gramps 2273d20160 TASK 58: the properties panel wears the theme (no more light-system chrome)
The creator asked why the Stream Alerts "Display" drop-down was not in the same
style as the other drop-downs. It was never given the theme's YtComboBox style -
only a hand-painted Background/Foreground. Setting colours changes the paint, not
the template, so WPF still drew the light system ComboBox (grey border, system
arrow, white popup list) on top of the dark panel. The chat Font drop-down was a
copy of the same mistake, and every check box was the light system one.

The sweep of the whole properties panel (then the app):
  - ComboBox x2 (chat Font, alert Display) -> YtComboBox, hand-painted colours gone
  - TextBox x16 in the properties panel -> YtTextBoxCompact (new, BasedOn YtTextBox:
    11px / padding 4,2 - the panel is dense, the full 13px box would double it)
  - CheckBox x2 (chat) + x3 (preview broadcast) + x1 (socials dialog) -> YtCheckBox
    (new: a 14x14 rounded box + tick path, accent fill when checked)
  - the layer-rename field -> YtTextBoxCompact via BasedOn, still borderless
  - buttons, pills, sliders: already themed, untouched

The sweep also killed a typo'd foreground (#e0d0e0 for #e0e0e0) and the only
remaining hand-painted colour is the deliberate dimming of the two read-only path
fields.

Guard: ytLive.Tests/PropertiesStyleTests.cs (the ONE Good Dog test) parses the app
XAML and fails if an unstyled drop-down, check box or properties field comes back.
431/431 green, 0 warnings.
2026-10-21 19:46:25 -07:00
gramps 3a77662a95 vv webcam Unit 2: the Chat scene in the vertical tier - rect only, tile or one whole 607x540 area
The creator's locked table (2026-10-17) gives the Chat scene its own rules in
the 9:16 tier: RECT ONLY - the circle option is not offered - and a size that
is either the normal small tile or ENLARGED to fill one whole 607x540 area
(top or bottom). Unit 1 shipped the per-scene placement; this unit is the Chat
scene's own variant of it.

The rule lives on the MODEL, not on the button:
- Models/SceneElement.cs: ClipShape and ToggleClipShape() are now virtual.
- Models/WebcamSceneConfig.cs: VerticalShapeLocked (set per scene by the VM)
  OVERRIDES the ClipShape property, so no writer can slip a circle in - the
  toggle, the Shape button and the placement swap all go through it. The lock
  is cleared BEFORE the 16:9 layout comes back, so the desktop shape returns.
- ViewModels/MainViewModel.Webcam.cs: CanToggleClipShape (the circle is NOT
  offered in the vertical Chat layout - the Shape button disappears, it is not
  merely greyed out), IsChatSceneCamera, ResizeWebcamInVerticalTier.
- Models/VerticalCameraLayout.cs: FillsArea (the "enlarged" state, derived -
  no new column) and SizeFor - the Chat camera's TWO sizes, the tile or the
  whole area, whichever is nearer the requested width, so the resize handle
  has two detents instead of any size in between.
- An enlarged camera FILLS the area its centre is in (top or bottom), so
  dragging it up/down swaps the areas.
- The Chat camera is auto-tiled like the Live one when the vertical tier is
  picked - otherwise the vertical chat stream has no camera at all.
- Controls/PreviewPane.xaml.cs: the resize routes through the VM; the drag
  assigns, lets the model clamp into the band, then snaps (so the enlarged
  camera can be dragged from the top area to the bottom one).

Test: ytLive.Tests/VerticalChatCameraLayoutTests.cs - the ONE Good Dog test for
the unit: the vertical tier is picked -> the Chat camera comes into the band as
a small RECT tile -> the circle option is not offered and cannot be set even on
the model -> dragged up and enlarged it fills the TOP area exactly -> back to
16:9 the desktop layout is restored exactly and the circle option is offered
again. 430/430 tests pass, 0 warnings.

Research (the creator's table is the established practice, not our invention):
- Streamlabs' vertical guide: "splitting the screen in half horizontally,
  placing the camera feed in the top half and the main content on the bottom
  (or vice versa) may be the bet", and a just-chatting vertical wants the
  camera "to take up most of the screen"
  (streamlabs.com/content-hub/post/overlays-vertical-and-horizontal-streaming)
- Bloopbot's vertical overlay docs describe the same per-layer model we use at
  scene granularity: "move or resize a layer on Vertical and it stops being
  Auto-placed. It keeps the place you gave it, and the horizontal layout is not
  touched" (bloopbot.com/docs/vertical-overlays-twitch-dual-format) - our
  swap-at-tier-change, stored per scene.
- Landmine recorded: "about the bottom 560 px of the vertical video can be
  covered by Twitch's chat and player controls on phones" (Bloopbot) - the Chat
  camera's enlarged BOTTOM area may be half-hidden by the platform chrome;
  TASK 53's safe-zone work decides that.

Memory in the same commit: ai.md (the Chat rules, the shape lock, the tests),
TASKS.md + TASKS/task-57-vertical-camera-layout.md (TASK 57 complete), HANDOFF.md,
MyMistakes.md (3 recipes: lock the model property not the UI button; two detents
for a discrete size set; the edit tool cannot match an oldString with an em
dash), Models/ViewModels/Controls index rows.
2026-10-21 19:23:29 -07:00
gramps 6be062c45f vv webcam Unit 1: the vertical (9:16) tier keeps its OWN camera placement per scene
The vertical tier is a centred band crop of the SAME 1920x1080 master (band x
656.25, w 607.5, h 1080), so the 16:9 camera placement (x~1408) falls outside the
cropped window and the creator is simply not in the vertical stream. Each scene
now keeps its own vertical position, size and shape; switching back to 16:9
restores the desktop layout exactly (the creator's locked table, 2026-10-17).

Geometry only - NO render-path change. The preview and the compositor both read
the element's own X/Y/W/H + ClipShape, so the tier switch swaps the LIVE geometry:
- Models/VerticalCameraLayout.cs (new): the pure math - the band, its two 607x540
  areas, the six spots (top/bottom x left/centre/right), the 32px inset and the
  270x152 default tile (480x270 in the 1080x1920 output) in the bottom-right spot,
  the corner the 16:9 default webcam uses.
- Models/WebcamSceneConfig.cs: the vertical placement lives in seven additive
  columns (VerticalX/Y/Width/Height/ClipShape/RectWidth/RectHeight; NULL = "this
  scene has no vertical placement yet"). The 16:9 layout stays in the old columns
  and is parked in the transient Landscape* fields while the vertical tier is
  live; Begin/EndVerticalLayout + CommitLiveLayoutToVertical do the swap. The
  X/Y/W/H overrides clamp every write into the band - outside it the camera is
  invisible in the vertical output.
- Models/SceneElement.cs: X/Y/Width/Height became virtual so the derived element
  constrains every writer (drag, resize handle, typed fields) in ONE choke point
  instead of three writers each re-implementing the rule.
- ViewModels/MainViewModel.Webcam.cs + .Streaming.cs: IsVerticalTier/VerticalBand,
  ResolveVerticalCameraLayout(s) (the tier swap), MoveWebcamInVerticalTier /
  SnapWebcamInVerticalTier (the six-spot snap, by the tile's centre),
  EnsureVerticalCameraLayout; ApplyStreamQuality is the tier-change hook. The
  Live scene gets its small tile automatically on the first vertical switch (the
  vertical stream would otherwise have no camera at all); the other scenes keep
  their 16:9 placement until the creator drags them into the band.
- Controls/PreviewPane.xaml.cs: the drag/resize route through the VM snap under
  the vertical tier instead of free-floating over the master.
  Controls/LeftPanel.xaml: the webcam properties gained a Geometry section
  (X/Y/W/H) for the manual entry the creator asked for, bound to the LIVE
  placement, gated on the VM's IsWebcamSelected (NOT SelectedElement.IsWebcam -
  the TASK 51 test finds that panel by binding text and would match twice).
- The store: seven guarded ADD COLUMNs, the INSERT/SELECT extended, and the
  X/Y/W/H/ClipShape columns stay the 16:9 layout - while the vertical tier is
  live the save writes the parked values there and the live ones into Vertical*.

Test: ytLive.Tests/VerticalWebcamLayoutTests.cs - the ONE Good Dog test. The
vertical tier brings the Live camera INTO the band as a small tile; dragging it to
the top-right lands it top-right inside the band; back to 16:9 the desktop layout
is restored exactly (1408/778/480x270); both placements survive a save + reload.
Full suite 429/429, 0 warnings. LayerReorderPersistenceTests.RealMouseDrag fails
ALONE on a clean tree in this environment - pre-existing flake, proven by stashing
this work, not a regression.

Derivative work: OBS has no built-in per-aspect-ratio layout storage - the
maintainers' answer is "create a second scene and add the scene you want to send
as source" (obsproject.com/forum/threads/161307) - and Streamyard's dual-aspect
guide says the same ("no built-in way to store separate layouts per aspect ratio",
so you rely on manual workarounds and plugins):
https://streamyard.com/blog/dual-aspect-ratio-streaming-tool
Our per-scene, per-tier stored placement, resolved on the tier change, is the
step past both.

Memory in the same commit: ai.md (new section), TASKS.md + TASKS/task-57-*.md
(Unit 1 shipped, Unit 2 = the Chat scene still open), HANDOFF.md, MyMistakes.md
(the per-tier geometry-swap recipe, the binding-text panel trap, the store's
webcam-identity rule) and the Models/Services/ViewModels/Controls index rows.
2026-10-21 08:58:24 -07:00