Add Live Chat and Logs tabs to the non-edit left panel. Expose a bounded process-local AppLog feed so the newest messages appear first without importing earlier startup.log contents or changing file logging.
Ref: https://obsproject.com/forum/resources/understanding-obs-studio-log.473
Model the AlertBox and standalone ticker with shared settings; scene tickers render the in-memory active and queued events without saving history. Keep AlertBox content active-event-only.
Ref: https://obsproject.com/kb/obs-studio-overview
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
The earlier pass checked wiring only; this is the typography sweep. Raw Foreground/FontSize
labels are gone from the elements panel:
- Opacity, Timer (minutes) and URI are headings above their control (PropertyHeader), with the
control row on the panel's 10px indent — the same shape as Border Thickness/Opacity.
- Scroll speed, scoreboard Opacity/Text size and their value readouts are PropertyFieldLabel.
- The drag hint and the scoreboard sign-in note are PropertyHint.
- Simulate (dev) keeps its orange, gains the field-label typography.
- Edge, Text colour and Background were PropertySubHeader/SubHeader: ONE heading rank now, so
PropertySubHeader and the legacy SubHeader are deleted from Themes/Controls.xaml.
- DeveloperPanel — the last panel with raw typography and an unstyled CheckBox — now uses the
same styles, and PropertiesStyleTests accepts PropertyPillCheck (the guard went stale when
every check box became a pill switch). 18 tests pass; Release 0 warnings.
The brand exemption for the universal blur put a BrandLogoOverlay above the blur host while the
canvas ItemsControl kept drawing the same element, so two logos sat on top of each other.
- The canvas presenter for a brand logo is collapsed: BrandLogoOverlay is the only render, and it
now carries the element's Opacity so the canvas copy is not missed.
- Hit-testing follows the eye: a click inside the logo's bounds selects the logo, because it is the
topmost layer in the compositor too. Without that you saw the logo on top and grabbed the webcam
underneath it.
- SelectedLayerPreviewHitTestingTests updated to the new contract (collapsed presenter, logo wins
its bounds, list selection still works). 3 tests pass; Release 0 warnings.
Creator request: a sound-byte browse + label under Built-in video, with an option to loop the
sound while the clip plays. The video itself is always one pass to completion.
- Source gains AlertAudioPath and AlertAudioLoop, persisted (column + migration + INSERT +
SELECT + reader, the whole chain — that chain is where the blur crashed once).
- The sound byte plays through MediaPlayer on the default output device; MediaEnded re-seeks to
zero while looping, and StopClip kills it so a tail cannot bleed into the next alert.
- The clip's OWN soundtrack moved off the mixer and onto the device as well
(Services/Audio/AlertAudioOutput: one WaveOutEvent + buffered float provider).
Why the move: the creator asked that alert audio — the clip's track or the added sound byte —
appear in the desktop sound bar. Only audio that reaches the default device is picked up by the
WASAPI loopback that feeds both the meter and the stream. The old EnqueueAlertAudio route put the
sound in the stream but left the meter flat and the room silent.
Tests: the sound byte and its loop flag round-trip through SQLite, and a fresh alert layer starts
with no sound byte and no loop. Release 0 warnings.
Creator rulings, 2026-11-01.
- Master strip is 44px (from 36) and its meter is now the largest on screen: 420x14 with 32
segments, centred under the preview, with a 12px MASTER label — bigger than the 9px bay
labels. L/R imbalance is a flag on the left, MONO and the session clock on the right.
- The kbps / fps / dropped counters are gone from that line: the live readouts already sit
above the preview, and the duplicate was noise rather than telemetry.
- TRAX is its own bay (MIC | GAME | TRAX | LIP-SYNC) with its own meter bound to
TraxMeterFraction. It lived inside the game bay with no ladder, which meant whether the bed
was actually playing could not be answered from the dock — and the player already measures
its own output.
- Lip-sync is narrow (0.45 star) since it is one slider and three presets; the three sound bays
are equal width, so their meters keep the same relative size.
AudioDockLayout moves with it (156 = 112 + 44; collapsed 44) and the layout test is updated.
TraxBayTests now asserts the opposite of the old ruling: the bay HAS a meter, and the game bay
no longer carries it.
The blur is universal, so it would swallow the logo along with everything else. The compositor
now defers every visible brand logo: skipped in both element loops, blitted immediately AFTER
the blur group, before the flash/social/ticker overlays. One logo per scene, so it is cheap.
Preview mirrors it: the staged scene's brand logo is drawn above the blur host (StagedBrandLogo),
so what you see in the editor is what the encoder gets.
Test: a blur covering the logo's area leaves the logo's pixels exactly white while the coloured
background beneath it blends.
The Blur item's Visibility is bound to CanAddBlur, which depends on the staged scene. The scene
setter never raised it, so the binding evaluated once (collapsed) and stayed collapsed for the
session — build 1082: the option simply wasn't there.
StagedScene now notifies CanAddBlur, with a test that pins both halves: Live true, Chat false,
and a notification on every staged-scene change.
LayoutStore.Load threw ArgumentOutOfRangeException on GetOrdinal("BlurAmount") during the
MainViewModel constructor, so the app died at startup rather than when a blur was used. The
migration adds the column and Save writes it; the reading query still listed its columns
explicitly and BlurAmount was missing from that list.
Adds LayoutBlurPersistenceTests: a blur saved and reloaded, asserting the amount and geometry
survive. That is the test that should have existed with the feature — the startup path it
covers has no other guard.
Creator request 2026-11-01: a layer that hides part of the desktop from viewers. Box or circle,
drag/resize like any layer, one strength slider, several allowed.
**Z-order is policy, not preference.** `AddSource` inserts a blur directly above the background
and therefore below the brand logo, and `OnSceneElementsReordered` pushes any blur that ends up
above the brand back down. Nothing else in the app can move it into the brand's way.
**Overlap = the strongest single blur, never a stack.** `SceneCompositor.ApplyBlurLayers` collects
every visible blur the first time one is reached in the z-order, sorts them strongest-first, and
shares one coverage map: a pixel already covered by a stronger blur is skipped. Blurring
back-to-front would have produced something stronger than any slider setting allows, which is
exactly what was ruled out.
**One blur curve, shared with the webcam.** `RegionBlur` carries the constants the webcam blur
already used — downscale 4, radius 1–6 downscaled px, `RadiusFor(strength)` — and
`BackgroundEffectProcessor` now delegates to it instead of holding its own copy. The layer's
slider is the same 0–1 scale with the same 0.5 default, so "half strength" means the same blur in
both features. Cost is proportional to the blur's own rect, not the frame.
**Live scene only**, enforced in `AddSource` as well as the (+) menu (`CanAddBlur`), so a stale
menu item or a scripted call cannot plant one on BRB. `ElementKind.Dynamic`, so it is never baked
into the static base and every render path gets it — pump, preview, thumbnails, scene dump.
Persistence: `Source.BlurAmount` column + migration; shape rides the existing `ClipShape`.
Properties panel: Box | Circle plus the strength slider, gated on `IsBlurSelected`.
4 tests: outside the mask is byte-identical, inside loses its hard edges, a circle leaves its
box corners alone, and two identical stacked blurs equal one (the coverage map). Release builds
at 0 warnings.
Creator directive, 2026-11-01. Settings stopped being a centred modal.
- **Drawer** (Controls/SettingsDrawer): hosted in PreviewPane's pull-out stack, 320px, the same
animated-width pattern as Stream Settings / YPP / Socials / TEST, opened by the gear rail tab
on a single left click. SettingsDrawerOpen is exclusive with the other four, both directions.
This also removes the modal's MaxHeight-700 scroll problem for good: the drawer is the height
of the preview.
- **Categories**: headings with controls indented beneath them. Zoom now owns *Zoom view shape*
(Circle / Phone / Tablet) and *Zoom box follows*; Recordings, Brand logo and Scene transition
are their own categories.
- **The app menu moved to the LlamaCasty wordmark** (right-click → Report Bug / Feature Request /
About). Left-click still opens About. The gear tab no longer carries a menu at all, so clicking
it does exactly one thing.
OverlayHost keeps only the Bug / Feature / About panels; its brand-logo handlers and the dev-panel
injection moved with the settings block. BrandLogoPreviewTests follows the control (same assertions,
new path). Release 0 warnings; 15 tests pass across brand logo, zoom, entitlement and preview
history.
Two creator directives, 2026-11-01.
**Ctrl-down dismisses an open zoom box.** Window-level PreviewKeyDown, so the same hand that
opened it can put it away. It cannot cancel itself at creation: Ctrl is already held before
the right-click that makes the box, so the keydown fires while nothing is open.
**Follow mode, default Anchor.** A PillToggle in App Settings ("Follow the box"), persisted
as Zoom.FollowBox. Off — the default — keeps the 2026-10-08 model: the capture stays on the
clicked point and dragging only moves the box over it. On, UpdateZoomMove re-anchors the
capture to the box centre (half the box's size, clamped per axis), so the magnifier shows
whatever it hovers. Flipping to Follow while the box is open snaps it immediately.
Three tests: anchor drags leave CaptureX alone, follow moves it to the expected quarter-offset
centre, and the setting round-trips through LayoutStore (tested against the store, not via two
view models — two live VMs fight over the temp DB, which is a fixture problem, not a bug).
Both new test classes share a collection tag: MainViewModel.LayoutPathOverride is static, and
xUnit runs classes in parallel, so without it the two view models collided (one failure in a
combined run, clean when run apart).
Release build 0 warnings; 14 tests pass across zoom, entitlement and preview history. Debug
build is blocked by the running app (PID 47388) — close it and the exe updates.
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.
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.
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.
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.
Creator's defaults: white text, Background ON (black, 20%), speed capped at 200 px/s, text size shown
in real pixels, and "plate" dropped from the label.
The important find is underneath those: `ScoreboardStyle` is a record STRUCT, and `new
ScoreboardStyle()` zero-initialises — it does NOT run the constructor's parameter defaults. So the
shipped strip had null text colour, NO background and zero opacity, whatever the source said. That is
why the Background checkbox and the opacity slider looked like they had no code behind them: the
renderer was faithfully drawing the zeros it was handed.
An explicit parameterless constructor now carries the real defaults, and the renderer test asserts
them (white / on / black / 0.20 / max speed 200) so this class of silent-zero cannot return.
Readouts fixed too: the opacity and text-size setters never raised their own property, so the numbers
never moved while the render did. Text size now reads "24 px" instead of a bare slider value, and
snaps to whole pixels.
The marquee now has the dial it needs. `ScoreboardPresenter.PixelsPerSecond` is the single owner of
the range (20-400, default 120), the layer's properties expose it with a live px/s readout, and the
value is persisted as Scoreboard.ScrollSpeed because it is a READABILITY choice — re-dialling it
every launch would be a tax on the creator who needs the strip to be readable.
Advance() still takes an optional override so tests can drive exact distances.
Guard: the presenter test proves speed is real (same elapsed time, twice the speed, different
window) — not a value that is stored and ignored — and the panel test pins the control, its range
and the persistence key.
Creator, plainly: "the entire point of a ticker is to tick… so, tick." The static strip was my
reading of an earlier exchange; it is gone.
How it ticks without becoming the compositor's most expensive layer:
- `ScoreboardRenderer.RenderRun` rasterises the run ONCE per value change at its natural width plus
a gap.
- `ScoreboardPresenter` crops a 1920-wide window at a moving offset each tick — a row-wise byte
copy, no text layout, no re-raster.
- `TickScoreboard` runs on the existing 30 Hz meter clock and only while the strip is shown, so a
hidden or disabled scoreboard costs nothing.
The dev simulation uses the same path, so what is previewed is what ships.
Test updated to the real contract: no tick → identical pixels; a tick → different pixels; a value
change → re-rasterised run. (The old test asserted frame-instance identity, which a cropped window
can never satisfy.)
Reported: the ticker was painting OVER the socials. The coupling rule existed and was tested
(ScoreboardLayout.ResolveEdges) but nothing ever CALLED it — the strip's Y still came from its own
preference, so both bars landed on the south edge.
Now the resolution runs at publish time: the social bar keeps its side, the scoreboard takes the
other one, and its Y follows from that edge. The pair re-sorts whenever the social bar moves (the
preview click-toggle) or shows/hides, because the rule is "resolve from what is visible", not a
stored pairing.
The layer also gains an Edge preference (Top/Bottom) in its properties, labelled "socials take the
other" — a preference, never a claim on an occupied edge.
Also stabilised the opacity assertion: it samples a plate-only pixel 5px from the left edge instead
of the first semi-transparent pixel it finds (which could be anti-aliased text).
Four reports, three causes:
1. "Background plate has no code behind it" — the plate COLOUR and OPACITY controls were disabled
until the plate switch was on, which reads as dead controls. They are always settable now; the
switch is what decides whether a plate is drawn.
2. "Opacity doesn't work" — proven in the renderer test: 20% and 80% produce alphas of ~51 and ~204,
so the slider reaches the pixels. What was actually wrong was the box.
3. The strip's BOX was fixed at 56px while a wrapped strip renders taller — the frame was scaled
into the box and looked squashed/clipped. The source's width/height now follow the rendered
frame, and its Y follows from the edge.
4. "Simulate (dev) should override Show the scoreboard" — it does: the preview gate is
(_scoreboardEnabled || _scoreboardSimulate), so the dev toggle works even with the product
setting off.
Not changed: the strip is STATIC by design (all enabled facts always visible, wrap rather than
scroll). If scrolling is wanted after all, that is a presentation mode to add, not a fix.
"Clicking on everything produces no visible effect" — the cause was upstream of the controls, and it
is the same defect as the invisible alert box (TASK 47):
- `Source.DisplaySource` returned `VideoImageSource` only for ChatBox / WebSource / MediaSource /
AlertBox. The scoreboard's frame was rendered and published, then never displayed.
- the preview's Image has a per-type Visibility trigger for each of those and none for IsScoreboard,
so even a correct DisplaySource would have stayed collapsed.
Both are fixed, and the layer test now pins the frame-source list AND the trigger so the pair cannot
drift apart again.
Dev-only affordances are ORANGE from now on (creator ruling): "Simulate (dev)" is a TextBlock in
Brush.Attention, so a development control can never be mistaken for product. The panel test pins the
colour.
Creator (2026-10-30): in dev mode the "Show the scoreboard" option must always be available.
The block's gate becomes CanUseScoreboard = IsConnected || IsDevelopmentBuild. Signed-out Release
still shows the inert block with its "sign in" line; a DEBUG build is fully usable, so the strip can
be toggled and previewed before there is an account. IsConnected raises it, so signing in flips it
live.
Guard: ScoreboardPropertiesTests now asserts the CanUseScoreboard gate (enabled AND hint), and the
VM surface list includes it.
Creator (2026-10-30): pre-1.0, use DEBUG — add a toggle that simulates the ticker so the strip can
be SEEN and its compositing verified before a real stream.
The sample travels the REAL ScoreboardRecorder a stream uses (one new member, a gift of three, a
milestone, a $12.34 Super Chat), so what the preview shows is exactly what live events produce — a
fake renderer would prove nothing. Toggling off clears to an empty session, so the empty state is
visible too.
Debug-gated at COMPILE time: `DevelopmentBuild` is a const true in DEBUG / false in Release, and the
checkbox binds its Visibility to it. A shipped Release build therefore has no dev control at all,
rather than one hidden by a runtime flag.
Guard: ScoreboardSimulationTests — the sample lands all four tallies through the recorder, off clears,
and the panel + const pair exist in the Dual (DEBUG/Release) form.
The scoreboard is fed by the signed-in channel (chat events + channel stats), so offering its
switches to a signed-out user is a dead control. The whole block now binds IsEnabled to IsConnected
and shows one line — "Sign in to YouTube to use the scoreboard." — instead of looking broken.
Nothing extra is needed to re-enable: IsConnected already raises on sign-in/out, so the block
comes alive the moment the session lands.
Guard: ScoreboardPropertiesTests asserts the IsEnabled binding, the signed-out hint and that the
hint is gated by the inverse converter.
Creator: "even if it's not visible, we want to avoid polling."
ScoreboardEnabled is the layer's master switch in the properties panel. Off means two things:
- the strip frame is null in every scene (per-scene eye toggles stay independent), and
- the cadence policy returns None at every phase — a scoreboard nobody can see must not spend quota.
The switch is persisted (Scoreboard.Enabled), because one that resets would quietly resume polling.
The polling gate is ScoreboardPollsEnabled: master switch AND at least one scene with a visible
scoreboard — so hiding it in all five scenes also stops the polls.
Guards: ScoreboardCadenceTests adds the switch off across live/test/recording; ScoreboardProperties
pins the checkbox and the VM surface.
Creator ruling: the Scoreboard layer exists in every scene rather than being added five times.
ScoreboardHealer.Ensure keeps exactly one per scene — healed on load like the Background and Brand
logo — so a scene can never end up with two, and 'off' is the ordinary per-scene eye toggle rather
than a delete.
It is appended as the TOPMOST layer on purpose: a full-width strip draws over the scene, and
inserting it above the background would break the Brand logo's documented invariant (directly above
the background). That choice is also why the layer-reorder test still passes untouched.
Also: a layer-list icon for the type, so the row is not blank.
Guard: ScoreboardHealerTests — one per scene, topmost, exact strip geometry, idempotent, and a
duplicate healed back to one.
Both were mine, from the scoreboard units:
- ScoreboardLayout.FitLine null-forgave tileWidths on one expression and then iterated the field
anyway; it now binds a non-null local once and uses that throughout.
- the output resolver dereferenced _scoreboardPresenter, which is assigned in InitScoreboard — it
is nullable by construction, so the resolver reads '?.' exactly like the other optional services.
Clean build, 0 warnings, scoreboard tests green.
ScoreboardCadence.Due(phase, lastAnalytics, lastSubscribers, now) is the creator's rule as a pure
function: watch hours ONLY during a live stream, every 30 minutes (Analytics answers in days and
test/record sessions have no public audience, so querying then is pure waste); subscribers whenever
the app is working, every 60 s; and nothing at all when idle.
Deliberately returns 'no poll' rather than 'analytics only' — a poll kind the poller cannot perform
is a bug waiting for a caller.
Remaining for the scoreboard: the HTTP providers behind this policy (watch hours via Analytics
reports.query, subscribers via channels.list) and the timer that calls Due(). Recorded in HANDOFF.
Scope becomes youtube + yt-analytics.readonly, with include_granted_scopes=true so an existing
session is asked for the NEW permission only. GrantedScopes records what Google says on the token
response (both the code exchange and the refresh), and HasAnalyticsScope is the flag the scoreboard
uses to offer a one-click re-consent instead of failing anonymously mid-stream.
TokenStore is unchanged on purpose: a launch-time refresh carries the scope list, so old sessions
report 'not granted' until the creator re-consents — the honest state.
The old auth test asserted 'exactly one scope'; it now asserts the new DECISION (two scopes, no
force-ssl, analytics read-only) rather than loosening.
Selecting a Scoreboard layer now shows its settings, using the app's own widgets only:
- eight fact checkboxes (subscribers, watch hours, Super Chats, new members, milestones, last member,
last Super Chat, last gift)
- text colour and plate colour via YtComboBox over BorderColorPalette (the app's one palette —
TASK 63's rule: a picker IS the app's drop-down, never a hand-built menu)
- plate on/off, plate opacity, text size 14-24
Every change pushes through the presenter (SetStyle/SetTiles) and repaints the strip, so the preview
and the output follow immediately. One look per layout, stored on the view-model: the scoreboard is a
single billboard, not eight independent widgets.
Guard: ScoreboardPropertiesTests asserts the panel is gated on SelectedElement.IsScoreboard, binds
all eight facts and the four look controls, uses YtComboBox/YtCheckBox only, and that the VM surface
exists for each name (a typo would otherwise bind to nothing in silence).
Adds SourceType.Scoreboard with the same per-scene eye toggle, drag and presence as every other
element — 'prominent on BRB, dialled back on Live' is geometry, not a second mechanism. Default
geometry is the strip: 1920 wide, 56 tall, bottom edge.
The output resolver returns the presenter's cached frame exactly like the chat box and alert box do,
and every session start clears the tallies. Preview publication writes one shared WriteableBitmap on
the UI thread (the pump thread must never touch one), refreshed only when a displayed value moves.
Guard: ScoreboardLayerTests pins the enum member, the geometry constants, the resolver case and the
session hook, so the layer cannot quietly become a special widget.
ScoreboardTiles decides which of the eight facts appear and shapes their text (money uses the
session's dominant currency and flags a second one rather than converting; watch hours carry
'as of {date}' because Analytics is a daily aggregate). Tiles are OPT-IN, so 'None' really means the
layer draws nothing, and 'Default' is the six session facts.
ScoreboardPresenter owns the raster cache: ScoreboardRecorder.Changed fires only on a visible change,
so the strip rebuilds only then — a per-tick raster would be the compositor's most expensive layer
for identical pixels.
Guard: ScoreboardPresenterTests asserts the cache identity (same instance when nothing moved, a new
frame when a value moved, reuse when a recipient-side gift event arrives) and that an empty selection
returns no frame at all.
Rasterises enabled tiles into one straight-alpha BGRA frame: measured widths -> FitLine (shrink,
then wrap, never scroll) -> centred lines with dim separators, over an optional rounded plate whose
colour and opacity are the creator's knobs. Uses OutputPalette.Sans (bundled Inter) because on-stream
text wears the app's typefaces.
Static by design: it takes plain strings, so the caller caches the frame and only re-rasterises when
a value changes — a strip that re-rendered every tick would be the compositor's most expensive layer
for no benefit.
Guard: ScoreboardRendererTests paints real frames and inspects pixels — plate colour AND opacity,
text colour reaching glyphs, plate-off leaves the area transparent, and an empty tile set returns no
frame at all.
ResolveEdges: the strip and the social bar are a coupled pair that own opposite edges whenever both
are visible; the social bar keeps its choice and the scoreboard is pushed to the other edge. Hide
either and the survivor keeps its own preference — so hiding the scoreboard frees the social bar,
which is what 'resolved at render time' has to mean.
FitLine: takes MEASURED tile widths (the renderer measures with FormattedText; a guessed character
width would make the fit lie for a long handle), keeps full size when it fits, shrinks above the
14px legibility floor, and only then wraps — never scrolls, because a reader cannot wait for the
fact to come round.
ScoreboardRecorder owns the one scope the numbers promise. StartSession resets and marks running;
Record ignores everything outside a session (a stale tally from the last stream is exactly the
'today' lie this design avoids); EndSession freezes the numbers but stops them moving, so an End
screen can still show them. Changed fires only when a displayed value actually moves, which is what
keeps the strip's raster cache honest.
ScoreboardState folds the six live-chat event kinds into the numbers a creator puts on screen:
last member, last Super Chat, last gift, members gained, milestones, and session money per
currency. Scope is the running session (creator ruling): reset at start, dead at End, no
persistence.
Two rules are load-bearing:
- money is keyed by currency and never summed across them; the tile shows the dominant currency by
VALUE, so a single EUR tip cannot flip the display away from the larger USD total
- a gifted membership is counted ONCE, from membershipGiftingEvent (which carries the count);
giftMembershipReceivedEvent is the recipient's view of the same purchase and changes nothing.
The test fires five recipient events after one purchase of five and the total must not move.
Reported: no activity in the master meter.
Cause: `MasterLevel` measures the buffer the ENCODER receives, and that buffer only exists while the
mix is being pulled — streaming or recording. Idle, nothing fills it, so the master read zero while
the bays below it moved. A master that is dead between sessions is a gap in the design.
Now: while a session runs the master shows the measured mix (unchanged); idle it shows an estimate
computed from the same measured sources and the same gains the mix applies
(`MeterScale.MonitorFraction`, pure + tested). Two ladders can therefore never tell contradictory
stories about whether audio exists.
Guard: MeterScaleTests pins the estimate — silence reads zero, a quiet source at unity is visible,
two sources add, and gain is applied in the LINEAR domain like the mix (scaling the display fraction
would be a different, wrong curve).
Creator ruling (2026-10-30): TRAX is background music and is controlled separately from desktop and
mic — so KISS it:
- TRAX loses its own ladder and slider. It is one number plus ±5 dB buttons, disabled at the ends
(−60 dB floor, +6 dB ceiling).
- It STARTS at −50 dB, taken from the creator's own meter readings, and moves in 5 dB clicks. If that
proves inaudible on their setup, six clicks lands at −20 — the buttons exist for exactly that, and
`TraxDefaultDb` is one constant.
- Layout follows: Desktop's volume now sits directly beneath its ladder, and the TRAX row (name,
play/pause, level) sits beneath that, inside the GAME bay. The bays are MIC | GAME+TRAX | LIP-SYNC.
- The metering tap on the player stays (it is how "is the music producing sound" is answered) but has
no ladder of its own; the desktop bed already shows the music.
Guards updated: TraxBayTests now asserts the stepper wiring and that the row has NO SegmentMeter;
GameBayTests asserts the desktop fader sits below the desktop ladder.
Reported: pegging the TRAX fader changes nothing audible, the ladder never reaches red, and the
ladder does not scale with the fader.
Cause (two defects in the same setters):
- UserGain wrote the OUTPUT DEVICE's volume. NAudio's WaveOut ignores that, so the fader was inert.
- LocalGain (the desktop-mute follow) recomputed the sample-chain volume WITHOUT the user gain, so
every duck/mute silently discarded whatever the creator had set.
Fix: one `EffectiveVolume(user, local)` = MusicVolume × user × local, applied to the sample chain by
both setters. The meter sits AFTER that stage, so the ladder now scales with the fader and can reach
the peak band on a loud track — exactly what pegging should look like. Max user gain is +6 dB, so
"pegged" means the file at unity, not a magic boost.
Guard: MusicLevelTests pins the arithmetic (default half, pegged double, mute multiplies to zero),
that the user gain survives the mute follow, and that nothing may drive the output device's volume
again — the no-op that made this invisible.