# HANDOFF — 2026-10-10 (desktop-"lock" fix local, uncommitted) ## At a glance - **Branch** main (no feature branch). Pushed through `5685c5d`; everything after is local, **not pushed** (push at the creator's call). - Three work units in the working tree: (1) the desktop-lock fix below, (2) the TASK 51 webcam unit, (3) the creator's pinned-chat unit. Do NOT mix them in one commit. ## Branch - main (no feature branch). Pushed through `5685c5d` (TRAX toggle); everything after is local, **not pushed** (push at the creator's call). ## New work unit (this handoff) — READY TO VERIFY, do not commit yet - **Fix** for the "desktop is locked once the app starts" report — `MainWindow.xaml.cs` + `ViewModels/MainViewModel.Background.cs` (`ShowActivated = !FullscreenGameRunningNow`, see `bugs.md` entry 2026-10-10). Scope-locked files: `MainWindow.xaml.cs`, `ViewModels/MainViewModel.Background.cs`, `ViewModels/MainViewModel.cs` (detector seam line), `ytLive.Tests/DesktopLockTests.cs` (new), `bugs.md`, this file. - **Regression tests:** `DesktopLockTests` (3 tests) drive the rule through the NEW `FullScreenDetectorOverride` test seam (the same seam pattern as `WindowEnumeratorOverride`) — no real Win32 foreground state is touched: full-screen game at launch ⇒ `ShowActivated=false`; normal launch ⇒ still `true`; `FullscreenGameRunningNow` reflects the detector. Full suite **422 passed / 0 failed / 0 warnings**. Real-app reproduction still deferred to the creator. - **To commit later (this unit only):** the two code files + the two memory files listed above. - Verify with the creator first: launch while an exclusive-fullscreen game is the foreground — the game must stay live and the app must open behind/alongside it without focus steal. ## Dirty files — split by ownership - **This work unit (COMMIT these):** `Services/BackgroundEffects/MaskSmoother.cs` (new), the smoother wiring in `Services/CameraManager.cs`, `ytLive.Tests/CameraManagerTests.cs` (new integration test), and the same-commit memory updates (`Services/index.md`, `ai.md`, `TASKS/task-51-webcam-bg-effects.md`, `TASKS.md` row 51, and this file) — all ship in the SAME commit. - **NOT mine — do NOT commit:** the in-flight "pinned chat" work unit (`Models/YouTube.cs`, `ViewModels/MainViewModel.Chat.cs`, untracked `Helpers/RelayCommandGeneric.cs`, and **its hunks in `Controls/LeftPanel.xaml`** — only the webcam-properties region is TASK 51; the pinned-chat hunks stayed unstaged/untouched), plus the creator's untracked `Assets/llamacasty*` art. - ⚠️ Pre-commit: `scripts/verify.sh` runs `scripts/scope-check.sh` against ALL working-tree changes — the not-mine files WILL flag. Pass them to the script as declared-known (checksums unchanged since `5685c5d`) or let the script's output be reconciled before committing. ## What just happened — two commits 1. **Jitter fix (`3057069`) — `MaskSmoother`**: per-session blend 0.75×new + 0.25×previous at the ONE worker (`CameraManager.RunEffectWorker` → `session.Smoother.Smooth(TrySegment(source))`). State on `CameraSession`, NOT the segmenter (shared app-wide, contract-pinned to raw output). Null resets history; first frame passes through; never aliases caller's array; ping-pong buffers (no per-frame LOH alloc). Weights: OBS obs-backgroundremoval 0.85 default, Jitsi 0.7/0.3 best (0.5/0.5 smears). Test `Temporal_Smoothing_Damps_Segmentation_Jitter_Across_Frames`: x=6 → first 255 / smoothed 58 / raw-unsmoothed 0. ⚠️ Gotcha: worker guards a re-queued identical frame reference — pump frame2 as a NEW instance. 2. **Blur "heavy" fix (this commit) — quadratic radius**: `BlurRadius(strength)` = 1 + 5·s², `MaxBlurRadius` 12→6 small px (≈ 24 full px max). Default 0.5 = 2 small px (was 6 under the old linear curve) — ~3× lighter spread. Rationale: StreamFX defaults Box blur Size to 5, author stops downscaled blurs ~8px. Test `Blur_default_strength_is_gentle_and_full_strength_is_strong` pins the mapping and step-edge behaviour (reach 9px default vs 26px max). Point-source probes vanish below the 0.5 rounding (3 box passes dilute a spike) — use a step edge, not a spike, to measure blur. ## Next step - Creator verifies the desktop-lock fix: while THE DIVISION 2 (or any exclusive-fullscreen game) is the foreground window, launch the app — the game must stay live and the app must not yank focus. Also confirm a normal launch is unchanged. Then I can commit the unit and run the full suite when the mouse is free. ## Tests - Full suite **422 passed / 0 failed / 0 skipped / 0 warnings** (2026-10-10; includes the 3 new `DesktopLockTests`). Known env flakes remain `Mix_HonorsProviderGains…` (fails while system audio plays) and `RealMouseDrag…` (needs an idle desktop). ## Also still open - **Vertical-format regression (STALE, not fixed):** 1080p60 vertical selection no longer shrinks the capture border in the preview. Mechanism mapped (see prior summary): the crop Rectangle `Controls/PreviewPane.xaml:319-322` bound to `OutputRectX/Y/W/H` + `IsOutputCropped`, driven by `MainViewModel.Streaming.cs` `ApplyStreamQuality` from `SelectedQuality` (binding + ctor only, `new("Vertical 1080p60", 60, 8.0, 1080, 1920)`), `DimRects` in `MainViewModel.cs:91-94`. Root cause unknown — paused. - **Vertical recording file closed:** the recording itself is 1080×1920 60fps correctly; the "whitespace" was the app's preview UI, not the file. Audio loudness (`ebur128`) for the private video was never run and the thread is closed unless the user reopens it. - Blur-heaviness = fixed (above). Yellow-border regression = stale thread. - ⛔ Sudo password rotation pending (user; then update both password lines in `CREDENTIALS.md`). - TASK 56 secret scan before `gramps/LlamaCasty` goes public. TASK 55 disk hygiene queued. ## Tests - Full suite **416 passed / 1 known env flake** at `5685c5d`; the new smoothing test passes standalone (1 test run, Duration < 1 s after warm). 0 build warnings. Known environment flakes: `Mix_HonorsProviderGains…` (fails while system audio plays), `RealMouseDrag…` (needs an idle desktop).