All headless-testable TASK 21 decoder/mechanism slices shipped; the remaining UI picker slice (AddMedia command + file dialog + Acquire/Release + Source.MediaIsLooping -> IMediaFrameSource.Looping) is a GUI feature and is spec'd in HANDOFF for native Windows build + verification. TASKS status + HANDOFF updated.
7.7 KiB
HANDOFF — Session State
Branch / Commit State
main, working through TASK 21 (media source). Local commits ahead of
origin/main (not yet pushed — user pushes at agreed checkpoints):
a1d9751— docs: ffmpeg decode-contract verification recipe + WSL CLR boundary8f49010— TASK 21 Increment B: FFmpeg rawvideo video decoder -> VideoFramef89b9f9— docs: default-device audio assumption (README + startup log)e8ff4df— TASK 22: global audio sync offset (positive delay at the mixer out)
Prior milestones pushed through origin/main: TASK 31 (3bf053a..670fe3a), plus
the full refactor series (Commit F 3107f92, Commit G 85893ea).
What's In Flight
TASK 21 (media source) — all headless-testable decoder/mechanism slices shipped (slice 1 + 2a + 2b + 3); the remaining UI-picker (acquisition) slice is handed off below — it is a GUI feature to build + verify on native Windows.
Increment A (the Source model: MediaSourceType, SourceType.MediaSource,
MediaPath/MediaIsLooping/MediaVolume/MediaPlaybackState + LayoutStore
persistence) and Increment B (the decoder MediaVideoSource) shipped earlier.
This session:
- Refactored
Services/MediaVideoSource.csonto the newServices/IMediaFrameSource.cs(Key,FrameAvailable,Completed,StartAsync/StopAsync;Start→StartAsync,FrameReady→FrameAvailable) — behavior preserved,MediaVideoSourceTestsupdated and passing. - Added
Services/MediaVideoSourceManager.cs— app-wide decode-session ownership refcounted byMediaPath,Func<string, IMediaFrameSource?>factory seam,AcquireAsync/ReleaseAsync/ReleaseAllAsync/GetLatestFrame, frames coalesced onto the UI dispatcher onto one sharedWriteableBitmapper file,MediaFailed+PreviewBitmapChanged. Structural mirror ofScreenCaptureManager. - Added
ytLive.Tests/MediaVideoSourceManagerTests.cs(5 unit + 1 integration: single shared bitmap, coalesce-to-latest). Verified: all 10 media tests pass (5 manager + 3 reader + 1 decoder integration + 1), build 0 warnings.
Slice 1 step 4 (wire-in) shipped: _mediaManager wired in the core ctor
(path => new MediaVideoSource(path, 1920, 1080, new FfmpegLocator(), new FfmpegDecodeProcess()),
dispatched preview), OnMediaPreviewBitmapChanged sets VideoImageSource on every
IsMediaSource with a matching MediaPath, a Source { IsMediaSource, MediaPath }
case in ResolveOutputFrame feeds _mediaManager.GetLatestFrame, Source.DisplaySource
routes VideoImageSource for MediaSource, and the manager is disposed on shutdown.
Lives in the new ViewModels/MainViewModel.Media.cs partial. Verified: 14/14
media + DisplaySource tests pass, build 0 warnings.
Next (slice 1 step 4's remaining open end): no session acquisition yet — nothing
AcquireAsyncs a media path, so no frames flow until the UI picker (a later slice)
starts a session on add and releases on remove.
Slice 2a shipped: the native-FPS probe seam (not yet wired into pacing).
Services/FfmpegFrameRateParser.cs (pure — prefers avg_frame_rate= then
r_frame_rate=, rational N/N/M, unknown→null), Services/FrameRateProbe.cs
(IFrameRateProbe + FfmpegFrameRateProbe — derives sibling ffprobe.exe from
the located ffmpeg dir, reuses the IDecodeProcess seam for the ffprobe
subprocess text, null if ffprobe absent), and FfmpegLocator.ProbeFileName
(ffprobe.exe) + conditional extraction alongside ffmpeg.exe. Tests:
ytLive.Tests/FfmpegFrameRateParserTests.cs (6 pure units + 1 probe integration
via fake locator/process); FfmpegLocatorTests still green — 15/15 pass, build
0 warnings. Slice 2b shipped too: MediaVideoSource now takes optional
IFrameRateProbe? + Func<TimeSpan,CancellationToken,Task>? delay seams,
probes FPS once in RunAsync, and paces each emitted frame by 1/fps (unknown/
absent probe → no pacing). New test MediaVideoSource_PacesFramesByProbedFps
(fake probe + recording delay, one delay per frame ≈1ms). Media tests 5/5,
build 0 warnings.
Next (slice 3): loop control — SHIPPED. MediaVideoSource takes a
Func<IDecodeProcess> process factory (a single Process can't be re-Start()ed,
so each loop pass creates a fresh decoder) and wraps the decode in a
do…while (Looping) restart, keyed on the new IMediaFrameSource.Looping flag;
Production wiring in MainViewModel (media factory) now passes the factory AND
FfmpegFrameRateProbe (closing the slice-2b gap where production had no probe →
no pacing). Loop test MediaVideoSource_LoopsUntilLoopDisabled (single frame
re-emits, Completed only when loop cleared) — media tests 12/12 (6 source + 6
manager), build 0 warnings. Open: wiring Source.MediaIsLooping into
IMediaFrameSource.Looping needs a manager-level per-path loop provider — lands
with the UI picker (acquisition) slice.
Landmine: a stale testhost can lock ytLive.Tests's ytLive.dll and break
dotnet build of the test project — kill it first (cmd.exe /c "taskkill /PID N /F")
on MSB3027. Full-suite vstest hangs headless (RealAppHost/WASAPI) — only filtered
pure tests run in WSL; user verifies the GUI suites on native Windows PowerShell
(which may also hang if WASAPI startup blocks — pre-existing, not this change).
Next
- (Handed off) UI picker slice — the last TASK 21 work unit. GUI feature; build + verify natively on Windows.
- Await user push checkpoint for the pending commits (TASK 22 + TASK 21 slices below).
UI picker slice — handoff spec (2026-08-31)
Nothing AcquireAsyncs a media path yet, so no frames flow in a running app —
the decoder, manager, pacing, and loop mechanism are all shipped and unit-tested,
but a media Source has no way to start a session. Deliverables, in order:
- File picker + add/remove commands (mirror
MainViewModel.Background.cs/Trax.csOpenFileDialogusage — seeMainViewModel.Trax.cs:68). A "Media" source action opens anOpenFileDialogfiltered to video (mp4/mov/avi); on OK setSource.MediaPath, add to scene, andAcquireAsync(MediaPath); on removeReleaseAllAsync(MediaPath). OnStagedScenelayout loads/teardown, callReleaseAllAsyncfor every media path no longer present (and acquire new ones) so sessions track the live scene. - Wire
Source.MediaIsLooping→IMediaFrameSource.Looping— needs a manager-level per-path loop provider (see ambiguity: sessions are refcounted perMediaPathand shared across scenes, butMediaIsLoopingis per-Source; a scene set → the path's sessionLooping= any live reference has it on, so one scene turning it on while another shares the file is shared behaviour — pick a rule and record it). - Loop toggle + volume slider in the source context menu / inspector (TASKS 11/10).
MediaVolume/MediaPlaybackStatewiring (audio path for media is future work).
Design notes to preserve: ResolveOutputFrame reads _mediaManager.GetLatestFrame(MediaPath);
OnMediaPreviewBitmapChanged adopts the shared WriteableBitmap per path; MediaFailed →
OnMediaFailed (currently Debug.WriteLine, surface in UI). Composer scales any frame size.
Tmpl: the real-ffmpeg decode/loop/restart path is only exercised natively on Windows — first
GUI smoke test should add a short mp4, confirm it plays and previews, then crash further.
The directive (2026-08-31, user)
Rewrite the project into functional components to aid AI retrieval —
Services/ChatOverlayLayer.cs / SceneGraph.cs style (owner-state extraction),
not line-count chasing. Audio assumption is now an explicit contract (README
"Audio Assumption"): the app uses system defaults, never fights Windows device
locking, and does not debug user audio issues — OS's problem, not ours.