Files
LlamaCasty/ytLive.Tests/SceneAudioTests.cs
T
gramps c257de1516 feat(35): scenes remember the room — BRB mutes the mic on entry
591 green, 0 warnings.

- `Scene.SceneMutesMic` / `SceneMutesDesktop` are **nullable booleans**: null = leave the mix alone, so
  a scene is passive until the creator says otherwise. Schema columns added, NULL for every existing
  layout except one deliberate default.
- **Applied once when the scene takes the PROGRAM output** (`TransitionToScene`, only when live or
  recording). Staging a scene offline is auditioning, not a stream edit — the test asserts that.
- **The creator is boss:** a manual mute survives any transition into a scene with no opinion; a scene
  that does have one wins on its next entry. `SetMicMuted`/`SetGameMuted` are idempotent so a repeated
  "mute" cannot clobber the level that unmute would restore.
- **BRB ships muted** (creator spec) for new layouts *and* via a one-time migration for existing rows
  where the creator has never expressed an opinion.
- UI: two three-state checkboxes under the layers list ("When this scene goes live"), styled with
  `PropertyPillCheck` so the theme test holds.

`SceneAudioTests` covers the whole rule in one integration test: default state, offline staging does
nothing, live entry mutes, manual unmute survives a passive scene, an opinionated scene wins, desktop
untouched, and all three states roundtrip through save/reload.

Needs the creator's eye: the checkboxes are new chrome in the left panel (indeterminate = passive).
2026-11-10 11:51:21 -08:00

90 lines
3.4 KiB
C#

using System;
using System.IO;
using System.Linq;
using Microsoft.Data.Sqlite;
using Xunit;
using ytLive.Models;
using ytLive.Services;
using ytLive.ViewModels;
namespace ytLive.Tests;
/// <summary>
/// TASK 35 — the scene remembers the room.
///
/// <para>The rule the test pins, in the creator's words: a scene's audio state is applied <b>once when
/// it takes the program output</b>. `null` means "leave the mix alone", so staging a scene offline, or
/// switching to a scene with no opinion, must never undo a manual mute.</para>
/// </summary>
[Collection("RealApp")]
public sealed class SceneAudioTests
{
private readonly RealAppHost _app;
public SceneAudioTests(RealAppHost app) => _app = app;
[Fact]
public void EnteringALiveScene_AppliesItsAudioState_OnceAndOnlyLive() => _app.Run(() =>
{
var tempDb = Path.Combine(Path.GetTempPath(), $"ytLlive-sceneaudio-{Guid.NewGuid():N}.db");
MainViewModel.LayoutPathOverride = tempDb;
try
{
var vm = new MainViewModel();
var brb = vm.Scenes.Single(s => SceneCatalog.Is(s.Name, SceneCatalog.Brb));
var chat = vm.Scenes.Single(s => SceneCatalog.Is(s.Name, SceneCatalog.Chat));
// Ships muted (the creator's default), while every other scene is passive.
Assert.True(brb.SceneMutesMic);
Assert.Null(chat.SceneMutesMic);
Assert.Null(brb.SceneMutesDesktop);
vm.MicVolume = 0.8;
Assert.False(vm.MicMuted);
// Staging offline: no program output, so no audio edit. The creator is auditioning.
vm.TransitionToScene(brb);
Assert.False(vm.MicMuted);
// Live: entering BRB mutes the mic.
vm.StreamStatus = StreamStatus.Streaming;
vm.TransitionToScene(vm.Scenes.Single(s => SceneCatalog.Is(s.Name, SceneCatalog.Live)));
vm.TransitionToScene(brb);
Assert.True(vm.MicMuted);
// The creator is boss: a manual unmute survives a scene with no opinion.
vm.SetMicMuted(false);
Assert.False(vm.MicMuted);
vm.TransitionToScene(chat);
Assert.False(vm.MicMuted);
// ...but a scene that DOES have an opinion wins on its next entry.
chat.SceneMutesMic = true;
vm.TransitionToScene(brb);
vm.TransitionToScene(chat);
Assert.True(vm.MicMuted);
// Desktop audio was never told anything, so it was never touched.
Assert.False(vm.GameMuted);
// Roundtrip: the three states survive a save + reload, null included.
vm.SaveLayoutNow();
SqliteConnection.ClearAllPools();
using var store = new LayoutStore(tempDb);
var reloaded = store.Load();
var reloadedBrb = reloaded.Single(s => SceneCatalog.Is(s.Name, SceneCatalog.Brb));
var reloadedChat = reloaded.Single(s => SceneCatalog.Is(s.Name, SceneCatalog.Chat));
var reloadedLive = reloaded.Single(s => SceneCatalog.Is(s.Name, SceneCatalog.Live));
Assert.True(reloadedBrb.SceneMutesMic);
Assert.True(reloadedChat.SceneMutesMic);
Assert.Null(reloadedLive.SceneMutesMic);
}
finally
{
MainViewModel.LayoutPathOverride = null;
SqliteConnection.ClearAllPools();
try { File.Delete(tempDb); } catch { /* best effort */ }
}
});
}