Reported 2026-09-27: click avatar -> Change Account -> cancel in the Google chooser -> back to a signed-out app, then "cannot sign-in because the callback url was not released". Two independent defects: 1. ChangeAccountAsync ran `await SignOutYouTubeAsync(); await SignInAsync();`. SignOutYouTubeAsync -> TokenStore.Clear() -> deletes ytLlive.auth, so the working account's token was destroyed before the browser even opened. It is now just `await SignInAsync()`: success overwrites the token via the sessionChanged hook, cancel/failure keeps the current session. The explicit sign-out was never needed. 2. Abandoning the browser gives the app no signal, so the OAuth attempt held localhost:8765 for its full 5-minute timeout and a retry could not bind. A new AuthenticateAsync now cancels and awaits the abandoned attempt first. That takeover is serialised by a SemaphoreSlim: the first version cleared the in-flight marker before awaiting, so a caller arriving in that window saw a free port and raced to bind it -- reproducing the very failure it was written to prevent. My own test caught that; reasoning had "proved" it fine. Also adds an `openBrowser` ctor seam so tests never shell out to a real browser, and corrects the ai.md line that documented "Logout / Change Account -> SignOutYouTubeAsync" as intended behaviour. Test: YouTubeAuthServiceTests.RetryingAfterAnAbandonedAttempt_ReleasesTheCallbackPort Full suite 370/370, 0 warnings. Coverage gap noted in HANDOFF.md: the ordering fix has no automated test because _youtubeAuth is hardcoded in MainViewModel and ChangeAccountAsync is private. The reported cross-instance effect is NOT this cause and stays open -- no code path can sign out a second instance (per-instance TokenStore, local delete, no server-side revoke).
ytLlive
A creator-proof live-streaming and recording app for YouTube — native Windows (C# / WPF / .NET 8).
Screenshot
Design Principle
This software is so intuitive that even the most right-brained person can easily intuit and use it.
Every feature is measured against this. One-click go-live, sane YouTube defaults, visual scene building, and no dead ends — every action has a visible outcome.
Why ytLlive
OBS treats YouTube as an afterthought; SLOBS is Twitch-first with YouTube bolted on. ytLlive is designed and dedicated to YouTube livestreaming and recording, and to YouTube's specific quirks.
Account Assumption
ytLlive assumes you already have a YouTube creator account — connecting uses "Sign in with Google" to link that existing account. ytLlive does not create accounts. If you don't have a YouTube channel yet, set one up on YouTube first, then connect it here.
Audio Assumption
ytLlive uses your default microphone and desktop/game output — it never hunts for a device or contends for one. It assumes your audio is already configured and working (default input and output set, not hijacked by another app). Audio issues are a Windows/device matter outside ytLlive's scope: we don't debug, detect, or try to fix them. If it doesn't sound right, fix the system's audio settings first — it's on the OS, not on us.
Run
dotnet build # Windows only — WPF
dotnet run
Version Roadmap
v1 is the finished product (creator ruling, 2026-09-01 — there are no v1.x releases).
Everything still queueing lands in v1; anything not on the feature list is on the closed
"Out of product — permanently" list in TASKS.md — read that page before asking for a feature.
What v1 ships: the five-scene director's control surface, webcam + screen capture, media + web + text sources, chat on-stream, the social bar, mic/desktop audio with auto-duck and TRAX, local recording, variable quality tiers with auto step-down, one-click go-live + scheduling, stream resilience (auto-reconnect inside YouTube's grace, one-click back on air), built-in monetization awareness (reward capture, session reports, YPP journey tracker), Alerts — all free and ungated; the one-time license only removes the branding flash.
Structure
| Path | Role |
|---|---|
Models/ |
Scene, Source, WebcamSceneConfig, SceneElement, SceneCatalog, QualityOption, StreamConfig/Health, chat, Socials, BroadcastMetadata, Music, MicStatus |
ViewModels/ |
MainViewModel (partial classes per area) + dialogs: GoLive, CameraPicker, MicPicker, HotkeyConfig, Socials, LiveBroadcastForm |
Services/ |
YouTube (OAuth, streams/broadcasts, chat polling), LayoutStore (SQLite), capture (camera/screen-capture/media-file via FFmpeg), SceneCompositor + FramePump, FFmpeg encoder + RTMP, audio pipeline (WASAPI loopback + mic, mixer, filters, ducker, limiter, TRAX), SocialValidator, notifications, hotkeys, SceneGraph, ChatOverlayLayer |
Helpers/ |
ViewModelBase, RelayCommand, ImageCache, AppLog, TokenStore (DPAPI), OAuthCredentials, converters |
Themes/ |
Controls.xaml — the dark-theme control styles, merged once in App.xaml |
MainWindow.xaml |
Dark-theme control surface: thumbnails + central preview, two-state left panel (layers/properties ↔ live chat), top bar, footer |
Distribution.md |
GA-time plan: signing, installer, EULA, hardening — executed as TASK 36 |
Docs (memory map)
schema.md defines the conventions; ai.md is the AI/session guide;
TASKS.md is the task queue. Each code directory carries an index.md.

