A dead encoder used to run the whole stop path, so a one-second blip ended the broadcast. Now a dropped push is relaunched against the same ingest while the broadcast is still alive. - `Services/StreamRetryPolicy.cs` — immediate, +1 s, +2 s, +3 s. Minimum waits on purpose (creator ruling): YouTube's grace is short, so every second not pushing is grace spent. - `Services/StreamRecovery.cs` — the loop, with the audio pipe recreated before every attempt (its server is single-instance and unusable after the old client dies, so a naive relaunch fails on a missing input). After a push comes up it asks the API whether the broadcast survived: "complete" ends recovery as `BroadcastComplete` instead of showing a live sign over a dead stream; an API hiccup counts as recovered rather than ending a healthy session. - `FramePump.EncoderFailed` — a dead push is recoverable; a compositor fault still goes through `Failed` and ends the session, because retrying it would loop. - `MainViewModel.Recovery.cs` — wires the steps, reports each episode into the left panel alert stack (one row per episode, updated in place, log range painted), and cancels on Stop. - Alert stack polish: a rule and a gap now separate the stack from the scene layers (they read as one list before), and the licence indicator uses the creator's wording — `STEAM ID NOT PRESENT` / `Steam ID Limit: 30fps` / `Click for More Info`, becoming `STEAM ID PRESENT` / `60fps` with a close control once owned. Tests: `StreamRecoveryTests` (schedule, recover on attempt 2 with the pipe restarted each time, complete-broadcast honesty, unknown liveness, give-up, cancel, audio-restart fault), `FramePumpTests` now pin that process death raises `EncoderFailed` and not `Failed`. FAST gate: 538 passed (one documented pre-existing audio failure), 0 warnings.
142 lines
5.5 KiB
C#
142 lines
5.5 KiB
C#
using System.Collections.ObjectModel;
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using System.Linq;
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using ytLive.Helpers;
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using ytLive.Models;
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namespace ytLive.ViewModels;
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/// <summary>
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/// The left panel's alert stack (creator design, 2026-11-05): standing state on top, transient events
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/// beneath it, newest first, pushing the panel's content down. Only red rows belong here — the panel
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/// is where "something needs you" lives, so it never fills with chatter.
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/// <para><b>Row 1 is the Steam licence indicator</b> and nothing displaces it. It is pinned while
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/// higher output tiers are unavailable, and becomes dismissible — permanently — once ownership is
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/// verified. If ownership is later lost, it comes back as a pinned indicator, because that is a change
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/// of state rather than a preference.</para>
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/// </summary>
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public partial class MainViewModel
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{
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private const string SteamLicenceAlertId = "steam-licence";
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private readonly ObservableCollection<AttentionAlert> _attentionAlerts = new();
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private bool _steamLicenceDismissed;
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public ObservableCollection<AttentionAlert> AttentionAlerts => _attentionAlerts;
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public bool HasAttentionAlerts => _attentionAlerts.Count > 0;
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public RelayCommand<AttentionAlert> DismissAlertCommand => new(DismissAlert);
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public RelayCommand<AttentionAlert> ActivateAlertCommand => new(ActivateAlert);
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/// <summary>The licence indicator's text (creator wording, 2026-11-05): the limit this build runs
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/// at, plus where to find out why. Not a warning — the resolution picker explains the detail, and
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/// clicking the row opens About.</summary>
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private string SteamLicenceText()
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{
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var entitled = 30;
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if (QualityOptions.Length > 0)
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{
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entitled = QualityOptions
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.Where(option => HasProOutput || !option.RequiresPro)
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.Select(option => option.Fps)
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.DefaultIfEmpty(30)
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.Max();
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}
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return $"Steam ID Limit: {entitled}fps\nClick for More Info";
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}
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private string SteamLicenceLabel() => IsAppOwned ? "STEAM ID PRESENT" : "STEAM ID NOT PRESENT";
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/// <summary>Recomputes row 1 in place. Called at startup and whenever ownership changes.</summary>
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private void RefreshSteamLicenceAlert()
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{
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var existing = _attentionAlerts.FirstOrDefault(alert => alert.Id == SteamLicenceAlertId);
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var hidden = IsAppOwned && _steamLicenceDismissed;
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if (hidden)
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{
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if (existing != null) _attentionAlerts.Remove(existing);
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RaiseAttentionChanged();
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return;
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}
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var alert = new AttentionAlert(
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SteamLicenceAlertId,
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SteamLicenceLabel(),
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SteamLicenceText(),
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IsPinned: !IsAppOwned,
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AttentionAlertAction.About);
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var index = existing == null ? -1 : _attentionAlerts.IndexOf(existing);
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if (index < 0) _attentionAlerts.Insert(0, alert);
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else _attentionAlerts[index] = alert; // same row, updated state
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RaiseAttentionChanged();
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}
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/// <summary>Pushes an event alert. Newest sits directly under the licence indicator; older ones
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/// stack beneath, so the newest is the one nearest the eye.</summary>
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private AttentionAlert? PushAttentionAlert(string id, string label, string text, long logFrom, long logTo)
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{
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var alert = new AttentionAlert(id, label, text, IsPinned: false, AttentionAlertAction.Logs, logFrom, logTo);
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var insertAt = _attentionAlerts.Count(alert => alert.Id == SteamLicenceAlertId);
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var existing = _attentionAlerts.FirstOrDefault(candidate => candidate.Id == id);
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if (existing != null)
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{
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// Same event advancing (reconnecting attempt 2 → 3): update the row, never duplicate it.
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_attentionAlerts[_attentionAlerts.IndexOf(existing)] = alert;
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}
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else
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{
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_attentionAlerts.Insert(insertAt, alert);
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}
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RaiseAttentionChanged();
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return alert;
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}
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/// <summary>Test seam: pushes an event row without a stream session behind it.</summary>
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internal AttentionAlert? PushAttentionAlertForTest(string id, string label, string text, long logFrom, long logTo)
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=> PushAttentionAlert(id, label, text, logFrom, logTo);
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private void RemoveAttentionAlert(string id)
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{
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var existing = _attentionAlerts.FirstOrDefault(alert => alert.Id == id);
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if (existing == null) return;
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_attentionAlerts.Remove(existing);
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RaiseAttentionChanged();
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}
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private void DismissAlert(AttentionAlert? alert)
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{
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if (alert == null || alert.IsPinned) return;
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if (alert.Id == SteamLicenceAlertId)
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{
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// Permanent for this profile: the creator said "I have seen it". Only honoured while
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// ownership holds — RefreshSteamLicenceAlert ignores it when Steam stops confirming.
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_steamLicenceDismissed = true;
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_layoutStore.SaveSteamLicenceIndicatorDismissed(true);
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}
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RemoveAttentionAlert(alert.Id);
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}
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private void ActivateAlert(AttentionAlert? alert)
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{
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if (alert == null) return;
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if (alert.Action == AttentionAlertAction.About)
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{
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ShowAbout();
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return;
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}
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// Event alert: open the log and paint this event's lines, so the alert is an entry point to
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// the detail rather than a dead end.
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HighlightLogRange(alert.LogFrom, alert.LogTo);
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SelectLogsTab(true);
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}
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private void RaiseAttentionChanged() => OnPropertyChanged(nameof(HasAttentionAlerts));
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}
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