Files
LlamaCasty/ViewModels/MainViewModel.Socials.cs
T
gramps e89cc3682a test(socials): a real preview test — and the Cancel bug it immediately found
The two regressions that reached the creator both lived in preview XAML that no test loads: the
appearance controls painted nothing, then the bar vanished when the plate was off. Every existing
test was green through both.

This test drives the real drawer on a real MainWindow (hermetic temp DB, per the layout-pollution
rule) and reads the real preview elements:
- the bar is VISIBLE, whatever the plate switch says
- a drawer text colour reaches the glyph
- the plate carries its colour and ~50% alpha, and its 18,6 padding only when enabled
- the shadow is an actual DropShadowEffect on the glyph, and off by default
- Cancel restores the pre-edit look

It paid for itself on the first run: Cancel did NOT revert. The snapshot held the same config
object the live preview mutates, so "restore" restored the edited object. The snapshot is now the
six values, written back on cancel — entries untouched.

Also fixes the harness details that made the first attempts fail: everything runs on the app's STA
thread (window creation AND close), and the exception is rethrown with its stack so a failure is
diagnosable next time.
2026-10-30 10:02:06 -07:00

250 lines
11 KiB
C#

using System.Windows;
using System.Windows.Input;
using System.Windows.Media;
using ytLive;
using ytLive.Helpers;
using ytLive.Models;
using ytLive.Services;
using ytLive.Services.Compositor;
namespace ytLive.ViewModels;
public partial class MainViewModel
{
private SocialsConfig? _socials;
private VideoFrame? _socialBarFrame;
private readonly ISocialValidator _socialValidator = new HttpSocialValidator();
public ICommand OpenSocialDialogCommand { get; }
// ─── Social bar (global resource, shown on every scene) ───
/// <summary>True when the global socials config has at least one validated entry.</summary>
public bool HasSocials => _socials != null && _socials.Entries.Count > 0;
/// <summary>The bar is on the stream when it's enabled and has entries.</summary>
public bool SocialBarVisible => (_socials?.BarEnabled ?? false) && HasSocials;
/// <summary>Footer indicator dot: green when the bar is on the stream, red otherwise.</summary>
public SolidColorBrush SocialBarDotBrush => SocialBarVisible ? BarOnBrush : BarOffBrush;
/// <summary>Green glow on the bar while it's on the stream.</summary>
public SolidColorBrush SocialBarGlowBrush => BarOnBrush;
/// <summary>Glyph colour of the bar — the preview draws the same value the renderer paints,
/// so the two cannot drift apart (creator request 2026-10-30).</summary>
public SolidColorBrush SocialBarTextBrush => SocialBarStyle.From(_socials).TextBrush;
/// <summary>The preview's plate: same colour AND same opacity the renderer bakes in.
/// Transparent when the plate is off — "off" means no plate, never no bar.</summary>
public SolidColorBrush SocialBarBackgroundBrush => _socials?.BarBackgroundEnabled == true
? SocialBarStyle.From(_socials).BackgroundBrush
: Brushes.Transparent;
/// <summary>The global socials config (entries + bar settings), or null.</summary>
public SocialsConfig? Socials => _socials;
/// <summary>Canvas.Top for the social bar: 0 = top, 1040 = bottom (40px from the 1080 edge).</summary>
public double SocialBarTop => _socials?.BarPosition == SocialBarPosition.Top ? 0 : 1040;
/// <summary>
/// Resolves a missing nodeinfo software name (mastodon, peertube, ...) for every
/// fediverse entry that doesn't have one, so the bar shows the instance's real
/// logo instead of the generic fediverse glyph. Best-effort: a failed resolution
/// leaves the glyph untouched. Returns handle → software for what was resolved —
/// the caller applies + persists (the app hops to the dispatcher; a test applies
/// directly).
/// </summary>
public static async Task<Dictionary<string, string>> HealFediverseSoftwareAsync(
SocialsConfig socials,
ISocialValidator validator,
Action<string>? log = null)
{
var resolved = new Dictionary<string, string>();
if (socials == null || validator == null) return resolved;
foreach (var entry in socials.Entries)
{
if (entry.Service != SocialService.Fediverse
|| !string.IsNullOrWhiteSpace(entry.FediverseSoftware))
continue;
if (!SocialServiceIcons.TryParseFediverse(entry.Handle, out _, out var domain))
continue;
var software = await validator.ResolveFediverseSoftwareAsync(
domain, System.Threading.CancellationToken.None);
if (string.IsNullOrWhiteSpace(software)) continue;
resolved[entry.Handle] = software;
log?.Invoke($"Socials heal: {entry.Handle} → {software}");
}
return resolved;
}
/// <summary>Runs the heal off the UI thread and applies + saves any result.</summary>
private void HealFediverseSoftwareInBackground()
{
var socials = _socials;
if (socials == null) return;
_ = Task.Run(async () =>
{
try
{
var resolved = await HealFediverseSoftwareAsync(
socials, _socialValidator, m => AppLog.Write(m));
if (resolved.Count == 0) return;
await Application.Current.Dispatcher.InvokeAsync(() =>
{
var current = _socials;
if (current == null) return;
var applied = false;
foreach (var entry in current.Entries)
{
if (!resolved.TryGetValue(entry.Handle, out var software)) continue;
if (entry.FediverseSoftware == software) continue;
entry.FediverseSoftware = software;
applied = true;
}
if (applied) NotifySocialsChanged(); // re-renders the bar + saves
});
}
catch (Exception ex)
{
AppLog.Write($"Socials heal failed: {ex.Message}");
}
});
}
/// <summary>
/// Re-rasterizes the social bar strip the output compositor overlays. UI thread
/// only (WPF rendering); the resulting frame is immutable, so the frame pump may
/// read it from its own thread. Null when the bar is off or empty.
/// </summary>
private void RenderSocialBarFrame()
{
_socialBarFrame = _socials != null && _socials.BarEnabled
? SocialBarRenderer.Render(_socials.Entries, SocialBarStyle.From(_socials))
: null;
}
/// <summary>
/// Opens the Social Media Site Promotion dialog (6 slots, sign-in gate,
/// validation). On save the working copy replaces <see cref="_socials"/>.
/// </summary>
/// <summary>The Socials pull-out (same drawer pattern as Stream Settings / YPP / TEST).</summary>
public bool SocialsDrawerOpen { get; private set; }
public SocialsDialogViewModel? SocialsDrawer { get; private set; }
private void OpenSocialDialog()
{
if (SocialsDrawerOpen)
{
CloseSocialsDrawer();
return;
}
var dialog = new SocialsDialogViewModel(
_socialValidator,
SignInAsync,
SignOutYouTubeAsync,
_youtubeAuth.CurrentChannel,
_socials);
// Live preview: the drawer edits the REAL config, so colour/opacity/shadow land on the
// preview immediately instead of waiting for Save. Cancel restores the snapshot below.
// Snapshot the VALUES, not the object: the drawer edits the live config in place for the
// preview, so holding the reference would "restore" the very object that was mutated.
_appearanceBeforeEdit = _socials is null ? null : (
_socials.BarEnabled, _socials.BarTextColor, _socials.BarBackgroundEnabled,
_socials.BarBackgroundColor, _socials.BarBackgroundOpacity, _socials.BarTextShadow);
dialog.PropertyChanged += (_, e) =>
{
if (e.PropertyName is null) return;
if (!IsAppearanceProperty(e.PropertyName)) return;
ApplyAppearancePreview(dialog);
};
dialog.SaveRequested += () =>
{
_socials = dialog.BuildSocialsConfig();
NotifySocialsChanged();
CloseSocialsDrawer();
};
dialog.CancelRequested += () =>
{
if (_socials is { } live && _appearanceBeforeEdit is { } before)
{
live.BarEnabled = before.BarEnabled;
live.BarTextColor = before.TextColor;
live.BarBackgroundEnabled = before.BackgroundEnabled;
live.BarBackgroundColor = before.BackgroundColor;
live.BarBackgroundOpacity = before.BackgroundOpacity;
live.BarTextShadow = before.TextShadow;
NotifySocialsChanged();
OnPropertyChanged(nameof(SocialBarVisible));
}
CloseSocialsDrawer();
};
SocialsDrawer = dialog;
BroadcastForm.IsDrawerOpen = false;
Ypp.IsDrawerOpen = false;
TestSession.IsDrawerOpen = false;
SocialsDrawerOpen = true;
OnPropertyChanged(nameof(SocialsDrawer));
OnPropertyChanged(nameof(SocialsDrawerOpen));
}
private (bool BarEnabled, string TextColor, bool BackgroundEnabled, string BackgroundColor,
double BackgroundOpacity, bool TextShadow)? _appearanceBeforeEdit;
private static bool IsAppearanceProperty(string name) => name is
nameof(SocialsDialogViewModel.BarEnabled) or nameof(SocialsDialogViewModel.BarTextColor)
or nameof(SocialsDialogViewModel.BarBackgroundEnabled) or nameof(SocialsDialogViewModel.BarBackgroundColor)
or nameof(SocialsDialogViewModel.BarBackgroundOpacity) or nameof(SocialsDialogViewModel.BarTextShadow);
/// <summary>Paints the drawer's current appearance onto the live config and re-renders the
/// strip. Nothing is persisted here — Save writes, Cancel restores the snapshot.</summary>
private void ApplyAppearancePreview(SocialsDialogViewModel dialog)
{
if (_socials == null) return;
_socials.BarEnabled = dialog.BarEnabled;
_socials.BarTextColor = dialog.BarTextColor;
_socials.BarBackgroundEnabled = dialog.BarBackgroundEnabled;
_socials.BarBackgroundColor = dialog.BarBackgroundColor;
_socials.BarBackgroundOpacity = dialog.BarBackgroundOpacity;
_socials.BarTextShadow = dialog.BarTextShadow;
NotifySocialsChanged();
OnPropertyChanged(nameof(SocialBarVisible));
}
internal void CloseSocialsDrawer()
{
if (!SocialsDrawerOpen) return;
SocialsDrawerOpen = false;
SocialsDrawer?.AbortPending();
OnPropertyChanged(nameof(SocialsDrawerOpen));
}
private void NotifySocialsChanged()
{
RenderSocialBarFrame();
OnPropertyChanged(nameof(SocialBarTextBrush));
OnPropertyChanged(nameof(SocialBarBackgroundBrush));
OnPropertyChanged(nameof(HasSocials));
OnPropertyChanged(nameof(SocialBarVisible));
OnPropertyChanged(nameof(SocialBarDotBrush));
ScheduleSave();
}
/// <summary>Sets the bar's edge; called by the preview click-toggle.</summary>
public void SetSocialBarPosition(SocialBarPosition position)
{
if (_socials == null || _socials.BarPosition == position) return;
_socials.BarPosition = position;
OnPropertyChanged(nameof(SocialBarTop));
ScheduleSave();
}
/// <summary>Preview click flips the bar top ⇄ bottom (KISS — no drag math).</summary>
public void ToggleSocialBarPosition()
=> SetSocialBarPosition(_socials?.BarPosition == SocialBarPosition.Top
? SocialBarPosition.Bottom
: SocialBarPosition.Top);
}