Files
LlamaCasty/HANDOFF.md
T
gramps 9611cee199 docs(steam): record the real onboarding state — a wait on Valve, not a task
The docs described Steamworks onboarding as pending work. It is pending VALVE: the partner account
exists, identity verification is under review, and the tax interview is in their queue with a quoted
turnaround of up to 30 business days. No app IDs are assigned, no store page exists, and Release
entitlement therefore still fails closed — by design.

Distribution.md §2 becomes a status table plus the critical path computed from Valve's own published
windows (30 business days verification → fee/app IDs → up to 12 business days store review → page
public ≥2 weeks before release → up to 12 business days build review). Earliest realistic launch:
early-to-mid February 2027, leaving ~7 weeks before the 2027-04-01 launch price ends.

Nothing in this blocks the code; commercial.md, TASKS 54 and HANDOFF now say so instead of implying
Steam is an outstanding coding task.
2026-11-05 15:08:53 -08:00

2.7 KiB

HANDOFF — 2026-11-05 (alert stack + media/chroma fixes)

State

  • main. TASK 21 (video layer + soundtrack), TASK 64 (green/blue screen) and TASK 32·4 (fragmented MP4) are complete; TASK 49 is retired (YouTube owns chat moderation — we just don't paint tombstones).
  • Left panel alert stack shipped: Steam licence indicator pinned at row 1 (Entitlement 30 fps · Maximum 60 fps, pin → close once owned, permanent while owned), event rows LIFO beneath, click → About or the Logs tab with that event's lines painted. Detail: docs/ai/ui-surface.md.
  • Video layer fixes this session: the preview-pane trigger whitelist (a video layer was invisible), a quadratic frame copy that capped 1080p playback at 2 fps, and deadline pacing for video and audio.
  • Tests: 575 green, 1m50s; FAST=1 ./scripts/verify.sh = 527 in ~62s.

Next action

  • 32·1 + 32·2 shipped: blip retry (immediate/+1/+2/+3 s), and the RECONNECTING sign driven by the status poll (4 s cadence while recovering) with measured elapsed/attempt only — the countdown was dropped after the creator pointed out YouTube's cutoff depends on variables we cannot see. The chatEndedEvent in the chat feed now prompts an immediate status check.

  • 32·5 shipped: ingest pre-flight (TCP, 2 s) aborts go-live before any API call, so a dead network leaves no ghost broadcast.

  • Next: then 32·2/32·3 (countdown + Back on air) which need YOUR measurement take: pull the network on a private stream and time how long YouTube holds the broadcast.

  • Open loop: 32·4 is proven by construction only — kill ffmpeg mid-recording and play the file.

  • Do not push absent a checkpoint request.

  • Steam is a wait, not a task: partner account exists, identity verification pending, tax review in Valve's queue (up to 30 business days). No app IDs, no store page, Release entitlement still fails closed. Earliest realistic launch early-to-mid February 2027 — see Distribution.md §2.

Landmines

  • The preview pane draws frame-source layers from a whitelist of DataTriggers. A layer type with no trigger is invisible in the preview while its decode looks healthy (alert box 2026-09-26, scoreboard, video layer 2026-11-05). Add the trigger with the layer type; pin it with MediaPreviewDisplayTests.
  • Nothing in the suite drives the real cursor any more; the drag arithmetic is pure (DragReorderMathTests).
  • Integration tests constructing MainWindow must set a temporary LayoutPathOverride and clear it in finally.
  • Media sessions are keyed by path + look (MainViewModel.MediaSessionKey); never acquire by raw path.
  • Bundled FFmpeg stays outside the single-file exe (ExcludeFromSingleFile="true").