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.
41 lines
2.7 KiB
Markdown
41 lines
2.7 KiB
Markdown
# HANDOFF — 2026-11-05 (alert stack + media/chroma fixes)
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## State
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- `main`. TASK 21 (video layer + soundtrack), TASK 64 (green/blue screen) and TASK 32·4 (fragmented MP4)
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are complete; TASK 49 is retired (YouTube owns chat moderation — we just don't paint tombstones).
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- **Left panel alert stack** shipped: Steam licence indicator pinned at row 1 (`Entitlement 30 fps ·
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Maximum 60 fps`, pin → close once owned, permanent while owned), event rows LIFO beneath, click →
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About or the Logs tab with that event's lines painted. Detail: `docs/ai/ui-surface.md`.
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- Video layer fixes this session: the preview-pane trigger whitelist (a video layer was invisible), a
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quadratic frame copy that capped 1080p playback at 2 fps, and deadline pacing for video *and* audio.
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- Tests: 575 green, 1m50s; `FAST=1 ./scripts/verify.sh` = 527 in ~62s.
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## Next action
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- **32·1 + 32·2 shipped**: blip retry (immediate/+1/+2/+3 s), and the RECONNECTING sign driven by the
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status poll (4 s cadence while recovering) with **measured** elapsed/attempt only — the countdown was
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dropped after the creator pointed out YouTube's cutoff depends on variables we cannot see. The
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`chatEndedEvent` in the chat feed now prompts an immediate status check.
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- **32·5 shipped**: ingest pre-flight (TCP, 2 s) aborts go-live before any API call, so a dead
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network leaves no ghost broadcast.
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- Next:
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then 32·2/32·3 (countdown + Back on air) which need YOUR measurement take: pull the network on a
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private stream and time how long YouTube holds the broadcast.
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- Open loop: `32·4` is proven by construction only — kill ffmpeg mid-recording and play the file.
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- Do not push absent a checkpoint request.
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- **Steam is a wait, not a task:** partner account exists, identity verification pending, tax review in
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Valve's queue (up to 30 business days). No app IDs, no store page, Release entitlement still fails
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closed. Earliest realistic launch early-to-mid February 2027 — see `Distribution.md` §2.
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## Landmines
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- **The preview pane draws frame-source layers from a whitelist of DataTriggers.** A layer type with no
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trigger is invisible in the preview while its decode looks healthy (alert box 2026-09-26, scoreboard,
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video layer 2026-11-05). Add the trigger with the layer type; pin it with `MediaPreviewDisplayTests`.
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- Nothing in the suite drives the real cursor any more; the drag arithmetic is pure (`DragReorderMathTests`).
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- Integration tests constructing `MainWindow` must set a temporary `LayoutPathOverride` and clear it in `finally`.
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- Media sessions are keyed by **path + look** (`MainViewModel.MediaSessionKey`); never acquire by raw path.
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- Bundled FFmpeg stays outside the single-file exe (`ExcludeFromSingleFile="true"`).
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