Creator design (2026-11-05). A stack of red rows at the top of the left panel, above both mode grids so it shows while editing and while live, pushing the panel's content down. - Row 1 is the **Steam licence indicator** and nothing displaces it. It reads as status, not a warning: "Entitlement 30 fps · Maximum 60 fps", both numbers derived from QualityOptions and HasProOutput. While higher tiers are unavailable it shows a **pin** (standing indicator, no close control); once ownership is verified the pin becomes a **close control** and the dismissal is persisted (`Steam.LicenceIndicatorDismissed`), permanent while ownership holds. Losing ownership restores it as pinned — a change of state, not a preference. Click → About. - **Event rows stack beneath, newest first**, one row per episode (an episode advancing its state updates its own row rather than adding another). Each is dismissible. Click → the Logs tab opens with that event's sequence range painted red (`HighlightedLogFrom/To` + `LogInRangeConverter`; two numbers rather than a collection because the log list is virtualised and realised rows do not re-evaluate on membership changes). - Replaces the old red panel under the quality picker, which is removed. - The Steam diagnostic text loses "Contact the creator or support" for a neutral "Steam licensing is not configured in this build." Tests: `AttentionAlertStackTests` — pinned first with the status text; owned → closable and the close survives a reload but ownership loss restores it pinned; pinned cannot be dismissed; event rows LIFO with in-place episode updates; clicking an event opens Logs and sets its range. AboutHub + Entitlement tests updated for the removed panel and the new wording. FAST gate: 532 passed, 0 failed, 0 warnings.
139 lines
5.5 KiB
C#
139 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: what this build is entitled to, and the maximum.
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/// A status readout — deliberately not a description of what is missing (creator ruling: the
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/// resolution picker explains that).</summary>
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private string SteamLicenceText()
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{
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if (QualityOptions.Length == 0) return "Entitlement 30 fps · Maximum 60 fps";
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var max = QualityOptions.Max(option => option.Fps);
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var entitled = QualityOptions
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.Where(option => HasProOutput || !option.RequiresPro)
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.Select(option => option.Fps)
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.DefaultIfEmpty(max)
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.Max();
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return $"Entitlement {entitled} fps · Maximum {max} fps";
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}
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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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"STEAM LICENCE",
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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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