Files
LlamaCasty/ai.md
T
gramps a9eb360288 TASK 18: local (record-only) recording pipeline + top-bar pills/light/Start-End button UX
Encoder dual-output: StreamEnabled/RecordEnabled/RecordPath options; per-output
ffmpeg block (stream ->flv, record ->mp4); throw unless at least one output.

RecordingFile: auto-name ty-<yyyymmdd>-<start hhmm>-0000.mp4, rename-on-stop to
ty-...-<len hhmmss>.mp4 with numeric-suffix on collision. LayoutStore persists
record folder. MainViewModel: REC/ON-AIR pills, status light, single Start<->End
button (replaces Start/Stop variants), StopStream no longer signs out, explicit
session timer. About overlay widened. Sign In label + spacing before Start.

Tests: 244 passed / 246 (2 pre-existing: AudioPipeline gains-mute, RoundClip).
Build 0 warnings. Scope check clean.

Memory-map correction (derived-solution rule, 2026-08-29): image-shrink recipe was
never recorded when first done, so it was re-derived. Added Derived-solution/recipes
rule to AGENTS.md; MyMistakes.md now a permanent recipes registry (records the
verified WPF-imaging shrink recipe); schema.md rows MyMistakes as registry; ai.md
points to the rule. README hero image replaced: 3.2MB screenshot -> 1400x794 ->
188KB docs/ytLlive-preview.jpg (JPEG q82).
2026-08-29 09:02:55 -07:00

86 KiB
Raw Blame History

ytLlive — AI Guide

Memory map entry point. Conventions live in schema.md; task status and YouTube API research in TASKS.md; brand/marketing palette and launch strategy in MARCOM.md (gitignored — read it before any branding or marketing work); directory maps in each folder's index.md. Reading order: this file → TASKS.md → MARCOM.md → <dir>/index.md → source.

Response style

No default "Plans & Pitfalls" / planning boilerplate. Respond directly and concisely: do the queued work, then report what changed and what's next. Skip feature pitch, step-by-step implementation plans, pros/cons tables, and "potential pitfalls" sections unless the user explicitly asks for a plan first. A short diff-style summary beats a proposal document every time.

Derivative work (spin guard mandated in AGENTS.md)

Nothing we build is novel — streaming/overlay/WebView2 problems were solved by OBS, CEV, and WPF ecosystems long before us. Two consequences:

  1. Proactive: new features start with a quick external scan, not head-first design (citation goes in the commit message).
  2. Objectively triggered spin guard: a second failed fix for the same symptom means STOP theorizing and research the established answer externally; there is no unique bug in this repo that the wider ecosystem hasn't hit. This project's hard lesson: the web-source bounding saga (2026-08) burned 9 commits rediscovering that a browser source is a fixed canvas — OBS keeps it at a stable page size, crops/hugs content via the box, and clips at the edge. The apparent "gap" that ended the saga was a widget's own CSS glow effect, not a bug.

Derived-solution rule (2026-08-29, driven by the image-shrink incident): when you work out any one-off, reusable solution (recipe / workaround / how-to), write it into MyMistakes.md → Recipes registry that same session, and grep it before ever re-deriving. A solution recorded once ends the loop; an un-recorded one guarantees the user hears it derived again (see AGENTS.md → Working rules → 🔬).

LAN infrastructure (192.168.50.x)

All LAN credentials live in CREDENTIALS.md (gitignored). Server IPs and roles:

Host IP Role
corsair .132 Gaming/streaming primary — RTX 5070 Ti (this machine)
llamavault .86 ODROID-HC4, 12TB RAID5, media storage (NFS). SSH: ssh mshallop@192.168.50.86
pivault .158 RPi5 8GB, 10.83TB RAID5 NAS
jarvis .210 AMD Ryzen 5 5600X, RX 6600 XT — AI inference, SearXNG, Docker registry, Immich
ultron .108 AMD Ryzen 7 7840HS — AI orchestrator, llama-server, Qdrant
gordito .144 Home Assistant, Alarmo, Zigbee
officerfriendly .26 Pi-hole DNS
octopi .197 OctoPrint (Prusa MK4)
BigBlinkyRouter .1 ASUS ROG GT-BE98 Pro, WiFi 7

Web infra (DO droplet): llamacasty.com + llamachile.tube at 143.244.176.131.

No-Fluff Mode (on demand)

Invoke with "no-fluff mode" (or similar) when you want ruthless review instead of reassurance. In that mode:

  • Strip all polite pleasantries, emojis, transitions, and conversational padding.
  • Treat the user's input as a draft to be methodically deconstructed or strengthened — argue, correct, and sharpen rather than agree.
  • Give unvarnished truth, not reassurance.

This is an occasional, explicitly-invoked mode — never the default. The default response style above stays in effect unless invoked.

Brand

Brand palette and official assets live in MARCOM.md (gitignored — read it for hex values, asset file names, and marketing copy). The brand red #e94560 is the primary accent used throughout the UI.

AI transparency

This project is built through AI-assisted pair-programming. All code is generated under the supervision of an experienced developer with decades of coding experience. Architecture decisions, product direction, and quality gates are human-owned; AI accelerates implementation. This is a testimonial to successful human-AI collaboration, not autonomous code generation.

Run

# From WSL, ALWAYS use the Windows dotnet host — never Linux `dotnet` for this project:
"/mnt/c/Program Files/dotnet/dotnet.exe" build "C:\Users\gramp\Documents\Code\projects\ytLive\ytLive.csproj"
"/mnt/c/Program Files/dotnet/dotnet.exe" run

EnableWindowsTargeting=true in ytLive.csproj lets a cold restore work from WSL, but a Linux dotnet run/build re-downloads 100M+ of windowsdesktop.app.* packs into the Linux NuGet cache (which lacks them) over the slow 9p /mnt/c bridge — twice, because the WPF _wpftmp generated project triggers a second restore (203s observed). The Windows cache has the SQLite packages and the packs resolve from C:\Program Files\dotnet\packs, so the Windows host never re-downloads. Never use --no-restore right after an interrupted restore — the stale project.assets.json produces misleading NETSDK1064 "package not found" errors. Running requires Windows anyway.

Tests

xUnit in ytLive.Tests (net8.0-windows10.0.19041.0, matches the app TFM). Run on Windows — WSL can't run net8.0-windows tests:

dotnet.exe vstest "C:\...\ytLive.Tests\bin\Debug\net8.0-windows10.0.19041.0\ytLive.Tests.dll"

Good Dog Rule: ONE integration test per change (no feature branches pre-1.0 — work lands on main, see AGENTS.md). Current: TokenStore DPAPI roundtrip/corrupt/missing/clear, OAuth exchange/refresh/ClearSession, CameraManager refcount + frame pump + failure handling (fakes for the WinRT seams), real-MainWindow round-clip interaction test, LayoutStore delete roundtrip, LayoutStore pre-round-rect-dims roundtrip, LayoutStore background roundtrip, LayoutStore HasBackground roundtrip + v5→v6 non-Live backfill, ScreenCaptureManager refcount + shared-bitmap + coalescing (fake IScreenCaptureSource + a real background-STA Dispatcher), BackgroundTests (EnsureBackground insert/idempotent/heal + HasBackground gate, IsLiveCapture, DisplaySource, INPC), SceneCatalogTests (the five canonical scenes; NormalizeBackgrounds heal-to-locked-model + non-canonical strip; EnsureBackground per-scene flavor), the TASK 25 dirty-layout heal integration test (RealApp + seeded temp DB: dedupe/flavor/rename/index-0 + orphaned settings purge), WebcamSafeguardTests (the per-scene size clamp incl. the Chat half-screen-area cap), SceneCompositorTests (the full-scene composite integration test: background + round webcam + mirrored/bordered images + flash; the vertical tier 1080×1920 crop/scale), StretchMathTests (UniformToFill cover-crop + bilinear), FfmpegLocatorTests (the PATH → cache → download decision ladder with a fake downloader serving a real in-memory zip; shared build DLL extraction) — 78 passing.

Real-MainWindow tests MUST be hermetic (DB pollution bug)

The integration test boots a real MainWindow → MainViewModel → real LayoutStore (%APPDATA%\ytLlive\ytLlive.db). Shutdown() on close saves the layout (full rewrite: DELETE all scenes/sources, re-insert), so any source a test adds would be persisted over the user's real ones — this happened and wiped the real webcam source (DeviceId replaced by the test's fake test-camera). Rule: a test that constructs MainWindow MUST first set MainViewModel.LayoutPathOverride to a temp DB path and reset it (plus SqliteConnection.ClearAllPools() + delete) in finally. The seam is internal static string? LayoutPathOverride (line ~529 in MainViewModel.cs), ytLive.csproj has InternalsVisibleTo("ytLive.Tests").

The layout DB is a full rewrite per save (delete all, re-insert from memory), so save/load round trips are exact: an element removed in the UI (RemoveElement → scene.Elements.Remove → OnElementsChanged → debounced ScheduleSave, plus Shutdown on close) does not come back after reload (LayoutStorePersistenceTests guards this).

Architecture

C# / WPF (.NET 8) following MVVM:

Path Role
Models/ Plain data types — Scene, Source (incl. ClipShape, IsMirrored, VideoImageSource), QualityOption, StreamConfig, StreamHealth, YouTubeChannel, ChatMessage, Socials (SocialService enum + SocialEntry/SocialsConfig + SocialServiceIcons) — the social bar
ViewModels/ MainViewModel — exposes collections + commands for the UI; GoLiveViewModel, ReuseImageViewModel, CameraPickerViewModel, SocialsDialogViewModel
Services/ YouTube OAuth2, stream/broadcast management, live chat polling, LayoutStore (SQLite), SocialValidator (ISocialValidator seam + HttpSocialValidator default), webcam: VideoFrame seam + CameraDeviceInfo/ICameraEnumerator/ICameraFrameSource interfaces + MediaCaptureCameraEnumerator/MediaCaptureFrameSource (WinRT) + CameraManager, screen capture: IFullScreenDetector/Win32FullScreenDetector + IScreenCaptureSource/ScreenCaptureFrameSource (WinRT GraphicsCapture) + ScreenCaptureManager + ScreenCaptureSourceFactory + Direct3D11Helper/CaptureInterop (COM bridges), compositor: SceneCompositor + CompositorOptions + pure StretchMath + StaticPixelCache (see "Scene compositor"), audio: IAudioSource seam + WasapiLoopbackAudioSource/WasapiMicAudioSource (NAudio WASAPI) + AudioMixer + pure AudioLevelMeter/WaveToFloat/VoiceFilterChain/LowShelfFilter/HighShelfFilter/NoiseGate/Compressor/AutoDucker/AudioRingBuffer/TinyResampler + MusicPlayer + IAudioPipeWriter/NamedPipeAudioWriter (see "Live audio capture"), encoder: IFfmpegEncoder/FfmpegEncoder + IEncoderProcess/FfmpegEncoderProcess + IFfmpegLocator/FfmpegLocator + pure FfmpegArgs/FfmpegProgressParser/FfmpegEncoderPicker + the FramePump frame producer (see "Live encoder" + "Live frame pipeline"), notifications: INotificationService seam (AppNotificationSeverity Info/Success/Warning/Error) + NotificationService (Notification.Wpf toasts, see "Toast notifications")
Helpers/ ViewModelBase (INotifyPropertyChanged), RelayCommand, ImageCache, AppLog (file logger), FocusPreservingListBox, OAuthCredentials, TokenStore (DPAPI session persistence), visibility converters
Themes/ Controls.xaml — the single dark-theme source, merged once in App.xaml (see Themes/index.md)
MainWindow.xaml Dark theme; layout: top bar (controls), center (preview), left (scenes/sources), right (chat), bottom (health)

Key patterns

  • ViewModelBase.SetProperty<T>() for property change notifications
  • RelayCommand for all button actions; commands gate on state (e.g. Start only when Offline). Typed CommandParameters — no stringly-typed command tokens: menu items that pick a source type pass the enum value itself (CommandParameter="{x:Static models:SourceType.DisplayCapture}"), so a typo breaks the build instead of silently adding an Image; AddSource still falls back to Enum.TryParse<SourceType>(..., true) for safety. The webcam item is its own AddWebcamCommand (it greys out via CanAddWebcamToActiveScene and isn't a SourceType — webcams are WebcamSceneConfig, not Source rows)
  • Audio is KISS by rule — the whole of audio is one knob: desktop/game audio is automatic (WASAPI loopback from the default output at unity, zero UI — "it just is"); the mic is the creator's only audio control — sound meter + mute button + volume slider (MicVolume, defaults to 0.8) all sit together on the footer's top line, CENTERED beneath the preview panel. Meter: 288px, muted slate track (#3a3b52) with ruler graduations and muted yellow/red zone tints at 60%/80%; fill = green → yellow → red via MeterFillWidth/MeterBrush; the meter is a READ-ONLY realtime level display — it shows the live input level scaled by the volume (raising the volume moves ambient noise up the bar), NOT the volume setting: the fill is Math.Min(1, AudioLevelMeter.ToDisplay(AudioLevel) * MicVolume) — ToDisplay maps the raw linear RMS onto a −60..0 dBFS display scale, because real speech sits around −40..−20 dBFS (0.01..0.1 linear) which would leave a flat scale dead (AudioLevel is fed by the audio mixer once capture lands, 0 with no input) and 0 while muted. While the volume slider is being dragged the bar previews the slider position (SetVolumeAdjusting, from PreviewMouseLeftButtonDown/Up + LostMouseCapture handlers) so the creator sees where they're setting it; on release it returns to the live level — with no input it bounces back to 0, exactly as it does today. Clicking the meter does nothing; clicking the MIC label opens the mic picker (OpenMicPickerCommand), and the picked voice source name (MicSourceName) is shown left-justified INSIDE the meter bar (FontSize 10, ellipsized to the bar) — the fill runs at 75% opacity so the text and the ruler markings stay visible through it. Mute (ToggleMicMuteCommand/MicMuted) is a plain clickable speaker icon (MicSpeaker_MouseLeftButtonUp code-behind handler — not a Button, Stretch="Uniform" so the glyph is never clipped) that swaps to a red do-not-symbol (slashed speaker) when muted. The slider and the speaker can never disagree: MicMuted is read-only, derived from MicVolume == 0 — sliding the volume off flips the speaker to muted (storing the prior level in _volumeBeforeMute), sliding it up from 0 clears the mute indicator (and the stored level); the speaker button just runs the volume to 0 or restores it (default 0.8 if unknown). Muting zeroes the meter; unmuting flashes the meter to the restored position for ~300ms (BeginVolumeFlash/EndVolumeFlash on a DispatcherTimer, cancelled if the slider is grabbed) before it returns to the live level. Line 2 of the footer holds everything else: stream stats (bitrate/fps/dropped/duration/health) on the left, quality dropdown + gear on the right. The slider is a slim dimensional style in Themes/Controls.xaml (gradient track, beveled green fill on a 5px pill, gloss-sphere thumb with drop shadow — deliberately NOT flat). No device pickers (never show device names — no "install a device you didn't know existed"), no filter stacks, no monitoring, no routing — OBS's confusion (dynamic mixer, unintuitive names, four required filters) is deliberately absent. A production-ready mic chain (high-pass → noise gate → compressor) will be applied invisibly in the mixer, unconfigurable. Capture runs only while live (privacy indicator stays off otherwise). Capture pipeline = IAudioSource seam + NAudio WasapiCapture/WasapiLoopbackCapture + AudioMixer (pending — the UI is in place now). Mic mute icon (2026-08-13): a second 16px clickable glyph — a microphone, red + slash when muted — sits between the meter and the speaker (both mutes adjacent, spacing between the icons) and reuses the same MicSpeaker_MouseLeftButtonUp → ToggleMicMuteCommand handler. REC / ON-AIR pills + signs (TASK 18, 2026-08-29): the top-center area is now two sliding pill toggles (intent) next to two status signs (reality). REC pill (RecordPillOn) is the local-recording intent — works signed-out; ON-AIR pill (OnAirPillOn) is the streaming intent — greyed/disabled until IsConnected. The REC sign (RecDotBrush/RecTextBrush/RecDotOpacity) is dark-gray + dim offline and green-tinged, pulsing only while actually recording (IsRecording), not merely pill-on. The ON-AIR sign (OnAirBrush = #555 offline, #22c55e live) is green while actually streaming (IsLive); the PRIVATE badge (IsLivePrivate) still shows when the broadcast is private. Both sign labels share the StatusSignText style (Themes/Controls.xaml) so REC and ON-AIR can't drift apart — status color lives on the dot only, never the label. The elapsed timer shows while IsLive || IsRecording. The connected account's avatar/name shows in the top bar next to the primary button (AccountAvatarUrl/AccountDisplayName via SyncConnectedAccount), so the creator always sees WHICH account will go live.
  • ViewModels are constructed in XAML (<vm:MainViewModel/> as DataContext)
  • Services are currently instantiated in MainViewModel's constructor — no DI container yet
  • Layout persists to SQLite (Microsoft.Data.Sqlite); scenes/sources/asset bytes stored in the DB, asset identity is a SHA-256 content hash (1:M reuse, no file paths — assets are always available). Loaded sources always derive IsBackground from Type (OR'd with the persisted column, so legacy DisplayCapture backdrops keep their flag) — pre-derivation rows with IsBackground=0 heal on load
  • Five-scene catalog (Models/SceneCatalog.cs): the product is exactly Starting/Live/BRB/Chat/Ending — work with less, never more (the escape hatch for "more" is OBS). Scenes are matched by name (SceneCatalog.Is, case-insensitive trim). Empty DBs seed all five; the scenes-header "+" (ShowAddScene/MissingScenes on MainViewModel) only appears while ≥1 canonical scene is missing and its menu lists only the missing ones, re-adding them by name (AddSceneCommand). Renaming a canonical scene makes it missing again; AddScene rejects non-canonical names.
  • Theming: all custom styles live in Themes/Controls.xaml, merged in App.xaml — never duplicate styles per-window (dialog duplicates were consolidated into this dictionary)
  • Resolution tiers (bottom bar): 1080p60@8 (default) → 1080p30@8 → 720p60@6 → 720p30@6 → Vertical 1080p60@8 (9:16, 1080×1920). The composition master frame is always 1920×1080 — a tier is an output rect + target resolution over that master, so source geometry is never rewritten (no rounding drift). 16:9 tiers use the full frame; the vertical tier uses a centered 607×1080 window and the preview dims the cropped side strips at 55% black with an accent outline (semi-crop — the cut area stays visible). A resolution badge in the preview corner shows the active tier; the bottom bar shows bitrate/FPS. A tooltip explains finding upload bandwidth — an in-app speed test was deliberately dropped (unreliable). The future encoder crops the master to the rect and scales to the tier's Width×Height
  • Crash diagnosis: AppLog writes startup checkpoints to %APPDATA%\ytLlive\startup.log; App.xaml.cs logs DispatcherUnhandledException/AppDomain.UnhandledException. When WPF won't run from WSL, this log is how you find the failure (it caught the MenuItemRole.Separator XAML crash and the ComboBox SelectionBoxItem bug)

⚠️ Known issue: screens/layers settings audit needed (2026-08-22)

The AI hallucinated through multiple commits tonight on background/scene property placement, repeatedly misreading the spec and introducing bugs. Specifically: moved properties to the wrong superclass level, used new instead of override breaking WPF bindings, removed working code, and added UI elements that weren't spec'd. All screens/layers settings need a fine-tooth-comb audit — every screen's Background layer properties, pill toggle persistence, context menu visibility, and the "Add Layer" menu items. Who knows what else got fucked up. Trust nothing the AI touched tonight without manual verification on a live build.

Current limitations / TODOs

  • Helpers/OAuthCredentials.cs contains the real ClientId/ClientSecret. Auth is complete and the session persists via Windows DPAPI (Helpers/TokenStore.cs → %APPDATA%\ytLlive\ytLlive.auth, CurrentUser scope), reloaded best-effort at startup with a proactive refresh of a near-expiry access token. Sign-in/Change Account lives inside the Start Stream dialog (two-state flow — no separate Connect button). A graceful End Livestream signs out: StopStream() clears the session + token, so the next go-live needs a fresh sign-in; a crash never runs End, so the token survives and the creator stays signed in. YouTubeAuthService takes an optional HttpClient + sessionChanged callback (test seam + save hook; services are still constructed in MainViewModel)
  • Scene/source/asset layout + the social bar persist (SQLite, schema v8); the OAuth session persists (DPAPI); the paid-unlock state persists (LayoutStore Settings table — LicenseKey/LicenseValidatedAt/IsPremium, 14-day offline grace)
  • YouTubeStreamService manages the variable reusable stream (shipped 2026-08-16): GetOrCreateReusableStreamAsync lists liveStreams?mine=true and reuses the existing cdn.isReusable stream, creating it only on first use (resolution=variable, frameRate=variable); the stream is cached via LayoutStore (SaveReusableStream/LoadReusableStream, Settings table) and bound at broadcast insert (boundStreamId). Health (shipped 2026-08-16): GetStreamHealthAsync(streamId) polls liveStreams?part=status for healthStatus + configurationIssues[] → StreamHealth; banner decision in pure StreamHealthReporter
  • Webcam capture is shipped (milestone 1); the live desktop/game backdrop is shipped (ship task #1); the output compositor (TASK 4 ship step 1) is SHIPPED, the FFmpeg locator (TASK 4 ship step 2) is SHIPPED, the encoder + RTMP push (TASK 4 ship step 3) is SHIPPED, WASAPI audio capture (TASK 4 ship step 4) is SHIPPED — full plan in TASKS.md; the frame-pipeline wiring follows (its own PR)
  • StreamConfig defaults (TargetBitrate=6000, Resolution="1920x1080") are stale — the live dropdown drives StreamHealth.CurrentBitrate/FPS instead
  • v1 task queue (2026-08-19): tasks 19-23 added for v1 feature completeness; TASK 3.18 (chat box) shipped; TASK 16 (infinity display) shipped; TASK 10 (Polar billing) shipped — steps 1-7 (Velopack bootstrap, PolarLicenseService, license entry UI, LayoutStore entitlement, BrandFlash toggle, startup re-validation, PremiumUrl wired); Velopack update URL pending:
    • TASK 10: Polar billing — license key entry, offline entitlement, brand flash gating, Velopack auto-updates
    • TASK 19/23 merged: Control Surface UX — director's control room, transitions (Cut/Fade/Move), thumbnails above central monitor, edit mode offline only, right panel eliminated
    • TASK 20: Hotkeys (global keyboard shortcuts) — the single biggest UX gap
    • Broadcast metadata pull-out + launch geometry — shipped 2026-08-24 ("Text" tab on the Live screen, see its section below)
    • TASK 21: Media source (video file playback) — starting soon videos, BRB loops
    • TASK 22: Audio sync offset — lip-sync correction for USB mics/capture cards
    • These were identified through competitive analysis and are table-stakes for any streaming software in 2025-2026. Full details in TASKS.md.

Control Surface UX (TASK 19/23 — shipped 2026-08-24, verified by code survey)

The app is a director's control surface, not an editor. This replaces the OBS-style scene list with a TV-control-room metaphor.

Layout: Two-column. Left panel = one panel, two states. Center = thumbnails above central monitor.

  • Left panel: When offline (edit mode) → LAYERS + PROPERTIES (same as current, minus SCREENS). When live/recording → YouTube Live Chat (entire panel replaced, never coexists with layers/properties). Mode is implicit (derived from StreamStatus), no toggle button.
  • Thumbnails: Five scene previews above the central monitor, 16:9, drag-reorderable. Click = stage (offline) or transition (live). Active scene gets brand-red glow border.
  • Central monitor: Shows staged scene (offline, editable in edit mode) or live output (live, read-only). During transitions: compositor-blended animation.
  • Right panel: Eliminated. Chat moved to left panel (live mode).
  • Edit gating: IsEditMode = StreamStatus == Offline && !IsRecording. When live/recording: all drag/resize, context menus, right-click property adjustments disabled. Gun safety — no accidental edits mid-stream.

Scene reference split: ActiveScene → StagedScene (central monitor target, editable offline) + LiveScene (encoder output). Go Live sets LiveScene = StagedScene. Thumbnail click sets StagedScene (offline) or fires transition (live).

Transitions: TransitionService (new file) — Cut/Fade/Move with configurable duration (default 300ms). SceneCompositor.RenderBlend() blends two scenes' frames. FramePump feeds LiveScene to encoder; during transitions, feeds blended frames. Go Live always = Cut (clean start).

Thumbnails: Scene.Snapshot property. SceneCompositor.Render() at 320×180 → WriteableBitmap. Only staged scene has live backdrop render; other 4 = static snapshots.

Thumbnails: Scene.Snapshot property. RefreshSnapshotsAsync fills minis from each scene's background art (LoadBackgroundImage); minis never render live captures — while the Live screen is staged its mini shows the green placeholder, unstaged it shows live-background.jpg (real-time surface = center monitor only; user decision 2026-08-23).

Global hotkeys (TASK 20 — step 1 shipped 2026-08-24)

  • Services/GlobalHotkeys.cs: HotkeyId enum (9 actions), IHotkeyRegistrar seam, Win32HotkeyRegistrar (RegisterHotKey, no modifiers), GlobalHotkeyManager. Fixed defaults: F1-F5 canonical scenes, F6 start/end stream, F7 mic mute, F8 desktop-audio mute, F9 TRAX play/pause.
  • MainWindow.OnSourceInitialized creates the manager and forwards Activated → MainViewModel.HandleHotkey; window Closed detaches (unregister all).
  • MainViewModel.HandleHotkey maps ids to TransitionToScene/start-end commands (honoring CanExecute)/mute toggles/TraxLeftClick.
  • Tests: RegistrarOverride static seam mirrors LayoutPathOverride. Landmine: forcing a WPF window's handle with WindowInteropHelper.Handle does NOT raise SourceInitialized and returns Zero pre-show — use EnsureHandle() in tests; it both creates the HWND and fires the event.

Broadcast metadata pull-out + launch geometry (2026-08-24)

The "Text" tab (always visible, 2026-08-24 revision): a white 30px tab with rotated YouTube-red "Text" sits on the right edge of the preview, vertically centered — shown regardless of login/stream state (creator decision; original IsLive gating removed same day). Click toggles the drawer (ToggleDrawerCommand); any left-click outside the form also collapses it (Window_PreviewMouseLeftButtonDown checks TextPullOutHost ancestry), as does the ✕. The drawer is a 320px dark panel over the preview's right edge (200ms CubicEase on Width, BroadcastForm.IsDrawerOpen drives it). The Update button still greys until CurrentBroadcastId exists.

Fields — the always-editable snippet/status set (⚠️ creator premise inverted: contentDetails fields like latency/DVR/embed are editable ONLY in created/ready, NOT while live; they are deliberately absent):

  • Title / Description / Tags (comma-separated string → snippet.tags[]) / Visibility ComboBox (private/unlisted/public) / Made-for-Kids CheckBox — all live-editable pre- and post-launch
  • Scheduled Start is read-only ("set at Go Live")

Plumbing: Models/BroadcastMetadata POCO; Services/LiveBroadcastFormViewModel (owns field state, persists every edit to Settings keys Broadcast.* immediately via Func<LayoutStore> seam — survives layout re-pointing; owns drawer state; UpdateBroadcastCommand gated by CurrentBroadcastId != null && !IsUpdating). YouTubeStreamService.UpdateBroadcast PUTs liveBroadcasts?part=snippet,status and must echo scheduledStartTime — update replaces the whole snippet part, omitting it clears the schedule. Go Live prefills the dialog from the form (BroadcastForm.Title/Description) and calls CaptureGoLive(title, description, now) on confirm. MainViewModel.CurrentBroadcastId exposes the private _currentBroadcastId; notified on create/end.

The old Default Stream Title/Description (un-persisted, App Settings overlay) are DELETED — the form owns those fields end-to-end; Go Live prefill routes through it.

Launch geometry: default 1920×1040, MinWidth 1366, MinHeight 768, WindowStartupLocation=Manual. Window size/position persist on close via RestoreBounds (+ WindowState Normal/Maximized; Minimized treated as Normal) into Settings keys Window.*; restored in the MainWindow ctor BEFORE show, clamped to the minimums and the primary SystemParameters.WorkArea (a position saved on a since-disconnected secondary monitor falls back on-screen). Multi-monitor restore is not supported yet.

Test seam note: YouTubeAuthService.SetSession() is public — tests inject a channel with future TokenExpiry so EnsureToken() passes offline; pair with an HttpClient(new StubHandler()).

Screen backdrop capture (TASK 3 ship task #1) — model reworked by TASK 25

The Background is a locked per-screen layer (TASK 25): exactly one per canonical scene, always named "Background", pinned at index 0, never addable/removable/reorderable, absent from the (+) menu. Flavor is decided by scene: Live = DisplayCapture (the real-time desktop/game surface with Show Desktop / monitor switch / fullscreen-game detect, falling back to live-background.jpg); Starting/BRB/Chat/Ending = static Background art layers. MainViewModel.NormalizeBackgrounds(scenes) (internal static) heals any loaded layout to this model on every load: keeps the correctly-flavored row (or converts a survivor in place — note Source.Type's setter derives IsBackground, so conversions must re-assert the flag), drops duplicates/stale rows, seeds missing ones via CreateBackground(name), renames, moves to index 0; non-canonical scenes get HasBackground=false and lose any backgrounds. HealBackgrounds() (instance) runs Normalize + stamps default art (StampDefaultBackgroundAsset reads Assets/{scene}-background.jpg pack resources through AddAsset; custom Browse art wins). This replaces the old five-seeder cluster (Seed{Starting,Brb,Ending,Chat}Background, SeedLiveBackgroundAsset, EnsureDefaultBackground) and EnforceBackgroundPolicy.

  • Model (schema v6): Source.IsBackground (persisted) marks the one Background per scene; Source.CaptureKey (persisted) names the target — monitor:<n>, window:<hwnd>, or picker:<displayname>. The Live row is a real Source of Type DisplayCapture, inserted first (MainViewModel.EnsureBackground(scene), internal static — also used by the StagedScene setter so a scene switch can never expose a missing Background), fixed at X=0/Y=0/1920×1080, and excluded from drag/hit-test/remove/reorder (remove is guarded in RemoveElement; the element template sets IsHitTestVisible=false for backgrounds; the row's remove button and "Remove Source" menu item are hidden). Scene.HasBackground (persisted) is true for all five canonical scenes (see SceneCatalog.HasBackground). Capture controls — "Change Capture…"/"Refresh Capture"/"Capture Display"/"Show Desktop" — exist only while the Live scene is staged (CanChangeBackground = staged scene is Live; the preview CanvasGrid menu binds it directly, the layer-row menu MultiBindings it with the row's own IsBackground via Helpers/AllTrueToVisibilityConverter). Non-Live screens keep the properties panel pill ("Use default background") + Browse for custom art.
  • Settings hygiene: LayoutStore.Save purges orphaned BackgroundUseDefault_{id} / BackgroundPath_{id} Settings keys whose id is no longer a live Source row (TASK 25 heal drops duplicates; their keys must not accumulate).
  • Layering invariant (regression lesson, 2026-08-23): ActiveBackgroundImage renders above BackgroundImage, so it is fed by static-art rows only (Type == Background). The capture-flavored Live row must never populate it or it permanently covers the desktop/game capture; Live's canvas shows DisplaySource (capture, falling back to its AssetId art). Flavor-blind IsBackground lookups are for persistence/heal/minis — not this overlay.
  • Detection (event-driven): Win32FullScreenDetector hooks SetWinEventHook(EVENT_SYSTEM_FOREGROUND) — fires on the UI thread whenever the foreground window changes. The callback runs the same GetForegroundWindow + DwmGetWindowAttribute(DWMWA_EXTENDED_FRAME_BOUNDS) + MonitorFromWindow + GetMonitorInfo check; a window is full-screen when its frame covers all four monitor edges; own process is excluded; monitor index = EnumDisplayMonitors enumeration order (the same order ScreenCaptureSourceFactory uses to map index→HMONITOR via Win32FullScreenDetector.GetMonitorHandle). IFullScreenDetector also exposes GetDisplays() (DisplayInfo: index/name/resolution/bounds/IsPrimary, friendly name via EnumDisplayDevices) + PrimaryMonitorIndex() for the in-app "Capture Display" submenu + FullscreenMonitorChanged event + StartWatching()/StopWatching(). At launch ReacquireScreenCaptures heals backgrounds (HealBackgrounds()), then keys the Live background to the full-screen game's monitor; when no game is detected, ResolveAutoCaptureKey() returns null — stale CaptureKey values are cleared, no capture session is started, and Source.DisplaySource falls back to _imageSource (the static asset on the backdrop element). StartWatching() is called at the end of ReacquireScreenCaptures. OnFullscreenMonitorChanged auto-redesignates when a fullscreen game appears on a different monitor; null (no fullscreen / own window) is ignored — the existing capture keeps running so loading screens / transitions don't break the stream. RefreshBackdropAutoCapture (bound to "Refresh Capture" context menu + Activated handler) reads the current foreground directly as a manual fallback. Deduplication: _lastReportedMonitor prevents redundant redesignates from rapid foreground changes.
  • Capture (WinRT GraphicsCapture): ScreenCaptureFrameSource creates a free-threaded Direct3D11CaptureFramePool (2 buffers, B8G8R8A8UIntNormalized) + GraphicsCaptureSession; frames → SoftwareBitmap.CreateCopyFromSurfaceAsync (alpha ignored) → VideoFrame (BGRA8), bytes read via WindowsRuntimeMarshal.TryGetDataUnsafe (the same CsWinRT-safe read the webcam path uses) — the IMemoryBufferByteAccess ComImport cast threw Invalid cast on every frame under CsWinRT, which flooded startup.log (~5 MB in a session) and burned CPU, so it is gone. Surfaces larger than the 1920×1080 master are downscaled bilinearly to the master (DownscaleBgra) before the copy, and per-frame conversion failures are logged at most once per 5 s (ErrorLogThrottle). DRM-protected content delivers black frames (OS limitation, documented). Frame pool pauses while the app is minimized — capture keeps running, the pool just stops delivering.
  • Ownership: ScreenCaptureManager mirrors CameraManager — refcounted by target key, one shared WriteableBitmap per key, dispatcher-coalesced latest-frame copies, PreviewBitmapChanged/CaptureFailed events, ReleaseAllAsync on re-designation. ScreenCaptureSourceFactory.Resolve(key) parses the key into a source; PickAsync() shows the OS GraphicsCapturePicker ("Change Capture…", owner window set via the IInitializeWithWindow ComImport) and returns a transient picker: key — a reload falls back to auto-detection.
  • CsWinRT projection gaps hand-rolled: Windows.Graphics.Direct3D11.Direct3D11Helper is not projected, so Direct3D11Helper P/Invokes d3d11.dll!D3D11CreateDevice (hardware, BGRA_SUPPORT, explicit 11.1-first feature array) → QI IDXGIDevice → the WinRT interop export CreateDirect3D11DeviceFromDXGIDevice → MarshalInterface<IDirect3DDevice>.FromAbi (one shared device per process). Do not switch back to the QI-for-IDirect3DDxgiInterfaceAccess trick: the raw D3D11 device no longer exposes that interface on newer Windows (verified E_NOINTERFACE on build 26200, hardware and WARP alike) while CreateDirect3D11DeviceFromDXGIDevice keeps working. IInitializeWithWindow are ComImports in CaptureInterop.cs. All WinRT projections were verified by reflection against the built Microsoft.Windows.SDK.NET.dll before writing the interop.
  • Known v1 limits: full-desktop captures are CPU-copied at native resolution (GPU downscale = encoder task); window capture (window:<hwnd>) and multi-monitor live re-targeting beyond the auto-detected game are behind the picker; picker-based captures don't survive reload.
  • Focus-loss capture lag (known OS limit, NOT an in-app throttle — deferred): when the app window loses focus the preview visibly slows (mouse-movement lag). Nothing in the repo checks focus to slow capture — the only focus hooks (FullscreenMonitorChanged event + RefreshBackdropAutoCapture) re-target the backdrop, never pace it. The lag is inherited: Windows.Graphics.Capture is content-driven and DWM/OS-throttled while the app is in the background (worse under a full-screen game on 24H2/26100), GPU readback (CreateCopyFromSurfaceAsync) contends with the foreground game, the source's one-in-flight _framePending gate drops frames during stalls, and the manager's DispatcherPriority.Render copies only run as fast as WPF presents the window. Recorded 2026-08-13; no mitigation attempted yet (deferred by user decision).
  • GPU posture: same as webcam — CPU frames, WPF hardware-presents; D3DImage GPU compositing deferred to the encoder task.
  • Preview watermark: the "Preview" placeholder hides while a background capture renders — ShowPreviewPlaceholder also checks BackgroundImage (raised on change), so a scene with live capture shows the feed instead of the "nothing here" label.

Webcam capture (TASK 3 milestone 1)

  • Seam-first: everything above the WinRT layer speaks only VideoFrame (normalized tightly-packed BGRA8) + CameraDeviceInfo/ICameraEnumerator/ICameraFrameSource interfaces. Tests inject fakes; screen capture and background removal later feed the same seam.
  • CPU-first: MediaCaptureInitializationSettings { MemoryPreference = Cpu, StreamingCaptureMode = Video, SharingMode = SharedReadOnly }, frames pulled via CreateFrameReaderAsync(colorSource, MediaEncodingSubtypes.Bgra8) — the pipeline does any format conversion, so every FrameArrived yields a ready BGRA8 SoftwareBitmap (bytes read via WindowsRuntimeMarshal.TryGetDataUnsafe, not marshalled copies).
  • Source pick, not first hit: the frame reader is bound to the first source that is VideoPreview (preferred) or VideoRecord, not blindly the first preview source. If a camera exposes neither, the failure names the device and the stream types it does expose. SharedReadOnly lets the capture coexist with other apps that share the camera.
  • Known failure: NVIDIA Broadcast — it opens the physical webcam exclusively, so InitializeAsync fails with "camera in use" (or, if init slips through, the device exposes no preview source). Fix: quit Broadcast while streaming, or pick its virtual "NVIDIA Broadcast" device from the picker and the app captures the processed feed. This is a real-device finding (Logitech VID_046D&PID_082D).
  • TFM: net8.0-windows10.0.19041.0 (app + tests) pulls the WinRT projection from the SDK reference packs — no NuGet package, no capability manifest (unpackaged desktop app works; the Windows privacy camera toggle still applies). EnableWindowsTargeting keeps WSL builds working.
  • One webcam, many scenes (schema v3): a singleton Webcam row holds the identity (Id/DeviceId/Name); each scene gets its own WebcamSceneConfig (position/size/clip/mirror/ border/IsVisible). Scene.Elements holds images (Source) and, at most once, the webcam (WebcamSceneConfig); Scene.WebcamConfig is the accessor. CameraManager refcounts capture sessions by DeviceId (a session starts at RefCount = 1; repeat acquire bumps it; the last release stops + disposes). "Add Webcam" ALWAYS opens the Windows camera picker — the creator is never silently handed the previous camera (which used to happen after deleting one scene's webcam while another scene still used it; that identity survived, so re-adding bypassed the choice). Picking a different camera than the current app-wide one swaps it everywhere via SwapWebcamIdentityAsync (the same path "Change Webcam…" uses), keeping the singleton honest; picking the same one just places the config. The Add Webcam menu item greys out whenever a webcam exists anywhere — one camera identity app-wide (CanAddWebcam = StagedScene != null && _webcam == null, TASK 26; the old per-staged-scene gate let a second picker run from a scene that lacked the config). Removing the last webcam config anywhere clears the identity (_webcam = null, raising CanAddWebcam/CanChangeWebcam), which also drops "Change Webcam…" and re-enables Add. The YouTube Chat layer follows the same one-per-layout rule (TASK 27): CanAddYouTubeChat greys out the (+) item while any scene carries a ChatBox source (raised on staging + elements change; AddSource refuses a second as defense in depth). Chat layers created before the "YouTube Chat" default still carried the legacy name "Chat" (commit 65641d8 era) — LoadLayout heals exactly that un-renamed default to "YouTube Chat"; creator renames are untouched.
  • Round→rect restores the aspect (persisted, schema v4): SceneElement.ToggleClipShape() snapshots the rectangular Width/Height into public RectWidth/RectHeight before going Round and restores them when switching back — otherwise the Round resize lock (square) would leave a square behind. The rect dims are persisted (WebcamSceneConfig.RectWidth/RectHeight, nullable), so a reloaded Round webcam still restores its pre-Round aspect instead of staying square. A one-time HealLegacySquareRect (load only) widens a pre-v4 Traditional config that ended up square to 16:9 (keeps height; Round and explicit rect dims are untouched).
  • Device swap / layout reload: ChangeWebcamAsync (picker) and ReacquireWebcam (after load) release the old device with ReleaseAllAsync — a forced full drop that zeroes the refcount and stops the source regardless of how many scenes held it (the per-config count isn't known once the scenes are replaced) — then AcquireAsync the new device once per config.
  • Shared bitmap, coalesced updates: one WriteableBitmap per active camera, created on the UI thread at the device's frame size (first frame), forwarded to every WebcamSceneConfig.VideoImageSource via PreviewBitmapChanged. Frames arrive on a worker thread; CameraManager coalesces onto the dispatcher (at most one pending copy per session, at Render priority, always copying the latest frame) so a 60fps device never drowns the render thread.
  • Webcam added mid-session must get the live frames: PreviewBitmapChanged fires once (the first frame creates the shared bitmap); later frames only mutate that bitmap in place, so a config that didn't exist at first-frame time would never receive it — the empty/transparent container you'd see adding a webcam to Chat while Live already had the camera. CameraManager.GetPreviewBitmap(deviceId) exposes the current shared bitmap; AddWebcamToActiveSceneAsync assigns it to the new config right before AcquireAsync, and ReacquireWebcam re-propagates it to every config after a reload.
  • Clip/mirror/border: per-element ClipShape (Traditional rectangle / Round ellipse) + IsMirrored (ScaleX = -1) + the OSB-standard static border (BorderColor #RRGGBB or ""=none, BorderOpacity 0–1, BorderWidth 0–20, BorderAnimation None|Pulse|Chase|Rainbow|Shimmer|MarchingAnts|Glow| Electricity|Sparkles). Rendered in the preview DataTemplate; toggled from the element's right-click context menu (webcam menu: Change Webcam…, Border Effect submenu — all 9 items enabled, values persist, rendering stays static until the animation tier ships — Border Color, Opacity/Thickness sliders, Hide in this scene, Remove); persisted in the layout DB. The Add menu shows when no webcam exists; the empty preview canvas has its own Show Webcam entry.
    • The Round webcam is an Image Stretch="UniformToFill" with an EllipseGeometry clip (Center=0.5,0.5 RadiusX/Y=0.5), inside a Viewbox Stretch="Uniform" holding a 1x1 Grid, so it renders as a true circle (diameter = the shorter element dimension) instead of an oval stretched to the element rect — the traditional Image keeps UniformToFill over the full rect. The clip is geometry, not an ImageBrush: a brush re-rasterizes the frequently-updated WriteableBitmap per frame on the render thread, which is what made the live webcam crawl while round. The Round border is a centered Ellipse at Width/Height = RoundBorderSize.
    • Resizing locks to a square (_resizeAspect = 1) while ClipShape == Round.
    • Webcam size clamp: ClampWebcamToBounds(config, sceneName) (internal — test seam) enforces the max per dimension at resize + load and no less than 10% of the master (192×108). The cap is picked by canonical scene name: 50% per dimension (960×540) everywhere except the Chat scene, which may reach half the screen area (~1358×764 @16:9) so the viewer sees the creator better (MaxWebcamWidthFor/MaxWebcamHeightFor; a renamed Chat loses the bigger cap). RoundBorderSize follows the clamped height. WebcamSafeguardTests guards the clamp.
    • Hit-testing: a Grid without Background only hit-tests where its children draw, so clicks in the empty corners of a round clip fell through to Window_PreviewMouseLeftButtonDown and deselected the element — making the corner handle ungrabbable. The element Grid carries Background="Transparent" (whole rect draggable; the empty canvas Grid uses the same trick for right-click Show Webcam) and the SelectionOverlay (dashed border + corner dot) is IsHitTestVisible="False" so it never intercepts the click. Two things make the webcam menu work: (1) the ContextMenu pins its own DataContext to PlacementTarget.DataContext — a ContextMenu isn't in the visual tree, so without it the Click-handler DataContext: patterns (and the IsChecked/slider bindings) silently fail; (2) Themes/Controls.xaml ships a full dark MenuItem template — PART_Popup (submenu popups), a popup ItemsPresenter (the Border Opacity/Thickness sliders live in Items, so they render in a hover flyout), a ✓ checkmark column, and a › arrow driven by HasItems. An earlier bare Border + Header template dropped all three: submenus never opened, sliders never rendered, checkmarks never showed — the menu looked dead even though the Click handlers were fine.
  • GPU posture: webcam frames are CPU (GPU-agnostic; WPF hardware-presents the preview anyway). Hardware encoders (NVENC/AMF/QSV) matter for the encoder task, not capture. D3DImage GPU compositing is deferred to the encoder task.
  • Background removal = milestone 2 — ONNX Runtime + DirectML (CPU fallback), MediaPipe Selfie Segmentation (Apache-2.0), wired into the same VideoFrame seam. Not part of milestone 1.

Scene compositor (TASK 4 ship step 1 — shipped 2026-08-10, plan in TASKS.md)

The encoder needs the master 1920×1080 frame without the preview's editing chrome (SelectionOverlay, DimRects, output-rect outline, badge, placeholder). WPF's RenderTargetBitmap is software-rendered and captures the visual tree including chrome, so the preview can't be captured — the output is a second, parallel software compositor over the VideoFrame (BGRA8) seam, and the XAML preview (MainWindow.xaml CanvasGrid + element DataTemplate) is the rendering contract it replicates. Two renderers must agree: geometry, UniformToFill cover-crop, round clip, mirror, border, z-order. Preview stays XAML (editing view); the compositor is the output view.

  • Render the active tier's output rect directly (CompositorOptions {SourceRectX/Y/W/H, OutputWidth, OutputHeight}, fed from MainViewModel.OutputRect*): 16:9 = full 1920×1080 1:1; the vertical 9:16 tier = composite the centered 607×1080 crop then bilinear-upscale to 1080×1920.
  • CPU posture: with FFmpeg as a subprocess the master crosses a CPU readback to the pipe every frame anyway, so GPU compositing buys little at this layer count (2-3 live layers; static layers pre-composite once into a cached base). GPU effort belongs to NVENC (the encoder), not composition; if composition grows (wipes, filters, many layers), a D3D11 compositor can replace this one behind the same seam — the CPU master buffer stays the contract.
  • Branding flash is composited by the output path too (it's on the live output, per Monetization), passed in as a pre-rendered VideoFrame? — the compositor core stays pure byte-math, no WPF. Likely a bundled asset rather than runtime text rendering (deterministic, no font/layout risk).
  • Frame sources are injected via a Func<SceneElement, VideoFrame?> resolver (SceneCompositor.Render(scene, frameFor, flashFrame, options)) — the caller maps each element to its frame (webcam → DeviceId, image → AssetId via StaticPixelCache, backdrop → CaptureKey), so the compositor is pure, WPF-free, and hermetic to test. The capture managers wire into that resolver in the encoder step, not the compositor step. The master buffer (the compositor's return value) is the seam a future D3D11 compositor would honor identically.

FFmpeg locator (TASK 4 ship step 2 — shipped 2026-08-10, plan in TASKS.md)

The encoder's one external dependency is ffmpeg.exe; it's never shipped in the repo. IFfmpegLocator resolves an absolute path on demand: PATH probe first (the user's own install wins — their choice, their responsibility), then the cache (%APPDATA%\ytLlive\tools\ffmpeg.exe), then a pinned BtbN LGPL-shared win64 zip (~75 MB) from which ffmpeg.exe and the libav*.dll family are extracted (staged temp-write + move so a crash never corrupts the cache; Windows resolves the DLLs from the exe's own directory). BtbN LGPL-shared (not gyan.dev, not static): it drops GPL-only libx264/x265 while keeping NVENC/QSV/AMF + libopenh264 + native AAC, and dynamic linking means LGPL compliance is "license text + source offer" with no static-relink (§6) material — see the Licensing guardrails below. The pin is a dated autobuild tag (immutable); BtbN retention keeps the last 14 daily + each month-end for 2 years, so a cold cache can outlive the pin → the seam throws a clear, logged error (recoverable; the pin is one const). Constructor-injected search dirs / tools dir / downloader (Func<string, CancellationToken, Task<byte[]>>) keep it hermetic: tests fake the network with a real in-memory zip. Constructed in the encoder step (not yet — this PR ships the seam + impl + tests only).

Live encoder + RTMP push (TASK 4 ship step 3 — shipped 2026-08-12, plan in TASKS.md)

The encoder is a thin orchestrator over ffmpeg.exe — no H.264/AAC code in the app. It spawns the subprocess (path from IFfmpegLocator), feeds raw BGRA master frames into stdin, and parses -stats stderr lines into StreamHealth (bitrate/FPS/duration, dropped-from-frame-count). FfmpegEncoder (IFfmpegEncoder seam) holds: StartAsync (locate → probe -encoders → spawn → stderr loop), SubmitFrameAsync (serialized stdin writes under SemaphoreSlim), StopAsync (stdin EOF → ffmpeg finalizes + exits by itself; a 10s watchdog kills it), Dispose (force-kill + wait), and the HealthUpdated/ProcessFailed events. Pattern: the encoder never touches Process — it drives the IEncoderProcess seam (FfmpegEncoderProcess wraps the real Process, redirected stdin/stdout/stderr

  • exit control); a Func<IEncoderProcess> factory + the locator are constructor-injected, so the integration test fakes the whole subprocess (probe + encoder) with a Channel-backed TextReader whose Complete() is EOF (null), never a ChannelClosedException.

Decisions (locked): args are pure (FfmpegArgs.Build, no string building in the encoder): -re -f rawvideo -pix_fmt bgra -video_size WxH -framerate FPS -i pipe:0 + a real audio input — the mixer writes IEEE-float stereo to a Windows named pipe (-f f32le -ar 48000 -ac 2 -i \\.\pipe\ytllive_audio, name via EncoderOptions.AudioPipeName; replaced the old -f lavfi -i anullsrc silence in the TASK 8 audio milestone) + explicit -map 0:v -map 1:a + -c:v <enc> -b:v K -maxrate K -bufsize 2K + -g fps×4 -keyint_min fps×4 -sc_threshold 0 -bf 0 -pix_fmt yuv420p (≤4s keyframes, closed GOP, H.264 compliance) + -c:a aac -ar 48000 -ac 2 -f flv <rtmpUrl>. Record output (TASK 18): FfmpegArgs.Build emits one self-contained block per output, each its own -map 0:v -map 1:a + codec tags (AddVideoTags helper). Stream block = -f flv <rtmpUrl>; record block = -f mp4 <RecordPath>. EncoderOptions.StreamEnabled/RecordEnabled/RecordPath gate each block, so the engine runs record-only (no RTMP), stream-only, or stream+record (video encoded twice off the one raw input pipe — cheap on NVENC). FfmpegEncoder.StartAsync throws unless at least one output is enabled. Encoder choice is probed from the binary's -encoders listing (FfmpegEncoderPicker, pure): NVENC → QSV → AMF → OpenH264 fallback, never libx264 (GPL; see Licensing). EncoderOptions.VideoEncoder forces one and skips the probe. EncoderOptions also carries W×H/FPS/bitrate from the quality tier and GopSize = FPS×4. Constructed by MainViewModel since ship step 5 (new FfmpegEncoder(new FfmpegLocator())), driven by the FramePump below.

Local recording (TASK 18 — shipped 2026-08-29, VM + top-bar UX; plan in TASKS.md)

Recording is independent from streaming and needs no YouTube sign-in. Two pill toggles in the top bar declare intent: REC pill (local file, works signed-out) and ON-AIR pill (streaming; greyed/disabled until IsConnected). The pill is intent; IsRecording/IsLive are reality — the REC status dot only turns green when a session is actually recording, the ON-AIR dot when actually live.

  • State model (MainViewModel): pills RecordPillOn/OnAirPillOn (ON-AIR setter no-ops if !CanToggleOnAir), derived PrimaryButtonText ("Start Streaming" vs "Start Recording"), ShowPrimaryStartButton (offline + [connected OR record-only]), IsStreamingStart, ShowEndStreamButton, CanStartSession, AccountStatusLightToolTip. IsEditMode now also requires !IsRecording (lock scrubbing while recording). StartSession() routes: ON-AIR on → GoLive dialog then stream (± record); only REC → BeginRecordOnly() starts the pipeline directly, no YouTube dialog.
  • Filenames (pure Services/RecordingFile): auto-name ty-<yyyyMMdd>-<HHmm start>-0000.mp4 at start; rename-on-stop to ty-…-<hh2mm2 actual length>.mp4 (FinalizeRecordingAsync after the pump stops & the file closes), numeric -2/-3 suffix on collision (UniquePath). Length comes from _liveElapsed, which the session timer walks while IsLive || IsRecording.
  • Folder: default %APPDATA%\ytLlive\recordings\, user-overridable via ChooseRecordFolderCommand (OpenFolderDialog), persisted through LayoutStore.Load/SaveRecordFolder (RecordFolder key).
  • Explicit sign-out only: StopStream no longer clears the session/token. Sign out via Logout / Change Account. Stopping a recording leaves the creator signed in.
  • EncoderOptions.StreamEnabled/RecordEnabled/RecordPath gate outputs; record+stream is one ffmpeg with two output blocks. Rest of the engine (FramePump/encoder) is unchanged — BuildEncoderOptions now always returns an options (with flags from the pills + _activeRecordPath), so record-only reaches the pump.

Live audio capture (TASK 4 ship step 4 — shipped 2026-08-12; game audio bar 2026-08-13; TASK 8 audio milestone: real stream audio + filters + duck + TRAX, shipped 2026-08-14, plan in TASKS.md)

Capture runs for the app's lifetime and is KISS by rule: desktop/game audio is automatic (WASAPI loopback), the mic is the creator's only audio control (meter/mute/volume already shipped). The whole layer sits behind an IAudioSource seam (Services/Audio/: Start/Stop/Started/SampleReady/ Failed, IDisposable) so the app never touches NAudio directly and tests inject hermetic fakes (no devices, no timers).

  • Sources (NAudio 2.2.1 — NAudio.Wasapi + NAudio.WinMM (for WaveOutEvent), MIT — item 9 in THIRD-PARTY-NOTICES.txt): WasapiLoopbackAudioSource = WasapiLoopbackCapture on the default render device; WasapiMicAudioSource = WasapiCapture with the device resolved by FriendlyName matching MicSourceName (the app only persists the DisplayName), falling back to the default capture endpoint. Both run at the device's own mix format — NAudio 2.2.1 exposes no overridable GetDefaultMixFormat on WasapiCapture, so there is no forced 48 kHz path; the mixer's TinyResampler normalizes any rate/channel layout to 48 kHz stereo (this replaced the earlier "force IEEE-float 48k" plan — the resampler IS the design). Mic device resolution re-reads the name provider Func<string?> at each Start, so a mic picked mid-session takes effect immediately (the mixer restarts the mic on pick). Both sources raise Started once their capture loop actually begins — the mixer turns that into MicConnected.
  • AudioMixer owns both sources; StartMicCaptureAsync starts the mixer once at startup and Shutdown disposes it — NOT go-live — so the meters preview live. Mic samples: downmix to mono → TinyResampler → VoiceFilterChain per sample (bass LowShelfFilter 120 Hz +4 dB → treble HighShelfFilter 8 kHz +3 dB → NoiseGate (threshold 0.005, hysteresis 0.5, attack 0.5, release 0.0005) → Compressor (threshold 0.5, ratio 4:1); all pure TDF2 DSP) → ring buffer → the post-filter AudioLevelMeter (RMS, 0.2 exponential smoothing) → MicLevelChanged → marshalled to the UI thread → AudioLevel. Loopback samples: resample → ring buffer → second meter → LoopbackLevelChanged → the game bar's GameAudioLevel. The raw linear level maps to the meter's display scale by AudioLevelMeter.ToDisplay (−60..0 dBFS → 0..1 with +10 dB input amplification). Mic connection state surfaces as events: MicConnected (source Started), MicFailed (source Failed), and RestartMic() re-resolves + restarts just the mic (loopback keeps running). Failures log via AppLog; a mic failure zeroes the meter, a loopback failure never kills the mic. Meter Push is unconditional (a ?. on the event would skip the meter update when nothing is subscribed yet).
  • Go-live audio (TASK 8): BeginGoLive → StartLive(pipeName) (idempotent) creates the named pipe server (NamedPipeAudioWriter, behind the IAudioPipeWriter seam) and a live loop task; every mixInterval (default 10 ms) FillAndMix reads a chunk from each ring buffer (silence-fills underruns), computes the post-filter mic RMS → AutoDucker (threshold 0.02, duck ×0.25 / −12 dB, attack 0.05, release 0.005, always on), applies the honest gains via Func<double> seams (micGain = MicMuted ? 0 : MicVolume; loopbackGain = GameMuted ? 0 : GameAudioVolume, × duck), mixes mono mic + stereo loopback into interleaved stereo, runs the MasterLimiter (a −1 dBFS ceiling so the honest gains can never sum past 0 dBFS and clip the AAC encode — instant attack per frame, smoothed release toward unity), and writes the floats to the pipe. The gains are wired through AudioGainProvider (Services/Audio/AudioGainProvider.cs) — the VM hands its MicGain/LoopbackGain Funcs to the mixer at construction, read live each tick, so the volume sliders and mute buttons are stream-honest. (Before this wiring the seams defaulted to unity and the controls were decorative.) StopStream → StopLive() (closes the pipe → ffmpeg audio EOF) BEFORE stopping the frame pump (video EOF) — the reverse order stalls on pipe backpressure. FfmpegEncoder itself is untouched; the VM owns the pipe lifecycle.
  • TRAX — free background music (TASK 8): MusicPlayer = NAudio MediaFoundationReader (mp3/wav/m4a) → VolumeWaveProvider16 at the hardcoded 0.20 bed (no slider) → WaveOutEvent on the default device, looping on any clean natural end (PlaybackStopped with e.Exception == null → rewind + replay; the earlier Position >= Length check was unreliable for MediaFoundationReader and let tracks play once then stop). The desktop/game bar's mute toggles LocalGain (0 or 1; UpdateTraxLocalGain runs on every GameMuted change and on TRAX load), so muting kills TRAX in the headphones — matching the stream, where it rides the loopback channel. The volume slider drives system volume (PushSystemVolume), which scales the entire loopback signal including TRAX — one knob controls everything. No third mixer input. The footer TRAX button lives inside the game audio bar (in the preview overlay), left of the "Desktop Audio" label (the creator's pick — it rides the desktop channel, so the music control sits with the desktop audio controls): status dot (red no track / yellow loaded stopped / green playing) + "TRAX"; left-click toggles play/pause (opens the in-app picker via OpenFileDialog when no track is loaded); right-click always opens the picker (TraxButton_PreviewMouseRightButtonUp, e.Handled = true, code-behind pattern); tooltip shows the loaded/playing track name or "No track — right-click to choose background music". The picked track persists via schema v9 single-row Music (TrackPath/IsEnabled) in LayoutStore. Known wrinkle (out of scope, future feature): YouTube mutes VODs carrying copyrighted music — "music on live, off VOD" is tabled.
  • Mic status dot (Models/MicStatus.cs) on the footer's MIC button: green = MicConnected, yellow = MicFailed (in use/unplugged), red = no mic device at startup (the mixer is never started, so loopback and the game bar can't run either — no capture devices at all). The picked mic persists: LayoutStore's Settings key/value table stores MicSourceName (saved on pick via SaveMicSourceName), and the VM restores it at construction BEFORE the mixer's first Start — so a restart reconnects the same already-vetted device (green) or reports it missing (yellow), instead of silently falling back to the default endpoint.
  • Game audio bar (desktop/game, always visible — TASK 4's IGameAudioDetector show/hide gating was removed 2026-08-15: the bar used to appear only while a full-screen game with sound was up, which kept hiding the creator's desktop meter; the detector stack is gone, desktop audio is just automatic WASAPI loopback): overlaid at the bottom of the preview window (bottom-center, dark translucent chip, a mirror of the mic bar: meter + mute + volume slider). It's monitoring UI in the preview grid — the meter is display-only, but its volume slider drives system volume (PushSystemVolume scales the entire WASAPI endpoint, so both the live headphones and the loopback capture reflect the slider) and mute kills TRAX (MusicPlayer.LocalGain = 0). Relabelled "Desktop Audio" (TASK 8) since TRAX rides the same channel.
  • WaveToFloat (pure, shared): WASAPI mix formats → interleaved float — IEEE float 32-bit direct, PCM 16-bit normalized to -1..1, WaveFormatExtensible with the IEEE-float subformat GUID (NAudio.Dmo.AudioMediaSubtypes.MEDIASUBTYPE_IEEE_FLOAT), trailing partial samples ignored.
  • Build 0 warnings; 197 passing (DSP/ring-buffer/ducker/resampler/pipe + mixer/hysteresis/ game-detector/meter-scale unit tests + the TASK 8 integration test AudioPipelineTests.Mix_WithFiltersDuckAndGain_Lands_On_AudioPipe + the polish-batch integration test Mix_HonorsProviderGains_AndGameMute_KillsTheLoopback proving the provider gains reach the pipe and mute silences the loopback).

Live frame pipeline (TASK 4 ship step 5 — shipped 2026-08-12, health stats 2026-08-13, plan in TASKS.md)

The FramePump (Services/Encoder/) is the live frame producer: while live it snapshots the active scene each tick, resolves every element to its latest frame, composites it into the tier's output frame, and paces frames into the encoder at the tier's FPS. Pattern — everything is a constructor-injected seam: Func<Scene?>, Func<SceneElement, VideoFrame?> resolver, Func<CompositorOptions>, Func<EncoderOptions?>, Func<IFfmpegEncoder>, Action<string> log, and an injectable pacing delay (default Task.Delay; tests inject Task.Yield). The pump is free of WPF and of the capture managers.

  • StartAsync never throws — the VM fires-and-forgets it from the sync command handler; failures log
    • surface via the Failed event. BuildEncoderOptions now always returns options (TASK 18) with StreamEnabled/RecordEnabled/RecordPath baked from the pills + _activeRecordPath; the pump skips the encoder only when options == null, i.e. "no output configured". MainViewModel._rtmpUrlProvider is that seam — a Func<string?> that now yields the reusable stream's ingest URL (TASK 9, shipped 2026-08-16): loaded from the LayoutStore cache at startup and set fresh by PrepareAndStartLiveAsync before the pump starts. The pump reads the URL once at startup, which is why go-live ensures the stream BEFORE StartAsync.
  • Stop ordering matters: StopAsync stops the encoder (closes stdin → EOF → ffmpeg finalizes+exits) before awaiting the loop, because closing stdin unblocks a write stuck on pipe backpressure — the reverse order would deadlock. ProcessFailed self-stops the pump. Failed while live flips StreamStatus.Error (minimal).
  • Health stats (ship step 6, shipped 2026-08-13): HealthUpdated is bound to the bottom bar — MainViewModel.OnFramePumpHealthUpdated marshals to the UI thread (the encoder's stderr loop raises on a background thread) and copies into CurrentHealth (the bottom bar's existing CurrentHealth.* bindings). ResetHealth(status) zeroes dropped/duration on go-live and on End so stats never linger from a previous session; bitrate/FPS stay on the tier's targets (ApplyStreamQuality). The bar shows real encoder values since TASK 9 (2026-08-16) wired the reusable stream URL into _rtmpUrlProvider.
  • MainViewModel owns the resolver (ResolveOutputFrame): WebcamSceneConfig → CameraManager.GetLatestFrame(WebcamId), Source { IsLiveCapture, CaptureKey } → ScreenCaptureManager.GetLatestFrame(CaptureKey) (the new accessor mirroring CameraManager), image/ background → StaticPixelCache.Get(AssetId). BuildCompositorOptions rounds the VM's OutputRect* doubles to ints — the vertical 607.5 half-pixel crop rounds to a perfectly-centered 608 (Math.Round, ToEven); BuildEncoderOptions fills W×H/FPS/bitrate from the tier once the URL provider yields one.
  • Social bar on the output (bar bug-fix branch): the FramePump takes an optional socialBar: Func<(VideoFrame? Frame, SocialBarPosition Position)>? seam, re-read every frame (so a mid-stream position flip applies immediately). The strip is pre-rasterized by Compositor/SocialBarRenderer.cs (WPF glue — WPF glue here is fine because the strip is rendered once per config change on the UI thread, the resulting immutable frame is then composited pure-CPU by SceneCompositor), and SceneCompositor.Render blits it last — above the branding flash at socialBarTop (0 = top, SourceRectHeight − barHeight = bottom) in master space. MainViewModel owns the frame (_socialBarFrame, rebuilt by RenderSocialBarFrame on load/save/NotifySocialsChanged).
  • Known consideration: the pump reads the active scene on a background thread while the UI can still edit it; a concurrent-mutation exception is contained (logged + Failed + the pump stops) rather than crashing. The background thread + video pipeline is the new reality since this step.

Social bar (TASK 6 — shipped 2026-08-12, plan in TASKS.md; bar bug-fix branch 2026-08-13)

A global bar layer (never a Source, no sources-list row) that sits over the bottom or top of the output and carries the creator's social links — content-sized, centered, GREEN glow when ON, position is a click-toggle top ⇄ bottom (default BOTTOM, persisted SocialBarPosition). Models/Socials.cs: SocialService enum (YouTube/Twitch/X/Instagram/TikTok/Facebook/Discord/Kick/Threads/Bluesky/GitHub/LinkedIn/Pinterest/ Snapchat/Reddit/WhatsApp/Telegram/Link/Website/Fediverse), SocialEntry (Service/Handle/ProfileUrl/ FediverseSoftware), SocialsConfig (Entries + BarPosition + BarEnabled; BarJustify dropped, column back-compat). Configured in the "Social Media Site Promotion" dialog (SocialsDialog.xaml + ViewModels/SocialsDialogViewModel, WPF-free, injected ISocialValidator + sign-in/sign-out fakes): ON/OFF bar switch (schema v8), 6 fixed slots — row 1 always YouTube (signed-in → channel handle; signed-out → sign-in gate → OAuth; delete → confirm sign-out), row 2 free, rows 3–6 lock icons on freemium. Service detection (SocialServiceIcons.DetectService): URL domain / fediverse @user@domain → Fediverse / bare→Website. Validation (Services/SocialValidator.cs, ISocialValidator seam + HttpSocialValidator default): async GET of the canonical profile URL; 200/redirect = valid, 404/failure = rejected. Fediverse additionally does a best-effort nodeinfo lookup (/.well-known/nodeinfo → software.name, stored in SocialEntry.FediverseSoftware / the SocialEntry.Software column, column-presence migration, no version bump) so the entry shows the instance's real logo (LogoDataForFediverse: mastodon/peertube/pixelfed/misskey/lemmy/pleroma/firefish, generic fediverse honeycomb fallback — Simple Icons CC0 path data, initials badges gone); nodeinfo failure still validates (glyph falls back). If the identity domain's nodeinfo is blocked (YunoHost SSO gates /.well-known/nodeinfo behind the login page) but the bare root 302s to the real instance, the lookup follows the root redirect and asks the resolved host. Cancel is a hard stop: LookupAsync takes a CancellationToken (dialog VM owns a CTS; Cancel/X/Save abort in-flight lookups, canceled continuations never touch slot state).

Bar bug-fix branch (2026-08-13) — three changes:

  1. Positioning is a click-toggle (KISS) — the original drag set a local Canvas.SetTop value that permanently overrides the {Binding SocialBarTop} (a binding can never win over a local value), so the bar stayed wherever it was dropped. The first drag-snap fix (SocialBarSnap.Decide + ClearValue on release) still failed for shaky hands — jitter around the ±6px deadzone snapped the bar up but wouldn't let it come back down. Superseded by the user's click-toggle: clicking the bar flips it top ⇄ bottom (MainViewModel.ToggleSocialBarPosition), the bar rides the binding alone, and SocialBarSnap is gone.
  2. Fediverse software self-heal — the DB row @gramps@llamachile.tube had Software = NULL because nodeinfo was only ever asked of the identity domain (a landing page; the real instance is mastodon.llamachile.tube). HttpSocialValidator.ResolveFediverseSoftwareAsync now probes well-known subdomains (mastodon. → social. → … FediverseSubdomainCandidates) when the identity domain and its redirect both come up empty, under a ~15s linked-CTS budget. MainViewModel runs the static HealFediverseSoftwareAsync off the UI thread on layout load, applies matches via the dispatcher, and saves; SocialEntry.FediverseSoftware is settable and raises LogoData, so the icon updates in place.
  3. The bar renders on the live output — Compositor/SocialBarRenderer.cs rasterizes the entries into a transparent straight-alpha BGRA strip (1920-wide, 40px content + 24px glow pad, the green glow baked in, Pbgra32→straight-alpha unpremultiply) and the compositor blits it above the flash (see "Live frame pipeline").

Toast notifications (TASK 24 — shipped 2026-08-23, plan in TASKS.md)

Non-blocking user-facing messages replace blocking MessageBoxes. Seam: INotificationService.Show(title, message, AppNotificationSeverity) (Services/INotificationService.cs) + Info/Success/Warning/Error extension methods; MainViewModel news up the real NotificationService at its field initializer (no DI container — the VM is built from XAML). Library: Notification.Wpf 11.0.0 (Platonenkov fork, MIT — notice #10 in THIRD-PARTY-NOTICES.txt). Facts that cost a hunt:

  • The NotificationArea XAML control registers itself with the manager on Loaded; routing matches the area's Name against the request's AreaName — our host is x:Name="ToastArea" in MainWindow's root grid (last child = topmost z-order, Grid.RowSpan=4, bottom-right above the footer via Margin="0,0,12,96", outside the preview Viewbox). An unknown AreaName silently drops the toast.
  • NeverExpires() sets ExpirationTime = TimeSpan.MaxValue (NOT null); NotificationColor.ToHex() returns #AARRGGBB (alpha prefix).
  • Lifetimes: Info/Success ~4s, Warning ~8s auto-dismiss, Error sticky until dismissed (the pure mapping lives in NotificationService.BuildRequest + the Cards tint table: slate info #3a3b52, green success #1d5c38, amber warning #b8860b, dark-red error #8f1f1f — matching the health-banner language).
  • Calls marshal to the captured Dispatcher (_dispatcher.Invoke) — encoder/pump events fire off-thread.

Migrated MessageBoxes: both webcam-acquire warnings, image-read warning, sign-in unsuccessful/failed. Promoted from log-only (each keeps its AppLog line): go-live prep failures ×3 (reusable stream, broadcast insert, prep exception), frame-pump death while live, mic-missing at startup, premium lapse, saved-session refresh failure (sign-out notice). Deliberately left log-only: offline license re-validation skip (would spam every launch). Still modal by design: SocialsDialog's slot-delete YesNo confirm.

Licensing — do not violate (GA = paid product; see THIRD-PARTY-NOTICES.txt)

This product is closed-source and paid. Every third-party component must stay inside the LGPL/BSD/MIT guardrails below — written down so a future "quick fix" never reintroduces a GPL binary. NEVER:

  • Use a GPL FFmpeg build — gyan.dev's builds are GPLv3 and ship libx264; BtbN's gpl variant is GPL too. GPL in a distributed paid product is the #1 lawsuit risk. Only BtbN lgpl / lgpl-shared builds are allowed.
  • Distribute the static lgpl build — LGPLv2.1 §6 wants relinkable object files for static linking. The shared (dynamic-DLL) build sidesteps that: compliance is "license text + source offer + unmodified binaries". The pin is lgpl-shared; when the pin is refreshed, keep the shared variant.
  • Use BtbN's nonfree variant — it adds fdk-aac (Fraunhofer code licensing). The native FFmpeg AAC encoder is fine (no Fraunhofer code) but grants no AAC patent license — accepted low-risk posture for RTMP→YouTube, since encoder vendors cover their implementations (Cisco OpenH264, NVIDIA NVENC, Intel QSV, AMD AMF).
  • Link FFmpeg into the app — it stays a separate subprocess fed frames over a pipe; that separation keeps the app's own code out of LGPL reach.
  • Drop THIRD-PARTY-NOTICES.txt from the shipped app or the About screen, or alter the FFmpeg copyright/LGPL notices inside the downloaded binaries. Automating the download counts as distribution — the obligations are not optional.
  • Pin to a moving target — the latest BtbN release tag floats. Only immutable autobuild tags give a reproducible source offer. Record the tag + variant beside the URL (TASKS.md) every time the pin moves.
  • Use non-CC0 icon art — the social bar's bundled SVG logo path data comes from Simple Icons (CC0 1.0, public domain — see THIRD-PARTY-NOTICES.txt). Replacing or adding logos must stay CC0 or another public-domain source; a logo asset under a copyleft or attribution license would contaminate the paid product. The About hub's logo is the creator's own art ("llama fortnite superman logo", Assets/llama-logo.png) — owned by us, so it carries no third-party license either.
  • Forget the v1 license-texts gate — THIRD-PARTY-NOTICES.txt links the canonical license texts; at v1 (GA) the full texts of every license it names MUST ship alongside it (TASK 4 requirement 9 is the release blocker). Queued early is wrong; the release pass owns it.
  • Break the in-app About requirement — since TASK 11 the About overlay is the app's in-app creator hub: the real logo, the creator links (YouTube channel, Mastodon, Buy me a coffee, and the greyed "Unlock Premium" seam whose billing URL is tabled), and a Licenses & legal sub-panel that loads THIRD-PARTY-NOTICES.txt from the executable directory and renders it in a scrolling panel — never the OS viewer, no Notepad, no browser tab. The premium/coffee link constants live in MainViewModel (PremiumUrl, CoffeeUrl, ChannelUrl, MastodonUrl); filling in the billing URL lights up the premium button. Do not reintroduce an "open the notices in Notepad" button.

Design Principle

This software is so intuitive that even the most right-brained person can easily intuit and use it.

Apply this to every UI decision:

  • One-click go-live with working defaults
  • Prefilled YouTube defaults (RTMP URL, bitrate, resolution, latency)
  • Visual/drag-and-drop scene building over property panels
  • Every action produces a visible outcome — no dead ends

Monetization (design decision — the branding flash is the sword)

Full pricing, discount codes, and Polar product details in MONETIZATION.md (gitignored). Brand palette and assets in MARCOM.md (gitignored). This section covers the in-app model.

Free forever: all features unlocked for everyone — no feature lock between free and paid. The only difference is watermarking. This is deliberate: no creator will tolerate a watermark, and as a good-guy developer, we give them complete access to every feature so no one can call us crooked.

  • Free: a periodic full-frame branding flash — "made with LlamaCasty!" rendered big and centered at ~25% opacity for about one second (soft 250ms fade in/out), repeated every 300s, on the live output (and on local recordings). Implemented as BrandFlashLayer in the preview compositor (MainWindow.xaml CanvasGrid) + BrandFlashTimer in MainViewModel — cadence 300s, first flash ~5s after go-live, only while live or recording. An always-on watermark can be cropped or covered; an intermittent full-frame flash can't be cropped and is impractical to edit around on a live feed. The flash is also the free tier's billboard — every free stream advertises LlamaCasty to its own viewers; the free tier is distribution, not compromise.
  • Paid (annual subscription): branding flash removed (flips BrandFlashEnabled off). That's it. No feature gating. Alerts, social bar slots, voice filters, TRAX, recording — everything is free.
  • Pricing: early-access founders rate $49.99/yr → $99/yr list at GA (v1). Grandfathering: early adopters keep $49.99/yr for as long as the subscription is maintained; a lapse means renewal at list. That's the whole policy — no escalation matrix (a realistic product lifetime is a few years; keep the promise simple).
  • Billing: Polar (polar.sh) — open-source MoR (Apache 2.0), handles payments, subscriptions, license keys, and global tax compliance. Startup Program gives Scale plan free for 12 months. Product: d105dfa1-497e-423b-8cd4-e0ee2e3abbc0. Checkout: llamacasty.com → Polar hosted page. Org ID: c05fb364-b967-4f6c-adf2-8a144e46d085 (org-scoped OAT — organization_id omitted from API calls). Key prefix: LCYT-. Discounts: LLAMAFOUNDER (100% off, 50 uses), LLAMA50 (50% off, 12 months). Details in MONETIZATION.md.
  • Support (creator's model): in-app bug-reporting mechanism → issues into git; most queries are how-tos / feature requests / manual-skimmers. Maintenance cadence = "when I get around to it" with emergency patches; not a 24/7 service promise.

What was rejected: always-on watermark (obscurable — replaced by the flash), hard stream-time cutoffs (the worst dead end — a stream dying mid-broadcast reads as broken, and YouTube streams routinely run 2-4 hours), soft-limit nagging, freemium feature tiers, and donation-only (relies on the kindness of strangers). Resolution/quality ceilings are deferred — that decision belongs to the resolution & streaming-constraints conversation, not monetization.

Auth gates Go Live, but not exploration

The app is fully usable without authentication: users can build scenes, add sources, compose previews, and audition the software with zero commitment. But going live requires authentication — it's the one capability gated behind YouTube sign-in. The sign-in should never pressure the user ("sign in (optional)", not a modal wall): the two-state top bar shows Start Stream (offline) / End Stream (live), and the Start Stream dialog hosts the account — a saved session appears as the default with "Change Account"; with none saved, a "Sign in to YouTube" button starts OAuth and the Start button stays disabled until signed in.

Account assumption (do not build an account setup flow)

Connecting uses Google OAuth ("Sign in with Google") to link an existing YouTube creator account. ytLlive never creates or sets up accounts — that is YouTube's job. If the creator has no YouTube channel, they go to YouTube first. This assumption is explicit and must never be silently replaced by an in-app account-creation step. Zero state = the Start Stream dialog's "Sign in to YouTube" button; going live is unreachable until an account is connected.

YouTube Live API — design constraints (do not violate)

These are the hard facts behind every decision. Full list in TASKS.md.

  • One-click go-live — never call transition(live). Insert the broadcast with enableAutoStart=true, enableAutoStop=true, enableMonitorStream=false, selfDeclaredMadeForKids=false, latencyPreference=low. The encoder starting brings YouTube live. enableMonitorStream=false is what lets us skip the testing stage.
  • Visibility picker (TASK 9 item 6) — the "always Private" enforcement was temporary for testing during development ("always Private until v1"). For v1, the go-live dialog exposes Private/Unlisted/Public and YouTubeStreamService.CreateBroadcast uses the dialog's selection (not a hardcoded override). The PRIVATE badge in the top bar still shows when the stream is actually private.
  • Full broadcast form (TASK 9 item 7) — the go-live dialog exposes all YouTube API-supported fields. Core tab (always visible): title, description, visibility (Private/Unlisted/Public), made-for-kids, schedule (start + optional end datetime). Advanced tab (expandable, sane defaults): latency (Normal/Low/Ultra-Low, default Low), DVR (default on), embed (default on), record-from-start (default on), projection (rectangular/360°, default rectangular), closed captions (disabled/embedded/HTTP, default disabled), auto-start (default on), auto-stop (default on), monitor stream (default off, for testing), region restrictions (country codes, optional). categoryId is removed from CreateBroadcast (not a liveBroadcast field, silently ignored). Monetization via liveBroadcasts.update (not settable on insert) — separate step after broadcast creation. Go-live order (TASK 9, shipped 2026-08-16): BeginGoLive → PrepareAndStartLiveAsync — ensure the reusable stream (GetOrCreateReusableStreamAsync, cache it), create the broadcast bound to it (CreateBroadcast(..., stream.Id) → boundStreamId), THEN start the pump (the URL must exist before FramePump.StartAsync, which reads it once). Failure → StreamStatus.Error, never a crash; StopStream clears _currentBroadcastId.
  • Variable reusable stream (shipped 2026-08-16) — GetOrCreateReusableStreamAsync lists liveStreams?mine=true and reuses the existing cdn.isReusable stream, inserting once per channel (cdn.resolution=variable, cdn.frameRate=variable, isReusable=true) only on first use; the ingestion URL is cached via LayoutStore Settings (SaveReusableStream/LoadReusableStream) and bound to each broadcast at insert (boundStreamId). Any quality tier works without recreating the stream, and auto step-down is done by us dropping bitrate on the fly (zero API calls).
  • Quality is greyed out while live — resolution/frameRate/ingestionType are immutable after stream creation; editing title/description/privacy is fine at any time.
  • Report-by-exception health (SHIPPED 2026-08-16, TASK 9 item 3) — YouTubeStreamService.GetStreamHealthAsync(streamId) polls liveStreams.list?part=status; render nothing on good/ok/noData, surface a banner only on configurationIssues[] with warning/error severity. The decision is the pure Services/StreamHealthReporter.BannerFor (null text = no banner; error beats warning). The VM polls every 30s while live (DispatcherTimer _healthPollTimer, first poll right after go-live) and clears on End via ResetHealth; poll failures log only. UI = a full-width banner strip under the top bar, HealthIssueBanner text + HealthIssueBackground (amber #b8860b warning / dark red #8f1f1f error), hidden by NotNullToVis. The design's bottom-strip YouTube logo + green/red dot (clickable → dialog) is still queued.
  • One dialog, three states — not connected / connected-offline (all editable) / live (title + description + visibility editable; quality + account greyed out). Both entry points (Start Stream button + bottom strip) open it; prefilled from saved session profile.
  • End stream — stop encoder → transition(complete), enableAutoStop as the safety net.
  • Encoder compliance — keyframes ≤ 4s (gopSizeLong), closed GOP, H.264, AAC/MP3 @ 44.1/48kHz, mono/stereo only. YouTube flags violations via health status.
  • Broadcast ID == Video ID — one ID tracks status, health, and the auto-created VOD (recordFromStart + enableDvr default true).