# HANDOFF — session state

> Current operational state, read right after `TASKS.md`. Trust this file as the
> truth of what is in flight — do not re-derive from git/fs unless it points at
> a problem. Conventions: [`schema.md`](schema.md). Rewrite this file at session
> end, compaction, or any interruption.

## Session state (last updated: 2026-08-15)

- **Branch:** `main`, tracking `origin/main`. Working tree: the **TASK 24 polish batch** below is
  committed + pushed. Local branches `social-bar`/`webcam-validation` untouched (no secrets).
- **TASK 24 — POST-PAUSE POLISH BATCH — SHIPPED + COMMITTED + PUSHED 2026-08-15.** All 8 creator
  review issues fixed in one branch (details below). Build **0 warnings**, full suite **197 passing**
  (ONE integration test for this branch: `AudioPipelineTests.Mix_HonorsProviderGains_AndGameMute_KillsTheLoopback`).
- **AUDIO MILESTONE (TASK 9) — SHIPPED + COMMITTED + PUSHED.** Real stream audio + voice filters +
  auto-duck + free TRAX background music. Commits `6d71ace` (milestone) + `f2f6401` (secrets cleanup),
  force-pushed (`725f5a7...f2f6401`).
- **MONETIZATION LOCKED (2026-08-14, creator) — committed `86fcd86`.** One paid line = **annual
  subscription**: early access **$49.99/yr** → **$99/yr list at GA**, **grandfather-while-subscribed**,
  lapse → list on renewal. Free tier unchanged (branding flash = the billboard + no Alerts; Alerts is
  the paid feature). **Billing NOT itch-locked**; candidates Gumroad (native affiliates =
  tiebreaker) / Lemon Squeezy. Support = in-app bug-report → git issues. Full policy in `ai.md` →
  Monetization; scoped plan in `TASKS.md` **TASK 23**.
- **Secrets scrubbed from git history.** The DO token + passwords were purged via `git filter-branch`
  + `git gc --prune=now --aggressive` (all-refs scan = 0 hits); values still exist in chat — keep
  treating as **compromised**; rotate the DO API token.
- **Shipped, all pushed:** TASK 24 polish batch, TASK 21 (creator-hub About, `3d92bd0`), TASK 8
  (meter +10 dB), TASK 4 ship step 7 (one-click go-live + private-only), TASK 9 audio milestone
  (`6d71ace`), secrets cleanup (`f2f6401`), monetization docs (`86fcd86`).
- **Resume point (next branch):** **TASK 5** — reusable stream → `_rtmpUrlProvider` (the last blocker
  before go-live actually encodes + pushes). Then TASK 23 (billing + unlock + support).
  Optional, not queued: rewriting the healed entry's `ProfileUrl` to
  `https://mastodon.llamachile.tube/@gramps` (user must say the word).

## TASK 24 — the 8-issue polish batch — SHIPPED 2026-08-15 (what changed)

The creator's review of the TASK 9 build, all fixed in one branch (full record in `TASKS.md` TASK 24).

1. ✅ **Desktop/game audio volume slider had no effect** — the `AudioMixer` gain seams defaulted to
   unity (the VM never passed them): the slider/mute were decorative, stream AND local. Fixed with a
   new **`AudioGainProvider`** (`Services/Audio/`) wired into the mixer at construction, read live
   each mix tick.
2. ✅ **Desktop/game mute had no effect** — same wiring; `GameMuted` now zeroes the loopback on the
   stream AND silences the music locally via new `MusicPlayer.LocalGain` (scaled by the game bar on
   every volume/mute change + on TRAX load) — the creator hears the control work in the headphones.
3. ✅ **TRAX played once then stopped** — `OnPlaybackStopped` only looped when `Position >= Length`
   (unreliable for `MediaFoundationReader`); now any clean stop rewinds + replays. Dropped the unused
   `using System.Runtime.InteropServices;` too.
4. ✅ **TRAX/MIC buttons swapped** — footer mic cluster is now MIC + meter + mute + volume (TRAX is out
   of the mic cluster entirely).
5. ✅ **Mic source persists across restarts** — `LayoutStore` gained a `Settings` key/value table
   (`SaveMicSourceName`/`LoadMicSourceName`); the VM saves on pick and restores before the mixer's
   first `Start` → same already-vetted device reconnects green on restart, missing → yellow.
6. ✅ **TRAX moved right of Socials** — both centered under the scenes/sources listboxes (footer line
   1, left cluster).
7. ✅ **Backdrop icons shifted right** — new `HiddenBoolToVisibilityConverter` keeps the trash column
   reserved (`Hidden`, not `Collapsed`) so edit/eye stay in fixed columns for every source row.
8. ✅ **No separation between scenes and sources** — a 1px hairline with top/bottom padding now sits
   between the two left-panel listboxes.

**THE ONE integration test:** `Mix_HonorsProviderGains_AndGameMute_KillsTheLoopback` — real mixer +
`AudioGainProvider` gains through the pipe harness: scaled loopback audible at 0.5, silence after mute.

## TASK 9 audio milestone — SHIPPED 2026-08-14 (what changed)

The creator's feature review settled this as the single next branch ("all the audio issues done and
tested — a huge milestone"). Final spec and full shipped-state records live in `TASKS.md` (TASK 9)
and `ai.md` ("Live audio capture"). Highlights:

- **Real audio into the encoder.** `FfmpegArgs` now builds `-f f32le -ar 48000 -ac 2 -i \\.\pipe\ytllive_audio`
  + explicit `-map 0:v -map 1:a` (replaces `anullsrc` silence). `MainViewModel.BeginGoLive` →
  `_audioMixer.StartLive(EncoderOptions.DefaultAudioPipeName)`; `StopStream` → `_audioMixer.StopLive()`
  before `_framePump.StopAsync()`.
- **2-input mix (mic + loopback)**, honest gains: `micGain = MicVolume` (mute = 0),
  `loopbackGain = GameMuted ? 0 : GameAudioVolume` × duck. No third music channel.
- **Voice chain on the mic** (TASK 22), before meter AND mix: bass 120 Hz +4 dB → treble 8 kHz +3 dB →
  gate (0.005 / hysteresis 0.5) → compressor (0.5, 4:1). Pure TDF2 DSP, per-sample, always on.
- **Auto-duck:** mic RMS > 0.02 → loopback ×0.25 (−12 dB), attack 0.05 / release 0.005.
- **TRAX (free BGM):** `MusicPlayer` = MediaFoundationReader → `VolumeWaveProvider16` at fixed **0.20** →
  `WaveOutEvent`. Plays to the default device → rides the loopback into the stream (ducked with game).
  Footer TRAX button (dot red/yellow/green + "TRAX"), left-click toggles/picks, right-click opens the
  picker (`OpenFileDialog`), tooltip shows the track name. Track persists via **schema v9** single-row
  `Music`. Sound-bar label "Game Audio Capture" → **"Desktop Audio"**;
  `IsGameAudioBarVisible = gameDetectorProducingSound || IsMusicPlaying`.
- **Tests:** new `AudioPipelineTests.cs` (DSP/ring-buffer/ducker/resampler units + the ONE integration
  test reading real pipe bytes via `NamedPipeClientStream`); `FfmpegEncoderTests` + layout persistence
  updated for pipe args / Music roundtrip. Ring-buffer overwrite bug found by the unit test and fixed
  (head must NOT advance on eviction — the write itself advances it). Integration test pre-fills the
  ring buffers before `StartLive` so the first pipe tick already carries audio (deterministic — a
  start-of-stream silence race was seen and eliminated).

**Out of scope this branch:** IP webcam, chat box, alt-key crop, credits, bg removal, music-off-VOD
track (YouTube mutes VODs with copyrighted music — future feature), `PremiumUrl` (TASK 23 seam).

- **Landmines:**
  - Never add another test that constructs `new App()` — use `RealAppHost.Run(...)` (shared STA host
    for the one WPF App per AppDomain; round-clip + source-naming tests).
  - Never set a local `Canvas.SetTop` on the social bar — a local value permanently
    overrides `{Binding SocialBarTop}` (the `ClearValue` lesson from 5.5).
  - `AudioMixer` meter `Push` is unconditional **by design now**: `OnMicSample`/
    `OnLoopbackSample` compute the level first, then raise the event — a
    `?.Invoke(meter.Push(...))` short-circuit skipped the meter update when
    nothing was subscribed (found by `RestartMic_ResetsLevel`, fixed).
  - `MicConnected` comes from the source `Started` event, raised right after
    `StartRecording()` succeeds — tests must `MarkStarted()` the fake source
    before asserting connection state.
  - The mic dot is red until a resource connects (see contract below) — green
    only after `Started`, yellow on `Failed`.
  - Zero mic devices at startup = red dot AND the mixer is never started, so
    loopback + the game bar can't run either (no capture at all) — acceptable.
  - The game detector is polled on the UI thread via a 250ms `DispatcherTimer`;
    `OnGameAudioPollTick` wraps `Poll()` in try/catch + `AppLog`.
  - 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), not a crash.
  - `StopAsync` must stop the encoder (closes stdin) **before** awaiting the pump
    loop — closing stdin unblocks a write stuck on pipe backpressure; the reverse
    order deadlocks. Same rule for audio: `StopLive()` (pipe EOF) before the pump
    stop, so ffmpeg's two inputs end in order.
  - Tests never instantiate `MainViewModel` directly except via a real `MainWindow`
    on the `RealAppHost` STA thread (round-clip + naming), which never go live.
  - Sandbox can't reach outbound HTTPS — `HttpSocialValidator` stub-handler tests
    only, never the real instance.
- **Mic status contract (creator's rule, verified — do NOT "fix"):** the status dot is
  **red until a mic resource is actually connected**. `MicStatus` starts `NotConnected`
  (red); it goes green ONLY when the mixer's `MicConnected` fires, which comes strictly
  from the mic source's `Started` event raised after `StartRecording()` succeeds. Zero
  devices at startup → stays red and the mixer is never started; capture failure → yellow.

- **Secret/DB/port facts live:** OAuth client id/secret in `Helpers/OAuthCredentials.cs`;
  OAuth session token in `Helpers/TokenStore.cs` (DPAPI → `%APPDATA%\ytLlive\ytLlive.auth`);
  layout DB `%APPDATA%\ytLlive\ytLlive.db` (**schema v9** — single-row `Music`; the
  `SocialEntry.Software` column is a column-presence migration like the others); OAuth callback
  `http://localhost:8765/oauth2/callback`; crash log `%APPDATA%\ytLlive\startup.log`.

## Server recovery (llamachile.tube / YunoHost / DO) — 2026-08-14

**Facts (hunted this session — do not re-hunt):**
- Droplet **llamachile.tube**: DO droplet ID `473190301`, IP `143.244.176.131`, sfo3, 4GB/2vCPU/50GB.
  **SSH port = 2214** (matches git remote `ssh://llgit.llamachile.tube:2214/gramps/ytLlive.git`);
  22/2222/2200/etc all closed. SSH as `gramps` works with `~/.ssh/id_ed25519` (key auth, no password).
- **Root is YunoHost-locked**: `PermitRootLogin no` in `/etc/ssh/sshd_config` (there's a conflicting
  cloud-init override section below it, but DO's "Reset root password" email does NOT work on this
  box — cloud-init `set-passwords` only ran once at install). Root is reachable via `sudo -i` or the
  DO web Recovery Console (Settings → Recovery console — VNC-based; the droplet page's Console button
  is SSH-based and fails with "all configured authentication methods failed" when no account has a
  working password).
- **gramps is a YunoHost LDAP account** (local `/etc/passwd` entry has `*`, auth via pam_ldap) — its
  password is changed with `sudo yunohost user update gramps -p '<pw>'`, NOT `passwd`.
- **fail2ban bans the whole IP for 10-12 min** after repeated failed SSH/root logins (all ports
  refuse; `ping` still works; droplet API still shows `active`). Wait it out — do NOT power-cycle.
- Password reset this session: `sudo yunohost tools rootpw -n '<pw>'` sets root (rootpw takes `-n`).
  Verification: `getent shadow root` shows a `$y$` yescrypt hash + `passwd -S root` = `P`.
- Mastodon services run as systemd units `mastodon-web/sidekiq/streaming` (all were `active` after
  the reboot); gitea/nginx/mariadb/postgres/redis/yunohost-api also systemd units. Disk was **93% full**
  (3.6G free) — keep an eye on it before any big upgrade.
- The original outage was an interrupted Mastodon upgrade + a DO `password_reset` reboot; everything
  came back on its own after boot. No code/schema damage observed.

**Secrets (removed 2026-08-14 — see git history if a value is ever needed again):** the DO API token,
the gramps/root passwords and the DO password-reset email password were recorded in this file and in
chat. They are treated as **compromised** — the DO API token and every listed password have been or
should be rotated/revoked, and **no new secrets belong in this repo or in chat**. Secret paths that
stay here are the file locations only (OAuth creds → `Helpers/OAuthCredentials.cs`, session token →
`Helpers/TokenStore.cs`).
