Screen backdrop (schema v5/v6) + five-scene catalog + webcam polish: live desktop/game capture as a permanent non-deletable bottom layer (Source.IsBackdrop), auto full-screen game detection (Win32FullScreenDetector) else primary display, GraphicsCapturePicker re-designation, refcounted shared ScreenCaptureManager, Live-only backdrop by policy (HasBackdrop + v5-v6 backfill + EnforceBackdropPolicy, checkbox gone), SceneCatalog (Starting/Live/BRB/Chat/Ending) with + button re-adding missing scenes, webcam mid-session transparent-container fix (GetPreviewBitmap propagation), Chat half-screen-area cap, 'Add Webcam' always opens the picker (SwapWebcamIdentityAsync, no silent resurrect), WindowsRuntimeMarshal frame-read + 5s-throttled errors, docs updated, tests (65 passing)

This commit is contained in:
2026-08-07 14:15:50 -07:00
parent e037ba027b
commit ad9b3e1e48
27 changed files with 2232 additions and 116 deletions
+10 -2
View File
@@ -8,14 +8,22 @@ External-facing logic: YouTube API, persistence. See
| `YouTubeAuthService.cs` | OAuth2 via Google: loopback callback (`http://localhost:8765/oauth2/callback`), token exchange, refresh, channel fetch. Constructor takes optional `HttpClient` + `sessionChanged` callback (test seam + save hook); session persists via `Helpers/TokenStore` (DPAPI); `ClearSession()` signs out (called by `MainViewModel.StopStream` on End Livestream) |
| `YouTubeStreamService.cs` | Broadcast/stream management via the v3 API (`enableAutoStart/Stop`). **Not yet switched to the `variable` reusable stream** |
| `YouTubeChatService.cs` | Polls `liveChat/messages`, raises `MessageReceived`; `IDisposable` |
| `LayoutStore.cs` | SQLite persistence (`Microsoft.Data.Sqlite`) at `%APPDATA%\ytLlive\ytLlive.db`; assets stored as BLOBs keyed by SHA-256 content hash; save/open layout files; schema `user_version` 4 (`Source.ClipShape`/`IsMirrored` via `ALTER TABLE` for pre-v2 DBs; v3 = singleton `Webcam` + per-scene `WebcamSceneConfig`, migrated idempotently **without backfill** — the stale `Source.DeviceId` column remains but is no longer read/written; v4 = `WebcamSceneConfig.RectWidth`/`RectHeight`, the pre-Round rect for the round-to-rect restore) |
| `LayoutStore.cs` | SQLite persistence (`Microsoft.Data.Sqlite`) at `%APPDATA%\ytLlive\ytLlive.db`; assets stored as BLOBs keyed by SHA-256 content hash; save/open layout files; schema `user_version` 6 (`Source.ClipShape`/`IsMirrored` via `ALTER TABLE` for pre-v2 DBs; v3 = singleton `Webcam` + per-scene `WebcamSceneConfig`, migrated idempotently **without backfill** — the stale `Source.DeviceId` column remains but is no longer read/written; v4 = `WebcamSceneConfig.RectWidth`/`RectHeight`, the pre-Round rect for the round-to-rect restore; v5 = `Source.IsBackdrop` + `Source.CaptureKey`, the live-capture backdrop; v6 = `Scene.HasBackdrop` — Live-only policy, one-time backfill turns Starting/BRB/Chat/Ending off + drops their backdrop sources; `MainViewModel.EnforceBackdropPolicy` re-normalizes on every load) |
| `VideoFrame.cs` | Normalized CPU frame seam (`Width`/`Height`/tightly-packed BGRA `byte[]`) — the only pixel type the rest of the app knows about; future capture sources (screen, background-removed webcam) feed the same seam |
| `CameraDeviceInfo.cs` | `(Id, DisplayName)` for a physical capture device |
| `ICameraEnumerator.cs` | `GetCamerasAsync()` — seam so the picker/`CameraManager` never touch WinRT (tests inject fakes) |
| `ICameraFrameSource.cs` | `StartAsync`/`StopAsync`/`FrameAvailable(VideoFrame)` — seam for a running capture source |
| `MediaCaptureCameraEnumerator.cs` | WinRT enumeration via `DeviceInformation.FindAllAsync(DeviceClass.VideoCapture)` |
| `MediaCaptureFrameSource.cs` | CPU-first MediaCapture source (`MemoryPreference = Cpu`, BGRA8 via `CreateFrameReaderAsync`); frames arrive on a worker thread |
| `CameraManager.cs` | Webcam capture ownership: refcounted by `DeviceId`, one shared `WriteableBitmap` per camera, dispatcher-coalesced ~render-rate UI updates (latest-frame drop); `PreviewBitmapChanged`/`CameraFailed` events. `ReleaseAsync` decrements a ref (stops at zero); `ReleaseAllAsync` force-drops every ref + stops the source (webcam swap / layout reload) |
| `CameraManager.cs` | Webcam capture ownership: refcounted by `DeviceId`, one shared `WriteableBitmap` per camera, dispatcher-coalesced ~render-rate UI updates (latest-frame drop); `PreviewBitmapChanged`/`CameraFailed` events. `ReleaseAsync` decrements a ref (stops at zero); `ReleaseAllAsync` force-drops every ref + stops the source (webcam swap / layout reload). `GetPreviewBitmap(deviceId)` returns the current shared bitmap so a `WebcamSceneConfig` added mid-session (after the first frame already created the bitmap) still receives the live frames |
| `IFullScreenDetector.cs` | Seam for the win32 full-screen detector: `int? GetForegroundFullScreenMonitorIndex()`, `int PrimaryMonitorIndex()`, `IReadOnlyList<DisplayInfo> GetDisplays()` |
| `Win32FullScreenDetector.cs` | `GetForegroundWindow` + `DwmGetWindowAttribute(DWMWA_EXTENDED_FRAME_BOUNDS)` + `MonitorFromWindow` + `GetMonitorInfo`; monitor covers all four edges → full-screen; own process excluded; monitor order = `EnumDisplayMonitors` order (static `GetMonitorHandle(int)` maps index→HMONITOR for the capture factory). `GetDisplays()` returns `DisplayInfo` (index/name/resolution/bounds/`IsPrimary`, friendly name via `EnumDisplayDevices`) for the in-app "Capture Display" picker; `PrimaryMonitorIndex()` is the auto-key fallback when no full-screen game is detected |
| `IScreenCaptureSource.cs` | `Key` + `StartAsync`/`StopAsync`/`FrameAvailable(VideoFrame)` — seam so `ScreenCaptureManager` never touches WinRT (tests inject fakes) |
| `Direct3D11Helper.cs` | The one shared `IDirect3DDevice` per process: P/Invoke `d3d11.dll!D3D11CreateDevice` (hardware, BGRA_SUPPORT, explicit 11.1-first feature array) → QI `IDXGIDevice` → the WinRT interop export `CreateDirect3D11DeviceFromDXGIDevice``MarshalInterface<IDirect3DDevice>.FromAbi`. CsWinRT does **not** project `Windows.Graphics.Direct3D11.Direct3D11Helper`, so this hand-rolls it. Do **not** revert to QI-for-`IDirect3DDxgiInterfaceAccess` — the device no longer exposes it on newer Windows (E_NOINTERFACE on build 26200) |
| `CaptureInterop.cs` | ComImport bridges the WinRT-projection gap: `IGraphicsCaptureItemInterop` (`CreateForMonitor`/`CreateForWindow`), `IInitializeWithWindow` (`GraphicsCapturePicker` owner window so the OS picker shows) |
| `ScreenCaptureFrameSource.cs` | One `Direct3D11CaptureFramePool` (free-threaded, 2 buffers) + session per target; frames → `SoftwareBitmap.CreateCopyFromSurfaceAsync` (BGRA, alpha ignored) → `VideoFrame`, bytes read via `WindowsRuntimeMarshal.TryGetDataUnsafe` (CsWinRT-safe — the `IMemoryBufferByteAccess` ComImport cast fails on every frame and is gone). Surfaces > 1920×1080 downscaled bilinearly to the master; conversion failures logged ≤ once/5 s. DRM content = black frames (OS limit). `CreateForMonitor`/`CreateForWindow`/`CreateForPicker` |
| `ScreenCaptureManager.cs` | Screen-capture ownership mirroring `CameraManager`: refcounted by target key, one shared `WriteableBitmap`, dispatcher-coalesced latest-frame copies; `PreviewBitmapChanged`/`CaptureFailed` events; `ReleaseAllAsync` used on re-designation |
| `ScreenCaptureSourceFactory.cs` | `Resolve(key)` parses `monitor:<n>` / `window:<hwnd>` / `picker:<name>` into a source; `PickAsync()` shows the OS `GraphicsCapturePicker` and returns the `picker:` key (transient — a reload falls back to auto-detection) |
Related: constructed in [`ViewModels/MainViewModel.cs`](../ViewModels/MainViewModel.cs)
(no DI container yet). Models in [`Models/index.md`](../Models/index.md).