# ytLive — Task List ## TASK 1 — Initial Scaffold **Goal:** Working C# / WPF project with MVVM architecture, dark-theme main window, and YouTube service stubs. ### Status: ✅ Done - Models: Scene, Source, StreamConfig, StreamHealth, YouTubeChannel, ChatMessage - Services: YouTubeAuthService (OAuth2), YouTubeStreamService (broadcast/health), YouTubeChatService (chat polling) - MainViewModel: scene management, stream controls, chat - MainWindow: scene/source panel, preview area, chat panel, status bar - Clean build, 0 warnings (WSL + Windows) --- ## TASK 2 — YouTube OAuth2 Authentication (optional, non-blocking) **Goal:** Fully working Google OAuth2 flow — user clicks "YouTube", browser opens, authorization callback lands, channel info is stored. **Design constraint:** Sign-in must NEVER block core usage. Users can go live with a manual stream key, build scenes, and record without authenticating. OAuth is an enhancement — it unlocks live chat, broadcast creation, scheduling, and YouTube-side health — not a prerequisite. ### Requirements: 1. **Google Cloud OAuth credentials** — client ID + secret (user provides; needs "Localhost" redirect URI) 2. **Local HTTP listener** — `HttpListener` on `http://localhost:PORT/oauth2/callback` to catch the redirect 3. **Browser launch** — open the authorization URL in the default browser 4. **Token persistence** — store access/refresh tokens securely (Windows DPAPI), reload on startup 5. **UI state** — account name/avatar shown when connected; "sign in (optional)" affordance, never a gate 6. **Stream key entry stays manual** — OAuth does not replace the manual stream key path ### Tests: - Mock token exchange response, verify channel info parsed - Verify token refresh triggers when near expiry - Verify credential load/save roundtrip ### Status: Not started --- ## TASK 3 — Capture Pipeline (Scenes/Sources) **Goal:** Real video preview in the center panel — display capture, window capture, webcam, images, text overlays, composited per scene. ### Requirements: 1. **Display capture** — Windows.Graphics.Capture API (WinRT), enumerate monitors 2. **Window capture** — enumerate top-level windows, capture per-window 3. **Webcam** — MediaCapture (WinRT) with device enumeration 4. **Image / text overlay** — static sources positioned/scaled/opacity 5. **Scene compositing** — per-scene source layering (z-order), preview rendered via D3DImage or MediaElement 6. **Drag/drop source placement** — intuitive, visual (per design principle) ### Status: Not started --- ## TASK 4 — RTMP Ingest to YouTube **Goal:** Push encoded video to YouTube's RTMP ingest. ### Requirements: 1. **Encoding** — H.264 (hardware via NVENC/AMD, fallback x264) + AAC audio 2. **RTMP push** — FFmpeg subprocess or native RTMP library 3. **Stream key management** — save keys securely, prefill default YouTube ingest URL `rtmp://a.rtmp.youtube.com/live2` 4. **Health stats** — bitrate, FPS, dropped frames reported live in the bottom bar 5. **One-click go live** — defaults that work out of the box ### Status: Not started --- ## TASK 5 — YouTube Live Stream Management **Goal:** Create/bind broadcasts, monitor YouTube-side stream health. ### Requirements: 1. **Broadcast creation** — title/description/visibility via API 2. **Stream binding** — create stream, bind to broadcast 3. **Health monitoring** — poll `liveBroadcasts` lifecycle status, surface YouTube health messages 4. **Live chat** — poll `liveChat/messages`, render in right panel, support Super Chat + membership badges ### Status: Not started --- ## Backlog (future versions) - v0.2 — Recording to local file - v0.3 — Stream scheduling - v0.4 — Multi-destination restreaming