3.7 KiB
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
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 exploration. Users can build scenes, add sources, and audition the software without authenticating. But going live requires authentication — "Go Live" only appears once connected. OAuth is what unlocks the actual broadcast (plus live chat, scheduling, and YouTube-side health).
Requirements:
- Google Cloud OAuth credentials — client ID + secret (user provides; needs "Localhost" redirect URI)
- Local HTTP listener —
HttpListeneronhttp://localhost:PORT/oauth2/callbackto catch the redirect - Browser launch — open the authorization URL in the default browser
- Token persistence — store access/refresh tokens securely (Windows DPAPI), reload on startup
- UI state — account name/avatar shown when connected; "sign in (optional)" affordance, never a gate
- Go Live gated on auth — "Go Live" button only visible once authenticated; scene building works without it
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:
- Display capture — Windows.Graphics.Capture API (WinRT), enumerate monitors
- Window capture — enumerate top-level windows, capture per-window
- Webcam — MediaCapture (WinRT) with device enumeration
- Image / text overlay — static sources positioned/scaled/opacity
- Scene compositing — per-scene source layering (z-order), preview rendered via D3DImage or MediaElement
- 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:
- Encoding — H.264 (hardware via NVENC/AMD, fallback x264) + AAC audio
- RTMP push — FFmpeg subprocess or native RTMP library
- Stream key management — save keys securely, prefill default YouTube ingest URL
rtmp://a.rtmp.youtube.com/live2 - Health stats — bitrate, FPS, dropped frames reported live in the bottom bar
- 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:
- Broadcast creation — title/description/visibility via API
- Stream binding — create stream, bind to broadcast
- Health monitoring — poll
liveBroadcastslifecycle status, surface YouTube health messages - 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