fix(ios): rebuild audio only when needed and stop VoiceOver list churn
Two iOS bugs with the same shape: unconditional rebuilds where a conditional check belongs. The audio graph was torn down on every unintentional disconnect and every foreground transition. A lost connection ran the same teardown as an explicit disconnect, deactivating the AVAudioSession and so dropping the Bluetooth HFP link for a transport blip, and foregrounding always called Reconfigure even though the `audio` background mode keeps the graph live. Both cost seconds of dead audio on a headset. Split "session ended" from "transport blipped". Detach unbinds the client but keeps the session, graph, and route, so a reconnect rebinds to a live HFP link; the route is parked on stream id 0 so capture cannot feed the next connection a stream it never announced. StartListening reuses a running graph, StartMicrophone reuses a running tap of the same width, and Reconfigure gained a non-forcing mode that no-ops when tap presence, channel width, and voice processing all still match. Foregrounding now ensures the graph is running and only reconfigures if it actually stopped. Route changes, media-services resets, and the stall watchdog still force a full rebuild. Every list also reloaded on a model event raised 20 times a second by the microphone level timer. ReloadData recreates the accessibility element tree, so VoiceOver explore mode re-announced the row under a dragging finger and a double tap landed on an element that no longer existed. No controller ever unsubscribed, so popped controllers kept reloading too. Move the level to its own LevelChanged event, and reload lists through ListRefresher, which subscribes only while on screen and only reloads when the rendered content signature changed. The voice bar publishes its accessibility value on 5% steps, MoveUserController reloads just its two checkmark rows, and the chat transcripts skip reassigning identical text. The changed logic sits on UIKit and AVFoundation types the net10.0 test project cannot reference, so this carries no tests; the Bluetooth reconnect and foreground paths need device verification.
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@@ -240,13 +240,13 @@ internal sealed class IosAudioRouter
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catch (Exception exception) { System.Diagnostics.Debug.WriteLine($"Audio recovery ({reason}) failed: {exception}"); }
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}
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internal void Recover(string reason)
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internal void Recover(string reason, bool force = true)
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{
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RefreshRoutes();
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if (!IosAudioEngine.Shared.IsConnected || interrupted) return;
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UIApplication.SharedApplication.BeginInvokeOnMainThread(() =>
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{
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try { IosAudioEngine.Shared.Reconfigure(); }
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try { IosAudioEngine.Shared.Reconfigure(force); }
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catch (Exception exception) { System.Diagnostics.Debug.WriteLine($"Audio recovery ({reason}) failed: {exception}"); }
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});
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}
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@@ -262,8 +262,17 @@ internal sealed class IosAudioRouter
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private void ResetWatchdog() { lastRenderCallbacks = -1; watchdogMisses = 0; }
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// An interruption that ends while the app is suspended never delivers its Ended notification.
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internal void ResumeForeground() { interrupted = false; ResetWatchdog(); Recover("foreground"); }
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// An interruption that ends while the app is suspended never delivers its Ended notification,
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// so foregrounding still has to check. It must not rebuild unconditionally though: the `audio`
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// background mode keeps the session and graph live across a backgrounding, so the graph is
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// almost always healthy here and a rebuild costs a visible glitch plus, on Bluetooth, an HFP
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// renegotiation. Ensure it is running, and only reconfigure when it actually stopped.
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internal void ResumeForeground()
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{
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interrupted = false; ResetWatchdog(); RefreshRoutes();
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if (IosAudioEngine.Shared.IsConnected && !IosAudioEngine.Shared.IsRunning) Recover("foreground");
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else EnsureAudio("foreground");
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}
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private void TickWatchdog()
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{
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