Stabilize iOS reconnect and screen audio sessions
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+13
@@ -45,6 +45,15 @@ because the voice-processing IO unit only stays up while the input is in the ren
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changes no longer force a rebuild; media-services resets still do, and the stall watchdog now
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backs off and stops after four failed attempts instead of rebuilding without end.
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An explicit disconnect now pauses the prepared iOS graph and releases the audio session; the
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next connection resumes that graph before attempting a rebuild. A signed iOS 26 simulator gate
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verified guest-to-account editing, saved-password login after a process restart, two voice joins,
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and a screen-audio stream started before the microphone. Screen sharing no longer forces a graph
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rebuild, and its pump subscribes before announcing the stream. An idle shared broadcast ring is
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no longer held mapped through suspension. A TestFlight report from build 2026092504 was an iOS
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`0xdead10cc` shared-file-lock termination; physical-device validation of that mitigation remains
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open.
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Voice-chat capture is not yet reliable on the first attempt: a graph with voice processing still
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sometimes fails to start and is only recovered by a watchdog rebuild, which costs seconds before
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audio appears. Speaker output is an explicit choice that no longer changes the preset. Every
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@@ -75,6 +84,10 @@ cap the applied Opus hint at 30%, and feed it back over TLS.
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- Find why an iOS graph with voice processing intermittently starts and then stops within a
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second, so voice-chat capture comes up on the first attempt rather than after a watchdog rebuild.
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- On physical iOS 27 hardware, repeat account login after app restart, explicit disconnect and
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reconnect, microphone permission denial, ReplayKit and ScreenCaptureKit sharing with and
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without a joined microphone, and background/foreground transitions. Confirm the graph keeps
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rendering and that `0xdead10cc` does not recur.
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- Run real multi-person calls on Windows, macOS, and physical iOS hardware, including adaptive
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20/40/60 ms buffering, duration-aware DRED/FEC, automatic packet-loss feedback, and mismatched
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input/output endpoints.
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