Consolidates duplicated logic behind shared implementations — paginated
grid tabs, focus chrome, cached remote stores, sheet selection columns,
the server artifact store and a test fixture layer — and removes code
that had become unreachable. Net reduction of about 5,500 lines with no
behaviour change.
Where a fix had landed separately in code that moved into a shared
helper, the fix was re-applied inside the helper rather than left behind
in the copy that went away.
Extracts the repeated toolbar fade into a single ToolbarScrim widget, folds
duplicated request/retry handling in the media server HTTP client, and
collapses the parallel playback-source, download-manager and live TV helper
paths into shared implementations.
Introduces shared seams for paginated views, D-pad reorder, media control
routing, async singletons and the device method channel, then points the
open-coded copies at them.
Also removes unused models and duplicated provider/server plumbing, folds
the twice-implemented artifact store in the server, and factors the
repeated Flutter toolchain prologue in CI into a composite action.
The hero dots/pause row was gated on live input mode, so any navigation
key event (Android back key, BT keyboards, gamepad-source noise) hid it
until the next pointer event - on phones it ended up permanently hidden.
Gate on the TV platform instead (issue #600's actual scope); the TV
layout never renders the carousel, so nothing changes there.
The bottom fade lost its guaranteed opaque band when the section-level
gradient was removed (686a61ac): the per-item overlay only reached full
background at the literal last pixel, letting artwork ghost through the
final 15% and read as a hard cut against the content below - worst on
phones, where square hero art is bright at the bottom. Finish the fade
at solid background from the 0.94 stop (~32px band on a phone hero).
Skia's dithered gradient shaders cost ~10ms per full-screen pass on
Mali-class TV GPUs: the two spotlight scrims alone were ~20ms of a 27ms
raster frame, while flat blended quads at the same coverage are ~free.
Bake axis-aligned LinearGradients once into cached 1x1024 premultiplied
strip textures drawn as stretched quads (shader fallback for unsupported
shapes and the first frame). Converted the spotlight, TV detail backdrop,
app-bar scrims, rail bleed, person-card overlay, and the video-controls
scrim, which now also keeps one widget type across hasFrame flips so the
controls subtree survives in-place source switches.
Scripted-browse on a Mali-G31 box: draw p50 27.5ms -> 7.1ms, swap block
20.3ms -> 0.9ms, janky draws 69% -> 2%; screenshots pixel-identical.
Hub moves, focus flips and item selects now flow through the rail focus
model + ListenableSelectors (two headers/cards repaint instead of every
visible card rebuilding). DiscoverScreen memoizes the hubs list, gates
provider notifies on a render signature and caches the rail widget so
no-op refreshes skip the subtree entirely. The whole-rail 0.6 and
inactive-row 0.7 AnimatedOpacity layers are replaced by AnimatedDimScrim
quads, removing the permanent per-frame saveLayers that kept low-end TV
GPUs raster-bound.
Adds context.withFreshWatchState/readFreshWatchState and sweeps the
remaining session-critical readers: context menu actions, folder tree
rows, discover hero, and TV spotlight minutes-left.