Per-subsystem hook control: install/remove input, focus, audio at runtime

Add a host->hook control channel (protocol v5 -> v6: HookControl in SharedBlock,
per-subsystem "disabled" flags, 0 = install so the zero-filled default is
unchanged). The worker now reconciles each subsystem every tick: install what's
requested-and-missing, remove what's no longer wanted -- so the audio hooks
re-attach the ring and republish format on a reinstall, and XInput/focus clear
their stale status flags on removal.

Injection panel: a checkbox per subsystem (input forwarding / focus spoof /
audio render-hook) toggles it at runtime, showing the requested vs actual
installed state from the registry, plus DLL heartbeat liveness. The hook-status
section now keys off whether a DLL was injected (host-side) rather than the
input-hook "attached" flag, so it stays visible with input unhooked.

Guards for dependent features: the synthetic-input control is disabled when
input forwarding is off, and the Audio panel explains that mirroring uses
loopback (echo) when the render-hook is off.

Verified against Phantom Brave via coop_audio_probe: starting with audio
requested off installs only input+focus (8 hooks, no capture); re-enabling at
runtime installs the audio hooks (13) and capture starts immediately. All four
tests pass.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-06-19 20:17:48 +02:00
parent 1f905940ef
commit 0935dccfc4
12 changed files with 246 additions and 19 deletions

View File

@@ -88,7 +88,25 @@ void AudioPanel::draw_ui(const HookStatusView& status, bool debug_details)
// hooked path silences it, so don't warn there.
if (mirror_.source() == AudioMirror::Source::Loopback)
{
ImGui::TextDisabled("Game audio also plays locally (echo). Inject the hook to remove it.");
bool audio_hook_on = false;
const std::uint32_t hn =
status.hook_entry_count < kMaxHookEntries ? status.hook_entry_count : kMaxHookEntries;
for (std::uint32_t i = 0; i < hn; ++i)
{
if (status.hook_entries[i].subsystem == HookSubsys_Audio && status.hook_entries[i].installed)
{
audio_hook_on = true;
break;
}
}
if (audio_hook_on)
{
ImGui::TextDisabled("Game audio also plays locally (echo).");
}
else
{
ImGui::TextDisabled("Audio render-hook is off -> loopback (echo). Enable it in the Injection panel.");
}
}
// --- Render-stream view -----------------------------------------------