Mock game: drive input/focus/MKB hooks + window title; add DetourGate test
- poll_input() each frame (XInputGetState / GetAsyncKeyState / GetKeyboardState / GetForegroundWindow), like a real game, so mock_game_test's hook/unhook storm actually exercises removing the input/focus/MKB hooks while their detours are in flight -- the coverage gap that let those removal races go untested. - Window title shows the backend + a once-per-second-smoothed fps. - A vectored-exception crash logger prints the faulting module+offset (named the storm's intermittent crashes during this work; inert otherwise). - detour_gate_test: fast, deterministic guard for DetourGate -- drain() must block while a Guard is in flight and return promptly otherwise, plus a concurrency stress that asserts no body runs against freed state. (A synthetic install-race unit test was tried but flaked on SafetyHook's own enable/disable atomicity under ~30M calls/s, unrelated to our code, so the storm is the install/remove guard.) Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -13,7 +13,8 @@ add_executable(coop_mock_game
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# Reuses the shared ToneSource (also used by coop_tone + the audio hook self-test).
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target_include_directories(coop_mock_game PRIVATE ${CMAKE_SOURCE_DIR}/tools/audio_tone)
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target_link_libraries(coop_mock_game PRIVATE d3d11 d3d12 d3d10 d3d9 dxgi ole32 opengl32 gdi32 volk)
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target_link_libraries(coop_mock_game PRIVATE d3d11 d3d12 d3d10 d3d9 dxgi ole32 opengl32 gdi32 volk
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xinput user32) # xinput/user32: poll the input + focus APIs the hook intercepts (storm coverage)
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set_target_properties(coop_mock_game PROPERTIES OUTPUT_NAME "coop_mock_game")
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# Test fixture -> stage next to the tests (alongside coop_tone), not in the deployable root.
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@@ -16,6 +16,8 @@
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#include <windows.h>
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#include <xinput.h>
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#include "render_backend.hpp"
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#include "tone_source.hpp"
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@@ -23,6 +25,41 @@ namespace
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{
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std::atomic<bool> g_running{true};
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// Diagnostic: on an access violation, log the faulting address and the caller (return address on the
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// stack) as module+offset, so the storm's intermittent crashes name the exact hook. Then let it
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// crash so the test still detects it.
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LONG WINAPI crash_logger(EXCEPTION_POINTERS* ep)
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{
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if (ep->ExceptionRecord->ExceptionCode != EXCEPTION_ACCESS_VIOLATION)
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{
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return EXCEPTION_CONTINUE_SEARCH;
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}
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auto mod = [](void* p, char* out, size_t n) -> unsigned long long {
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HMODULE m = nullptr;
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if (p != nullptr &&
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GetModuleHandleExA(GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS | GET_MODULE_HANDLE_EX_FLAG_UNCHANGED_REFCOUNT,
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reinterpret_cast<LPCSTR>(p), &m) &&
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m != nullptr)
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{
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char path[MAX_PATH] = {};
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GetModuleFileNameA(m, path, MAX_PATH);
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const char* base = std::strrchr(path, '\\');
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lstrcpynA(out, base ? base + 1 : path, static_cast<int>(n));
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return static_cast<unsigned long long>(reinterpret_cast<uintptr_t>(p) - reinterpret_cast<uintptr_t>(m));
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}
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lstrcpynA(out, "?", static_cast<int>(n));
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return reinterpret_cast<unsigned long long>(p);
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};
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char m1[64] = {}, m2[64] = {};
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void* rip = reinterpret_cast<void*>(ep->ContextRecord->Rip);
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void* ret = ep->ContextRecord->Rsp ? *reinterpret_cast<void**>(ep->ContextRecord->Rsp) : nullptr;
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const unsigned long long o1 = mod(rip, m1, sizeof(m1));
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const unsigned long long o2 = mod(ret, m2, sizeof(m2));
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std::printf("MOCK_GAME CRASH: AV rip=%s+0x%llx caller=%s+0x%llx\n", m1, o1, m2, o2);
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std::fflush(stdout);
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return EXCEPTION_CONTINUE_SEARCH; // still crash so the test detects it
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}
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LRESULT CALLBACK wnd_proc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam)
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{
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if (msg == WM_DESTROY)
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@@ -58,10 +95,25 @@ void audio_thread(coop::tone::ToneFormat want)
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tone.close();
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CoUninitialize();
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}
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// Poll the input/focus APIs the hook intercepts, like a real game does each frame. When the
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// input / MKB / focus subsystems are hooked (e.g. during mock_game_test's hook/unhook storm) this
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// drives their detours -- so removing those hooks while a detour is in-flight is actually exercised
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// (the capture path alone never calls them, which is how the input-hook removal race went untested).
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void poll_input()
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{
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XINPUT_STATE xs{};
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(void)XInputGetState(0, &xs); // XInput hook (XInputGetState/Ex)
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(void)GetAsyncKeyState(VK_SPACE); // MKB hook (GetAsyncKeyState)
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BYTE kb[256] = {};
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(void)GetKeyboardState(kb); // MKB hook (GetKeyboardState)
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(void)GetForegroundWindow(); // focus hook (GetForegroundWindow)
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}
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} // namespace
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int main(int argc, char** argv)
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{
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AddVectoredExceptionHandler(1, crash_logger); // name the faulting hook on an intermittent storm crash
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const std::string backend_name = argc > 1 ? argv[1] : "dx11";
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const double seconds = argc > 2 ? std::strtod(argv[2], nullptr) : 0.0;
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const bool want_audio = argc > 3;
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@@ -124,6 +176,8 @@ int main(int argc, char** argv)
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const ULONGLONG start = GetTickCount64();
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std::uint32_t frame = 0;
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ULONGLONG fps_window_start = start; // window-title fps: frames in the last ~second
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std::uint32_t fps_window_frames = 0;
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for (;;)
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{
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MSG msg;
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@@ -140,7 +194,21 @@ int main(int argc, char** argv)
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{
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break;
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}
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poll_input(); // drive the input/focus/MKB detours each frame, like a real game
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backend->render_and_present(frame++);
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// Show the backend + a once-per-second-smoothed fps in the title bar.
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++fps_window_frames;
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const ULONGLONG now = GetTickCount64();
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if (now - fps_window_start >= 1000)
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{
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const double fps = fps_window_frames * 1000.0 / static_cast<double>(now - fps_window_start);
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wchar_t title[128];
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swprintf(title, 128, L"CoopMockGame [%hs] - %.0f fps", backend->name(), fps);
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SetWindowTextW(hwnd, title);
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fps_window_start = now;
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fps_window_frames = 0;
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}
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if (seconds > 0.0 && (GetTickCount64() - start) >= static_cast<ULONGLONG>(seconds * 1000.0))
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{
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break;
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