Reconnect to an already-injected DLL (reuse it, survive a tool restart)
Disconnect -> reconnect now reuses the DLL already in the game instead of injecting again, including across a tool restart or crash: a connected DLL keeps its per-pid shared section (and worker) alive after the host goes away, so a fresh host can find it and re-attach to the same section. - hook_dll_alive(pid) (host/src/inject/dll_probe.cpp): detect a live DLL by opening the per-pid section and polling its heartbeat (returns as soon as a beat lands; a missing section or stalled worker reads as not-alive). It does not check magic -- a graceful disconnect zeroes magic but the DLL keeps beating and the worker never re-checks magic post-connect. - InjectionPanel: the Inject and Connect button branches to reconnect_selected() when a live DLL is detected -- IpcServer::start() re-attaches to the SAME section the DLL still holds and re-publishes the subsystem state; no re-injection. Factored the shared post-connect setup (publish_subsystem_state / begin_liveness_tracking). The DLL needed no change -- it just resumes reading the re-attached section. - A false not-alive is benign: the inject path still re-attaches an already-injected DLL (LoadLibrary no-ops), so the timeout only needs to clear the worker's ~250ms beat period with margin. Test (mock_game_test test_reconnect): inject -> hooked -> graceful disconnect -> drop the host handle (simulating a restart while the DLL keeps the section alive) -> detect via heartbeat -> re-attach to the same section -> hooks re-install without re-injecting -> and hook_dll_alive goes false once the game is gone. Roadmap: both current tasks (graceful disconnect, reconnect) done -> removed. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -24,6 +24,7 @@
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#include <d3d11.h>
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#include "capture/shared_texture.hpp"
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#include "inject/dll_probe.hpp"
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#include "coop/audio_ring.hpp"
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#include "coop/log_ring.hpp"
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#include "coop/protocol.hpp"
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@@ -1039,6 +1040,89 @@ void test_graceful_disconnect(const char* backend)
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game.kill();
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}
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// Reconnect contract: after a graceful disconnect (and even a simulated tool restart -- the host
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// drops its section handle while the DLL keeps it alive), the host can detect the live DLL via its
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// heartbeat (hook_dll_alive) and re-attach to the SAME per-pid section to resume control, without
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// re-injecting. The DLL, still connected to that section, re-installs its hooks when the reconnected
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// host re-enables them.
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void test_reconnect(const char* backend)
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{
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std::printf("== reconnect to an already-injected DLL: %s ==\n", backend);
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std::wstring wbackend;
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for (const char* p = backend; *p != '\0'; ++p)
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{
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wbackend.push_back(static_cast<wchar_t>(*p));
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}
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MockGame game = MockGame::launch(wbackend + L" 30");
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if (!game.ok)
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{
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check(false, "launch mock game (reconnect)");
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return;
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}
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Sleep(800);
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const std::uint32_t disabled = 1u << HookSubsys_Audio; // input+focus+video+mkb on; audio off
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SharedMemory shm_a;
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SharedBlock* block_a = make_ipc(shm_a, game.pid(), disabled);
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if (block_a == nullptr || !inject_retry(game.pid()))
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{
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check(false, "inject mock game (reconnect)");
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game.kill();
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return;
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}
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bool installed = false;
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for (int i = 0; i < 100 && game.alive() && !installed; ++i)
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{
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Sleep(50);
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installed = installed_hook_count(block_a) > 0;
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}
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check(installed, "first connection installed hooks");
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check(hook_dll_alive(game.pid()), "hook_dll_alive() detects the live DLL");
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// Graceful disconnect: unhook everything, then simulate the host going away (drop our handle;
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// the DLL keeps the section alive). This stands in for both an explicit disconnect and a restart.
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for (std::uint32_t s = 0; s < HookSubsys_Count; ++s)
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{
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block_a->control.subsystem_disabled[s].store(1u, std::memory_order_release);
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}
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for (int i = 0; i < 100 && installed_hook_count(block_a) != 0; ++i)
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{
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Sleep(50);
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}
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check(installed_hook_count(block_a) == 0, "graceful disconnect unhooked the game");
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// Let the DLL settle back to steady heartbeating: the unhook tick runs several bounded drains, so
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// the worker can briefly not beat right after it. A real reconnect targets an already-dormant DLL,
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// not one in the microsecond after a mass-unhook.
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Sleep(500);
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shm_a.reset(); // host A "exits" -- only the DLL holds the section now
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// The DLL is still alive and holding the section: the restarted host can find it...
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check(hook_dll_alive(game.pid()), "DLL still detectable after the host dropped its handle");
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// ...and reconnect by re-attaching to the SAME section (no re-inject) and re-enabling subsystems.
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SharedMemory shm_b;
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SharedBlock* block_b = make_ipc(shm_b, game.pid(), 0u); // re-attach, all subsystems on
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if (block_b == nullptr)
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{
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check(false, "reconnect: re-attach to the section");
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game.kill();
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return;
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}
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bool reinstalled = false;
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for (int i = 0; i < 100 && game.alive() && !reinstalled; ++i)
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{
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Sleep(50);
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reinstalled = installed_hook_count(block_b) > 0;
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}
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check(reinstalled, "reconnect re-installed the hooks via the existing DLL (no re-inject)");
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check(game.alive(), "game alive after reconnect");
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game.kill();
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Sleep(200);
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check(!hook_dll_alive(game.pid()), "hook_dll_alive() false once the game (and DLL) is gone");
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}
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int main()
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{
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kill_stray_mock_games(); // clean slate: no leftover game holding coop_hook.dll
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@@ -1073,6 +1157,10 @@ int main()
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// vanilla while the DLL stays injected/dormant (the reconnect-friendly teardown).
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test_graceful_disconnect("dx11");
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// Reconnect: detect the live DLL and re-attach to the same section (even across a simulated host
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// restart) to resume control without re-injecting.
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test_reconnect("dx11");
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// Aggressive hook/unhook storm across every backend: a separate thread thrashes every
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// subsystem on/off while the game presents, to catch an unsafe install/remove race (the
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// "spamming Mirror video crashed Brotato" use-after-free). vk uses the early-load path.
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