Check previously-ignored injection / capture / rumble return values
- injector bitness gate: IsWow64Process2 failure was treated as "native", which would send the x64 DLL into a 32-bit target. Fall back to the legacy IsWow64Process before giving up to permissive. - injector helper exit: GetExitCodeProcess's BOOL was ignored; on a failed query surface GetLastError instead of a misleading exit code. - window_capture: CreateShaderResourceView's HRESULT was ignored, and width_/ height_ were committed even on failure, so the (latest_ == nullptr) recreate guard never retried -- a silently black mirror until the next resize. Only commit the dims on success; otherwise drop latest_ so the next frame retries. - xinput rumble: make the best-effort XInputSetState ignore explicit (a disconnected pad re-syncs on the next refresh; the result isn't actionable). The GetClientRect/ClientToScreen reads in mkb_forward are left as-is: a failure there is a single self-correcting frame (the mapping is rejected and reused next frame), so checking them adds no actionable behavior. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -113,12 +113,6 @@ default** and covers anything the hooked path doesn't.
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From an in-depth review pass. Each item is fixed test-first (a failing test, then the fix) and lands
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as its own commit; "verify" items are confirmed real before any change, and dropped if not.
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Robustness (verify, then fix if real):
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- **Permissive injector bitness gate** — `IsWow64Process2` failure is treated as 64-bit; fall back to
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`IsWow64Process` instead of mis-injecting.
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- **Ignored HRESULT/BOOL returns** — `CreateShaderResourceView`, `GetClientRect`/`ClientToScreen`,
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`XInputSetState`, `GetExitCodeProcess`: check and surface/handle.
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Cross-process / ABI:
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- **Tie `kProtocolVersion` to the layout** — `static_assert` `sizeof(SharedBlock)` + the full offset
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set, and make `hook_selftest`'s `dump_layout` assert instead of only printing.
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@@ -188,10 +188,19 @@ void WindowCapture::draw_latest(FrameRenderer& renderer, ID3D11DeviceContext* ct
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dst.MiscFlags = 0;
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if (SUCCEEDED(device_->CreateTexture2D(&dst, nullptr, latest_.GetAddressOf())))
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{
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device_->CreateShaderResourceView(latest_.Get(), nullptr, latest_srv_.GetAddressOf());
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if (SUCCEEDED(device_->CreateShaderResourceView(latest_.Get(), nullptr,
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latest_srv_.GetAddressOf())))
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{
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width_ = desc.Width;
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height_ = desc.Height;
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}
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else
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{
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// Drop the texture so the (latest_ == nullptr) guard retries next frame instead
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// of leaving a null SRV (a silently black mirror) until the next resize.
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latest_.Reset();
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}
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}
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}
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if (latest_ != nullptr)
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@@ -50,7 +50,15 @@ bool is_wow64_process(HANDLE process)
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{
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return process_machine != IMAGE_FILE_MACHINE_UNKNOWN;
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}
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return false; // be permissive if the query is unavailable
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// IsWow64Process2 failed -- fall back to the legacy query rather than guessing "native", since
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// guessing wrong sends the x64 DLL into a 32-bit target (which can't load it). Only if BOTH
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// queries fail do we fall back to permissive.
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BOOL wow64 = FALSE;
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if (IsWow64Process(process, &wow64))
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{
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return wow64 != FALSE;
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}
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return false; // both queries failed; best-effort assume native
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}
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// Replace the trailing file name of `path` with `name` (same directory).
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@@ -86,12 +94,13 @@ InjectResult inject_via_helper(unsigned long pid, const std::wstring& dll_path)
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}
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WaitForSingleObject(pi.hProcess, INFINITE);
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DWORD exit_code = 1;
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GetExitCodeProcess(pi.hProcess, &exit_code);
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const BOOL got = GetExitCodeProcess(pi.hProcess, &exit_code);
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const DWORD err = got ? exit_code : GetLastError(); // on a failed query, surface the OS error
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CloseHandle(pi.hThread);
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CloseHandle(pi.hProcess);
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if (exit_code != 0)
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if (!got || exit_code != 0)
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{
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return InjectResult{InjectStatus::HelperFailed, exit_code};
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return InjectResult{InjectStatus::HelperFailed, err};
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}
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return InjectResult{InjectStatus::Ok, 0};
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}
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@@ -46,7 +46,9 @@ void XInputSource::set_rumble(int slot, std::uint16_t left, std::uint16_t right)
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return;
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}
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XINPUT_VIBRATION v{left, right};
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XInputSetState(static_cast<DWORD>(slot), &v);
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// Best-effort: if the device just disconnected this returns ERROR_DEVICE_NOT_CONNECTED, but rumble
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// is fire-and-forget (the next connected-pad refresh re-syncs state), so the result isn't acted on.
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(void)XInputSetState(static_cast<DWORD>(slot), &v);
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}
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} // namespace coop
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