Harden every hook against the install/remove use-after-free

Spamming a subsystem toggle (the "Mirror video" button) could crash the game:
remove_*_hooks freed a hook's shared D3D / Vulkan / IPC state immediately, while a
capture detour was still mid-flight on the game's render thread -> use-after-free.
Only the audio hooks had the safe-unhook drain; the video (Present/D3D9/D3D10/GL/
Vulkan) and XInput/focus/MKB hooks did not.

Test-first: mock_game_test now runs an aggressive hook/unhook storm -- a separate
thread thrashes every subsystem on/off while the game presents, across all backends.
It crashed gl + vk (0xC0000005) and failed dx9 capture-resume before the fix.

Fix (hook/src/hook_guard.hpp, DetourGate): each detour wraps its body in an RAII
active-count Guard; remove_* restores the hook first (so no new detour starts),
drains the in-flight detours to zero, and only then frees the shared state. Vulkan
is special-cased -- the game caches hk_vkQueuePresentKHR, so removal closes an
atomic capture gate (detours then pass through to the real present), drains, then
frees the read-back resources. Storm now passes on every backend.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-06-23 01:56:36 +02:00
parent 79399e88f1
commit 21c15b162b
10 changed files with 365 additions and 22 deletions

View File

@@ -6,6 +6,7 @@
#include <safetyhook.hpp>
#include "hook_guard.hpp"
#include "hook_registry.hpp"
namespace coop::hook
@@ -14,6 +15,8 @@ namespace coop::hook
namespace
{
DetourGate g_gate; // drains in-flight polling detours before remove tears the hooks down
// Synthesized input state the polling hooks report. Written by the worker thread
// (mkb_pump), read by the game's thread inside the detours -> all atomic.
std::atomic<bool> g_active{false};
@@ -37,6 +40,7 @@ bool g_installed = false;
SHORT WINAPI hk_GetAsyncKeyState(int vkey)
{
DetourGate::Guard guard(g_gate);
const SHORT orig = g_hk_async.stdcall<SHORT>(vkey);
if (g_active.load(std::memory_order_relaxed) && vkey >= 0 && vkey < 256 &&
g_key_down[vkey].load(std::memory_order_relaxed))
@@ -48,6 +52,7 @@ SHORT WINAPI hk_GetAsyncKeyState(int vkey)
BOOL WINAPI hk_GetKeyboardState(PBYTE state)
{
DetourGate::Guard guard(g_gate);
const BOOL r = g_hk_kbstate.stdcall<BOOL>(state);
if (r && state != nullptr && g_active.load(std::memory_order_relaxed))
{
@@ -64,6 +69,7 @@ BOOL WINAPI hk_GetKeyboardState(PBYTE state)
BOOL WINAPI hk_GetCursorPos(LPPOINT pt)
{
DetourGate::Guard guard(g_gate);
const BOOL r = g_hk_cursor.stdcall<BOOL>(pt);
if (g_active.load(std::memory_order_relaxed) && g_have_cursor.load(std::memory_order_relaxed) && pt != nullptr)
{
@@ -257,9 +263,10 @@ void remove_mkb_hooks()
return;
}
g_active.store(false, std::memory_order_release);
g_hk_async = {}; // InlineHook destructor restores the original bytes
g_hk_async = {}; // InlineHook destructor restores the original bytes -> no new detour starts
g_hk_kbstate = {};
g_hk_cursor = {};
g_gate.drain(); // wait for any in-flight polling detour before clearing the synth state
for (int vk = 0; vk < 256; ++vk)
{
g_key_down[vk].store(false, std::memory_order_relaxed); // no stuck keys