Persist ImGui panel layout to disk; quiet audio set_audio_ring log spam

Layout persistence: re-enable io.IniFilename (was nullptr "for the spike"),
anchored to a coop_layout.ini next to the exe so window positions/sizes survive
restarts even when Steam launches us under the donor appid (CWD is unreliable).
Path is UTF-8 for ImGui's file IO. When a saved layout is restored at startup,
suppress the computed-default force so it does not clobber the user's positions;
Reset layout (and a fresh install with no .ini) still applies the default.

Log spam: the worker thread re-attaches every audio ring every tick (idempotent),
and set_audio_ring logged unconditionally, flooding the log. Only log when the
ring pointer actually changes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-06-21 11:24:23 +02:00
parent 86905a1f35
commit 22b0dff918
5 changed files with 62 additions and 5 deletions

View File

@@ -600,9 +600,14 @@ void set_audio_ring(unsigned index, AudioRingHeader* ring)
{
return;
}
g_rings[index].store(ring, std::memory_order_release);
logf("set_audio_ring: index=%u ring=%p capture_enabled=%u", index, ring,
ring ? ring->capture_enabled.load(std::memory_order_relaxed) : 0u);
// The worker thread re-attaches every tick (idempotent); only log when the ring
// pointer actually changes so the log isn't flooded with identical lines.
AudioRingHeader* const prev = g_rings[index].exchange(ring, std::memory_order_acq_rel);
if (prev != ring)
{
logf("set_audio_ring: index=%u ring=%p capture_enabled=%u", index, ring,
ring ? ring->capture_enabled.load(std::memory_order_relaxed) : 0u);
}
// The stream may already be registered (game was playing before we injected and
// before the host created the ring); publish its format so the host stops waiting
// and consumes the ring instead of falling back to loopback.

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@@ -1,12 +1,34 @@
#include "imgui_layer.hpp"
#include <string>
#include <imgui.h>
#include <imgui_impl_dx11.h>
#include <imgui_impl_win32.h>
#include "coop/tool_paths.hpp"
#include "ui/app_chrome.hpp"
namespace coop
{
namespace
{
// ImGui's file IO treats IniFilename as UTF-8 (it converts to wide for _wfopen), so
// the path must be UTF-8 rather than the system ANSI code page.
std::string to_utf8(const std::wstring& w)
{
if (w.empty())
{
return {};
}
const int n = WideCharToMultiByte(CP_UTF8, 0, w.c_str(), static_cast<int>(w.size()), nullptr, 0, nullptr, nullptr);
std::string s(static_cast<std::size_t>(n), '\0');
WideCharToMultiByte(CP_UTF8, 0, w.c_str(), static_cast<int>(w.size()), s.data(), n, nullptr, nullptr);
return s;
}
} // namespace
ImGuiLayer::~ImGuiLayer()
{
if (initialized_)
@@ -23,7 +45,15 @@ bool ImGuiLayer::init(HWND hwnd, ID3D11Device* device, ID3D11DeviceContext* cont
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.IniFilename = nullptr; // don't litter the cwd with imgui.ini during the spike
// Persist the panel layout next to the executable so window positions/sizes survive
// restarts. CWD is unreliable when Steam launches us under the donor appid, so anchor
// to the exe directory. If a layout already exists, tell the chrome not to force the
// computed default on startup (which would clobber the restored positions).
const std::wstring ini_w = exe_directory() + L"coop_layout.ini";
const bool had_layout = GetFileAttributesW(ini_w.c_str()) != INVALID_FILE_ATTRIBUTES;
ini_path_ = to_utf8(ini_w);
io.IniFilename = ini_path_.c_str();
set_layout_persisted(had_layout);
ImGui::StyleColorsDark();
if (!ImGui_ImplWin32_Init(hwnd))

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@@ -1,6 +1,8 @@
// Owns ImGui setup/teardown for the Win32 + DX11 backends.
#pragma once
#include <string>
#include <d3d11.h>
#include <windows.h>
@@ -22,6 +24,9 @@ public:
private:
bool initialized_ = false;
// Backing storage for io.IniFilename (ImGui keeps the pointer, not a copy), so the
// layout .ini path must outlive the context. Empty until init() sets it.
std::string ini_path_;
};
} // namespace coop

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@@ -17,6 +17,9 @@ bool g_layout_reset = false;
// WorkSize isn't trustworthy on frame 0, and FirstUseEver would otherwise lock in
// those wrong positions (overlapping) until the user pressed Reset layout.
int g_startup_force = 4;
// True when ImGui loaded a saved layout (.ini) at startup; then the startup force is
// suppressed so the restored window positions survive (Reset layout still re-applies).
bool g_had_persisted_layout = false;
} // namespace
void request_layout_reset()
@@ -24,6 +27,11 @@ void request_layout_reset()
g_layout_reset = true;
}
void set_layout_persisted(bool had_persisted_layout)
{
g_had_persisted_layout = had_persisted_layout;
}
void apply_layout_end_frame()
{
g_layout_reset = false;
@@ -87,7 +95,11 @@ void apply_panel_layout(Panel panel)
break;
}
const ImGuiCond cond = (g_layout_reset || g_startup_force > 0) ? ImGuiCond_Always : ImGuiCond_FirstUseEver;
// Force the computed layout only when the user asks (Reset layout) or on a fresh
// install with no saved layout to restore. Otherwise FirstUseEver lets ImGui's
// restored .ini positions stand (and still seeds any brand-new panel).
const bool force = g_layout_reset || (!g_had_persisted_layout && g_startup_force > 0);
const ImGuiCond cond = force ? ImGuiCond_Always : ImGuiCond_FirstUseEver;
ImGui::SetNextWindowPos(pos, cond);
ImGui::SetNextWindowSize(size, cond);
}

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@@ -43,6 +43,11 @@ void apply_panel_layout(Panel panel);
void request_layout_reset();
void apply_layout_end_frame();
// Tell the layout whether ImGui restored a saved layout (.ini) at startup. When it
// did, the computed default layout must NOT be force-applied on launch (that would
// clobber the user's saved window positions); only an explicit Reset layout re-applies.
void set_layout_persisted(bool had_persisted_layout);
// Rolling frame-timing over a ~1 s window, recomputed each window so the status
// bar can show a stable FPS plus the min/max frame time (jitter) underneath it.
class FrameStats