Restructure bin/: deployables at root, tests and tools in subfolders
Only the shipping artifacts (coop_host.exe, coop_hook.dll, coop_hook_x86.dll, coop_inject_x86.exe, steam_api64.dll, steam_input_actions.vdf) now land in the bin/<config>/ root, so it can be copied wholesale into a donor game folder. Test exes (plus the coop_tone fixture) build into bin/<config>/tests/ and the dev probes into bin/<config>/tools/, via a new coop_output_subdir() CMake helper. The probes resolve coop_hook.dll / the x86 injector from the deployable root one level up (new common/coop/tool_paths.hpp: deployed_artifact_path checks next-to-exe then parent). coop_tone is co-located with the tests so audio_loopback_test's "spawn coop_tone.exe next to me" lookup is unchanged. Verified from a clean bin/: root holds only deployables; ctest x64 7/7 and x86 3/3 green (incl. audio_loopback_test driving coop_tone from tests/). Also convert the roadmap Planned list to bullets and drop this (now-done) item. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -24,6 +24,17 @@ set(COOP_OUTPUT_DIR "${CMAKE_SOURCE_DIR}/bin/$<CONFIG>")
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set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${COOP_OUTPUT_DIR}")
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set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${COOP_OUTPUT_DIR}")
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# Only the deployable artifacts (host, hook DLLs, injector helper, Steam files) live
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# in the bin/<config>/ root, so it can be copied wholesale into a donor game folder.
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# Tests and dev tools are staged into subfolders via this helper instead.
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# Usage: coop_output_subdir(<subdir> target1 [target2 ...]).
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function(coop_output_subdir subdir)
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foreach(tgt IN LISTS ARGN)
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set_target_properties(${tgt} PROPERTIES
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RUNTIME_OUTPUT_DIRECTORY "${COOP_OUTPUT_DIR}/${subdir}")
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endforeach()
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endfunction()
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if(MSVC)
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add_compile_options(/W4 /permissive- /Zc:__cplusplus /utf-8 /MP)
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add_compile_definitions(UNICODE _UNICODE WIN32_LEAN_AND_MEAN NOMINMAX)
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@@ -86,6 +97,10 @@ if(COOP_X86_HELPER_BUILD)
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target_compile_definitions(audio_hook_test_x86 PRIVATE NTDDI_VERSION=0x0A00000B)
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target_link_libraries(audio_hook_test_x86 PRIVATE coop_common safetyhook::safetyhook ole32 mmdevapi)
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add_test(NAME audio_hook_test_x86 COMMAND audio_hook_test_x86)
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# x86 test exes go in tests/; the x86 hook DLL + injector helper stay in the
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# deployable root (set via CMAKE_RUNTIME_OUTPUT_DIRECTORY above).
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coop_output_subdir(tests hook_selftest_x86 present_hook_test_x86 audio_hook_test_x86)
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return()
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endif()
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70
README.md
70
README.md
@@ -75,25 +75,7 @@ is removed from this list once done — so the top item is always next. The
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self-verifiable tooling / UI / input items come first; the game-pipeline items that
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need a real game (and Remote Play) to fully validate come last.
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1. **Stage only deployable artifacts directly under `bin/`.** Today every target —
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host, both hook DLLs, the injector helper, tests, probes, `coop_tone` — lands in
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`bin/<config>/`, so deploying to a donor folder means hand-picking files. Keep
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the **deployable set** at the `bin/<config>/` root (`coop_host.exe`,
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`coop_hook.dll`, `coop_hook_x86.dll`, `coop_inject_x86.exe`, and — when Steam is
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built — `steam_api64.dll` + `steam_input_actions.vdf`) and push everything else
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into subfolders: tests → `bin/<config>/tests/`, debug/probe tools
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(`coop_audio_probe`, `coop_input_probe`, `coop_tone`, `coop_steam_input_probe`) →
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`bin/<config>/tools/`. *How:* give those targets a per-target
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`RUNTIME_OUTPUT_DIRECTORY[_<CONFIG>]` (the global `CMAKE_RUNTIME_OUTPUT_DIRECTORY`
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stays the deployable root; a small helper or `set_target_properties` overrides the
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non-deployable ones). The x86 sub-build must still stage `coop_hook_x86.dll` +
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`coop_inject_x86.exe` into the deployable root while its x86 *test* exes go to
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`tests/`. Watch the cross-target paths: `audio_loopback_test` spawns
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`coop_tone.exe`, and the host's post-build copy of `steam_api64.dll` / the `.vdf`
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must follow the host. End result: copying `bin/<config>/` non-recursively yields a
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clean deployable bundle.
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2. **Detect a terminated target and reflect it in the UI.** The Injection panel keeps
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- **Detect a terminated target and reflect it in the UI.** The Injection panel keeps
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showing "Attached" after the game exits. Add a **Terminated** state: the host
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already knows the target pid and tracks a DLL heartbeat (`InjectionPanel`); on top
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of that, hold the `OpenProcess` handle from injection (or re-open with
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@@ -105,16 +87,14 @@ need a real game (and Remote Play) to fully validate come last.
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process isn't proof it's running — also flag a **stalled heartbeat** (no advance
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for ~2 s while the process still exists) as a distinct "hung / not responding"
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state, since games here can freeze without exiting.
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3. **Re-attach to a relaunched target.** A killed-and-relaunched game gets a new pid,
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but the UI still holds the stale one. In the Terminated state (task 2), remember
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the target's image name (the panel already keeps the selected exe name) and offer a
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- **Re-attach to a relaunched target.** A killed-and-relaunched game gets a new pid,
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but the UI still holds the stale one. In the Terminated state, remember the
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target's image name (the panel already keeps the selected exe name) and offer a
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**Re-attach** button that injects only if a live process with that *same name*
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exists, rebinding the IPC server to the new pid via the existing `inject_dll` path.
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If several live processes share that name, don't guess — surface the matches in the
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picker (task 4) for a manual choice.
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4. **Select targets by window, not just process.** A flat process list is fine as an
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window/process picker for a manual choice.
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- **Select targets by window, not just process.** A flat process list is fine as an
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advanced/debug view, but the default should be a **window list** — there are far
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fewer top-level windows than processes, and a window directly yields the HWND the
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WGC capturer and focus spoof already want. *How:* add a window enumerator
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@@ -124,8 +104,7 @@ need a real game (and Remote Play) to fully validate come last.
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image name. Show **title + process name + pid** with a filter box like the process
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list; injecting by window injects into its pid and hands the HWND straight to
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capture. Keep the process list behind "Debug details" as the advanced path.
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5. **Auto-size and lay out the overlay windows so none need manual resizing.** Panels
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- **Auto-size and lay out the overlay windows so none need manual resizing.** Panels
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currently `Begin` at default cascade positions, so they overlap and clip. Give each
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`ImGuiWindowFlags_AlwaysAutoResize` and an initial position computed from
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`ImGui::GetMainViewport()->WorkPos/WorkSize`, applied with `ImGuiCond_FirstUseEver`
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@@ -136,23 +115,20 @@ need a real game (and Remote Play) to fully validate come last.
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stream). Auto-resize fits these because they're all control/debug panels — the live
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mirror image is drawn to the whole host window *behind* the overlay, not inside a
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panel.
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6. **Fix the Audio panel "live" column.** It overlays a green dot and grey "idle"
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- **Fix the Audio panel "live" column.** It overlays a green dot and grey "idle"
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because liveness is recomputed each frame from the per-stream `frames_rendered`
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delta, which is zero on most frames (buffers release in bursts), so it flickers.
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Replace it with a **debounced activity indicator**: keep a per-stream "last
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advanced" timestamp (the panel already stores the previous frame counts) and show
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**live** if frames advanced within the last ~300–500 ms, else **idle** — optionally
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a small frames/s or activity bar so multi-stream games read clearly.
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7. **Move the synthetic-input toggle to the Controllers panel, under Debug details.**
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- **Move the synthetic-input toggle to the Controllers panel, under Debug details.**
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The "Forward synthetic test input" checkbox is a controller-debugging aid, so move
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it out of the Injection panel into `ControllersPanel` and gate it behind
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`debug_details`. The publish path is unchanged (the Injection panel already
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substitutes the synthetic pattern in `publish`); the flag just moves with it (or is
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passed from Controllers into the publish call).
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8. **Mouse & keyboard forwarding (messages + polling-state hooks).** Forward guest
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- **Mouse & keyboard forwarding (messages + polling-state hooks).** Forward guest
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clicks and keystrokes into the unfocused game via a new **MKB hook subsystem** in
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`coop_hook.dll` — the toggle *is* the hook (not installed → no forwarding).
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*Delivery:* `PostMessage` window-message input (`WM_KEYDOWN`/`WM_KEYUP`/`WM_CHAR`,
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@@ -169,8 +145,7 @@ need a real game (and Remote Play) to fully validate come last.
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doesn't want the event (`ImGuiIO::WantCaptureMouse` / `WantCaptureKeyboard`), so
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interacting with the overlay's own windows never leaks input into the game. The host
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sends MKB events to the hook over a new (or extended) IPC region.
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9. **Rumble / haptics forwarding (both backends).** Currently unsupported — the XInput
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- **Rumble / haptics forwarding (both backends).** Currently unsupported — the XInput
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hook swallows `XInputSetState`. Add a reverse path: the hook captures the game's
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`XInputSetState` (left/right motor) and publishes it over a hook→host channel (the
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back-channel already exists), and the host drives the guest's actuators per backend —
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@@ -178,8 +153,7 @@ need a real game (and Remote Play) to fully validate come last.
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whether Steam's RPT virtual pad accepts vibration and routes it to the guest);
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**Steam Input:** `SteamInput()->TriggerVibration` / `Legacy_TriggerHapticPulse`.
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Map each guest slot to the right actuator.
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10. **Per-backend input debug visualization.** To separate "wrong input *into* the
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- **Per-backend input debug visualization.** To separate "wrong input *into* the
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tool" from "wrong input *out to* the game", show three distinct views in the
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Controllers panel (under Debug details): (a) **received via XInput** (raw
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`XInputSource` state), (b) **received via Steam Input** (raw `SteamInputSource`
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@@ -188,8 +162,7 @@ need a real game (and Remote Play) to fully validate come last.
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the game actually read back via the hook's per-slot channel). The hook already
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reports per-slot poll counts; extend it to echo the last state the game read so (c)
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is a true round-trip.
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11. **Release the mouse cursor for cursor-clipping games.** Games that confine the
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- **Release the mouse cursor for cursor-clipping games.** Games that confine the
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cursor while focused (e.g. Trails through Daybreak via `ClipCursor` / per-frame
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`SetCursorPos` re-centering) trap the operator's mouse permanently, because the
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focus spoof makes the game believe it's always focused — so the operator can't
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@@ -198,8 +171,7 @@ need a real game (and Remote Play) to fully validate come last.
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re-centering `SetCursorPos`, gated by a new host→hook flag driven by a host
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toggle + hotkey. Defaults to released (the guest plays via the pad, so the game's
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own cursor clip is operator-only), with the option to re-enable clipping per game.
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12. **Real capture metrics + latency stats.** The current FPS readout only measures
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- **Real capture metrics + latency stats.** The current FPS readout only measures
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how fast the host renders its own window, which hides capture stutter. Add a
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three-line frametime/FPS graph — **game present rate** (from `VideoShare` present
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deltas), **capture rate** (generation deltas / WGC arrivals), and **tool render
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@@ -207,16 +179,14 @@ need a real game (and Remote Play) to fully validate come last.
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a `QueryPerformanceCounter` value in `VideoShare`, and the host reports
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`host-present QPC − game-present QPC` (min/avg/max ms) for the matched frame. QPC
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is system-wide, so the two processes' timestamps compare directly.
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13. **DX12 hooked capture (Spider-Man: Miles Morales).** Miles Morales is D3D12, so
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- **DX12 hooked capture (Spider-Man: Miles Morales).** Miles Morales is D3D12, so
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the Present hook fires but `GetBuffer(0)` as `ID3D11Texture2D` fails (the
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backbuffer is an `ID3D12Resource`) and the hook idles; WGC works but stutters. Add
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a D3D12 path via a **D3D11On12 bridge**: capture the game's D3D12 command queue
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(hook `ID3D12CommandQueue::ExecuteCommandLists`), create an `ID3D11On12Device`,
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`CreateWrappedResource` around the backbuffer, and `CopyResource` into the
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*existing* D3D11 shared keyed-mutex texture — so the host side is unchanged.
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14. **Multi-stream audio capture + mixing, with per-stream format detection.** Games
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- **Multi-stream audio capture + mixing, with per-stream format detection.** Games
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with several concurrent WASAPI render streams (e.g. Miles Morales) only get their
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first ("primary") stream mirrored today; the rest keep playing locally and never
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reach the guest. Capture every tracked render stream into its own shared ring,
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@@ -332,9 +302,11 @@ input layer sees a real state change. `disable_mask` (hex bits `0x1`=input
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Present-hook crash was isolated.
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Both auto-detect a 32-bit (WOW64) target and inject via `coop_inject_x86.exe` +
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`coop_hook_x86.dll`, exactly like the host. Run them from `bin/<config>/`.
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**Kill the game between runs** — the loaded DLL locks `coop_hook.dll` against the
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next rebuild.
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`coop_hook_x86.dll`, exactly like the host. The probes build into
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`bin/<config>/tools/` (the deployable `bin/<config>/` root holds only shipping
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artifacts; tests build into `bin/<config>/tests/`) and resolve `coop_hook.dll` from
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the root one level up, so run them from there. **Kill the game between runs** — the
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loaded DLL locks `coop_hook.dll` against the next rebuild.
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## Running the tool (manual, end-to-end)
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52
common/include/coop/tool_paths.hpp
Normal file
52
common/include/coop/tool_paths.hpp
Normal file
@@ -0,0 +1,52 @@
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// Resolve artifacts that ship in the deployable bin/<config>/ root even when the
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// running executable lives in a sibling subfolder (e.g. dev tools staged under
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// bin/<config>/tools/). The probes use this to find coop_hook.dll and the x86
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// injector helper, which stay at the root while the probes themselves do not.
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#pragma once
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#include <cstddef>
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#include <string>
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#include <windows.h>
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namespace coop
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{
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// Directory of the current executable, with a trailing separator.
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inline std::wstring exe_directory()
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{
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wchar_t buf[MAX_PATH] = {};
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GetModuleFileNameW(nullptr, buf, MAX_PATH);
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std::wstring path(buf);
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const std::size_t slash = path.find_last_of(L"\\/");
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return slash == std::wstring::npos ? std::wstring() : path.substr(0, slash + 1);
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}
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// Full path to a deployed artifact `name`: prefer one next to the running exe, else
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// one directory up (the deployable root, when the exe runs from a tools/ subfolder).
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// Falls back to the next-to-exe path so callers can report a sensible "not found".
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inline std::wstring deployed_artifact_path(const wchar_t* name)
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{
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const std::wstring here = exe_directory() + name;
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if (GetFileAttributesW(here.c_str()) != INVALID_FILE_ATTRIBUTES)
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{
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return here;
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}
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std::wstring dir = exe_directory();
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if (!dir.empty())
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{
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dir.pop_back(); // drop the trailing separator before going up a level
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}
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const std::size_t slash = dir.find_last_of(L"\\/");
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if (slash != std::wstring::npos)
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{
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const std::wstring up = dir.substr(0, slash + 1) + name;
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if (GetFileAttributesW(up.c_str()) != INVALID_FILE_ATTRIBUTES)
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{
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return up;
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}
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}
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return here;
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}
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} // namespace coop
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@@ -76,6 +76,8 @@ if(EXISTS "${COOP_STEAM_SDK_DIR}/public/steam/steam_api.h")
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coop_common
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xinput
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"${COOP_STEAM_SDK_DIR}/redistributable_bin/win64/steam_api64.lib")
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# Dev tool -> bin/<config>/tools/ (its steam_api64.dll copy follows via TARGET_FILE_DIR).
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coop_output_subdir(tools coop_steam_input_probe)
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add_custom_command(TARGET coop_steam_input_probe POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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"${COOP_STEAM_SDK_DIR}/redistributable_bin/win64/steam_api64.dll"
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@@ -107,3 +107,15 @@ target_link_libraries(opengl_hook_test PRIVATE
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gdi32)
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add_test(NAME opengl_hook_test COMMAND opengl_hook_test)
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# Keep the bin/<config>/ root deployable: stage every test exe under tests/. coop_tone
|
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# (the audio_loopback_test fixture) is staged there too, next to its consumer, so the
|
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# test's "coop_tone.exe alongside me" lookup keeps working.
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coop_output_subdir(tests
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hook_selftest
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audio_ring_test
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audio_loopback_test
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audio_hook_test
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srgb_format_test
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present_hook_test
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opengl_hook_test)
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@@ -4,3 +4,4 @@
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add_executable(coop_audio_probe main.cpp)
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target_link_libraries(coop_audio_probe PRIVATE coop_common)
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set_target_properties(coop_audio_probe PROPERTIES OUTPUT_NAME "coop_audio_probe")
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coop_output_subdir(tools coop_audio_probe) # dev tool -> bin/<config>/tools/
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@@ -23,21 +23,16 @@
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#include "coop/log_ring.hpp"
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#include "coop/protocol.hpp"
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#include "coop/shared_memory.hpp"
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#include "coop/tool_paths.hpp"
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namespace
|
||||
{
|
||||
|
||||
// coop_hook.dll ships in the deployable bin/<config>/ root; this probe runs from
|
||||
// bin/<config>/tools/, so resolve next-to-self first, then one level up.
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||||
std::wstring dll_path_next_to_self()
|
||||
{
|
||||
wchar_t exe[MAX_PATH] = {};
|
||||
GetModuleFileNameW(nullptr, exe, MAX_PATH);
|
||||
std::wstring path(exe);
|
||||
const size_t slash = path.find_last_of(L"\\/");
|
||||
if (slash != std::wstring::npos)
|
||||
{
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||||
path.resize(slash + 1);
|
||||
}
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||||
return path + L"coop_hook.dll";
|
||||
return coop::deployed_artifact_path(L"coop_hook.dll");
|
||||
}
|
||||
|
||||
std::wstring sibling_of(const std::wstring& path, const wchar_t* name)
|
||||
|
||||
@@ -3,3 +3,7 @@
|
||||
add_executable(coop_tone main.cpp)
|
||||
target_link_libraries(coop_tone PRIVATE ole32)
|
||||
set_target_properties(coop_tone PROPERTIES OUTPUT_NAME "coop_tone")
|
||||
|
||||
# Fixture for audio_loopback_test -> stage it next to the tests, not in the
|
||||
# deployable root. audio_loopback_test spawns coop_tone.exe from its own directory.
|
||||
coop_output_subdir(tests coop_tone)
|
||||
|
||||
@@ -5,3 +5,4 @@
|
||||
add_executable(coop_input_probe main.cpp)
|
||||
target_link_libraries(coop_input_probe PRIVATE coop_common)
|
||||
set_target_properties(coop_input_probe PROPERTIES OUTPUT_NAME "coop_input_probe")
|
||||
coop_output_subdir(tools coop_input_probe) # dev tool -> bin/<config>/tools/
|
||||
|
||||
@@ -21,21 +21,16 @@
|
||||
#include "coop/log_ring.hpp"
|
||||
#include "coop/protocol.hpp"
|
||||
#include "coop/shared_memory.hpp"
|
||||
#include "coop/tool_paths.hpp"
|
||||
|
||||
namespace
|
||||
{
|
||||
|
||||
// coop_hook.dll ships in the deployable bin/<config>/ root; this probe runs from
|
||||
// bin/<config>/tools/, so resolve next-to-self first, then one level up.
|
||||
std::wstring dll_path_next_to_self()
|
||||
{
|
||||
wchar_t exe[MAX_PATH] = {};
|
||||
GetModuleFileNameW(nullptr, exe, MAX_PATH);
|
||||
std::wstring path(exe);
|
||||
const size_t slash = path.find_last_of(L"\\/");
|
||||
if (slash != std::wstring::npos)
|
||||
{
|
||||
path.resize(slash + 1);
|
||||
}
|
||||
return path + L"coop_hook.dll";
|
||||
return coop::deployed_artifact_path(L"coop_hook.dll");
|
||||
}
|
||||
|
||||
std::wstring sibling_of(const std::wstring& path, const wchar_t* name)
|
||||
|
||||
Reference in New Issue
Block a user