Add mouse + keyboard forwarding (MKB subsystem, opt-in)
Forward the host window's clicks and keystrokes into the injected game so guests can drive menus / "Press Start" / text entry that a pad can't. Protocol (v7->v8): new HookSubsys_Mkb and an SPSC MkbRing of MkbEvents in SharedBlock (host produces, hook consumes); push/pop helpers. Hook (hook/src/mkb_hook.cpp, new subsystem): a worker-loop pump drains the ring at ~5 ms and PostMessageW's the matching window messages (WM_KEY*/WM_CHAR, mouse buttons, WM_MOUSEWHEEL) to the game's main window; it also inline-hooks user32 GetAsyncKeyState / GetKeyboardState / GetCursorPos (stdcall trampolines per the x86 rule) to report a synthesized state so polling games react too. Removing the subsystem clears all synthesized keys (no stuck input). Host: the Injection panel gets a "Mouse + keyboard forwarding" subsystem toggle (opt-in, default off -- the toggle is the hook). host/src/inject/mkb_forward.cpp reads ImGui IO each frame and forwards only when the host window is focused and ImGui isn't capturing the event; keyboard always, mouse only while mirroring (clicks + wheel, not movement). Mouse coords are mapped through the letterbox to game-client space (host/src/inject/mkb_map.hpp), accounting for WGC-of-decorated-window vs hooked/borderless. RawInput/DirectInput games are out of scope for this version. Verified: new mkb_ring_test + mkb_map_test pass; full build x64 + x86 clean; ctest x64 9/9 and x86 3/3 green (no regression from the protocol bump). The subsystem is opt-in, so it can't affect existing behavior unless enabled; the end-to-end click-into-game path needs live Remote Play + a real game to confirm. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
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tests/mkb_ring_test.cpp
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82
tests/mkb_ring_test.cpp
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// Unit test for the MKB event ring (SPSC push/pop, wrap-around, full/empty).
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#include <cstdio>
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#include "coop/protocol.hpp"
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using namespace coop;
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namespace
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{
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int g_failures = 0;
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void check(bool cond, const char* what)
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{
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if (!cond)
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{
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std::printf("FAIL: %s\n", what);
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++g_failures;
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}
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}
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} // namespace
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int main()
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{
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MkbRing ring{};
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// Empty pop fails.
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MkbEvent out{};
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check(!pop_mkb_event(ring, out), "pop on empty ring returns false");
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// Push then pop returns the same event, FIFO.
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for (std::uint32_t i = 0; i < 10; ++i)
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{
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MkbEvent ev{Mkb_KeyDown, i, static_cast<int>(i) * 2, static_cast<int>(i) * 3};
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check(push_mkb_event(ring, ev), "push succeeds with room");
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}
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for (std::uint32_t i = 0; i < 10; ++i)
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{
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check(pop_mkb_event(ring, out), "pop succeeds with data");
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check(out.code == i && out.x == static_cast<int>(i) * 2 && out.y == static_cast<int>(i) * 3,
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"popped event matches pushed (FIFO)");
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}
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check(!pop_mkb_event(ring, out), "ring empty again after draining");
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// Fill to capacity, then one more push is dropped.
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for (std::uint32_t i = 0; i < kMkbQueueSize; ++i)
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{
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check(push_mkb_event(ring, MkbEvent{Mkb_Char, i, 0, 0}), "push fills to capacity");
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}
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check(!push_mkb_event(ring, MkbEvent{Mkb_Char, 999, 0, 0}), "push on full ring is dropped");
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// Drain and verify order survived a full buffer.
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for (std::uint32_t i = 0; i < kMkbQueueSize; ++i)
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{
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check(pop_mkb_event(ring, out) && out.code == i, "full-buffer drain is in order");
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}
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// Wrap-around: indices are free-running, so many cycles must keep working.
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std::uint32_t produced = 0, consumed = 0;
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for (int cycle = 0; cycle < 1000; ++cycle)
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{
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for (int k = 0; k < 50; ++k)
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{
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if (push_mkb_event(ring, MkbEvent{Mkb_MouseDown, produced, 0, 0}))
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{
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++produced;
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}
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}
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while (pop_mkb_event(ring, out))
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{
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check(out.code == consumed, "wrap-around preserves FIFO order");
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++consumed;
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}
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}
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check(produced == consumed, "all wrap-around events consumed");
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if (g_failures == 0)
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{
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std::printf("PASS: mkb_ring_test\n");
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return 0;
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}
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std::printf("FAIL: %d checks failed\n", g_failures);
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return 1;
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}
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