Fix input forwarding: default to XInput, make Steam Input opt-in

Making Steam Input the default backend silently broke input forwarding. Merely
initializing Steam Input activates Steam's in-process XInput interception, which
hides controllers from XInputGetState unless they're bound to our action set for
the running appid. With no such binding (the normal case for a donor appid) Steam
Input reports zero controllers AND XInput now sees nothing -> no input at all.

Reproduced with coop_steam_input_probe: without Steam, XInput slot 0 is seen;
with Steam Input initialized, 0 Steam controllers and the XInput fallback goes
empty.

Default to XInput (RPT delivers guest pads there and it works) and make Steam
Input an opt-in Controllers-panel toggle that switches the backend at runtime;
turning it off restores XInput. All 6 tests pass.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-06-20 14:25:43 +02:00
parent 24d66020f6
commit 914dba4d25
4 changed files with 90 additions and 21 deletions

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@@ -19,7 +19,7 @@ XInput game becomes Remote-Play-Together-able.
| Concern | Mechanism | Component | Status | | Concern | Mechanism | Component | Status |
| --- | --- | --- | --- | | --- | --- | --- | --- |
| Receive guest input | Steam Input (primary, when built with the Steamworks SDK) with XInput fallback; RPT delivers guest pads to the focused window | `coop_host.exe` | done | | Receive guest input | XInput (RPT delivers guest pads to the focused window); optional, opt-in Steam Input when built with the Steamworks SDK | `coop_host.exe` | done |
| Forward input to game | DLL injection + XInput hook (SafetyHook) — game sees *only* our pad | `coop_hook.dll` | done | | Forward input to game | DLL injection + XInput hook (SafetyHook) — game sees *only* our pad | `coop_hook.dll` | done |
| Keep game running unfocused | Hook spoofs focus so the game polls while the host holds OS focus | `coop_hook.dll` | done | | Keep game running unfocused | Hook spoofs focus so the game polls while the host holds OS focus | `coop_hook.dll` | done |
| Mirror video | Windows Graphics Capture of the game window, letterboxed into the host window | `coop_host.exe` | done | | Mirror video | Windows Graphics Capture of the game window, letterboxed into the host window | `coop_host.exe` | done |
@@ -158,17 +158,19 @@ Done:
all subsystems hooked, and the IPC channels (status, audio ring, video share, all subsystems hooked, and the IPC channels (status, audio ring, video share,
log) all flow across the x64↔x86 boundary. log) all flow across the x64↔x86 boundary.
- **Steam Input. ✅** When the host is built with the Steamworks SDK - **Steam Input (opt-in). ✅** When the host is built with the Steamworks SDK
(auto-detected under `third_party/steamworks_sdk/`), guest input comes through (auto-detected under `third_party/steamworks_sdk/`), a **Use Steam Input**
the Steam Input API (action-based) as the primary path, falling back to XInput checkbox in the Controllers panel switches the input backend to the Steam Input
per slot — and to pure XInput if Steam isn't available, so the host always runs. API (action-based) at runtime; it loads a bundled action manifest
It initializes SteamAPI + Steam Input and loads a bundled action manifest
(`steam_input_actions.vdf`) via `SetInputActionManifestFilePath`, so it needs no (`steam_input_actions.vdf`) via `SetInputActionManifestFilePath`, so it needs no
partner-backend config. Verified to initialize against the live Steam client and partner-backend config. **It's off by default and XInput is the primary path**:
enumerate controllers (`coop_steam_input_probe`). Reading actual button/stick merely initializing Steam Input activates Steam's in-process XInput interception,
state still requires a controller bound through Steam Input for the running which *hides* controllers from XInput unless they're bound to our action set for
appid (the donor appid under RPT) — without that binding the XInput path carries the running appid — so defaulting to it silently broke input forwarding. Enabling
the guest input, as before. it is only useful once a controller is bound to Steam Input for the donor appid;
otherwise leave it off and the proven XInput path carries the guest input.
Verified to initialize and enumerate controllers against the live Steam client
(`coop_steam_input_probe`), and that toggling it off restores XInput.
All planned phases are now implemented. Possible later work: per-stream audio All planned phases are now implemented. Possible later work: per-stream audio
mixing for multi-stream games, per-stream format detection for the audio hook, and mixing for multi-stream games, per-stream format detection for the audio hook, and

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@@ -75,6 +75,21 @@ void ControllersPanel::draw(const InputSource& input, const HookStatusView& stat
ImGui::TextDisabled("This window is what Remote Play Together captures."); ImGui::TextDisabled("This window is what Remote Play Together captures.");
ImGui::TextDisabled("F1: hide overlay (clean mirror) Esc: quit"); ImGui::TextDisabled("F1: hide overlay (clean mirror) Esc: quit");
#ifdef COOP_WITH_STEAM
ImGui::Checkbox("Use Steam Input (experimental)", &steam_requested_);
if (steam_requested_)
{
ImGui::SameLine();
ImGui::TextColored(steam_active_ ? kGreen : kGrey, steam_active_ ? "(active)" : "(starting...)");
ImGui::TextDisabled("Needs a controller bound to Steam Input for this app; otherwise");
ImGui::TextDisabled("XInput is hidden and no input arrives. Leave off for plain XInput.");
}
if (steam_note_[0] != '\0')
{
ImGui::TextColored(kGrey, "%s", steam_note_);
}
#endif
// --- Guest pads the host receives from RPT ----------------------------- // --- Guest pads the host receives from RPT -----------------------------
ImGui::SeparatorText("Incoming (host receives)"); ImGui::SeparatorText("Incoming (host receives)");
const auto& pads = input.pads(); const auto& pads = input.pads();

View File

@@ -21,11 +21,39 @@ public:
// reveals the raw axis values and the per-slot poll-rate table. // reveals the raw axis values and the per-slot poll-rate table.
void draw(const InputSource& input, const HookStatusView& status, bool debug_details); void draw(const InputSource& input, const HookStatusView& status, bool debug_details);
#ifdef COOP_WITH_STEAM
// Whether the operator has opted into Steam Input. It's off by default: simply
// initializing Steam Input activates Steam's in-process XInput interception,
// which hides controllers from XInput unless they're bound to our action set for
// this app -- so it can silently break the (working) XInput path. main reconciles
// this against the actual backend each frame.
[[nodiscard]] bool steam_input_requested() const
{
return steam_requested_;
}
void set_steam_active(bool active)
{
steam_active_ = active;
}
void on_steam_init_failed()
{
steam_requested_ = false;
steam_active_ = false;
steam_note_ = "Steam Input failed to start; using XInput.";
}
#endif
private: private:
// Sampled to turn the hook's cumulative per-slot counters into poll rates. // Sampled to turn the hook's cumulative per-slot counters into poll rates.
unsigned long long last_state_count_[kMaxPads] = {}; unsigned long long last_state_count_[kMaxPads] = {};
double state_rate_[kMaxPads] = {}; double state_rate_[kMaxPads] = {};
double last_sample_time_ = 0.0; double last_sample_time_ = 0.0;
#ifdef COOP_WITH_STEAM
bool steam_requested_ = false; // operator opted into Steam Input (default off)
bool steam_active_ = false; // Steam Input actually initialized
const char* steam_note_ = "";
#endif
}; };
} // namespace coop } // namespace coop

View File

@@ -86,17 +86,16 @@ int run()
return 1; return 1;
} }
// Steam Input is the plan's primary guest-input path (it falls back to XInput // XInput is the default guest-input path: Remote Play Together delivers guest
// per slot, and to pure XInput if Steam isn't available). When the host is built // pads as XInput, and it Just Works. Steam Input is opt-in (Controllers panel) --
// without the Steamworks SDK, use XInput directly. // merely initializing it activates Steam's in-process XInput interception, which
// hides controllers from XInput unless they're bound to our action set for this
// app, so making it the default can silently break input. We switch the active
// backend at runtime to match the toggle.
coop::XInputSource xinput;
coop::InputSource* input = &xinput;
#ifdef COOP_WITH_STEAM #ifdef COOP_WITH_STEAM
std::unique_ptr<coop::InputSource> input = [] { std::unique_ptr<coop::SteamInputSource> steam;
auto steam = std::make_unique<coop::SteamInputSource>();
steam->init(steam_manifest_path());
return steam;
}();
#else
std::unique_ptr<coop::InputSource> input = std::make_unique<coop::XInputSource>();
#endif #endif
coop::ControllersPanel controllers; coop::ControllersPanel controllers;
coop::InjectionPanel injection; coop::InjectionPanel injection;
@@ -119,6 +118,31 @@ int run()
while (window.pump_messages()) while (window.pump_messages())
{ {
#ifdef COOP_WITH_STEAM
// Switch the active input backend to match the Controllers-panel toggle.
const bool want_steam = controllers.steam_input_requested();
if (want_steam && steam == nullptr)
{
steam = std::make_unique<coop::SteamInputSource>();
if (steam->init(steam_manifest_path()))
{
input = steam.get();
controllers.set_steam_active(true);
}
else
{
steam.reset();
controllers.on_steam_init_failed();
}
}
else if (!want_steam && steam != nullptr)
{
steam->shutdown();
steam.reset();
input = &xinput;
controllers.set_steam_active(false);
}
#endif
input->poll(); input->poll();
injection.publish(input->pads()); injection.publish(input->pads());
const HWND game = injection.game_hwnd(); const HWND game = injection.game_hwnd();