Phase 1a: per-slot poll viz + input-path diagnostics
Surfaced by a game (Life is Strange: Before the Storm) that ignores controller input when it lacks true OS focus even though it still polls XInput. To find the focus-gated detection path, instrument the hook. Protocol v3 status back-channel now reports: - per-slot XInputGetState and XInputGetCapabilities counters (replacing the single aggregate), so the overlay shows exactly which slots the game polls and how fast; - focus-API call counts (GetForegroundWindow/GetActiveWindow/GetFocus) to see whether the game consults the APIs we spoof; - input-path diagnostics: whether the process registered Raw Input for a gamepad usage and whether it set RIDEV_INPUTSINK (background delivery), and whether a DirectInput dll is loaded. Host overlay gains a per-slot poll table and an "Input path" section. The DLL refreshes input diagnostics each worker tick via GetRegisteredRawInputDevices. hook_selftest updated for per-slot counters; passes. This is diagnostic-only: once a real run shows which path LiS uses, the targeted focus fix (e.g. forcing RIDEV_INPUTSINK or DI background coop) follows. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -15,6 +15,11 @@ namespace coop::hook
|
||||
// status through `ipc`.
|
||||
bool install_focus_spoof(IpcClient& ipc);
|
||||
|
||||
// Reports how the game currently reads input (Raw Input gamepad usage + sink
|
||||
// flag, DirectInput presence) so the host can identify a focus-gated path. Cheap
|
||||
// to call each tick.
|
||||
void update_input_diagnostics(IpcClient& ipc);
|
||||
|
||||
// Restores the original window procedure and removes the focus API hooks.
|
||||
void remove_focus_spoof();
|
||||
|
||||
|
||||
Reference in New Issue
Block a user