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>
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@@ -148,15 +148,18 @@ void InjectionPanel::draw_hook_status()
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const HookStatusView status = server_.hook_status();
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// Convert the cumulative query counter into a rate every half second.
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// Convert the cumulative per-slot counters into rates every half second.
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const double now = ImGui::GetTime();
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if (now - last_sample_time_ >= 0.5)
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{
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const double dt = now - last_sample_time_;
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const unsigned long long delta =
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status.xinput_queries >= last_query_count_ ? status.xinput_queries - last_query_count_ : 0;
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query_rate_ = dt > 0.0 ? static_cast<double>(delta) / dt : 0.0;
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last_query_count_ = status.xinput_queries;
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for (int i = 0; i < static_cast<int>(kMaxPads); ++i)
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{
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const unsigned long long delta =
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status.get_state[i] >= last_state_count_[i] ? status.get_state[i] - last_state_count_[i] : 0;
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state_rate_[i] = dt > 0.0 ? static_cast<double>(delta) / dt : 0.0;
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last_state_count_[i] = status.get_state[i];
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}
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last_sample_time_ = now;
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}
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@@ -169,14 +172,65 @@ void InjectionPanel::draw_hook_status()
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ImGui::TextColored(kGreen, "Attached (game pid %u, hwnd 0x%llX)", status.game_pid,
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static_cast<unsigned long long>(status.game_hwnd));
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ImGui::Text("XInput polled: %.0f/s (last slot %u)", query_rate_, status.last_user_index);
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if (query_rate_ > 0.0)
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{
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ImGui::SameLine();
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ImGui::TextColored(kGreen, " <- game is reading our input");
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}
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ImGui::TextColored(status.focus_spoof ? kGreen : kGrey, "Focus spoof: %s",
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status.focus_spoof ? "active" : "inactive");
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// Per-slot XInput polling: shows exactly which slots the game reads and how
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// fast -- the requested visualization.
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if (ImGui::BeginTable("slots", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_SizingStretchProp))
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{
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ImGui::TableSetupColumn("Slot");
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ImGui::TableSetupColumn("GetState/s");
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ImGui::TableSetupColumn("GetState total");
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ImGui::TableSetupColumn("GetCaps total");
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ImGui::TableHeadersRow();
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for (int i = 0; i < static_cast<int>(kMaxPads); ++i)
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{
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ImGui::TableNextRow();
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ImGui::TableNextColumn();
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ImGui::Text("%d", i);
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ImGui::TableNextColumn();
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if (state_rate_[i] > 0.0)
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{
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ImGui::TextColored(kGreen, "%.0f", state_rate_[i]);
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}
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else
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{
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ImGui::TextDisabled("0");
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}
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ImGui::TableNextColumn();
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ImGui::Text("%llu", static_cast<unsigned long long>(status.get_state[i]));
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ImGui::TableNextColumn();
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ImGui::Text("%llu", static_cast<unsigned long long>(status.get_caps[i]));
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}
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ImGui::EndTable();
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}
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// Focus-API usage: tells us whether the game even consults these (which we
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// spoof) when deciding it lost focus.
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ImGui::Text("Focus API calls FG:%llu Active:%llu Focus:%llu",
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static_cast<unsigned long long>(status.focus_calls[coop::FocusApi_Foreground]),
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static_cast<unsigned long long>(status.focus_calls[coop::FocusApi_Active]),
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static_cast<unsigned long long>(status.focus_calls[coop::FocusApi_Focus]));
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// Input-path diagnostics: a focus-gated detection path would explain a game
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// that only accepts the controller when it has true focus.
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ImGui::SeparatorText("Input path");
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if (status.raw_input_gamepad)
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{
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ImGui::TextColored(status.raw_input_gamepad_sink ? kGreen : kRed, "Raw Input gamepad: yes (INPUTSINK %s)",
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status.raw_input_gamepad_sink ? "set -> bg ok" : "MISSING -> focus-gated!");
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}
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else if (status.raw_input_registered)
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{
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ImGui::TextColored(kGrey, "Raw Input: registered, but not for a gamepad usage");
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}
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else
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{
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ImGui::TextColored(kGrey, "Raw Input: not registered");
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}
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ImGui::TextColored(status.dinput_loaded ? kRed : kGrey, "DirectInput dll loaded: %s",
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status.dinput_loaded ? "yes (could be foreground-gated)" : "no");
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}
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void InjectionPanel::draw()
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@@ -41,10 +41,10 @@ private:
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bool test_input_ = false;
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// Sampled to turn the hook's cumulative query counter into a poll rate.
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unsigned long long last_query_count_ = 0;
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// Sampled to turn the hook's cumulative per-slot counters into poll rates.
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unsigned long long last_state_count_[kMaxPads] = {};
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double state_rate_[kMaxPads] = {};
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double last_sample_time_ = 0.0;
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double query_rate_ = 0.0;
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};
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} // namespace coop
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@@ -51,10 +51,21 @@ HookStatusView IpcServer::hook_status() const
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view.attached = s.attached != 0;
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view.focus_spoof = s.focus_spoof != 0;
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view.heartbeat = s.heartbeat.load(std::memory_order_relaxed);
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view.xinput_queries = s.xinput_queries.load(std::memory_order_relaxed);
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for (std::uint32_t i = 0; i < kMaxPads; ++i)
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{
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view.get_state[i] = s.get_state_calls[i].load(std::memory_order_relaxed);
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view.get_caps[i] = s.get_caps_calls[i].load(std::memory_order_relaxed);
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}
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for (std::uint32_t i = 0; i < FocusApi_Count; ++i)
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{
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view.focus_calls[i] = s.focus_query_calls[i].load(std::memory_order_relaxed);
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}
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view.game_pid = s.game_pid;
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view.game_hwnd = s.game_hwnd;
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view.last_user_index = s.last_user_index;
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view.raw_input_registered = s.raw_input_registered != 0;
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view.raw_input_gamepad = s.raw_input_gamepad != 0;
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view.raw_input_gamepad_sink = s.raw_input_gamepad_sink != 0;
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view.dinput_loaded = s.dinput_loaded != 0;
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return view;
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}
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@@ -18,10 +18,15 @@ struct HookStatusView
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bool attached = false; // XInput hooks installed in the game
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bool focus_spoof = false; // focus spoofing active
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std::uint32_t heartbeat = 0; // DLL liveness counter
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std::uint64_t xinput_queries = 0;
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std::uint64_t get_state[kMaxPads] = {};
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std::uint64_t get_caps[kMaxPads] = {};
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std::uint64_t focus_calls[FocusApi_Count] = {};
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std::uint32_t game_pid = 0;
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std::uint64_t game_hwnd = 0;
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std::uint32_t last_user_index = 0;
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bool raw_input_registered = false;
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bool raw_input_gamepad = false;
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bool raw_input_gamepad_sink = false;
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bool dinput_loaded = false;
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};
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class IpcServer
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