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:
2026-06-19 00:38:07 +02:00
parent df4325d21b
commit a0a12d69fe
11 changed files with 210 additions and 36 deletions

View File

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

View File

@@ -41,10 +41,10 @@ private:
bool test_input_ = false;
// Sampled to turn the hook's cumulative query counter into a poll rate.
unsigned long long last_query_count_ = 0;
// Sampled to turn the hook's cumulative per-slot counters into poll rates.
unsigned long long last_state_count_[kMaxPads] = {};
double state_rate_[kMaxPads] = {};
double last_sample_time_ = 0.0;
double query_rate_ = 0.0;
};
} // namespace coop

View File

@@ -51,10 +51,21 @@ HookStatusView IpcServer::hook_status() const
view.attached = s.attached != 0;
view.focus_spoof = s.focus_spoof != 0;
view.heartbeat = s.heartbeat.load(std::memory_order_relaxed);
view.xinput_queries = s.xinput_queries.load(std::memory_order_relaxed);
for (std::uint32_t i = 0; i < kMaxPads; ++i)
{
view.get_state[i] = s.get_state_calls[i].load(std::memory_order_relaxed);
view.get_caps[i] = s.get_caps_calls[i].load(std::memory_order_relaxed);
}
for (std::uint32_t i = 0; i < FocusApi_Count; ++i)
{
view.focus_calls[i] = s.focus_query_calls[i].load(std::memory_order_relaxed);
}
view.game_pid = s.game_pid;
view.game_hwnd = s.game_hwnd;
view.last_user_index = s.last_user_index;
view.raw_input_registered = s.raw_input_registered != 0;
view.raw_input_gamepad = s.raw_input_gamepad != 0;
view.raw_input_gamepad_sink = s.raw_input_gamepad_sink != 0;
view.dinput_loaded = s.dinput_loaded != 0;
return view;
}

View File

@@ -18,10 +18,15 @@ struct HookStatusView
bool attached = false; // XInput hooks installed in the game
bool focus_spoof = false; // focus spoofing active
std::uint32_t heartbeat = 0; // DLL liveness counter
std::uint64_t xinput_queries = 0;
std::uint64_t get_state[kMaxPads] = {};
std::uint64_t get_caps[kMaxPads] = {};
std::uint64_t focus_calls[FocusApi_Count] = {};
std::uint32_t game_pid = 0;
std::uint64_t game_hwnd = 0;
std::uint32_t last_user_index = 0;
bool raw_input_registered = false;
bool raw_input_gamepad = false;
bool raw_input_gamepad_sink = false;
bool dinput_loaded = false;
};
class IpcServer