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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@@ -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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