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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@@ -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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