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:
@@ -11,7 +11,7 @@ namespace coop
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// Bump whenever the layout of SharedBlock or CoopPadState changes. The hook
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// refuses to attach to a host with a mismatched version.
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inline constexpr std::uint32_t kProtocolVersion = 2;
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inline constexpr std::uint32_t kProtocolVersion = 3;
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// 'COOP' little-endian, used to sanity-check the mapping before trusting it.
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inline constexpr std::uint32_t kProtocolMagic = 0x504F4F43u;
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@@ -42,19 +42,37 @@ struct CoopPadState
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static_assert(sizeof(CoopPadState) == 20, "CoopPadState layout must stay stable across both modules");
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// Indices into HookStatus::focus_query_calls.
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enum FocusApi : std::uint32_t
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{
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FocusApi_Foreground = 0, // GetForegroundWindow
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FocusApi_Active = 1, // GetActiveWindow
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FocusApi_Focus = 2, // GetFocus
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FocusApi_Count = 3,
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};
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// Hook -> host back-channel. The injected DLL is the sole writer; the host reads
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// it for the diagnostics overlay (is the hook attached? is the game actually
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// polling it? did focus spoofing take?). Diagnostics only, so the few non-atomic
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// it for the diagnostics overlay: is the hook attached, which slots is the game
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// polling, does it use the focus APIs, and does it read input through a
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// focus-gated path (Raw Input / DirectInput)? Diagnostics only, so the non-atomic
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// fields tolerate benign cross-process races.
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struct HookStatus
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{
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std::atomic<std::uint32_t> heartbeat; // DLL bumps this ~4x/sec while alive
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std::atomic<std::uint64_t> xinput_queries; // cumulative XInputGetState/Ex calls served
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std::atomic<std::uint32_t> heartbeat; // DLL bumps ~4x/sec while alive
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std::atomic<std::uint64_t> get_state_calls[kMaxPads]; // XInputGetState/Ex per slot
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std::atomic<std::uint64_t> get_caps_calls[kMaxPads]; // XInputGetCapabilities per slot
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std::atomic<std::uint64_t> focus_query_calls[FocusApi_Count]; // focus API calls, see FocusApi
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std::uint32_t attached; // 1 once XInput hooks are installed
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std::uint32_t focus_spoof; // 1 once focus spoofing is active
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std::uint32_t game_pid; // the DLL's own pid (sanity check)
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std::uint32_t last_user_index; // last slot the game queried
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std::uint64_t game_hwnd; // window the DLL subclassed (0 if none yet)
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// Input-path diagnostics: which focus-gated mechanism (if any) the game uses.
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std::uint32_t raw_input_registered; // process has any Raw Input registration
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std::uint32_t raw_input_gamepad; // ... for a joystick/gamepad usage page
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std::uint32_t raw_input_gamepad_sink; // ... and that usage has RIDEV_INPUTSINK (bg delivery)
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std::uint32_t dinput_loaded; // dinput8.dll is present in the process
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};
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// Top-level shared block. The host is the sole writer of pad state; the hook is
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@@ -43,6 +43,7 @@ DWORD WINAPI worker_thread(LPVOID)
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{
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focus_installed = coop::hook::install_focus_spoof(g_ipc);
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}
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coop::hook::update_input_diagnostics(g_ipc); // refreshes each tick; registrations can change
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g_ipc.heartbeat();
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Sleep(250);
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}
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@@ -16,6 +16,7 @@ HWND g_game_hwnd = nullptr;
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WNDPROC g_orig_proc = nullptr;
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bool g_unicode = true;
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std::vector<safetyhook::InlineHook> g_focus_hooks;
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IpcClient* g_focus_ipc = nullptr;
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struct EnumContext
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{
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@@ -85,16 +86,28 @@ LRESULT CALLBACK subclass_proc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam
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HWND WINAPI hk_GetForegroundWindow()
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{
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if (g_focus_ipc != nullptr)
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{
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g_focus_ipc->note_focus_query(FocusApi_Foreground);
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}
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return g_game_hwnd;
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}
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HWND WINAPI hk_GetActiveWindow()
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{
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if (g_focus_ipc != nullptr)
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{
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g_focus_ipc->note_focus_query(FocusApi_Active);
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}
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return g_game_hwnd;
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}
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HWND WINAPI hk_GetFocus()
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{
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if (g_focus_ipc != nullptr)
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{
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g_focus_ipc->note_focus_query(FocusApi_Focus);
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}
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return g_game_hwnd;
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}
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@@ -110,6 +123,7 @@ void hook_export(HMODULE module, const char* name, void* detour)
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bool install_focus_spoof(IpcClient& ipc)
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{
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g_focus_ipc = &ipc;
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if (g_game_hwnd != nullptr)
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{
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return true; // already active
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@@ -142,6 +156,40 @@ bool install_focus_spoof(IpcClient& ipc)
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return true;
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}
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void update_input_diagnostics(IpcClient& ipc)
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{
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// Inspect how the game currently reads input, to find a focus-gated path that
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// would explain a controller working only when the game has true focus.
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bool raw_registered = false;
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bool raw_gamepad = false;
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bool raw_gamepad_sink = false;
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UINT count = 0;
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if (GetRegisteredRawInputDevices(nullptr, &count, sizeof(RAWINPUTDEVICE)) == 0 && count > 0)
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{
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std::vector<RAWINPUTDEVICE> devices(count);
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const UINT got = GetRegisteredRawInputDevices(devices.data(), &count, sizeof(RAWINPUTDEVICE));
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if (got != static_cast<UINT>(-1))
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{
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raw_registered = got > 0;
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for (UINT i = 0; i < got; ++i)
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{
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// Generic Desktop (0x01) joystick (0x04) / gamepad (0x05).
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const bool is_pad =
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devices[i].usUsagePage == 0x01 && (devices[i].usUsage == 0x04 || devices[i].usUsage == 0x05);
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if (is_pad)
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{
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raw_gamepad = true;
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raw_gamepad_sink = (devices[i].dwFlags & RIDEV_INPUTSINK) != 0;
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}
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}
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}
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}
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const bool dinput = GetModuleHandleW(L"dinput8.dll") != nullptr || GetModuleHandleW(L"dinput.dll") != nullptr;
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ipc.set_input_diagnostics(raw_registered, raw_gamepad, raw_gamepad_sink, dinput);
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}
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void remove_focus_spoof()
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{
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if (g_game_hwnd != nullptr && g_orig_proc != nullptr)
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@@ -158,6 +206,7 @@ void remove_focus_spoof()
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g_focus_hooks.clear();
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g_game_hwnd = nullptr;
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g_orig_proc = nullptr;
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g_focus_ipc = nullptr;
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}
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} // namespace coop::hook
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@@ -15,6 +15,11 @@ namespace coop::hook
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// status through `ipc`.
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bool install_focus_spoof(IpcClient& ipc);
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// Reports how the game currently reads input (Raw Input gamepad usage + sink
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// flag, DirectInput presence) so the host can identify a focus-gated path. Cheap
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// to call each tick.
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void update_input_diagnostics(IpcClient& ipc);
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// Restores the original window procedure and removes the focus API hooks.
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void remove_focus_spoof();
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@@ -57,14 +57,28 @@ public:
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// --- Status back-channel (hook -> host diagnostics) --------------------
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// Record that the game queried a controller slot; the host turns the
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// cumulative count into a poll rate to prove the hook is live.
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void note_query(std::uint32_t user_index)
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// Record that the game queried a controller slot via XInputGetState/Ex.
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void note_state_query(std::uint32_t user_index)
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{
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if (block_ != nullptr)
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if (block_ != nullptr && user_index < kMaxPads)
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{
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block_->status.xinput_queries.fetch_add(1, std::memory_order_relaxed);
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block_->status.last_user_index = user_index;
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block_->status.get_state_calls[user_index].fetch_add(1, std::memory_order_relaxed);
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}
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}
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void note_caps_query(std::uint32_t user_index)
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{
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if (block_ != nullptr && user_index < kMaxPads)
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{
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block_->status.get_caps_calls[user_index].fetch_add(1, std::memory_order_relaxed);
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}
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}
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void note_focus_query(FocusApi which)
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{
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if (block_ != nullptr && which < FocusApi_Count)
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{
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block_->status.focus_query_calls[which].fetch_add(1, std::memory_order_relaxed);
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}
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}
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@@ -86,6 +100,17 @@ public:
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}
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}
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void set_input_diagnostics(bool raw_registered, bool raw_gamepad, bool raw_gamepad_sink, bool dinput)
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{
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if (block_ != nullptr)
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{
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block_->status.raw_input_registered = raw_registered ? 1u : 0u;
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block_->status.raw_input_gamepad = raw_gamepad ? 1u : 0u;
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block_->status.raw_input_gamepad_sink = raw_gamepad_sink ? 1u : 0u;
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block_->status.dinput_loaded = dinput ? 1u : 0u;
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}
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}
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void heartbeat()
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{
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if (block_ != nullptr)
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@@ -64,7 +64,7 @@ DWORD query_state(DWORD user_index, XINPUT_STATE* state, bool keep_guide)
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}
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if (g_ipc != nullptr)
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{
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g_ipc->note_query(user_index); // proves to the host the game is polling us
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g_ipc->note_state_query(user_index); // proves to the host the game is polling us
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}
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refresh_cache();
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const CoopPadState& pad = g_cache[user_index];
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@@ -100,6 +100,10 @@ DWORD WINAPI hk_XInputGetCapabilities(DWORD user_index, DWORD /*flags*/, XINPUT_
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{
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return ERROR_DEVICE_NOT_CONNECTED;
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}
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if (g_ipc != nullptr)
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{
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g_ipc->note_caps_query(user_index);
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}
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refresh_cache();
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if (!g_cache[user_index].connected)
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{
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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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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.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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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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@@ -79,7 +79,9 @@ int main()
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// Status back-channel: the host relies on these to prove the hook is live.
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check(block->status.attached == 1, "status reports attached");
|
||||
check(block->status.xinput_queries.load(std::memory_order_relaxed) >= 2, "status counts XInput queries");
|
||||
check(block->status.get_state_calls[0].load(std::memory_order_relaxed) >= 1, "status counts slot 0 GetState");
|
||||
check(block->status.get_state_calls[1].load(std::memory_order_relaxed) >= 1, "status counts slot 1 GetState");
|
||||
check(block->status.get_caps_calls[0].load(std::memory_order_relaxed) >= 1, "status counts slot 0 GetCaps");
|
||||
|
||||
hook::remove_xinput_hooks();
|
||||
|
||||
|
||||
Reference in New Issue
Block a user