Detect terminated / hung target and reflect it in the UI

The Injection panel kept showing "Attached" after the game exited. Now it tracks
target liveness each frame (InjectionPanel::tick from the main loop, independent of
panel visibility):
- a SYNCHRONIZE|QUERY process handle taken at inject time -> WaitForSingleObject
  detects the process exiting (Terminated);
- the hook heartbeat stalling for ~2 s while the process still exists flags a
  distinct Hung state (games here can freeze without exiting).

The panel shows a clear colored banner per state and disables the subsystem
hook/unhook controls and the synthetic-input toggle when the target isn't alive.
game_hwnd() returns null once Terminated, so the Video and Audio panels drop to
idle instead of chasing a dead window.

Verified: x64 build + ctest 7/7 green; host launches and renders the panels without
regression (screenshot smoke test). The interactive terminated/hung visual against a
real game is best confirmed in a live session (ImGui injection can't be GUI-scripted).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-06-21 01:05:49 +02:00
parent 61049a620c
commit b3e8a1adc6
4 changed files with 136 additions and 34 deletions

View File

@@ -75,18 +75,6 @@ is removed from this list once done — so the top item is always next. The
self-verifiable tooling / UI / input items come first; the game-pipeline items that
need a real game (and Remote Play) to fully validate come last.
- **Detect a terminated target and reflect it in the UI.** The Injection panel keeps
showing "Attached" after the game exits. Add a **Terminated** state: the host
already knows the target pid and tracks a DLL heartbeat (`InjectionPanel`); on top
of that, hold the `OpenProcess` handle from injection (or re-open with
`PROCESS_QUERY_LIMITED_INFORMATION`) and poll `GetExitCodeProcess` /
`WaitForSingleObject(h, 0)` each tick. When the process is gone, switch to
Terminated, gray out / disable the per-subsystem controls and mirror toggles, and
show a clear banner; the Video and Audio panels should drop to idle (their hook
channels are stale) rather than freezing on the last live frame/state. Note a live
process isn't proof it's running — also flag a **stalled heartbeat** (no advance
for ~2 s while the process still exists) as a distinct "hung / not responding"
state, since games here can freeze without exiting.
- **Re-attach to a relaunched target.** A killed-and-relaunched game gets a new pid,
but the UI still holds the stale one. In the Terminated state, remember the
target's image name (the panel already keeps the selected exe name) and offer a

View File

@@ -69,6 +69,64 @@ InjectionPanel::InjectionPanel()
refresh_processes();
}
InjectionPanel::~InjectionPanel()
{
close_target_handle();
}
void InjectionPanel::close_target_handle()
{
if (target_process_ != nullptr)
{
CloseHandle(target_process_);
target_process_ = nullptr;
}
target_state_ = TargetState::NotInjected;
dll_alive_ = false;
last_heartbeat_ = 0;
last_heartbeat_time_ = 0.0;
}
void InjectionPanel::tick()
{
update_liveness();
}
void InjectionPanel::update_liveness()
{
if (!injected_)
{
target_state_ = TargetState::NotInjected;
return;
}
// Process gone? The handle was opened with SYNCHRONIZE at inject time, so a
// signaled wait means it exited. This is authoritative even if the heartbeat
// happened to look alive a moment ago.
if (target_process_ != nullptr && WaitForSingleObject(target_process_, 0) == WAIT_OBJECT_0)
{
target_state_ = TargetState::Terminated;
dll_alive_ = false;
return;
}
// Still running: alive vs hung from the hook heartbeat (advances ~4x/s). A live
// process whose heartbeat stalled for ~2 s is frozen, not gone -- a distinct state.
const std::uint32_t hb = server_.hook_status().heartbeat;
const double now = ImGui::GetTime();
if (hb != last_heartbeat_)
{
last_heartbeat_ = hb;
last_heartbeat_time_ = now;
dll_alive_ = true;
}
else if (now - last_heartbeat_time_ > 2.0)
{
dll_alive_ = false;
}
target_state_ = dll_alive_ ? TargetState::Alive : TargetState::Hung;
}
void InjectionPanel::refresh_processes()
{
processes_ = list_processes();
@@ -102,6 +160,14 @@ void InjectionPanel::inject_selected()
if (result.status == InjectStatus::Ok)
{
injected_ = true;
// Track liveness: a SYNCHRONIZE|QUERY handle lets us notice the game exiting,
// and seeding the heartbeat clock avoids a spurious "hung" before the first beat.
close_target_handle(); // drop any handle from a previous target
target_process_ = OpenProcess(SYNCHRONIZE | PROCESS_QUERY_LIMITED_INFORMATION, FALSE, selected_pid_);
target_state_ = TargetState::Alive;
last_heartbeat_ = 0;
last_heartbeat_time_ = ImGui::GetTime();
dll_alive_ = true;
status_ = "Injected into " + narrow(selected_name_) + " (pid " + std::to_string(selected_pid_) + ").";
status_color_ = kGreen;
}
@@ -273,19 +339,6 @@ void InjectionPanel::draw_hook_status(bool debug_details)
const HookStatusView status = server_.hook_status();
// DLL liveness from the heartbeat (advances ~4x/s while the worker runs).
const double now = ImGui::GetTime();
if (status.heartbeat != last_heartbeat_)
{
last_heartbeat_ = status.heartbeat;
last_heartbeat_time_ = now;
dll_alive_ = true;
}
else if (now - last_heartbeat_time_ > 1.5)
{
dll_alive_ = false;
}
ImGui::SeparatorText("Hook status");
if (!injected_)
{
@@ -293,17 +346,26 @@ void InjectionPanel::draw_hook_status(bool debug_details)
return;
}
if (dll_alive_)
switch (target_state_)
{
case TargetState::Alive:
ImGui::TextColored(kGreen, "Hook DLL loaded in pid %lu (heartbeat %u)", server_.target_pid(),
status.heartbeat);
}
else
{
ImGui::TextColored(kRed, "Hook DLL not responding (no heartbeat).");
break;
case TargetState::Hung:
ImGui::TextColored(kRed, "Target not responding -- heartbeat stalled (frozen?).");
break;
case TargetState::Terminated:
ImGui::TextColored(kRed, "Target process has exited.");
break;
case TargetState::NotInjected:
break;
}
// The game is gone or frozen -> its hooks can't act on toggles, so lock them.
ImGui::BeginDisabled(target_state_ != TargetState::Alive);
draw_subsystem_controls(status);
ImGui::EndDisabled();
ImGui::TextDisabled("Controller poll rates are in the Controllers panel.");
draw_hook_list(status);
@@ -347,12 +409,24 @@ void InjectionPanel::draw(bool debug_details)
ImGui::Begin("Injection");
if (server_.running())
{
if (target_state_ == TargetState::Terminated)
{
ImGui::TextColored(kRed, "Target (pid %lu) has terminated.", server_.target_pid());
}
else if (target_state_ == TargetState::Hung)
{
ImGui::TextColored(kRed, "Target (pid %lu) is not responding.", server_.target_pid());
}
else
{
ImGui::TextColored(kGreen, "Connected to pid %lu", server_.target_pid());
}
if (ImGui::Button("Disconnect"))
{
server_.stop();
injected_ = false;
close_target_handle();
status_ = "Stopped.";
status_color_ = kGrey;
}
@@ -401,8 +475,9 @@ void InjectionPanel::draw(bool debug_details)
ImGui::TextColored(status_color_, "%s", status_.c_str());
}
// Synthetic input only reaches the game if the XInput hook is installed.
ImGui::BeginDisabled(injected_ && !want_input_);
// Synthetic input only reaches the game if the XInput hook is installed and the
// target is actually alive to receive it.
ImGui::BeginDisabled(injected_ && (!want_input_ || target_state_ != TargetState::Alive));
ImGui::Checkbox("Forward synthetic test input", &test_input_);
ImGui::EndDisabled();
if (test_input_)

View File

@@ -16,10 +16,28 @@
namespace coop
{
// Liveness of the injected target, surfaced in the UI so a dead/hung game is obvious.
enum class TargetState
{
NotInjected, // no hook loaded
Alive, // process running and the hook heartbeat is advancing
Hung, // process still exists but the heartbeat stalled (not responding)
Terminated, // process has exited
};
class InjectionPanel
{
public:
InjectionPanel();
~InjectionPanel();
InjectionPanel(const InjectionPanel&) = delete;
InjectionPanel& operator=(const InjectionPanel&) = delete;
// Recompute target liveness (terminated / hung / alive). Call once per frame from
// the main loop, independent of panel visibility, so game_hwnd() and the mirror
// panels react to a dead target even while the Injection panel is hidden.
void tick();
// `debug_details` shows the verbose hook diagnostics (per-slot poll table,
// focus-API counts, input-path detection); off shows a general summary.
@@ -29,12 +47,24 @@ public:
// test-input mode is on, a synthetic pattern is sent instead of `pads`.
void publish(const std::array<PadInfo, kMaxPads>& pads);
// The injected game's main window, as reported by the hook (null if none).
// The injected game's main window, as reported by the hook (null if none). A
// terminated target's HWND is stale/invalid, so report none -- the capture and
// audio panels then drop to idle instead of chasing a dead window.
[[nodiscard]] HWND game_hwnd() const
{
if (target_state_ == TargetState::Terminated)
{
return nullptr;
}
return reinterpret_cast<HWND>(server_.hook_status().game_hwnd);
}
// Current liveness of the injected target (for other panels / status).
[[nodiscard]] TargetState target_state() const
{
return target_state_;
}
// The hook's full diagnostics back-channel (other panels read the audio
// render-stream counts from here).
[[nodiscard]] HookStatusView hook_status() const
@@ -78,6 +108,8 @@ public:
private:
void refresh_processes();
void inject_selected();
void update_liveness(); // recompute target_state_ from process + heartbeat
void close_target_handle(); // close target_process_ and reset liveness state
void draw_subsystem_controls(const HookStatusView& status);
void draw_hook_list(const HookStatusView& status);
void draw_hook_status(bool debug_details);
@@ -105,6 +137,12 @@ private:
std::uint32_t last_heartbeat_ = 0;
double last_heartbeat_time_ = 0.0;
bool dll_alive_ = false;
// Target-process liveness: a SYNCHRONIZE|QUERY handle taken at inject time lets
// us notice the game exiting (WaitForSingleObject) vs merely hanging (heartbeat
// stalled while the process still exists).
HANDLE target_process_ = nullptr;
TargetState target_state_ = TargetState::NotInjected;
};
} // namespace coop

View File

@@ -145,6 +145,7 @@ int run()
#endif
input->poll();
injection.publish(input->pads());
injection.tick(); // refresh target liveness before the mirror panels read game_hwnd()
const HWND game = injection.game_hwnd();
capture.set_target(game);
audio.set_target(game);