Phase 1a: focus spoofing + hook observability
Two problems surfaced in testing: (1) no way to tell whether the injected hook was actually the input source, and (2) the final design needs the tool window focused for Steam RPT capture, which would pause/silence games that react to focus loss. Both are addressed here. - Focus spoofing (hook/focus_spoof): find the game's main window, subclass it to rewrite/swallow WM_ACTIVATE/ACTIVATEAPP/NCACTIVATE/KILLFOCUS, and inline- hook GetForegroundWindow/GetActiveWindow/GetFocus to always report the game as active. The game keeps running and polling while unfocused. - Status back-channel (protocol v2): the DLL reports attached/focus-spoof flags, game pid/hwnd, a heartbeat, and a cumulative XInputGetState counter. The host overlay turns the counter into a live poll rate, so "is the hook working" is directly observable. - Synthetic test-input toggle in the host: forwards a known automated pattern (stick circle + periodic A) to prove forwarding independent of the physical pad. - hook_selftest extended to assert the status channel; passes. Documented the windowed/borderless requirement and the new observable test flow in the README. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -40,6 +40,24 @@ void IpcServer::publish(const std::array<PadInfo, kMaxPads>& pads)
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publish_pads(*block_, states, kMaxPads);
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}
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HookStatusView IpcServer::hook_status() const
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{
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HookStatusView view;
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if (block_ == nullptr)
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{
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return view;
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}
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const HookStatus& s = block_->status;
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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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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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return view;
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}
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void IpcServer::stop()
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{
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if (block_ != nullptr)
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