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>
This commit is contained in:
2026-06-19 00:13:06 +02:00
parent e370c8dcc5
commit df4325d21b
14 changed files with 447 additions and 34 deletions

View File

@@ -47,11 +47,15 @@ window with an ImGui overlay listing every controller it sees. Confirmed
end-to-end: Steam RPT streams the window under a donor appid, and guest gamepads
arrive (with correct slot assignment) as XInput.
**Phase 1a — input forwarding (current).** The host can inject `coop_hook.dll`
into a running game; the DLL hooks XInput (via SafetyHook) so the game reads the
controller state the host forwards over shared memory — and *only* that state, so
physical/other controllers are hidden from the game. The in-process
`hook_selftest` validates the IPC + hook core without needing a game.
**Phase 1a — input forwarding + focus spoofing (current).** The host injects
`coop_hook.dll`; the DLL hooks XInput (via SafetyHook) so the game reads the
forwarded controller state and *only* that state. The DLL also **spoofs focus**
(hooks `GetForegroundWindow`/`GetActiveWindow`/`GetFocus` and subclasses the game
window to swallow deactivation messages) so the game keeps running and polling
while the tool holds the real OS focus — required because Steam RPT only captures
the focused window. A hook→host status back-channel shows whether the hook is
attached and how fast the game is polling it. The in-process `hook_selftest`
validates the IPC + hook core without needing a game.
Still ahead (scoped in the plan): video mirror (WGC, then a `Present` hook),
audio (WASAPI process loopback), and x86 support.
@@ -119,15 +123,26 @@ This needs no RPT, donor, or second account — just the host, the hook, a
controller, and a target game. `coop_host.exe` and `coop_hook.dll` must sit in
the same folder (the build places both in `bin/<Config>/`).
1. Start a DRM-free, **non-anti-cheat**, XInput game (e.g. a small controller
sample or a permissive indie title) and get to a screen that reads the pad.
**Requirement:** run the target game **windowed or borderless**, not exclusive
fullscreen. Exclusive fullscreen minimizes on focus loss (defeating the focus
spoof) and can't be window-captured later. Only **controller** input is
forwarded — while the game is unfocused it won't receive OS keyboard/mouse.
1. Start a DRM-free, **non-anti-cheat**, XInput game in windowed/borderless mode
and get to a screen that reads the pad.
2. Run `bin\Debug\coop_host.exe`. In the **Injection** panel, filter for the
game's `.exe`, select it, and click **Inject & Connect**. The status line
should turn green ("Injected … / Forwarding input to pid …").
3. Press buttons on your physical controller. The game should respond — its
XInput now comes from the host's forwarded state, not the device directly.
Unplug-test: other controllers/slots are hidden from the game.
4. Click **Stop forwarding** (or quit the host) to tear down the channel.
game's `.exe`, select it, and click **Inject & Connect**.
3. Watch the **Hook status** section. Once it shows **Attached** and a non-zero
**"XInput polled: N/s"**, the game is provably reading our hook — injection
works. **Focus spoof: active** confirms the window was found and subclassed.
4. **Prove forwarding is the source:** tick **Forward synthetic test input**.
The game should now move on its own — left stick sweeping a circle, A pressed
every other second — independent of your physical controller. Untick it to
return control to your pad.
5. Sanity-check the focus spoof: click into another window so the game loses real
focus. It should keep running/animating (not pause), and the poll rate should
stay non-zero.
6. Click **Stop forwarding** (or quit the host) to tear down the channel.
> If injection fails with an access error, run the host as administrator. If it
> reports "target is 32-bit", that game needs the x86 hook (a later phase).

View File

@@ -11,7 +11,7 @@ namespace coop
// Bump whenever the layout of SharedBlock or CoopPadState changes. The hook
// refuses to attach to a host with a mismatched version.
inline constexpr std::uint32_t kProtocolVersion = 1;
inline constexpr std::uint32_t kProtocolVersion = 2;
// 'COOP' little-endian, used to sanity-check the mapping before trusting it.
inline constexpr std::uint32_t kProtocolMagic = 0x504F4F43u;
@@ -42,6 +42,21 @@ struct CoopPadState
static_assert(sizeof(CoopPadState) == 20, "CoopPadState layout must stay stable across both modules");
// Hook -> host back-channel. The injected DLL is the sole writer; the host reads
// it for the diagnostics overlay (is the hook attached? is the game actually
// polling it? did focus spoofing take?). Diagnostics only, so the few non-atomic
// fields tolerate benign cross-process races.
struct HookStatus
{
std::atomic<std::uint32_t> heartbeat; // DLL bumps this ~4x/sec while alive
std::atomic<std::uint64_t> xinput_queries; // cumulative XInputGetState/Ex calls served
std::uint32_t attached; // 1 once XInput hooks are installed
std::uint32_t focus_spoof; // 1 once focus spoofing is active
std::uint32_t game_pid; // the DLL's own pid (sanity check)
std::uint32_t last_user_index; // last slot the game queried
std::uint64_t game_hwnd; // window the DLL subclassed (0 if none yet)
};
// Top-level shared block. The host is the sole writer of pad state; the hook is
// the sole reader. A seqlock (even = stable, odd = write in progress) lets the
// reader grab a torn-free snapshot without a kernel lock on the hot path.
@@ -53,12 +68,17 @@ struct SharedBlock
std::atomic<std::uint32_t> sequence;
CoopPadState pads[kMaxPads];
// Hook -> host diagnostics back-channel.
HookStatus status;
// Phase 2 appends the shared-texture handle/dimensions control fields here;
// keep new members at the end so existing offsets never shift.
};
static_assert(std::atomic<std::uint32_t>::is_always_lock_free,
"seqlock requires a lock-free 32-bit atomic for cross-process use");
static_assert(std::atomic<std::uint64_t>::is_always_lock_free,
"status counters need a lock-free 64-bit atomic for cross-process use");
// --- Seqlock helpers -------------------------------------------------------

View File

@@ -1,12 +1,14 @@
add_library(coop_hook SHARED
src/dllmain.cpp
src/xinput_hook.cpp)
src/xinput_hook.cpp
src/focus_spoof.cpp)
target_include_directories(coop_hook PRIVATE src)
target_link_libraries(coop_hook PRIVATE
coop_common
safetyhook::safetyhook)
safetyhook::safetyhook
user32)
set_target_properties(coop_hook PROPERTIES OUTPUT_NAME "coop_hook")

View File

@@ -1,12 +1,16 @@
// coop_hook.dll -- injected into the target game by the host.
//
// On load it opens the host's shared-memory channel (named by this process's
// pid), then hooks XInput so the game reads the forwarded controller state. All
// real work happens on a worker thread; DllMain only kicks it off to stay clear
// of the loader lock.
// pid), hooks XInput so the game reads the forwarded controller state, and
// spoofs focus so the game keeps running while the tool holds the real OS focus.
// All real work happens on a worker thread; DllMain only kicks it off to stay
// clear of the loader lock.
#include <atomic>
#include <windows.h>
#include "focus_spoof.hpp"
#include "ipc_client.hpp"
#include "xinput_hook.hpp"
@@ -14,8 +18,9 @@ namespace
{
coop::hook::IpcClient g_ipc;
std::atomic<bool> g_running{true};
DWORD WINAPI init_thread(LPVOID)
DWORD WINAPI worker_thread(LPVOID)
{
// The host creates the mapping around injection time; give it a few seconds.
if (!g_ipc.connect(/*attempts=*/200, /*delay_ms=*/25))
@@ -23,11 +28,23 @@ DWORD WINAPI init_thread(LPVOID)
return 0;
}
// XInput may not be loaded yet at this point (games often load it lazily on
// first controller use), so keep retrying until a module appears.
for (int i = 0; i < 400 && !coop::hook::install_xinput_hooks(g_ipc); ++i)
bool xinput_installed = false;
bool focus_installed = false;
// Keep retrying the installs (XInput and the game window may both appear
// lazily) and beat a heartbeat so the host can show the hook is alive.
while (g_running.load(std::memory_order_relaxed))
{
Sleep(25);
if (!xinput_installed)
{
xinput_installed = coop::hook::install_xinput_hooks(g_ipc);
}
if (!focus_installed)
{
focus_installed = coop::hook::install_focus_spoof(g_ipc);
}
g_ipc.heartbeat();
Sleep(250);
}
return 0;
}
@@ -40,7 +57,7 @@ BOOL APIENTRY DllMain(HMODULE module, DWORD reason, LPVOID reserved)
{
case DLL_PROCESS_ATTACH:
DisableThreadLibraryCalls(module);
if (HANDLE thread = CreateThread(nullptr, 0, &init_thread, nullptr, 0, nullptr))
if (HANDLE thread = CreateThread(nullptr, 0, &worker_thread, nullptr, 0, nullptr))
{
CloseHandle(thread);
}
@@ -50,6 +67,8 @@ BOOL APIENTRY DllMain(HMODULE module, DWORD reason, LPVOID reserved)
// loader is already unwinding and touching other modules is unsafe.
if (reserved == nullptr)
{
g_running.store(false, std::memory_order_relaxed);
coop::hook::remove_focus_spoof();
coop::hook::remove_xinput_hooks();
}
break;

163
hook/src/focus_spoof.cpp Normal file
View File

@@ -0,0 +1,163 @@
#include "focus_spoof.hpp"
#include <vector>
#include <windows.h>
#include <safetyhook.hpp>
namespace coop::hook
{
namespace
{
HWND g_game_hwnd = nullptr;
WNDPROC g_orig_proc = nullptr;
bool g_unicode = true;
std::vector<safetyhook::InlineHook> g_focus_hooks;
struct EnumContext
{
DWORD pid;
HWND best;
long best_area;
};
BOOL CALLBACK enum_proc(HWND hwnd, LPARAM lparam)
{
auto* ctx = reinterpret_cast<EnumContext*>(lparam);
DWORD pid = 0;
GetWindowThreadProcessId(hwnd, &pid);
if (pid != ctx->pid || !IsWindowVisible(hwnd) || GetWindow(hwnd, GW_OWNER) != nullptr)
{
return TRUE; // not ours, hidden, or an owned dialog -- keep looking
}
RECT rect = {};
if (!GetWindowRect(hwnd, &rect))
{
return TRUE;
}
const long area = (rect.right - rect.left) * (rect.bottom - rect.top);
if (area > ctx->best_area)
{
ctx->best_area = area;
ctx->best = hwnd;
}
return TRUE;
}
// The game's main window = the largest visible, unowned top-level window it owns.
HWND find_main_window(DWORD pid)
{
EnumContext ctx{pid, nullptr, 0};
EnumWindows(&enum_proc, reinterpret_cast<LPARAM>(&ctx));
return ctx.best;
}
// Replacement window procedure: convince the game it is never deactivated.
LRESULT CALLBACK subclass_proc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam)
{
switch (msg)
{
case WM_ACTIVATE:
if (LOWORD(wparam) == WA_INACTIVE)
{
wparam = MAKEWPARAM(WA_ACTIVE, HIWORD(wparam));
}
break;
case WM_ACTIVATEAPP:
wparam = TRUE; // app is "still active"
break;
case WM_NCACTIVATE:
wparam = TRUE; // keep the active (non-greyed) appearance
break;
case WM_KILLFOCUS:
return 0; // swallow: never tell the game it lost keyboard focus
default:
break;
}
return g_unicode ? CallWindowProcW(g_orig_proc, hwnd, msg, wparam, lparam)
: CallWindowProcA(g_orig_proc, hwnd, msg, wparam, lparam);
}
HWND WINAPI hk_GetForegroundWindow()
{
return g_game_hwnd;
}
HWND WINAPI hk_GetActiveWindow()
{
return g_game_hwnd;
}
HWND WINAPI hk_GetFocus()
{
return g_game_hwnd;
}
void hook_export(HMODULE module, const char* name, void* detour)
{
if (void* target = reinterpret_cast<void*>(GetProcAddress(module, name)))
{
g_focus_hooks.emplace_back(safetyhook::create_inline(target, detour));
}
}
} // namespace
bool install_focus_spoof(IpcClient& ipc)
{
if (g_game_hwnd != nullptr)
{
return true; // already active
}
HWND hwnd = find_main_window(GetCurrentProcessId());
if (hwnd == nullptr)
{
return false; // window not created yet; caller retries
}
g_game_hwnd = hwnd;
g_unicode = IsWindowUnicode(hwnd) != FALSE;
// Replacing GWLP_WNDPROC from another thread is safe (the new proc runs on
// the window's own thread); match A/W so CallWindowProc translates correctly.
const LONG_PTR replaced = g_unicode
? SetWindowLongPtrW(hwnd, GWLP_WNDPROC, reinterpret_cast<LONG_PTR>(&subclass_proc))
: SetWindowLongPtrA(hwnd, GWLP_WNDPROC, reinterpret_cast<LONG_PTR>(&subclass_proc));
g_orig_proc = reinterpret_cast<WNDPROC>(replaced);
if (HMODULE user32 = GetModuleHandleW(L"user32.dll"))
{
hook_export(user32, "GetForegroundWindow", reinterpret_cast<void*>(&hk_GetForegroundWindow));
hook_export(user32, "GetActiveWindow", reinterpret_cast<void*>(&hk_GetActiveWindow));
hook_export(user32, "GetFocus", reinterpret_cast<void*>(&hk_GetFocus));
}
ipc.mark_focus_spoof(true, reinterpret_cast<std::uint64_t>(hwnd));
return true;
}
void remove_focus_spoof()
{
if (g_game_hwnd != nullptr && g_orig_proc != nullptr)
{
if (g_unicode)
{
SetWindowLongPtrW(g_game_hwnd, GWLP_WNDPROC, reinterpret_cast<LONG_PTR>(g_orig_proc));
}
else
{
SetWindowLongPtrA(g_game_hwnd, GWLP_WNDPROC, reinterpret_cast<LONG_PTR>(g_orig_proc));
}
}
g_focus_hooks.clear();
g_game_hwnd = nullptr;
g_orig_proc = nullptr;
}
} // namespace coop::hook

21
hook/src/focus_spoof.hpp Normal file
View File

@@ -0,0 +1,21 @@
// Makes the injected game believe it always has foreground focus, so it keeps
// running and polling input while the tool's window holds the real OS focus
// (required for Steam RPT to capture the tool). Without this, games that pause
// or stop polling on focus loss are unusable in the final design.
#pragma once
#include "ipc_client.hpp"
namespace coop::hook
{
// Finds the game's main window, subclasses it to suppress deactivation messages,
// and hooks the focus-query APIs to always report the game as active. Returns
// true once spoofing is active; safe to retry until the window exists. Reports
// status through `ipc`.
bool install_focus_spoof(IpcClient& ipc);
// Restores the original window procedure and removes the focus API hooks.
void remove_focus_spoof();
} // namespace coop::hook

View File

@@ -3,6 +3,7 @@
// forwarded pad state the host publishes each frame.
#pragma once
#include <atomic>
#include <cstdint>
#include <windows.h>
@@ -54,6 +55,45 @@ public:
return read_pads(*block_, out, count);
}
// --- Status back-channel (hook -> host diagnostics) --------------------
// Record that the game queried a controller slot; the host turns the
// cumulative count into a poll rate to prove the hook is live.
void note_query(std::uint32_t user_index)
{
if (block_ != nullptr)
{
block_->status.xinput_queries.fetch_add(1, std::memory_order_relaxed);
block_->status.last_user_index = user_index;
}
}
void mark_attached()
{
if (block_ != nullptr)
{
block_->status.game_pid = GetCurrentProcessId();
block_->status.attached = 1;
}
}
void mark_focus_spoof(bool active, std::uint64_t game_hwnd)
{
if (block_ != nullptr)
{
block_->status.focus_spoof = active ? 1u : 0u;
block_->status.game_hwnd = game_hwnd;
}
}
void heartbeat()
{
if (block_ != nullptr)
{
block_->status.heartbeat.fetch_add(1, std::memory_order_relaxed);
}
}
private:
SharedMemory shm_;
SharedBlock* block_ = nullptr;

View File

@@ -19,7 +19,7 @@ namespace
// XInputGetStateEx that many games use. Mirrors how Steam/x360ce expose it.
constexpr std::uint16_t kGuideButton = 0x0400;
const IpcClient* g_ipc = nullptr;
IpcClient* g_ipc = nullptr;
std::vector<safetyhook::InlineHook> g_hooks;
// Last good snapshot, so a momentary failed IPC read (host mid-write) doesn't
@@ -62,6 +62,10 @@ DWORD query_state(DWORD user_index, XINPUT_STATE* state, bool keep_guide)
{
return ERROR_DEVICE_NOT_CONNECTED;
}
if (g_ipc != nullptr)
{
g_ipc->note_query(user_index); // proves to the host the game is polling us
}
refresh_cache();
const CoopPadState& pad = g_cache[user_index];
if (!pad.connected)
@@ -156,7 +160,7 @@ void hook_ordinal(HMODULE module, WORD ordinal, void* detour)
} // namespace
bool install_xinput_hooks(const IpcClient& ipc)
bool install_xinput_hooks(IpcClient& ipc)
{
if (!g_hooks.empty())
{
@@ -180,7 +184,12 @@ bool install_xinput_hooks(const IpcClient& ipc)
hook_export(module, "XInputGetCapabilities", reinterpret_cast<void*>(&hk_XInputGetCapabilities));
hook_export(module, "XInputSetState", reinterpret_cast<void*>(&hk_XInputSetState));
}
return !g_hooks.empty();
if (!g_hooks.empty())
{
g_ipc->mark_attached();
return true;
}
return false;
}
void remove_xinput_hooks()

View File

@@ -10,7 +10,7 @@ namespace coop::hook
// Locates the loaded XInput module(s) and hooks the state/capability entry
// points. `ipc` must outlive the hooks. Returns true if at least one module was
// hooked. Safe to call repeatedly while waiting for xinput to load.
bool install_xinput_hooks(const IpcClient& ipc);
bool install_xinput_hooks(IpcClient& ipc);
// Removes all installed hooks (best effort; used on DLL detach).
void remove_xinput_hooks();

View File

@@ -1,5 +1,7 @@
#include "injection_panel.hpp"
#include <cmath>
#include <windows.h>
#include "inject/injector.hpp"
@@ -108,6 +110,75 @@ void InjectionPanel::inject_selected()
}
}
void InjectionPanel::publish(const std::array<PadInfo, kMaxPads>& pads)
{
if (!test_input_)
{
server_.publish(pads);
return;
}
// Synthetic, unmistakably non-human pattern: left stick sweeps a circle and
// A is pressed every other second. If the game moves on its own to this, the
// forwarding pipeline is proven end-to-end.
const unsigned long long ms = GetTickCount64();
const double t = static_cast<double>(ms) / 1000.0;
std::array<PadInfo, kMaxPads> synthetic{};
PadInfo& pad = synthetic[0];
pad.connected = true;
pad.source = "synthetic test";
pad.state.connected = 1;
pad.state.packet = static_cast<std::uint32_t>(ms);
pad.state.thumb_lx = static_cast<std::int16_t>(std::cos(t) * 30000.0);
pad.state.thumb_ly = static_cast<std::int16_t>(std::sin(t) * 30000.0);
if ((ms / 1000) % 2 == 0)
{
pad.state.buttons |= 0x1000; // XINPUT_GAMEPAD_A
}
server_.publish(synthetic);
}
void InjectionPanel::draw_hook_status()
{
if (!server_.running())
{
return;
}
const HookStatusView status = server_.hook_status();
// Convert the cumulative query counter into a rate every half second.
const double now = ImGui::GetTime();
if (now - last_sample_time_ >= 0.5)
{
const double dt = now - last_sample_time_;
const unsigned long long delta =
status.xinput_queries >= last_query_count_ ? status.xinput_queries - last_query_count_ : 0;
query_rate_ = dt > 0.0 ? static_cast<double>(delta) / dt : 0.0;
last_query_count_ = status.xinput_queries;
last_sample_time_ = now;
}
ImGui::SeparatorText("Hook status");
if (!status.attached)
{
ImGui::TextColored(kGrey, "Waiting for hook to attach in the game...");
return;
}
ImGui::TextColored(kGreen, "Attached (game pid %u, hwnd 0x%llX)", status.game_pid,
static_cast<unsigned long long>(status.game_hwnd));
ImGui::Text("XInput polled: %.0f/s (last slot %u)", query_rate_, status.last_user_index);
if (query_rate_ > 0.0)
{
ImGui::SameLine();
ImGui::TextColored(kGreen, " <- game is reading our input");
}
ImGui::TextColored(status.focus_spoof ? kGreen : kGrey, "Focus spoof: %s",
status.focus_spoof ? "active" : "inactive");
}
void InjectionPanel::draw()
{
ImGui::SetNextWindowPos(ImVec2(24, 360), ImGuiCond_FirstUseEver);
@@ -168,6 +239,15 @@ void InjectionPanel::draw()
ImGui::TextColored(status_color_, "%s", status_.c_str());
}
ImGui::Checkbox("Forward synthetic test input", &test_input_);
if (test_input_)
{
ImGui::SameLine();
ImGui::TextDisabled("(ignores your controller)");
}
draw_hook_status();
ImGui::End();
}

View File

@@ -21,15 +21,14 @@ public:
void draw();
// Forward the latest pad snapshot to the injected hook (if connected).
void publish(const std::array<PadInfo, kMaxPads>& pads)
{
server_.publish(pads);
}
// Forward the latest pad snapshot to the injected hook (if connected). When
// test-input mode is on, a synthetic pattern is sent instead of `pads`.
void publish(const std::array<PadInfo, kMaxPads>& pads);
private:
void refresh_processes();
void inject_selected();
void draw_hook_status();
std::vector<ProcessEntry> processes_;
char filter_[128] = {};
@@ -39,6 +38,13 @@ private:
IpcServer server_;
std::string status_;
ImVec4 status_color_;
bool test_input_ = false;
// Sampled to turn the hook's cumulative query counter into a poll rate.
unsigned long long last_query_count_ = 0;
double last_sample_time_ = 0.0;
double query_rate_ = 0.0;
};
} // namespace coop

View File

@@ -40,6 +40,24 @@ void IpcServer::publish(const std::array<PadInfo, kMaxPads>& pads)
publish_pads(*block_, states, kMaxPads);
}
HookStatusView IpcServer::hook_status() const
{
HookStatusView view;
if (block_ == nullptr)
{
return view;
}
const HookStatus& s = block_->status;
view.attached = s.attached != 0;
view.focus_spoof = s.focus_spoof != 0;
view.heartbeat = s.heartbeat.load(std::memory_order_relaxed);
view.xinput_queries = s.xinput_queries.load(std::memory_order_relaxed);
view.game_pid = s.game_pid;
view.game_hwnd = s.game_hwnd;
view.last_user_index = s.last_user_index;
return view;
}
void IpcServer::stop()
{
if (block_ != nullptr)

View File

@@ -3,6 +3,7 @@
#pragma once
#include <array>
#include <cstdint>
#include "coop/protocol.hpp"
#include "coop/shared_memory.hpp"
@@ -11,6 +12,18 @@
namespace coop
{
// Plain (non-atomic) snapshot of the hook's back-channel for the overlay.
struct HookStatusView
{
bool attached = false; // XInput hooks installed in the game
bool focus_spoof = false; // focus spoofing active
std::uint32_t heartbeat = 0; // DLL liveness counter
std::uint64_t xinput_queries = 0;
std::uint32_t game_pid = 0;
std::uint64_t game_hwnd = 0;
std::uint32_t last_user_index = 0;
};
class IpcServer
{
public:
@@ -23,6 +36,9 @@ public:
void stop();
// Reads the hook's diagnostics back-channel (zeroed if not started).
[[nodiscard]] HookStatusView hook_status() const;
[[nodiscard]] bool running() const
{
return block_ != nullptr;

View File

@@ -77,6 +77,10 @@ int main()
check(XInputGetCapabilities(0, 0, &caps) == ERROR_SUCCESS, "slot 0 capabilities reported");
check(caps.Type == XINPUT_DEVTYPE_GAMEPAD, "capability device type");
// Status back-channel: the host relies on these to prove the hook is live.
check(block->status.attached == 1, "status reports attached");
check(block->status.xinput_queries.load(std::memory_order_relaxed) >= 2, "status counts XInput queries");
hook::remove_xinput_hooks();
std::printf(g_failures == 0 ? "SELFTEST PASS\n" : "SELFTEST FAILED (%d)\n", g_failures);