Phase 1a: input forwarding via DLL injection + XInput hook

The host can now inject coop_hook.dll into a running game and forward
controller state to it over shared memory, so the game reads the host's
(eventually the guest's) input and nothing else.

- hook/: coop_hook.dll. DllMain spawns a worker that opens the shared-memory
  channel (named by the game's pid) and installs SafetyHook inline hooks on
  XInputGetState/GetStateEx/GetCapabilities/SetState. Detours synthesize state
  from shared memory; unmanaged slots report disconnected, hiding physical pads.
- host/: process picker (Toolhelp32), CreateRemoteThread(LoadLibraryW) injector
  with an IsWow64Process2 bitness guard, IPC server publishing pads each frame,
  and an ImGui Injection panel wiring it together.
- tests/: hook_selftest exercises the IPC seqlock + hook detours in-process
  (no game/controller needed); passes.

Build: SafetyHook wired in (COOP_BUILD_HOOK=ON), Zydis via FetchContent.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-06-18 23:21:20 +02:00
parent cf058aecfa
commit e370c8dcc5
19 changed files with 1038 additions and 11 deletions

60
hook/src/dllmain.cpp Normal file
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// 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.
#include <windows.h>
#include "ipc_client.hpp"
#include "xinput_hook.hpp"
namespace
{
coop::hook::IpcClient g_ipc;
DWORD WINAPI init_thread(LPVOID)
{
// The host creates the mapping around injection time; give it a few seconds.
if (!g_ipc.connect(/*attempts=*/200, /*delay_ms=*/25))
{
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)
{
Sleep(25);
}
return 0;
}
} // namespace
BOOL APIENTRY DllMain(HMODULE module, DWORD reason, LPVOID reserved)
{
switch (reason)
{
case DLL_PROCESS_ATTACH:
DisableThreadLibraryCalls(module);
if (HANDLE thread = CreateThread(nullptr, 0, &init_thread, nullptr, 0, nullptr))
{
CloseHandle(thread);
}
break;
case DLL_PROCESS_DETACH:
// Skip cleanup when the process is tearing down (reserved != null): the
// loader is already unwinding and touching other modules is unsafe.
if (reserved == nullptr)
{
coop::hook::remove_xinput_hooks();
}
break;
default:
break;
}
return TRUE;
}