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>
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hook/src/xinput_hook.hpp
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18
hook/src/xinput_hook.hpp
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// Installs XInput hooks inside the target game so it reads the controller state
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// the host forwards over shared memory -- and nothing else.
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#pragma once
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#include "ipc_client.hpp"
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namespace coop::hook
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{
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// Locates the loaded XInput module(s) and hooks the state/capability entry
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// points. `ipc` must outlive the hooks. Returns true if at least one module was
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// hooked. Safe to call repeatedly while waiting for xinput to load.
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bool install_xinput_hooks(const IpcClient& ipc);
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// Removes all installed hooks (best effort; used on DLL detach).
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void remove_xinput_hooks();
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} // namespace coop::hook
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