Consolidate the duplicated VtableHook into one shared copy
audio_hook.cpp carried its own VtableHook class identical to the shared hook/src/vtable_hook.hpp -- two copies of the same delicate vtable-swap unhook logic to keep in sync. Drop the audio copy and use the shared one (it's in namespace coop::hook, so the in-file references resolve to it), leaving a short note on why WASAPI methods are vtable-swapped rather than inline-hooked. Update the shared header's comment to name both users (audio + DirectInput). Last item from the review pass -- the Roadmap's Current-work section is now empty (done work lives in git history); only Future work remains. Validated by audio_hook_test (the vtable swap still hooks GetService/GetBuffer/ReleaseBuffer end to end). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -108,14 +108,6 @@ default** and covers anything the hooked path doesn't.
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## Roadmap
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### Current work
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From an in-depth review pass. Each item is fixed test-first (a failing test, then the fix) and lands
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as its own commit; "verify" items are confirmed real before any change, and dropped if not.
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Code quality:
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- **Consolidate `VtableHook`** — remove the duplicate copy in `audio_hook.cpp`.
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### Future work
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- **Per-game profiles** — persist each game's subsystem / capture-mode / audio choices and re-apply
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@@ -14,6 +14,7 @@
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#include "debug_log.hpp"
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#include "hook_registry.hpp"
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#include "rate_estimator.hpp"
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#include "vtable_hook.hpp"
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namespace coop::hook
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{
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@@ -41,69 +42,11 @@ using GetServiceFn = HRESULT(STDMETHODCALLTYPE*)(IAudioClient*, REFIID, void**);
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using GetBufferFn = HRESULT(STDMETHODCALLTYPE*)(IAudioRenderClient*, UINT32, BYTE**);
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using ReleaseBufferFn = HRESULT(STDMETHODCALLTYPE*)(IAudioRenderClient*, UINT32, DWORD);
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// Hooks one COM vtable slot by overwriting its function pointer; the original is
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// called through the saved pointer. We use this instead of SafetyHook's inline
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// hooks for the WASAPI COM methods because, on x86, MMDevApi/AudioSes prologues
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// use dynamic stack alignment (`and esp,-8`) with EBP-relative argument access,
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// which SafetyHook's trampoline relocation mishandles: the relocated prologue
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// leaves EBP wrong, so the original reads garbage arguments and faults (it froze
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// 32-bit FMOD games the instant audio init ran through the hook). Swapping the
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// vtable entry leaves the original code untouched, so it runs with a pristine
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// stack regardless of prologue shape. Every instance of a COM coclass shares one
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// vtable, so a single swap intercepts all of them (the same property the old
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// inline approach relied on). See the project's stdcall-x86 note.
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class VtableHook
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{
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public:
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bool install(void* com_object, unsigned index, void* detour)
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{
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if (m_vtable != nullptr)
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{
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return true; // already installed (shared vtable covers every instance)
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}
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auto** vtable = *reinterpret_cast<void***>(com_object);
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DWORD old_protect = 0;
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if (!VirtualProtect(&vtable[index], sizeof(void*), PAGE_READWRITE, &old_protect))
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{
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return false;
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}
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m_original = vtable[index];
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vtable[index] = detour; // aligned pointer store -> atomic vs. a concurrent caller
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VirtualProtect(&vtable[index], sizeof(void*), old_protect, &old_protect);
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m_vtable = vtable;
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m_index = index;
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return true;
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}
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void remove()
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{
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if (m_vtable == nullptr)
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{
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return;
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}
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DWORD old_protect = 0;
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if (VirtualProtect(&m_vtable[m_index], sizeof(void*), PAGE_READWRITE, &old_protect))
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{
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m_vtable[m_index] = m_original;
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VirtualProtect(&m_vtable[m_index], sizeof(void*), old_protect, &old_protect);
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}
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m_vtable = nullptr;
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// Deliberately keep m_original valid: a detour already running on the audio thread
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// (it doesn't hold our setup lock) may still call original() after we restore the
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// slot. The original function lives in the loaded audio module, so the pointer stays
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// valid; nulling it here would race that in-flight detour into a null call (a rapid
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// hook/unhook crash the mock-game stress test caught). A re-install re-reads it.
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m_index = 0;
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}
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template <typename Fn> Fn original() const { return reinterpret_cast<Fn>(m_original); }
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explicit operator bool() const { return m_vtable != nullptr; }
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private:
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void** m_vtable = nullptr;
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unsigned m_index = 0;
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void* m_original = nullptr;
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};
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// The WASAPI COM methods are hooked by SWAPPING their vtable slot -- coop::hook::VtableHook from the
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// shared vtable_hook.hpp -- rather than inline-hooking: on x86 the MMDevApi/AudioSes prologues do
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// dynamic stack alignment (`and esp,-8`) with EBP-relative args that SafetyHook's trampoline
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// relocation mishandles (it froze 32-bit FMOD games the instant audio init ran through the hook).
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// Swapping the slot leaves the original code untouched. See the project's stdcall-x86 note.
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// The scalar audio format we forward; resolved from the game's WAVEFORMATEX.
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struct CapturedFormat
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@@ -5,8 +5,8 @@
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// mishandles -> the original runs with garbage args and faults. Swapping the vtable entry leaves
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// the original code untouched, so it runs with a pristine stack regardless of prologue shape.
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// Every instance of a COM coclass shares one vtable, so a single swap intercepts all of them.
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// See the project's stdcall-x86 note. (audio_hook.cpp has its own equivalent; this is the shared
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// copy for the input-side COM hooks.)
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// See the project's stdcall-x86 note. Shared by the audio render-hook (audio_hook.cpp) and the
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// input-side DirectInput hook (mkb_hook.cpp).
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#pragma once
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#include <windows.h>
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