58 Commits

Author SHA1 Message Date
1f905940ef Hook registry: list installed hooks + call counts in Injection panel
Add a process-wide hook registry (hook/src/hook_registry) that every hook
module registers its hooks with and bumps a counter from each detour. The
XInput, focus-spoof, and audio render-hooks now register their individual
hooks (XInputGetState/Ex/Caps/SetState; GetForegroundWindow/GetActiveWindow/
GetFocus/WndProc guard; IMMDevice::Activate, IAudioClient::Initialize/
GetService, IAudioRenderClient::GetBuffer/ReleaseBuffer) and count calls.

The worker publishes the table to the host each tick over a new HookStatus
field (protocol v4 -> v5: HookEntry[] + count). The Injection panel shows it
as a collapsible table grouped by subsystem with an installed flag and call
count per hook; coop_audio_probe prints the same table headless.

Verified against Phantom Brave: 13 hooks listed with live counts (focus APIs
polled heavily, GetBuffer/ReleaseBuffer ticking with the audio render loop).
All four tests pass.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 20:09:39 +02:00
4e076420bf Fix audio falling back to echo in the full app (format not published)
In the full app the host creates the audio ring only when the operator toggles
audio mirroring on -- after injection. So the hook registers the game's primary
render stream while the ring is still null, and register_render_client_locked
skips publishing the format (nothing to publish to). When the ring later
attaches via set_audio_ring, the already-registered stream's format was never
re-published: format_valid stayed 0, the host's wait_for_format timed out, and
it fell back to loopback (the echo) -- on every game, including Phantom Brave.
The in-process probe created the ring before injecting, so it never reproduced
this.

Fix: the hook stores the primary stream's format and republish_audio_format()
publishes it whenever a ring is attached but has no format yet -- called from
set_audio_ring and once per worker tick (the tick also covers the host
re-initializing the ring on a mirror re-toggle, which clears format_valid).

coop_audio_probe now creates the ring ~1.5 s AFTER injecting by default
(ring_delay_ms arg) to match the app's ordering. Verified against Phantom
Brave: the log shows "primary stream set ... no ring yet" at inject, then
"republish_audio_format: published 48000Hz/2ch/32bit" when the ring attaches,
and the host-shaped consumer then drains real audio with zero overruns.

All four tests still pass.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 15:23:30 +02:00
c7be4eeb9a Fix audio render-hook missing already-playing streams (late injection)
The render-hook only installed IAudioClient/IAudioRenderClient hooks
reactively, when it saw the game call IMMDevice::Activate -> GetService.
But we attach to a game that is already running and playing audio, so its
render client was created before injection: those calls never fire again,
no primary stream is ever registered, nothing is captured, and the host
always falls back to process loopback (the echo). Every game tested did so.

Fix: at anchor time, build our own probe IAudioClient + IAudioRenderClient
with raw calls and hook GetBuffer/ReleaseBuffer (plus Initialize/GetService)
on their vtables. Every instance of a COM coclass shares one vtable, so this
patches the shared vtables and intercepts the game's pre-existing render
client too. The first render client seen actively releasing buffers is
adopted as primary on the audio thread (try-lock, one-time) using the device
mix format as its assumed format (we never saw its Initialize). Streams
created after injection still register via the reactive path with their real
format.

Also fixes a self-deadlock: installing the Activate hook before the probe's
own device->Activate call re-entered hk_Activate -> install_audioclient_hooks,
which blocked on the setup mutex the installer already held, freezing the
worker (and any game thread that later called Activate -> crash). The probe
objects are now created raw, before any hook is installed.

Validated against Phantom Brave (injected while already playing): the
pre-existing 48 kHz/2ch/float render client is detected and registered as
primary, real non-silent audio reaches the ring (peak tracks the game's
levels), and a draining consumer sees zero overruns.

Tooling for iterating on real games without Steam/RPT/the host UI:
- tools/audio_probe: creates the IPC block + audio ring, injects the hook,
  drains the ring and prints stream/format/peak/overrun diagnostics by pid.
- hook/src/debug_log: opt-in file trace (%TEMP%\coop_hook.log), enabled by
  the COOP_HOOK_LOG env var or the %TEMP%\coop_hook.log.on sentinel the probe
  drops; off in normal use.

All four tests still pass.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 14:53:52 +02:00
679b243974 Audio render-hook M3: wire DLL + host hooked mode + loopback fallback
End-to-end plumbing of the render-hook audio path.

Hook (coop_hook.dll):
- CMake: build audio_hook.cpp, link ole32/mmdevapi, NTDDI_WIN10_CO.
- dllmain: CoInitializeEx(MTA) on the worker thread; install the audio hooks
  even before the ring exists (so streams are counted); open the host's
  coop_audio_<pid> ring when it appears and attach it (enabling capture+silence);
  remove_audio_hooks on clean detach.

Host (coop_host.exe):
- AudioMirror now creates the shared audio ring (owns capture_enabled) and tries
  the Hooked path first: waits ~1s for the hook to publish a format, then
  re-renders the game's frames from the ring with AUTOCONVERTPCM (no echo, since
  the hook silences the game locally).
- Automatic fallback: if the ring can't be created, no format arrives in time,
  or the render client won't initialize, it disables capture (so the game stays
  audible) and reverts to the existing process-loopback path (echo, no regress).
- Exposes Source (Hooked/Loopback/None) for the upcoming panel indicator.

Loopback render loop kept intact as run_loopback. Manual end-to-end (M5) and the
panel UI (M4) are next.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 12:02:29 +02:00
4e3814a072 Audio render-hook M2: render hook + in-process self-test (concept proven)
Implements the WASAPI render-hook (hook/src/audio_hook.{hpp,cpp}) and an
in-process self-test that proves COM vtable discovery and GetBuffer/ReleaseBuffer
interception with no game and no second Steam account.

- audio_hook.cpp: anchors on IMMDevice::Activate (idx 3) off our own default
  endpoint (shared vtable), then hooks IAudioClient::Initialize (3) /
  GetService (14) and IAudioRenderClient::GetBuffer (3) / ReleaseBuffer (4) off
  live game pointers. Copies primary-stream frames into the audio ring and
  releases with AUDCLNT_BUFFERFLAGS_SILENT (+ memset belt-and-suspenders), only
  while the host-owned capture_enabled flag is set. Stream counting runs always;
  on a ring overrun it keeps playing locally rather than going silent.
- ipc_client.hpp: publish_audio_stream / note_audio_frames /
  set_audio_streams_seen write the render-stream debug fields into HookStatus.
- tests/audio_hook_test.cpp: installs the hooks, renders a tone through WASAPI
  in-process, and asserts exactly one stream, frames pushed to the ring, the
  ring carries the non-silent tone, and the primary was silenced. PASS:
  streams_seen=1, frames_captured=32640.
- plan doc: correct GetService vtable index 13 -> 14 (SetEventHandle is 13).

coop_hook DLL wiring + host consumer/fallback come next (M3).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 11:57:28 +02:00
a0a12d69fe Phase 1a: per-slot poll viz + input-path diagnostics
Surfaced by a game (Life is Strange: Before the Storm) that ignores
controller input when it lacks true OS focus even though it still polls
XInput. To find the focus-gated detection path, instrument the hook.

Protocol v3 status back-channel now reports:
- per-slot XInputGetState and XInputGetCapabilities counters (replacing the
  single aggregate), so the overlay shows exactly which slots the game polls
  and how fast;
- focus-API call counts (GetForegroundWindow/GetActiveWindow/GetFocus) to see
  whether the game consults the APIs we spoof;
- input-path diagnostics: whether the process registered Raw Input for a
  gamepad usage and whether it set RIDEV_INPUTSINK (background delivery), and
  whether a DirectInput dll is loaded.

Host overlay gains a per-slot poll table and an "Input path" section. The DLL
refreshes input diagnostics each worker tick via GetRegisteredRawInputDevices.
hook_selftest updated for per-slot counters; passes.

This is diagnostic-only: once a real run shows which path LiS uses, the
targeted focus fix (e.g. forcing RIDEV_INPUTSINK or DI background coop) follows.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 00:38:07 +02:00
df4325d21b 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>
2026-06-19 00:13:06 +02:00
e370c8dcc5 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>
2026-06-18 23:21:20 +02:00