Commit Graph

11 Commits

Author SHA1 Message Date
80cc5e72bd Add window-based target picker as the default; process list goes advanced
New host/src/inject/window_list.{hpp,cpp} enumerates visible, titled, non-tool
top-level (alt-tab-style) windows via EnumWindows -- root-owner only, our own
process excluded -- and maps each to its owning pid + image name. The Injection
panel now defaults to this window list (each row "title [process.exe pid]", with a
filter over title or process), since there are far fewer windows than processes and
a window maps straight to the HWND the capturer wants. The full process list stays
as the advanced picker under Debug details.

Verified live: launched the host and captured its window -- the picker lists real
windows (Discord/Firefox/Explorer/...) in "title [exe pid]" form, filter present,
and the host's own window correctly excluded. x64 build green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 01:14:05 +02:00
61049a620c Restructure bin/: deployables at root, tests and tools in subfolders
Only the shipping artifacts (coop_host.exe, coop_hook.dll, coop_hook_x86.dll,
coop_inject_x86.exe, steam_api64.dll, steam_input_actions.vdf) now land in the
bin/<config>/ root, so it can be copied wholesale into a donor game folder. Test
exes (plus the coop_tone fixture) build into bin/<config>/tests/ and the dev probes
into bin/<config>/tools/, via a new coop_output_subdir() CMake helper.

The probes resolve coop_hook.dll / the x86 injector from the deployable root one
level up (new common/coop/tool_paths.hpp: deployed_artifact_path checks next-to-exe
then parent). coop_tone is co-located with the tests so audio_loopback_test's
"spawn coop_tone.exe next to me" lookup is unchanged.

Verified from a clean bin/: root holds only deployables; ctest x64 7/7 and x86 3/3
green (incl. audio_loopback_test driving coop_tone from tests/).

Also convert the roadmap Planned list to bullets and drop this (now-done) item.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 00:59:03 +02:00
edf2da69d8 Steam Input as the primary guest-input path (optional, SDK-gated)
Add SteamInputSource: initializes SteamAPI + Steam Input, loads a bundled action
manifest via SetInputActionManifestFilePath (no partner-backend config needed),
and reads the GameControls action set into CoopPadState -- falling back to XInput
per slot, and to pure XInput if Steam isn't available, so the host always runs.

Enabled automatically when the Steamworks SDK is vendored at
third_party/steamworks_sdk/ (auto-detected by CMake; gitignored and never
committed -- the build is XInput-only without it). Stages steam_api64.dll + the
manifest next to the host and builds coop_steam_input_probe (a console smoke test).

Verified: the probe initializes against the live Steam client and enumerates
controllers; the host degrades gracefully when launched standalone. All 5 tests
pass. Reading actual controller state needs a pad bound through Steam Input for
the running (donor) appid, which XInput otherwise covers.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-20 11:51:58 +02:00
36b861d167 Phase 2: Present-hook video path (shared-texture mirror)
Add an injected IDXGISwapChain::Present / Present1 hook as a lower-latency,
border-free alternative to WGC. The hook copies the swapchain backbuffer into a
shared keyed-mutex texture (coop_video_<pid>); the host opens it by name and
samples it. New opt-in HookSubsys_Video (protocol v6 -> v7); the Video mirror
panel gains a WGC vs Hooked source toggle that installs/removes the subsystem.

Verified by present_hook_test (drives a real D3D11 swapchain end-to-end and reads
the rendered pixels back through the shared texture) and against Phantom Brave
(D3D9: hook installs cleanly and stays idle, WGC fallback). All 5 tests pass.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-20 11:34:12 +02:00
9557b9ca69 Log window: stream the hook's logs over IPC into an in-app Log panel
Add a shared log ring (common/coop/log_ring.hpp): a lossy multi-producer /
single-consumer ring named coop_log_<pid>. The hook logs from several threads,
so producers claim a slot with fetch_add and publish each record with a
release store of its sequence; the consumer reads in order and tolerates
losing the oldest lines if it falls a whole ring behind.

The DLL's logf() now formats once and pushes every line to the ring (the file
trace stays as an opt-in mirror); the worker attaches the ring right after IPC
connect so bring-up is captured. The host (IpcServer) creates the ring at
injection time and exposes drain_logs(); a new LogPanel pulls new lines each
frame into a bounded rolling buffer and renders them with auto-scroll, a
filter, and clear. Added to the View menu (and UiState.show_log).

Verified against Phantom Brave via coop_audio_probe, which now also creates the
ring and drains it: the full hook bring-up trace streamed over IPC. All four
tests pass.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 20:25:04 +02:00
565934e8cf Move controller-poll info from Injection to Controllers panel
The per-slot XInput poll rates and the "game reading controller" summary
describe the controller, not the injection mechanism, so move them to the
Controllers panel (renamed from debug_overlay -> ControllersPanel, now a class
that owns the poll-rate sampling). The panel now shows both directions: the
guest pads the host receives from RPT, and what the injected game reads back.

The Injection panel keeps the hook attach state, focus spoof, focus-API
counts, and input-path diagnostics, and points to the Controllers panel for
poll rates.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 20:00:30 +02:00
b48cdd6515 Generalize UI: main menu bar with panel toggles + frame stats
Add a top menu bar (host/src/ui/app_chrome) as the overlay shell:
- View menu toggles each panel (Controllers / Injection / Video / Audio)
  and a global "Debug details" switch (consumed by panels in a follow-up).
- A right-aligned performance readout: stable 1 s FPS plus the frame-time
  spread (avg, min-max) so stutter is visible; it turns amber on a >25 ms
  spike. FrameStats keeps the rolling window.

Consolidates the FPS that was duplicated in the controllers and video
panels into this one readout.

First structural step of the "generalize the UI" roadmap task; content
rework (debug-vs-general split, renaming the spike-era readouts) follows.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 15:03:50 +02:00
663d86e6ec Phase 2: audio mirror via WASAPI process loopback
Mirror the real game's audio so Steam Remote Play Together (which streams the
host's own audio session) carries it to the guest. The host captures the game
by PID via WASAPI process loopback and re-renders it on the default endpoint;
the game still plays locally too (accepted "double audio" for now).

- ProcessLoopbackCapture: process-loopback capture client, frame-sink + stats.
  The completion handler must be agile (IAgileObject) or
  ActivateAudioInterfaceAsync rejects every call with E_ILLEGAL_METHOD_CALL.
- AudioMirror: wraps capture with an event-driven render client and a primed
  ring buffer; AudioPanel drives it from the injected game's window/PID.
- coop_tone: standalone WASAPI sine-wave process used as a known audio source.
- audio_loopback_test (CTest): captures coop_tone by PID and asserts non-silent
  audio arrives, so the path is verifiable without a second Steam account.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 10:21:27 +02:00
e38df6cf88 Phase 1b: video mirror via Windows Graphics Capture
Mirror the injected game's window into the host's borderless window so Steam
RPT streams a live copy of the game. No injection needed for video.

- capture/window_capture: WGC capture of a target HWND. Wraps our D3D11 device
  as an IDirect3DDevice, creates a free-threaded frame pool + capture session,
  hides the cursor and (best-effort) the capture border. Frames arrive on a WGC
  thread and are handed to the render thread, which copies the newest into a
  shader-resource texture and draws it -- keeping all D3D11 context use on one
  thread. Handles window resize via frame-pool Recreate.
- capture/frame_renderer: fullscreen-triangle shader that blits the captured
  texture letterboxed (aspect-preserved) into the window.
- capture_panel: "Mirror game window" toggle + lifecycle; target HWND comes
  from the hook's reported game window.
- main: winrt apartment init; mirrored frame drawn as background, ImGui on top.
- CMake: link windowsapp + d3dcompiler.

Verified: builds clean; host starts (apartment init + shader compile succeed).
Visual capture quality/latency to be judged on a real game.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 01:03:59 +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
cf058aecfa Phase 0: donor-launch spike foundation
Scaffold CoopAllTheThings: Remote Play Together for any XInput game via a
mirror app under a donor appid (real game keeps its own appid, so DRM,
achievements, and playtime stay intact).

- Build: CMake skeleton, ImGui + SafetyHook submodules (no vcpkg)
- common/: host<->hook IPC contract (seqlock pad state, shared-memory RAII)
- host/: borderless D3D11 window + ImGui overlay listing visible XInput pads,
  behind an InputSource interface (Steam Input slots in later)
- README documents the Phase 0 donor-launch validation procedure, anti-cheat
  limitation, and XInput/bitness constraints

Phase 0 validates the riskiest assumption (Steam RPT streams an arbitrary
window under a donor appid and routes guest input to it) before capture and
injection are built.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-18 22:48:31 +02:00