Commit Graph

3 Commits

Author SHA1 Message Date
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
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