A multithreaded test that tight-looped InlineHook enable()/disable() while
other threads called the hooked function flaked ~1/10. Isolation proved this is
a SafetyHook limitation, not our code: with the hook created once (no install
race, no trampoline UAF), tight-loop toggling AVs ~1/3 of runs in Debug
(0xC0000005, faulting RIP in the target body), while a no-toggle control is
clean at ~60M calls. enable()/disable() re-patch the prologue in place under a
VEH page-trap that only relocates a thread parked ON the prologue; a thread in
the function body faults on the briefly-non-exec page and relies on instruction
retry, which under rapid toggling races a half-rewritten prologue.
Rather than silently drop the flaky test, preserve the finding:
- tools/sh_concurrency_repro/: minimal, committed, non-CI reproducer
(coop_sh_concurrency_repro; --callonly is the control). Surfaces 5/16 AVs.
- docs/safetyhook-concurrency.md: upstream-ready write-up (mechanism + fix
directions + why it does not affect us).
- README lessons-learned + memory updated; tests/CMakeLists cross-references it.
Our code stays in SafetyHook's safe envelope (install/remove reconciled from a
single tick-bounded worker thread, never a tight loop), so the mock_game_test
storm is reliably green; the persistent-trampoline contract is covered
deterministically by hook_install_test + detour_gate_test. Removes the temp
_sh_probe wiring.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Adds coop_vk_validate, a harness that drives the Vulkan capture path end-to-end
against a shipping title (default Sphere Spectacle, a pure-Vulkan game) and asserts
frames reach the shared texture and advance, the captured resolution/colors are
sane, saves a BMP screenshot for visual confirmation, and reports the present rate.
Findings:
- Layer method WORKS: coop_vk_layer mirrors the game correctly at 1920x1080 --
right colors/brightness, no BGRA/RGBA swizzle, no sRGB darkening (screenshot
confirmed). The layer captures every present (no drops).
- Suspended-inject "Auto-attach" is NOT applicable to a Steam title that must launch
through Steam: its exe renders nothing when launched directly, so there's no Vulkan
present to catch. The layer is the method for Steam Vulkan games (the early-inject
mechanism itself is covered by mock_game_test's suspended-launch path).
- The layer does video, but the game needs coop_hook.dll co-injected for focus-spoof
or an unfocused, event-driven game throttles itself to a few fps (looks like a
capture slowdown but isn't). A present-rate number alone can't prove "no FPS impact"
-- it's the game's own cadence; capture stays off the critical path (every present
copied, read-back on its own queue + present-semaphore re-chain).
Also adds SharedTextureSource::read_frame (bulk RGBA readback) for the screenshot.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Build coop_audio_validate, a tool that turns "the mirror audio sounds off"
into numbers. It plays a known sine (coop_tone, 44.1 kHz on a 48 kHz
endpoint -- the Godot/Brotato case), injects the hook as the host does, and
runs a fidelity analyzer (coop/tone_analysis.hpp: pitch error in cents,
SNR/THD, click + dropout counts), dumping a .wav to listen to. Modes:
--render drives the real AudioMirror and measures its rendered output;
--baseline/--selfcheck give the measurement floor; --listen <pid> records a
live coop_host's output; --wav analyzes a recording. Analyzer + WAV I/O are
unit-tested (tone_analysis_test) against synthesized defects.
Using it, the capture ring measures pristine (~68 dB, 0 gaps) while the
render path dropped to ~18 dB with gaps -- localizing a real defect in
AudioMirror::run_hooked: it re-primed (withheld the feed until ~30 ms had
rebuffered) on any partial fill (to_write < avail). A partial fill is normal
producer jitter, and withholding the feed drains the device, so a one-frame
ring dip became a full ~30 ms drop-out; on a jittery game it fired
constantly. Fix: feed whatever is available each tick and re-prime only on a
genuine starvation (device empty AND ring empty). The policy is factored
into a pure RenderPacer reused by run_hooked + run_loopback and proven by
render_pacer_test (the old policy withholds available data ~168x and drains
to one period from silence on a jittery schedule; the new one never
withholds).
ctest 17/17.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A real chain-aware Vulkan implicit layer the loader inserts at vkCreateInstance
-- the reliable early-presence path for games that init Vulkan immediately,
which the inline-hook vk_hook can't catch. It intercepts vkCreateInstance /
Device / CreateSwapchainKHR / QueuePresentKHR via proper layer-chain dispatch
and does the same read-back capture (vkCmdCopyImageToBuffer -> swizzle ->
hook-owned D3D11 shared texture, with present-semaphore re-chaining) as vk_hook.
The loader/layer link structs (VkLayer*CreateInfo, VkNegotiateLayerInterface)
aren't in Vulkan-Headers, so they're hand-declared to interface version 2. Key
gotcha found via tracing: the loader tags those link structs with small internal
sType values (LOADER_INSTANCE_CREATE_INFO=47, _DEVICE=48), not the 1000000000
range -- matching the wrong value made the device-chain walk fail.
Scoping: an implicit layer loads into every Vulkan app, so it only *captures*
when COOP_VK_LAYER_FORCE is set (tests) or this process's image matches
%TEMP%\coop_vk_target.txt (the host writes it); otherwise pure pass-through.
mock_game_test registers it via VK_LAYER_PATH/VK_INSTANCE_LAYERS and decodes
frames through it. Ships at the bin root with its JSON manifest.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Add render_vk.cpp (selectable as `vk`): brings up a real Vulkan
instance/device/swap chain via volk (which dlopens vulkan-1.dll -- the
loader-bypass case the capture hook must handle) and clears the swap-chain image
to the frame-counter colour each frame with vkCmdClearColorImage (no pipeline,
no shaders, no SPIR-V) and presents. The whole image encodes the frame number,
so it animates and stale frames are detectable.
Adds the official Khronos Vulkan-Headers + zeux/volk submodules and a
coop_require_submodule() CMake helper that fails with a clear "git submodule
update --init --recursive" message rather than auto-cloning. volk is pinned to
the project's dynamic CRT (no LNK4098).
mock_game_test gets a vk liveness check (its present pointer is cached at init,
so late injection can't hook it -- the capture path needs the early-load path,
to come). 16/16 ctest, skips cleanly without a Vulkan driver.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A tiny test "game" for exercising the capture/audio/hook paths. Opens a normal
window and renders an animated pattern -- moving bar + per-frame background so
motion (and dropped frames) are obvious -- with a top-left block whose RGB
encodes the exact frame number, so a capture test can decode it and detect
dropped / duplicated / stale frames. Selectable backend (dx11 / dx12 today),
behind a RenderBackend interface so OpenGL/Vulkan can be added. With audio args
it also plays a configurable WASAPI tone (shared ToneSource), so it's a full A/V
source with a window (unlike coop_tone).
coop_mock_game.exe [dx11|dx12] [seconds] [rate] [channels] [bits] [pcm|float]
Milestone 1 of the mock-game roadmap item (the stress-test suite follows).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Hooked audio mirroring played back pitch-shifted on games we inject into
that render at a non-device sample rate (e.g. Godot/Brotato render 44100 Hz
on a 48000 Hz endpoint via WASAPI AUTOCONVERTPCM). We attach to an
already-running game, so the render-hook never saw its IAudioClient::
Initialize and assumed the device mix format -- right channels/bits, wrong
rate -- so 44100 audio was rendered as 48000 (+~1.5 semitones).
Fix: treat a pre-existing client's format as a guess and measure its true
sample rate from the render cadence (frames/sec over a steady-state window,
snapped to the nearest standard rate) before publishing it, deferring
capture until verified. Discard the first measurement window so the
buffer-fill burst at attach time doesn't over-count. Streams created after
we inject still carry their exact Initialize format.
Channels/bit-depth genuinely can't be recovered for a pre-existing client:
AUTOCONVERTPCM hands GetBuffer a fixed staging buffer (no buffer stride to
measure -- confirmed empirically) and WASAPI exposes no API for the format.
They stay the device-mix guess, which is correct for the common case
(engines render stereo float, matching the endpoint). To keep a wrong guess
safe, a VirtualQuery clamp stops the capture copy from ever over-reading the
source buffer when the guessed bytes/frame is too large.
Surface all of this: a per-stream AudioFormatState (known / measuring /
measured rate (ch/bits assumed)) in HookStatus, shown in the Audio panel for
the hooked path and as "device endpoint (known)" for loopback; clear hook
logs; and enriched mirror status strings. Documented in README (Limitations
+ Lessons learned). The loopback fallback was always correct (post-mix at
the device format).
Tests: extract a shared, configurable ToneSource (used by coop_tone and the
hook self-test); coop_tone takes rate/channels/bits/format args. Rewrite
audio_hook_test to a format matrix x both code paths -- see-init (exact) and
guess (rate measured) -- plus a byte-incompatible guess that asserts the
clamp keeps capture safe. The matrix caught the attach-burst over-count.
audio_loopback_test now spawns coop_tone at several source formats to
confirm loopback is format-agnostic. 11/11 x64 + 3/3 x86 pass.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
The stdcall() fix stopped the Present-hook crash but 32-bit games (Slaps
and Beans, FMOD) still crashed the instant audio init ran through the
hook. Root cause: SafetyHook's inline hook relocates the target's
overwritten prologue into a trampoline, but MMDevApi/AudioSes COM methods
on x86 open with `push ebp; mov ebp,esp; and esp,-8` (dynamic stack
alignment) and read arguments EBP-relative. The relocated copy leaves EBP
wrong, so the original runs with garbage arguments and faults (AV writing
*ppInterface inside CEndpointDevice::Activate+0x3d).
Switch all five WASAPI COM hooks (IMMDevice::Activate, IAudioClient::
Initialize/GetService, IAudioRenderClient::GetBuffer/ReleaseBuffer) from
safetyhook::create_inline to a small VtableHook helper: VirtualProtect the
shared vtable slot, overwrite the function pointer, call the saved original
directly. No code patching, no trampoline, pristine stack regardless of
prologue. One swap covers every instance (a coclass shares one vtable), so
the existing shared-vtable strategy is preserved. Inline hooking stays for
Present/SwapBuffers, whose prologues relocate cleanly.
Reproduced in-process with a new x86 build of the audio render-hook test
(audio_hook_test_x86): it installs the hooks, then drives a fresh
IAudioClient through them and renders -- segfaulted before, passes now.
The x64 audio_hook_test passes regardless of the bug, so the 32-bit build
is the regression guard.
ctest: x64 7/7, x86 3/3.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
SafetyHook's InlineHook::call() invokes the trampoline through a __cdecl
pointer (the compiler default on x86). The functions we hook are __stdcall
(IDXGISwapChain::Present/Present1, the WASAPI render interfaces, and the
WINAPI SwapBuffers/wglSwapBuffers), so on 32-bit both sides cleaned the
stack -> ESP imbalance -> Run-Time Check Failure #0 and an instant crash.
On x64 every convention collapses to one, so it only bit 32-bit games:
Slaps and Beans (Unity/Rewired, 32-bit D3D11) froze the moment the Present
hook ran. The user's "crashes as soon as a button is pressed" was the
Present, not the button.
Switch every __stdcall trampoline call to SafetyHook's stdcall() (a no-op
on x64). The XInput/focus hooks were unaffected because they never call
the trampoline -- they return synthesized data.
Reproduction + regression coverage:
- tools/input_probe (coop_input_probe): injects, reports a connected pad,
toggles a button, and takes a disable_mask to bisect which subsystem
affects a game. Isolated the freeze to the video subsystem live.
- hook_selftest_x86 + present_hook_test_x86: the x86 sub-build now builds
and runs these (the x64 present_hook_test can't see a one-convention
bug). present_hook_test_x86 drives a real swapchain through the
trampoline -- it would hit RTC #0 before this fix.
- hook_selftest strengthened to exercise every loaded xinput DLL's full
export set (GetState, ordinal-100 GetStateEx, GetCapabilities, rumble
SetState) and to dump the SharedBlock layout.
- protocol.hpp: static_asserts lock the cross-bitness front-of-block
offsets (verified byte-identical on x86 and x64).
README roadmap trimmed (this milestone done) and a lessons-learned note
added on the call()/stdcall() convention trap.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Drive a nested Win32 sub-build (CMake ExternalProject, re-entrant via
COOP_X86_HELPER_BUILD) from the normal x64 build to produce coop_hook_x86.dll and
a 32-bit coop_inject_x86.exe, staged next to the x64 binaries. The host detects a
WOW64 target with IsWow64Process2 and spawns the helper to load the x86 DLL, since
a 64-bit process can't cleanly inject a 32-bit one. The shared-memory IPC is
fixed-width / bitness-stable, so the x64 host and x86 hook interoperate.
Validated end-to-end against Slaps and Beans (32-bit D3D11): all 15 hooks
installed, heartbeat advancing, the Present hook engaged (shared a 1920x1080
backbuffer -- the real-game video-hook proof Phantom Brave's D3D9 couldn't give),
and status/audio/video/log IPC all crossed the x64<->x86 boundary. coop_audio_probe
now also delegates to the helper for WOW64 targets. All 5 tests pass.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
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>
The Visual Studio CMake generator does not emit compile_commands.json, so
clangd had no include paths or flags and reported hundreds of false errors.
Add a parallel Ninja config (build-clangd/) that produces the database:
- CMAKE_EXPORT_COMPILE_COMMANDS ON (honored by Ninja, ignored by VS)
- gen-compile-commands.bat configures build-clangd/ under vcvars64
- .clangd points clangd's CompilationDatabase at build-clangd/
- ignore /build-clangd
clangd's clang-cl driver auto-resolves the MSVC/Windows SDK system includes,
so the cl.exe-based database is sufficient.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
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>