Commit Graph

50 Commits

Author SHA1 Message Date
66dd003c4c Read/write the cross-process diagnostic counters atomically
present_calls, frames_dropped (VideoShare) and frames_rendered (AudioStreamInfo)
were plain `+= 1` / stores in the DLL, read by the host cross-process. On an x86
DLL a 64-bit store is two halves, so the x64 host could read a torn value during
a carry. Benign (display-only), but a real data race.

Use std::atomic_ref at the access sites rather than changing the field types:
the structs stay plain POD so the layout/offset asserts are unchanged and
AudioStreamInfo stays trivially copyable (it's published/read as a whole struct).
The DLL writers (note_present / note_video_dropped / note_audio_frames) and the
host readers (IpcServer::video_share / hook_status) now use relaxed atomic_ref;
hook_status reloads frames_rendered atomically after the wholesale struct copy.
The dev-tool readers (vk_validate, audio_probe) keep plain reads -- diagnostics of
diagnostics, and same-bitness in practice.

Validated by present_hook_test (present_calls via atomic_ref) and audio_hook_test
(frames_rendered) -- also confirms no atomic_ref alignment fault.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 01:27:18 +02:00
af129f8cfa Enlarge the synthetic raw-input ring to avoid stale WM_INPUT reads
Each forwarded raw-input event is written to g_raw_slots[head++ % kRawSlots] and
a WM_INPUT carrying that slot's ADDRESS is posted to the game, which reads it back
through hk_GetRawInputData. With only 64 slots, a burst that queues more than 64
WM_INPUTs before the game pumps could overwrite a slot before the game reads it,
so it would decode a newer event for a stale message. No memory unsafety (the
address stays in-bounds), but wrong event data under backlog.

Grow the ring to 512 (a few tens of KB) so realistic input rates can't lap it.
Deliberately not per-slot consume-tracking: that would permanently exhaust slots
and silently stop forwarding for a game that ignores WM_INPUT, whereas a large
ring always forwards and only risks a rare stale read under extreme backlog.

Also drops the "publish() synthetic-input timing" review item: verified it uses
GetTickCount64() (thread-safe), not ImGui state -- not a bug, no change needed.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 01:22:55 +02:00
47462287fc Synchronize and bound the Vulkan swapchain tracking (g_swaps)
g_swaps (vk_hook.cpp and the Vulkan layer) is pushed from the create-swapchain
detour and iterated by the present detour, which can run on different game
threads (Vulkan external sync is per-object, not global), and cleared on removal
from another thread -- all with no mutex. A push_back realloc could dangle the
SwapInfo* a concurrent find_swap/present is using. It was also never pruned, so a
game that recreates its swapchain each resize grew it without bound and could
match a recycled handle's stale images.

Add g_swaps_mutex around every access; the present detour now copies the matched
swapchain's fields out under the lock and captures without holding it (no GPU
submit under the lock, no dangling pointer). Create de-dups by handle and an LRU
cap (8) bounds growth -- the active swapchain is the newest, so it's never
evicted. Deliberately NOT hooking vkDestroySwapchainKHR: forwarding a destroy
incorrectly could break the game, and the de-dup + cap already bound growth and
defeat handle recycling.

Verified real by inspection (a concurrent-create+present Vulkan race isn't
deterministically reproducible in a test); validated by the full mock_game_test
Vulkan paths (capture + layer + too-late) staying green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 01:22:09 +02:00
f843c56f5b Fix stale removal comments (persistent, not destroy) + add deterministic install test
- The remove_* comments still described the superseded "disable -> drain -> destroy"
  flow; the code keeps hooks alive (persistent) and re-enables on re-install. Updated
  the comments to match, and corrected the XInput note (its detours return synthesized
  state and never call the trampoline, so destroying its vector is safe -- unlike the
  trampoline-calling present/MKB/focus-cursor hooks).
- hook_install_test: a fast, single-threaded contract test for hook_install.hpp --
  install_inline creates the hook once and reuses the SAME trampoline across 50
  install/remove cycles (never freed -> no stale-detour UAF), toggling enable/disable
  cleanly. Fills the guard the removed (flaky, concurrency-bound) reproducer left, with
  no threads so it can't flake on SafetyHook's enable/disable atomicity.

x64 23/23, x86 3/3.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-23 11:51:48 +02:00
79582f9fa6 Make inline-hook install AND remove safe to spam
The uncapped, input-polling mock_game_test storm (thousands of presents/s, now
also driving the input/focus/MKB hooks) drove out a family of install/remove races
the slow vsync'd mock had masked. Fixes (hook/src/hook_install.hpp + hook_guard.hpp):

- Persistent hooks. The old model created a hook on install and DESTROYED it on
  remove (= {}), freeing the trampoline; a detour about to call it (.stdcall) then
  hit freed memory -> 0xC0000005. drain() can't fully close that window (a thread
  can be inside the detour but not past its Guard ctor). So hooks are now created
  ONCE and only enable()/disable()d across install/remove cycles -- never destroyed
  during the session -- so a stale detour always calls a live trampoline (disabled,
  it just runs the original). Reused, so no churn and no leak. remove_* therefore
  disable()s + drain()s but does not destroy; install guards check .enabled().

- Install race. create_inline() enables the hook before the result is move-assigned
  into the global the detour reads; a call landing in the detour mid-assign reads a
  torn hook -> AV. install_inline() creates StartDisabled, assigns, then enable()s.

- drain() Sleep(1)s BEFORE each zero-check, so a thread that entered the detour but
  hasn't reached its Guard registers before we conclude zero.

- Focus: publish g_orig_proc before SetWindowLongPtr activates the subclass (and
  subclass_proc falls back to DefWindowProc if null); and disable the focus-query
  hooks in reverse install order, because GetForegroundWindow shares user32 code
  with GetActiveWindow (keep GFW hooked until GAW is unhooked).

- disable()/enable() [[nodiscard]] results are handled (logged), not (void)-discarded.

Storm now survives on every backend across repeated runs.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-23 11:17:13 +02:00
958c355126 Harden hook removal: disable -> drain -> destroy, and drain settles first
Uncapping the mock game (next commit) turned mock_game_test's hook/unhook storm
into a real stress test (thousands of presents/s instead of tens), which reliably
crashed the game on remove (0xC0000005) for dx9/dx11/dx12. Two races the slow
vsync'd mock had masked:

1. Trampoline use-after-free. remove_*_hooks did `hook = {}` (destroy) BEFORE the
   DetourGate drain. Destroying a SafetyHook InlineHook frees its trampoline
   immediately, but an in-flight detour about to call the original via .stdcall()
   (the trampoline) then used freed memory. Fix: disable() first (restores the
   original bytes under thread suspension, but KEEPS the trampoline alive) -> drain
   -> only then destroy. Applied to present/d3d9/opengl/vk/xinput/mkb/focus.

2. Entry-window race in DetourGate::drain(). It returned the instant the active
   count read zero, but a thread can be inside the detour yet not have reached its
   Guard constructor (the prologue is unguarded), so the count reads zero while a
   detour is about to run -- and the freed state is then used. Fix: Sleep(1) BEFORE
   each zero-check; with the hook disabled no new detour starts, so any
   already-entered thread registers within that window. This alone fixed dx11 (the
   highest present rate, ~11000/s, which hit the window every storm).

Audio is unaffected (it uses vtable swaps, which keep a real original pointer, not
a trampoline). Full suite 21/21, and the storm now survives on every backend.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-23 09:44:42 +02:00
c480dfe152 DX12 capture: document why it's pricier than DX11/GL (measured breakdown)
Investigated the DX12 present-thread overhead (~0.38 ms vs DX11 ~0.05 / GL ~0.09).
Per-stage timing of the D3D11On12 path showed the cost is NOT where you'd assume:

  fence 0.005 + wrap(CreateWrappedResource+Acquire) 0.012 + copy 0.133 + flush 0.057 ms

CreateWrappedResource is cheap. The cost is the CopyResource issued on the 11On12
immediate context plus the mandatory Flush to make the shared copy visible to the
host -- both inherent to the bridge and not paid by the native-D3D11 path. The
per-frame GetDevice can't be skipped either (it's how device recreation is
detected). Documented this in the capture path.

Improving it means a native-D3D12 copy-queue path into a D3D12-shared texture, but
the host consumes the shared surface via IDXGIKeyedMutex (a D3D11 concept), so that
also requires switching the DX12 producer<->host sync to a shared ID3D12Fence -- a
cross-API rewrite. Deferred: the overhead is ~5% of a 144 Hz frame and correct.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-23 08:55:00 +02:00
9fee13789d Vulkan capture: preserve the game's sync mode, drop the capture throttle
The capture must never change vsync, and must not frame-limit itself.

- Removed the ~150 Hz capture throttle from VkCapture. It was wrong: vsync already
  paces capture (a 144 Hz FIFO game presents 144x/s, so we mirror 144x/s). The only
  limiter left is ring backpressure (skip a frame if the reaper is behind), which is
  correctness, not a cap, and never touches the game's present thread or sync mode.
- The layer/hook already pass VkSwapchainCreateInfoKHR straight through, so the
  present mode (= the sync mode) is untouched. Added a presentMode log to prove it.

Measured on Sphere Spectacle (direct launch, layer attached): presentMode=2 (FIFO),
steady 144.0 fps, and with the throttle gone the mirror now tracks it at 144/s
(was capped ~130). The earlier 400-600 fps reading was a direct-launch artifact --
a non-foreground windowed FIFO app isn't throttled by DWM -- not the layer, and not
the case through Steam (144). vk_validate now states the mirror follows the present
rate (no throttle) and still asserts a present-rate floor.

Full suite 21/21.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-23 08:48:44 +02:00
15d6da92bc Make the inline-hook (suspended-inject) Vulkan path work on Sphere Spectacle
The earlier validation concluded suspended-inject was "not applicable -- the
title requires launching through Steam." That was wrong; it was two bugs:

1. coop_vk_validate's inject mode launched the exe with CreateProcessW and a
   null working directory, so the game couldn't load steam_api64.dll / resources/
   (loaded relative to cwd) and never rendered -> no presents. Launch with the
   game's own folder as cwd and it runs fine directly, no Steam needed.
2. The game resolves vkQueuePresentKHR / vkCreateSwapchainKHR via
   vkGetInstanceProcAddr (volk's volkLoadInstance does this), but vk_hook only
   substituted our detours when they were resolved via vkGetDeviceProcAddr -- so
   the present bypassed the hook. Intercept those names in hk_vkGetInstanceProcAddr
   too (our detours already gate on g_capture_enabled/g_device, so handing them out
   before the device exists is safe).

With both fixed, inject mode captures Sphere Spectacle correctly: 1920x1080,
correct colors/orientation (screenshot), ~480 fps present while mirroring at the
~150 Hz throttle -- no present-thread impact (the VkCapture fix is shared).

Also makes the validator ASSERT a present-rate floor while capturing (it used to
report the rate and rationalize it, which is exactly what hid the 144->3 FPS
stall), and reports the true mirror rate from video.generation. Division of labor
is about who launches the game: layer for Steam-launched (can't suspend), inject
when we control the launch. README lessons-learned corrected accordingly.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-23 08:31:11 +02:00
304857dcf0 Fix Vulkan capture perf collapse: read back off the present thread
Against Sphere Spectacle (144 FPS, runs without Steam) the implicit-layer
capture dropped the game to ~3 FPS. Measured cause (per-stage trace in the
layer): the read-back ran on the game's PRESENT THREAD and spent ~370 ms per
1080p frame -- not the GPU copy (~2 ms) but the CPU swizzle, because the staging
buffer was a plain HOST_VISIBLE|HOST_COHERENT type (write-combined / uncached on
a discrete GPU), where a scattered CPU read runs at PCIe latency. 3 captures/s =
the 3 FPS the user saw.

Test-first: tests/vk_capture_perf_test reproduces the stall as a deterministic
unit test (372 ms/present, ratio 1.0 -> FAIL via `--sync`), then proves the fix
(0.02 ms/present, byte-correct BGRA->RGBA, ratio ~0 -> PASS).

Fix: extract the near-identical read-back from vk_hook.cpp and coop_vk_layer.cpp
into one shared coop::hook::VkCapture that:
  * has the present thread only record + submit the copy (sub-ms) and return;
  * runs a dedicated reaper thread for the fence wait + swizzle + D3D upload, off
    the critical path, with a ring of in-flight slots (game never waits);
  * allocates HOST_CACHED staging (fast CPU read), invalidating when non-coherent;
  * throttles capture to ~150 Hz (a guest stream is <= the host refresh; no point
    mirroring an uncapped 400+ FPS game and burning reaper CPU).

Real-game A/B: present rate now matches the no-capture baseline (605->470 vs
593->405 over the same ramp) with the mirror at ~130 fps -- no measurable impact.

Also adds present-thread overhead guards to the other GPU backends' hook tests
(present_overhead.hpp): DX11 0.05 ms, DX12 0.34 ms, OpenGL 0.09 ms overhead, all
asserted < one 60 Hz frame, so any future synchronous-stall regression fails.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-23 08:19:47 +02:00
911b543d98 Forward mouse + keyboard to DirectInput and Raw Input games
The MKB subsystem covered message-loop (PostMessage) and polling
(GetAsyncKeyState/GetKeyboardState/GetCursorPos) games. Add the two remaining
read paths, both fed from the same synthesized state:

- DirectInput: vtable-swap IDirectInputDevice8::GetDeviceState (a COM method ->
  vtable swap, not inline, per the x86 COM-prologue trap), reading the shared
  vtable from a kept-alive probe device (the game made its devices before we
  injected). Dispatch on cbData: 256 = keyboard BYTE[256] indexed by DIK
  scan-code (map VK->DIK via MapVirtualKey VK_TO_VSC); DIMOUSESTATE = mouse
  buttons + relative deltas from the forwarded cursor.
- Raw Input: games get no WM_INPUT while unfocused, so mkb_pump synthesizes it
  (PostMessage WM_INPUT with lParam = one of our RAWINPUT slots) and the hooked
  GetRawInputData serves that slot back (RID_HEADER + RID_INPUT). Covers keys +
  buttons; relative raw-mouse movement isn't in the position-based MKB stream.

Both detours use the DetourGate safe-unhook guard, and the mock_game_test storm
exercises their install/remove. dinput_hook_test drives the real path end-to-end:
forward a key + mouse button through the ring, then a real DI keyboard/mouse
device's GetDeviceState returns them. The Raw Input round-trip is operator-
validated against a real game (too brittle to assert in-process). vtable_hook.hpp
factors the COM vtable-swap helper out for reuse.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-23 03:14:59 +02:00
7ada550930 Recover a guessed stream's channels + bit depth by correlation too (step b)
Extends the two-path correlation from rate-only to the full layout, removing the
"channels/bit-depth assumed = device" limitation. correlate_format tries each
candidate de-interleaving (float32 / int16; mono..7.1) of the hook capture, runs
the rate correlation per layout, and keeps whichever aligns with the loopback;
a wrong de-interleaving is noise and won't.

The catch: the hook can't know a guessed stream's real frame size, so its verify
tap pads each render buffer to the device block -- which over-reads stale staging
bytes for a stream with fewer channels/bits, scrambling the audio. So the tap is
now self-describing: it prefixes each buffer with its frame count
([count][count*device_block bytes]), and the host strips the padding per candidate
layout (take the real count*real_block of each chunk) before de-interleaving.

- audio_correlate.hpp: ChunkedCapture + chunk-aware correlate_format + candidate
  layouts; absolute-margin confidence gate (the true layout scores ~1.0, a truly
  ambiguous alternative within ~0.001 -- 2ch@R == 1ch@2R for identical channels --
  is correctly left unconfident).
- audio_hook.cpp: chunked verify tap (free-space-checked so framing can't tear).
- audio_format_verifier: parse chunks; recover_layout path. AudioMirror now corrects
  the full format.
- audio_correlation_test: layout recovery from padded chunks (stereo float, 16-bit
  PCM, 5.1, mono). audio_verify_test gains scenario (b): 2ch on a multichannel
  endpoint with distinct per-channel content (new env-gated ToneSource mode) ->
  recovers ch=2/32-bit float end-to-end.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-23 02:50:59 +02:00
00244bcfd7 Recover a guessed audio stream's rate by correlating hook vs loopback (step a)
When the host attaches to an already-running game it never saw the stream's
Initialize, so the render-hook assumes the device mix format and measures only
the sample rate from the render cadence -- which a jittery game can make wrong
(intermittent pitch shift). But during the measurement window the game is still
audible, so we have the same audio twice: the hook (pre-mix, unknown format) and
a process-loopback (post-mix, the known device format). Cross-correlating them
pins the true rate from ground truth.

- common/include/coop/audio_correlate.hpp: the pure correlator. Resample the hook
  by each candidate standard rate up to the device rate and score how well it
  aligns with the loopback across the window (drift-detecting). audio_correlation_test
  recovers every rate (score ~1.0 vs ~0.01 for wrong ones), incl. 44100-vs-48000,
  and rejects unrelated signals.
- Hook measurement tap: a host-set verify_capture ring flag makes the hook push a
  still-being-measured (guessed) stream's raw pre-mix bytes WITHOUT silencing, so
  the host can co-capture both signals (a silenced game's loopback is silent).
  Inert by default -- the shipping no-echo path is untouched.
- host/src/audio/audio_format_verifier: co-captures hook + loopback and correlates,
  feeding a correction into the existing override channel. Wired into AudioMirror's
  measurement window (hidden in the gap loopback already covers, so exact streams
  pay nothing). audio_verify_test drives it end-to-end against coop_mock_game.

Rate vs layout are coupled (correlating the waveform needs the right channel
de-interleaving), so this step assumes the hook layout matches the device (the
common stereo-on-stereo case); recovering a different channel count / bit depth
is step b.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-23 02:26:06 +02:00
21c15b162b Harden every hook against the install/remove use-after-free
Spamming a subsystem toggle (the "Mirror video" button) could crash the game:
remove_*_hooks freed a hook's shared D3D / Vulkan / IPC state immediately, while a
capture detour was still mid-flight on the game's render thread -> use-after-free.
Only the audio hooks had the safe-unhook drain; the video (Present/D3D9/D3D10/GL/
Vulkan) and XInput/focus/MKB hooks did not.

Test-first: mock_game_test now runs an aggressive hook/unhook storm -- a separate
thread thrashes every subsystem on/off while the game presents, across all backends.
It crashed gl + vk (0xC0000005) and failed dx9 capture-resume before the fix.

Fix (hook/src/hook_guard.hpp, DetourGate): each detour wraps its body in an RAII
active-count Guard; remove_* restores the hook first (so no new detour starts),
drains the in-flight detours to zero, and only then frees the shared state. Vulkan
is special-cased -- the game caches hk_vkQueuePresentKHR, so removal closes an
atomic capture gate (detours then pass through to the real present), drains, then
frees the read-back resources. Storm now passes on every backend.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-23 01:56:36 +02:00
62c65c7438 Fix Brotato hooked-audio double-play: mute guessed streams via SILENT flag
The hooked path must capture the game's frames AND mute its local playback
("no echo"). The mute was implemented as zero-the-buffer (memset) + release
with AUDCLNT_BUFFERFLAGS_SILENT. Zeroing num_frames*block is only safe when
block is the real frame size; for a guessed format (late attach -- the
Brotato case, where we never saw Initialize) the guessed block can exceed
the real buffer, so the conservative code skipped the whole mute for guessed
streams. That left the game audible: it played locally AND the mirror
re-rendered the same audio a few ms later = a metallic, out-of-sync double.

Fix: AUDCLNT_BUFFERFLAGS_SILENT already makes WASAPI ignore the buffer
contents and play silence -- it mutes with no write at all, so it's safe for
any format. Decouple the two: always mute via the flag; keep the memset only
for an exact/override format (belt-and-suspenders). One-line behavior change;
the byte-incompatible cases confirm the flag-mute never over-writes.

Test-first (now a documented rule, README "Tests"): added an
audio_frames_silenced() counter and a mute assertion to audio_hook_test for
both the exact and guessed paths. The guessed assertion FAILS on the unfixed
code (3 rates) and passes after the fix -- the regression guard for this bug.
README also updates the now-correct no-echo limitation and adds a
lessons-learned writeup.

ctest 17/17. Brotato confirmed fixed.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-23 00:41:54 +02:00
894285459c M2(Vulkan): too-late detection + red relaunch banner on the mirror window
The hook reports vk_too_late when vulkan-1.dll is loaded and the GPA hook has
been in for >4s but it never caught the app creating its device -- i.e. the app
resolved its Vulkan functions before we hooked (injected too late). Surfaced
through a new HookStatus.vk_too_late field (protocol 15->16) and shown by the
host as a red banner on the mirror window: "Detected a Vulkan game, but the
mirror hook attached too late... enable Auto re-attach (and Set up Vulkan layer
if it persists) and relaunch." WGC keeps mirroring meanwhile.

mock_game_test gains a too-late detection check (late-inject a Vulkan game ->
vk_too_late trips). Verified live: the banner shows over the running tool when a
Vulkan game is injected late with the video subsystem on (added a debug-harness
`video on/off` command to drive it). 15/15 ctest.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 12:51:34 +02:00
dd976979a1 M2(Vulkan): capture hook via GPA interception + vkCmdCopyImageToBuffer read-back
New vk_hook.cpp inline-hooks the vulkan-1.dll vkGetInstanceProcAddr export and
hands back our wrappers for vkCreateInstance / vkCreateDevice / vkGetDeviceProcAddr
/ vkCreateSwapchainKHR / vkQueuePresentKHR, so a volk-using (loader-bypass) app
resolves our hooks. On present it reads the swap-chain image back with
vkCmdCopyImageToBuffer into a host-visible buffer (same read-back model as
D3D10/D3D9/OpenGL), swizzles BGRA->RGBA, and uploads it into the shared
keyed-mutex texture on a hook-owned D3D11 device. The read-back submit re-chains
the present's wait semaphores (consume the originals, signal our own that the
real present waits on) so capture orders after rendering without double-waiting.

Wired into the video subsystem with a lazy retry (vulkan-1.dll loads late). Hook
links the official Vulkan-Headers (headers only, VK_NO_PROTOTYPES) via the
include dir so the x86 sub-build builds too.

Because Vulkan caches its present pointer at init, late injection can't hook it:
mock_game_test launches the mock **suspended**, injects, resumes, and under
COOP_MOCK_VK_EARLY the mock loads Vulkan and waits so the hook arms first -- then
decodes frames through the hook like the other backends. 15/15 ctest (x64 +
x86); skips cleanly without a Vulkan driver.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 12:39:07 +02:00
e996188aec M2(OpenGL): GL mock backend (no loader) + mock-backed capture coverage
Add render_gl.cpp (selectable as `gl`): renders the animated pattern with
scissored clears (glClear + glScissor -- GL 1.1, exported straight from
opengl32) and presents with SwapBuffers. No glad/submodule needed: a legacy
wglCreateContext + <GL/gl.h> suffices, so the planned loader dependency was
dropped. GL is bottom-left origin and the capture flips top-down, so the
frame-counter block is drawn at the GL top to land top-left in the captured
image. Window class gains CS_OWNDC for a stable GL DC; best-effort vsync via a
runtime wglSwapIntervalEXT lookup.

The GL SwapBuffers/wglSwapBuffers hook now bumps the shared present counter
(it's the GL present), so present_calls works for GL games too. mock_game_test
decodes GL frames through the existing glReadPixels capture path; 15/15 ctest.
Roadmap: OpenGL milestone done and removed (Vulkan renumbered to M2);
architecture/lessons/test docs updated.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 12:03:43 +02:00
67c1940d52 M2(DX9): D3D9 capture via Present read-back (covers plain D3D9 + D3D9Ex)
New d3d9_hook.cpp (own file like opengl_hook): inline-hooks
IDirect3DDevice9::Present (vtable index 17, discovered from a throwaway device;
clean prologue so inline is safe, stdcall() on x86) and read-backs the backbuffer
with GetRenderTargetData into a D3DPOOL_SYSTEMMEM surface, swizzles BGRA->RGBA,
and uploads it into the shared keyed-mutex texture on a hook-owned D3D11 device
(a D3D9 surface isn't D3D11-shareable). Both plain D3D9 and D3D9Ex call this same
Present, so one read-back path serves both -- the GPU shared-surface fast path
the plan sketched for D3D9Ex wasn't worth it. Wired into the video subsystem
(install/remove in dllmain); hook links d3d9.

mock_game_test decodes DX9 + DX9Ex frames through the hook; 15/15 ctest (incl.
the x86 sub-build). Roadmap: DX9 milestone done and removed (remaining
renumbered); architecture + lessons updated.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 11:55:06 +02:00
68b9aabc8c M2: DX10 capture via D3D10 read-back; mock_game_test covers DX10
A pure-D3D10 game's backbuffer QIs to ID3D11Texture2D but that view reads back
empty (content lives on the game's D3D10 device), and a D3D11 backbuffer also
QIs to ID3D10Texture2D -- so GetBuffer can't discriminate. The reliable signal
is that a feature-level-10 device rejects CreateTexture2D with the NT-handle
keyed-mutex share flags (E_INVALIDARG). The present hook now tries the D3D11
fast path and, on that failure, switches (sticky) to reading the backbuffer
through the game's own D3D10 device into a staging texture and uploading it into
the shared texture on a hook-owned D3D11 device (Map blocks until the GPU copy
completes -> no cross-device race). The host reader is unchanged.

mock_game_test now decodes DX10 frames through the hook (monotonic/advancing)
alongside DX11/DX12; 15/15 ctest. Roadmap: DX10 milestone done and removed
(remaining renumbered); architecture + lessons updated.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 11:43:25 +02:00
e2562ac63c Audio: fix five hook/unhook concurrency + over-write bugs
Found by the mock-game capture/audio/hook stress test (toggling the audio
subsystem while a game renders):

1. Guessed-stream silence over-WRITE: hk_ReleaseBuffer zeroed num_frames *
   guessed_block bytes, but a guess can be larger than the real per-frame size
   (e.g. an 8ch device guess for a 2ch game), so the memset wrote past the real
   buffer into adjacent audio memory -> intermittent access violation in the
   game. Fix: capture but do NOT silence a guessed stream (it stays audible --
   echo); only an exact/override format, whose frame size is known, gets the
   no-echo silence.
2. VtableHook::remove nulled m_original, racing an in-flight detour into a null
   call -> keep it valid (the original function stays mapped).
3. g_ipc was a non-atomic pointer read on the hot path while unhook nulled it
   (TOCTOU) -> make it atomic, load once.
4. Stale GetBuffer/ReleaseBuffer pairing across a toggle -> epoch-stamp the
   GetBuffer and only capture in the same hooked epoch.
5. COM-object churn: re-creating the probe client every enable raced AudioSes ->
   build the probe once, keep it across toggles (only swap vtable slots);
   release on detach (shutdown_audio_hooks). Plus drain in-flight detours before
   tearing down state.

Stress test: 0 crashes in many repeated runs (was ~50%). Guessed streams now
echo (the no-echo path is reached via an exact/auto-attach format or override).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 05:21:17 +02:00
90f40ae479 Audio: operator re-measure + format override (host<->hook op channel)
Add a per-stream op channel in AudioRingHeader (op_seq + op_* fields, version
2): the host posts re-measure / override commands, the hook applies them and
re-publishes (bumping format_generation), and the host rebuilds its render
client live on the change. The Audio panel (under Debug details) gains a
"Re-measure rate" button and a rate/channels/bit-depth/format override -- for
when detection is wrong or the channels/bit-depth were unrecoverable.

Also add a debug-only IPC test harness (-DCOOP_TEST_HARNESS, off by default,
absent from the shipped host): a file-based command channel that drives the
host's real UI code paths (inject / audio / re-measure / override / screenshot
/ status) for scripted validation, instead of unreliable synthetic mouse input.
Used to validate live: late-attach to coop_tone@44100 -> measured 44100,
promoted to hooked; override -> 2ch state, re-measure -> reconverge.

Trim the README roadmap to what's left; document the harness + rate_estimator_test.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 01:46:59 +02:00
cb6749b511 Audio: robust rate estimation + color-coded log levels
Harden the guessed-stream sample-rate measurement that produced wrong rates
(e.g. 44100 read as ~46205). New rate_estimator.hpp measures over longer
~0.5 s windows, rejects any window that doesn't snap to a standard rate
(standard rates are >8% apart, so a quantization/burst error big enough to
miss one lands in no-man's-land, never on a wrong neighbour), and requires
consensus across windows before committing. If consensus isn't reached it
commits a low-confidence estimate (new AudioFormat_LowConfidence, shown red)
rather than spinning or publishing garbage. Pure logic, unit-tested with
adversarial cadences (rate_estimator_test) incl. the real 46205 bug value.

Add log severity levels: hook logw/loge set LogRecord.level; the host Log
window colors warnings amber and errors red. The low-confidence rate logs a
warning. Protocol -> v15 (new format states); also reserves AudioFormat_Override.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 01:11:06 +02:00
7264cb2ef4 Audio: detect a pre-existing render stream's true sample rate (fix pitch)
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>
2026-06-21 23:41:57 +02:00
ffaad6c4ae DX12 capture: fence the copy off the game's queue + add drop detection
Resolves the DX12 mirror stutter and makes dropped frames observable.

Decouple the D3D11On12 copy from the game's present queue. Submitting the
copy on the game's own present queue (the prior approach) ordered it
correctly but stalled the game's presents: GPU back-pressure, plus the
shared keyed-mutex AcquireSync is a CPU-blocking call on the render
thread. Running it on an independent queue avoids the stall but races the
game's render -> stale frames. Do both: run the copy on our own queue and
order it after the frame with an ID3D12Fence the game's present queue
signals (near-free) and our queue waits on. The present queue is still
recovered for late injection via the ExecuteCommandLists hook (now used to
signal the fence, not host the copy). Producer AcquireSync stays
non-blocking (timeout 0) so a busy mutex drops a mirror frame instead of
stalling the game.

Add drop detection (protocol v12 -> v13). The hook counts captures skipped
because the keyed mutex was busy (VideoShare.frames_dropped); the host
counts published frames it never displayed (generation gaps). The Video
panel shows "Frames lost: N/s capture  N/s display", red when nonzero.
This confirmed the game-window-vs-mirror behavior is a display-path
artifact (unfocused windows lose VRR/independent flip), not a capture loss.

Add a one-shot present-pattern log: per distinct swapchain (size/format/
buffer index) and per distinct present-flags value, with DXGI_PRESENT_TEST
spelled out as an occlusion probe that draws nothing -- which is why
Miles Morales shows ~2 presents per captured frame (the test present is
counted but produces no frame).

Docs: add the DX12 capture lessons to the README (rotating back buffer,
fence/own-queue, capture-at-Present decoupling from DWM) and drop the now
-moot DX12 overhead future-work item.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 19:55:27 +02:00
efc16b5eea Run the DX12 mirror copy on the game's own present queue
Even copying the correct back buffer, the DX12 path occasionally showed a
several-frames-old frame under GPU load (visible when the game window has
true focus and the camera is whipped around with the mouse). Cause: the
On12 bridge submitted CopyResource on a command queue of our own, which
knows nothing about the game's queue. With frames in flight, our copy
could race ahead of the game's render of that buffer and capture its
previous (rotated) contents. The DX11 path never had this because it
copies on the game's immediate context, ordered after the frame.

Fix: submit the copy on the game's actual present queue so it's ordered
after the frame's rendering, matching the DX11 path. Recover the queue by
inline-hooking ID3D12CommandQueue::ExecuteCommandLists (the per-frame
method, not swapchain/queue creation) so it works for late injection --
the queue already exists when we attach. Record the last DIRECT queue
seen, preferring the one on the render thread (Present and its queue's
ExecuteCommandLists share that thread); the atomic is a cross-thread
fallback. Thread it into the On12 bridge, rebuilding if the captured
queue changes, and fall back to our own queue until it's captured.

Resolves D3D12CreateDevice dynamically from an already-loaded d3d12.dll,
so it adds no link dependency and no-ops for D3D11 / x86 games.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 18:04:47 +02:00
1b3fa6824c Fix DX12 mirror showing stale frames (copy the rotating back buffer)
The D3D12 capture path grabbed GetBuffer(0) every Present. Unlike D3D11
flip-model -- where DXGI keeps GetBuffer(0) pointing at the live back
buffer -- D3D12 rotates buffers explicitly: the game renders into the
buffer at GetCurrentBackBufferIndex(), which advances each Present. So
buffer 0 only holds fresh content every Nth frame; the rest copied a
stale buffer, and the mirror silently ran at refresh/N with duplicate
frames in between.

Every metric read full rate (Present counter, published FPS, generation
bump, capture->display latency) because they count Presents, not unique
content -- which is why it looked fine but felt like missing frames,
especially on high-refresh DX12 games (DMC5/Myst at 144, Miles Morales).

Query IDXGISwapChain3::GetCurrentBackBufferIndex() before the trampoline
Present (so it's the just-rendered buffer) and copy that one; fall back
to 0 only if the interface is unavailable. The DX11 path is unaffected.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 18:04:21 +02:00
22b0dff918 Persist ImGui panel layout to disk; quiet audio set_audio_ring log spam
Layout persistence: re-enable io.IniFilename (was nullptr "for the spike"),
anchored to a coop_layout.ini next to the exe so window positions/sizes survive
restarts even when Steam launches us under the donor appid (CWD is unreliable).
Path is UTF-8 for ImGui's file IO. When a saved layout is restored at startup,
suppress the computed-default force so it does not clobber the user's positions;
Reset layout (and a fresh install with no .ini) still applies the default.

Log spam: the worker thread re-attaches every audio ring every tick (idempotent),
and set_audio_ring logged unconditionally, flooding the log. Only log when the
ring pointer actually changes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 11:24:23 +02:00
784c31a9b5 Capture every audio stream into its own ring and mix them on the host
Games with several concurrent WASAPI render streams (e.g. Spider-Man: Miles
Morales) only had their first ("primary") stream mirrored; the rest kept playing
locally and never reached the guest. Now the render-hook captures + silences EVERY
tracked stream into its own ring (coop_audio_<pid>[_<index>]), each published with
that stream's own detected format (Initialize when caught, else GetMixFormat -- the
per-stream format detection, now actually used per ring rather than only for the
primary). The host creates a ring per stream and mixes the same-format streams with
a soft clip (host/src/audio/audio_mix.hpp); streams whose format differs from the
primary are still silenced (no echo) but skipped from the mix (would need
resampling).

The single-stream case is byte-for-byte unchanged: when only one stream is active
the host passes it through without the mixer, so the common path has no overhead or
fidelity change.

Verified: new audio_mix_test covers the decode/sum/soft-clip/encode math (float32 +
int16); audio_hook_test (x64 + x86) still passes, guarding the primary
capture+silence path against regression; full build x64 + x86 clean; ctest x64
11/11, x86 3/3. Multi-stream mixing against a real multi-stream game needs a live
session to fully confirm.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 05:45:47 +02:00
dfd2be8c17 Add DX12 hooked capture via a D3D11On12 bridge
D3D12 games (e.g. Spider-Man: Miles Morales) fire the Present hook -- the DXGI
swapchain's Present is the same vtable function for D3D11 and D3D12 -- but
GetBuffer(0) as ID3D11Texture2D fails, so the hook used to idle. Now, when the D3D11
GetBuffer fails, present_hook bridges via D3D11On12: it gets the game's ID3D12Device
from the backbuffer, creates its own DIRECT command queue on it (no need to hook the
game's ExecuteCommandLists), builds an ID3D11On12Device, CreateWrappedResource's the
D3D12 backbuffer, and CopyResource's it into the existing shared keyed-mutex texture
-- so the host side is unchanged. The bridge is created lazily and torn down with the
hook.

Verified with a new in-process dx12_present_hook_test: it drives a real D3D12
swapchain (clears a backbuffer, Presents) and asserts present fired, the backbuffer
was bridged into the shared texture, and a second device reads the exact color back
by name -- {51,102,153,255}. Full build x64 + x86 clean (the x86 hook compiles the
D3D12 path too); ctest x64 10/10, x86 3/3.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 05:32:15 +02:00
5e05d38be8 Add capture pipeline rate + latency metrics to the Video panel
The FPS readout only measured the host's own render rate, hiding capture stutter.
The Video panel now shows a "Pipeline rates" section:
- Tool render (host FPS / frametime, as before);
- hooked source: Game present (/s, from VideoShare.present_calls deltas), Hook
  publish (/s, generation deltas), and capture->display latency avg/min/max ms;
- WGC source: WGC capture (/s) from a new WindowCapture frame-arrival counter
  (game present + latency are n/a, since WGC frames aren't game-timestamped).

Latency uses a system-wide clock: protocol v11->v12 adds VideoShare.present_qpc,
stamped by the hook at publish (publish_video_frame); the host measures
now_qpc - present_qpc per newly published frame, windowed to min/avg/max each second.

Verified: present_hook_test (x64 + x86) now asserts present_qpc is stamped; full
build x64 + x86 clean; ctest x64 9/9, x86 3/3. The live rate/latency numbers need a
real game mirroring to read meaningfully; wiring validated.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 05:25:17 +02:00
9f5b7c3272 Release the operator cursor for cursor-clipping games
Games that ClipCursor / re-center via SetCursorPos while focused trap the operator's
mouse (the focus spoof makes them think they're always focused), so the operator
can't reach the overlay. The Focus subsystem now inline-hooks ClipCursor and
SetCursorPos (stdcall trampolines): while "release" is requested it forces
ClipCursor(NULL) and swallows the re-centering SetCursorPos; otherwise it passes them
through. It frees any existing clip at install and re-frees each worker tick (covers
one-time clippers and a runtime clip->release toggle).

Host: protocol v10->v11 adds HookControl::allow_cursor_clip (0 = release, the
default). The Injection panel gets a "Release operator cursor" checkbox and an F2
hotkey (InjectionPanel::toggle_cursor_release); default released, since the guest
plays via the pad so the game's clip is operator-only.

Verified: full build x64 + x86 clean; ctest x64 9/9, x86 3/3. The cursor behavior
against a real clipping game (Trails through Daybreak) needs a live injected session
to confirm; logic reviewed.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 05:20:17 +02:00
327ba1f394 Add per-backend input debug visualization + round-trip view
Makes it possible to isolate an input->tool problem from a tool->game one in the
Controllers panel (under Debug details):
- which backend fed each slot is already shown via the per-pad source tag
  ("XInput #0" / "Steam Input") in the Incoming section;
- a new "Round-trip" table shows, per slot, the state we forwarded (the active
  backend's pad) next to what the game actually read back, highlighting matches.

For the round-trip, the XInput hook now echoes the state it returns to the game into
the status (protocol v9->v10: per-slot read_state in HookStatus).

Verified: hook_selftest (x64 + x86) asserts the hook records the game-read state;
full build x64 + x86 clean; ctest x64 9/9, x86 3/3.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 05:15:07 +02:00
056a478e19 Forward rumble back to the guest controller (both backends)
The XInput hook used to swallow XInputSetState; now it records the requested
left/right motor speeds into the status back-channel (protocol v8->v9: per-slot
rumble_left/right in HookStatus). Each frame the host reads them and, only on
change, drives the guest's actuator via the active backend:
- XInput: XInputSetState on the guest's slot (the open question is whether Steam's
  RPT virtual pad accepts vibration and routes it to the guest -- needs live RPT);
- Steam Input: SteamInput TriggerVibration on the slot's controller handle, with the
  XInput fallback for slots Steam isn't driving.

InputSource gains a set_rumble(slot,left,right) hook (default no-op) implemented by
both backends; SteamInputSource now tracks per-slot controller handles + which slots
it drives.

Verified: hook_selftest (x64 + x86) now asserts the hook records the rumble from
XInputSetState into the status; full build x64 + x86 clean; ctest x64 9/9, x86 3/3.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 05:11:33 +02:00
7673f186db Add mouse + keyboard forwarding (MKB subsystem, opt-in)
Forward the host window's clicks and keystrokes into the injected game so guests
can drive menus / "Press Start" / text entry that a pad can't.

Protocol (v7->v8): new HookSubsys_Mkb and an SPSC MkbRing of MkbEvents in
SharedBlock (host produces, hook consumes); push/pop helpers.

Hook (hook/src/mkb_hook.cpp, new subsystem): a worker-loop pump drains the ring at
~5 ms and PostMessageW's the matching window messages (WM_KEY*/WM_CHAR, mouse
buttons, WM_MOUSEWHEEL) to the game's main window; it also inline-hooks user32
GetAsyncKeyState / GetKeyboardState / GetCursorPos (stdcall trampolines per the x86
rule) to report a synthesized state so polling games react too. Removing the
subsystem clears all synthesized keys (no stuck input).

Host: the Injection panel gets a "Mouse + keyboard forwarding" subsystem toggle
(opt-in, default off -- the toggle is the hook). host/src/inject/mkb_forward.cpp
reads ImGui IO each frame and forwards only when the host window is focused and
ImGui isn't capturing the event; keyboard always, mouse only while mirroring (clicks
+ wheel, not movement). Mouse coords are mapped through the letterbox to game-client
space (host/src/inject/mkb_map.hpp), accounting for WGC-of-decorated-window vs
hooked/borderless. RawInput/DirectInput games are out of scope for this version.

Verified: new mkb_ring_test + mkb_map_test pass; full build x64 + x86 clean; ctest
x64 9/9 and x86 3/3 green (no regression from the protocol bump). The subsystem is
opt-in, so it can't affect existing behavior unless enabled; the end-to-end
click-into-game path needs live Remote Play + a real game to confirm.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 05:06:38 +02:00
4985239222 Fix 32-bit FMOD audio crash: hook WASAPI COM methods via vtable swap
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>
2026-06-20 20:39:29 +02:00
435ab9d30f Fix 32-bit game crash: call hooked __stdcall functions with stdcall()
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>
2026-06-20 20:07:17 +02:00
9977ad5d5a Add OpenGL capture path for the hooked video mirror
The Present hook never fired in Phantom Brave because it's an OpenGL game
(OPENGL32.dll loaded, IDXGISwapChain::Present calls=0), so the hooked video source
showed no image. Add an OpenGL producer under the video subsystem: inline-hook
gdi32!SwapBuffers + opengl32!wglSwapBuffers (with a re-entrancy guard, since
SwapBuffers calls wglSwapBuffers), glReadPixels the backbuffer, flip it, and upload
it into the same shared keyed-mutex texture the host already samples -- so the host
is unchanged. DXGI games still hit the Present hook; both producers are installed
and whichever the game uses fills the texture.

Validated by opengl_hook_test (real GL context, clears to a known color, reads the
exact pixels back through the shared texture) and against Phantom Brave (SwapBuffers
~75/s, present=0, shared texture 1920x1080, generation advancing). Vulkan
(vkQueuePresentKHR) still needs WGC -- documented. All 7 tests pass.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-20 14:33:47 +02:00
b1f8783321 Phase 3: x86 (32-bit) game support via injector helper
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>
2026-06-20 11:42:42 +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
0935dccfc4 Per-subsystem hook control: install/remove input, focus, audio at runtime
Add a host->hook control channel (protocol v5 -> v6: HookControl in SharedBlock,
per-subsystem "disabled" flags, 0 = install so the zero-filled default is
unchanged). The worker now reconciles each subsystem every tick: install what's
requested-and-missing, remove what's no longer wanted -- so the audio hooks
re-attach the ring and republish format on a reinstall, and XInput/focus clear
their stale status flags on removal.

Injection panel: a checkbox per subsystem (input forwarding / focus spoof /
audio render-hook) toggles it at runtime, showing the requested vs actual
installed state from the registry, plus DLL heartbeat liveness. The hook-status
section now keys off whether a DLL was injected (host-side) rather than the
input-hook "attached" flag, so it stays visible with input unhooked.

Guards for dependent features: the synthetic-input control is disabled when
input forwarding is off, and the Audio panel explains that mirroring uses
loopback (echo) when the render-hook is off.

Verified against Phantom Brave via coop_audio_probe: starting with audio
requested off installs only input+focus (8 hooks, no capture); re-enabling at
runtime installs the audio hooks (13) and capture starts immediately. All four
tests pass.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 20:17:48 +02:00
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