Commit Graph

13 Commits

Author SHA1 Message Date
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
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
61049a620c Restructure bin/: deployables at root, tests and tools in subfolders
Only the shipping artifacts (coop_host.exe, coop_hook.dll, coop_hook_x86.dll,
coop_inject_x86.exe, steam_api64.dll, steam_input_actions.vdf) now land in the
bin/<config>/ root, so it can be copied wholesale into a donor game folder. Test
exes (plus the coop_tone fixture) build into bin/<config>/tests/ and the dev probes
into bin/<config>/tools/, via a new coop_output_subdir() CMake helper.

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

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

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

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 00:59:03 +02:00
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
24d66020f6 Fix hooked video darkening for *_SRGB-backbuffer games
The host sampled the shared backbuffer copy through a view typed exactly like the
game's backbuffer. For games whose backbuffer is an *_SRGB format (e.g. Life is
Strange: Before the Storm -- confirmed R8G8B8A8_UNORM_SRGB / fmt 29 via the hook
log), the GPU decoded sRGB->linear on the sample, and the host then wrote those
linear values straight to its plain-UNORM swapchain with no re-encode, so the
mirror came out noticeably darker than the game.

Sample the copy as the plain-UNORM sibling of the format (srgb_to_unorm) so the
bytes pass through unchanged -- matching what WGC already does. The UNORM and
*_SRGB formats share a typeless group, so CopyResource from the producer's sRGB
texture into the host's UNORM copy is allowed. Non-sRGB formats are unaffected.

Adds srgb_format_test locking the mapping. All 6 tests pass.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-20 14:22:31 +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
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
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
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
8e93312925 Audio render-hook M1: shared audio ring + protocol diag fields
First milestone of the injection render-hook audio path (see
docs/audio-render-hook-plan.md) that fixes the local audio echo without a
virtual device.

- common/include/coop/audio_ring.hpp: new lock-free SPSC shared-memory ring
  for PCM, separate from the input/status SharedBlock. Free-running 64-bit
  positions (release/acquire), format handshake, host-owned capture_enabled
  gate, drop-whole-packet overrun policy.
- common/include/coop/protocol.hpp: add AudioStreamInfo + audio_streams_seen /
  audio_streams[] to the always-present HookStatus for the render-stream-count
  debug view; bump kProtocolVersion 3->4 (new members appended).
- tests/audio_ring_test.cpp: in-process unit test (push/pop integrity,
  wrap-around, format handshake, overrun/drop). No hook or audio device.
- docs/audio-render-hook-plan.md: the green-lit design this implements.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 11:49:18 +02:00
663d86e6ec Phase 2: audio mirror via WASAPI process loopback
Mirror the real game's audio so Steam Remote Play Together (which streams the
host's own audio session) carries it to the guest. The host captures the game
by PID via WASAPI process loopback and re-renders it on the default endpoint;
the game still plays locally too (accepted "double audio" for now).

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

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 10:21:27 +02:00
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