Commit Graph

17 Commits

Author SHA1 Message Date
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
4121ad4373 Move input polling to its own thread; fixed-width fast-changing UI numbers
Input thread: controller polling, pad publishing, and rumble forwarding were
driven by the render loop, so a low/synced frame rate throttled how often guest
input reached the game. New InputWorker owns the InputSource and runs poll +
IPC publish + rumble on a dedicated ~1 kHz thread, independent of rendering. The
UI thread reads a copy-safe InputSnapshot for the Controllers panel and relays the
Steam-Input request/active/failed state to/from the worker (Steam init/shutdown now
happen on the worker thread). IpcServer gained a mutex so the worker's publish() /
hook_status() can't race the UI thread starting/stopping the shared-memory channel
(use-after-unmap); InjectionPanel::test_input_ is now atomic. ControllersPanel::draw
takes an InputSnapshot instead of the live InputSource.

Fixed-width numbers: fast-changing readouts (menu-bar FPS/ms, Video pipeline rates +
latency + graph legend, controller poll rates + round-trip sticks, audio buffered ms
+ frames/s) printed with %.0f etc., so they shifted/blurred as values crossed digit
thresholds (99 -> 100) each frame. Padded them to fixed field widths so they stay put.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 12:51:00 +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
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
a32e78ffef Move the synthetic-input toggle to Controllers under Debug details
"Forward synthetic test input" is a controller-debug aid, so it now lives in the
Controllers panel (gated behind Debug details, disabled until the XInput hook is
attached) instead of the Injection panel. ControllersPanel owns the flag and exposes
test_input(); main feeds it into InjectionPanel::set_test_input each frame, so the
existing synthetic-pad substitution in publish() is unchanged.

Verified: x64 build green; review (default view no longer shows it in Injection;
appears in Controllers under Debug details).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 01:23:41 +02:00
37d0f64e23 Lay out the overlay panels in a fixed 3-column scheme
Panels used to Begin at cascade positions, so they overlapped and clipped. A new
apply_panel_layout() in app_chrome positions/sizes each panel from the main
viewport work area (ImGuiCond_FirstUseEver, still movable): Injection left column
full height (room for hook diagnostics), Controllers/Video/Audio stacked in the
center column, Log right edge full height (max room for the log stream). Added a
"View -> Reset layout" menu item (request_layout_reset / apply_layout_end_frame
re-apply the defaults once via ImGuiCond_Always). Each panel now calls
apply_panel_layout(Panel::X) instead of its own ad-hoc SetNextWindowPos/Size.

Verified live: captured the host overlay -- Injection (left, full height),
Controllers/Video/Audio (center stack), Log (right, full height), no overlap among
the panels. x64 build + ctest green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 01:19:45 +02:00
80cc5e72bd Add window-based target picker as the default; process list goes advanced
New host/src/inject/window_list.{hpp,cpp} enumerates visible, titled, non-tool
top-level (alt-tab-style) windows via EnumWindows -- root-owner only, our own
process excluded -- and maps each to its owning pid + image name. The Injection
panel now defaults to this window list (each row "title [process.exe pid]", with a
filter over title or process), since there are far fewer windows than processes and
a window maps straight to the HWND the capturer wants. The full process list stays
as the advanced picker under Debug details.

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

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 01:14:05 +02:00
b0f78312c6 Add Re-attach for a relaunched same-name target
In the Terminated state the Injection panel now offers a Re-attach button: it
refreshes the process list and finds live processes whose image name matches the
original target's (case-insensitive). Exactly one match -> tear down the stale IPC
channel and inject into the new pid via the normal path; several matches -> don't
guess, filter the picker to the name and prompt the operator to pick one; none ->
report it. Saves hunting for a relaunched game's new pid in the list.

Verified: x64 build + ctest 7/7 green. Re-attach is a Terminated-state button flow,
so its end-to-end behavior is best confirmed live (ImGui clicks can't be scripted);
logic reviewed.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 01:08:41 +02:00
b3e8a1adc6 Detect terminated / hung target and reflect it in the UI
The Injection panel kept showing "Attached" after the game exited. Now it tracks
target liveness each frame (InjectionPanel::tick from the main loop, independent of
panel visibility):
- a SYNCHRONIZE|QUERY process handle taken at inject time -> WaitForSingleObject
  detects the process exiting (Terminated);
- the hook heartbeat stalling for ~2 s while the process still exists flags a
  distinct Hung state (games here can freeze without exiting).

The panel shows a clear colored banner per state and disables the subsystem
hook/unhook controls and the synthetic-input toggle when the target isn't alive.
game_hwnd() returns null once Terminated, so the Video and Audio panels drop to
idle instead of chasing a dead window.

Verified: x64 build + ctest 7/7 green; host launches and renders the panels without
regression (screenshot smoke test). The interactive terminated/hung visual against a
real game is best confirmed in a live session (ImGui injection can't be GUI-scripted).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 01:05:49 +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
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
565934e8cf Move controller-poll info from Injection to Controllers panel
The per-slot XInput poll rates and the "game reading controller" summary
describe the controller, not the injection mechanism, so move them to the
Controllers panel (renamed from debug_overlay -> ControllersPanel, now a class
that owns the poll-rate sampling). The panel now shows both directions: the
guest pads the host receives from RPT, and what the injected game reads back.

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

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 20:00:30 +02:00
d19974b17c Generalize UI: general status by default, diagnostics behind Debug details
Rework the spike-era debug readouts into general-purpose status, with the
verbose diagnostics gated behind the menu bar's "Debug details" switch:

- Controllers (was "Phase 0 spike"): always shows slot/source + live
  buttons; the raw stick/trigger numbers are debug-only.
- Injection hook status: general view is attached + focus spoof + a single
  "Game reading controller: N polls/s" summary; the per-slot poll table,
  focus-API counts, and input-path detection are debug-only.
- Audio: general view adds a "Buffered: N ms" health/latency proxy
  (AudioMirror now tracks buffered audio in both render paths) and keeps the
  render-stream count; the per-stream table is debug-only.

Default overlay is now clean general status; flip Debug details for the full
diagnostics. Completes the "generalize the UI" roadmap task. All tests pass.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 15:07:42 +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