Commit Graph

9 Commits

Author SHA1 Message Date
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
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