Commit Graph

9 Commits

Author SHA1 Message Date
30eccf749d Apply clang-format across the whole tree
Run clang-format (the repo's .clang-format: LLVM base, 120 cols, tabs,
Allman functions) over every source file so the tree is formatter-clean.
Whitespace only -- no behavior change; full x64 + x86 suites pass.

Also set SortIncludes: false in .clang-format. Windows include order is
load-bearing (windows.h must precede tlhelp32.h / mmreg.h / xinput.h /
dinput.h; winsock2.h must precede windows.h), and the default
alphabetical sort reorders tlhelp32.h ahead of windows.h -- a build
break. Leaving order alone keeps the manual, correct grouping.
2026-07-12 11:52:53 +02:00
4636f4bb64 Deduplicate the host audio/UI code and scrub history from comments
Extract a RAII RenderEndpoint that owns the enumerator/endpoint/client/
render-event/buffer for both AudioMirror::run_hooked and run_loopback,
replacing two hand-rolled setup+teardown blocks and their two identical
fail lambdas with one set_error helper; every COM object now frees on
each exit path automatically.

Route audio_format_verifier's mono decode through the shared
correlate_detail::decode_layout instead of a second copy, and read the
debug env var via GetEnvironmentVariableA (drops the getenv C4996).

Fold the near-identical read_frame/read_pixel staging-copy setup in
SharedTextureSource into one map_staging_copy, and the three separate
case-insensitive filter helpers (log/injection panels) into
ui/text_match.hpp.

Comments: drop game-name anecdotes and "the old code"/version phrasing;
genericize the override-file example; fix a stale heartbeat-interval
note. Behavior unchanged (host tests + mock_game_test pass).
2026-07-12 09:07:53 +02:00
1a93fcf196 Check previously-ignored injection / capture / rumble return values
- injector bitness gate: IsWow64Process2 failure was treated as "native", which
  would send the x64 DLL into a 32-bit target. Fall back to the legacy
  IsWow64Process before giving up to permissive.
- injector helper exit: GetExitCodeProcess's BOOL was ignored; on a failed query
  surface GetLastError instead of a misleading exit code.
- window_capture: CreateShaderResourceView's HRESULT was ignored, and width_/
  height_ were committed even on failure, so the (latest_ == nullptr) recreate
  guard never retried -- a silently black mirror until the next resize. Only
  commit the dims on success; otherwise drop latest_ so the next frame retries.
- xinput rumble: make the best-effort XInputSetState ignore explicit (a
  disconnected pad re-syncs on the next refresh; the result isn't actionable).

The GetClientRect/ClientToScreen reads in mkb_forward are left as-is: a failure
there is a single self-correcting frame (the mapping is rejected and reused next
frame), so checking them adds no actionable behavior.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 01:43:55 +02:00
6bdee40219 Release held keys/buttons when MKB forwarding stops (no sticky inputs)
forward_mkb_frame early-returned the whole mouse block when mirroring was off or
ImGui wanted the mouse, and the top-level gates returned when the subsystem was
off / focus was lost / the game died. A key or mouse button held at that moment
never got its KeyUp/MouseUp, so it stuck DOWN in the guest -- a held mouse button
fires continuously, a held key walks forever -- contradicting the "send the up so
nothing sticks" intent.

Track what we've forwarded as held (g_mouse_down / g_key_down) and release it
whenever we stop forwarding for any reason: the can't-forward gate, ImGui grabbing
the keyboard/mouse, or the mouse-not-mirroring path all now release held inputs
before returning. Normal down/up still flips the held state.

Fix by inspection: forward_mkb_frame needs a live ImGui context + injection panel,
so it isn't unit-tested; the logic is a straightforward held-state release.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 01:38:52 +02:00
0eb275daca Reconnect to an already-injected DLL (reuse it, survive a tool restart)
Disconnect -> reconnect now reuses the DLL already in the game instead of
injecting again, including across a tool restart or crash: a connected DLL keeps
its per-pid shared section (and worker) alive after the host goes away, so a
fresh host can find it and re-attach to the same section.

- hook_dll_alive(pid) (host/src/inject/dll_probe.cpp): detect a live DLL by
  opening the per-pid section and polling its heartbeat (returns as soon as a
  beat lands; a missing section or stalled worker reads as not-alive). It does
  not check magic -- a graceful disconnect zeroes magic but the DLL keeps
  beating and the worker never re-checks magic post-connect.
- InjectionPanel: the Inject and Connect button branches to reconnect_selected()
  when a live DLL is detected -- IpcServer::start() re-attaches to the SAME
  section the DLL still holds and re-publishes the subsystem state; no
  re-injection. Factored the shared post-connect setup (publish_subsystem_state
  / begin_liveness_tracking). The DLL needed no change -- it just resumes reading
  the re-attached section.
- A false not-alive is benign: the inject path still re-attaches an
  already-injected DLL (LoadLibrary no-ops), so the timeout only needs to clear
  the worker's ~250ms beat period with margin.

Test (mock_game_test test_reconnect): inject -> hooked -> graceful disconnect ->
drop the host handle (simulating a restart while the DLL keeps the section alive)
-> detect via heartbeat -> re-attach to the same section -> hooks re-install
without re-injecting -> and hook_dll_alive goes false once the game is gone.

Roadmap: both current tasks (graceful disconnect, reconnect) done -> removed.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-23 14:05:54 +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
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
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
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