Commit Graph

75 Commits

Author SHA1 Message Date
e608c6fb38 Add mock-game capture/audio/hook stress test
mock_game_test launches coop_mock_game (DX11/DX12, frame-numbered A/V), injects
coop_hook.dll, opens the hook's shared video texture, and decodes the frame
number from the captured pixels to assert a monotonic, advancing mirror for
both backends (catches dropped/stale/out-of-order frames). Then it runs an
A/V + hook/unhook stress pass and confirms no crash + capture resumes. Adds a
read_pixel() readback to the shipping SharedTextureSource for the decode.
Robust to repeated/CI runs (kills stray games, retries inject). Trim the
roadmap (the mock-game item is done) and document the test.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 05:22:20 +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
549b91a9ce Add coop_mock_game: animated, frame-numbered A/V test game (DX11 + DX12)
A tiny test "game" for exercising the capture/audio/hook paths. Opens a normal
window and renders an animated pattern -- moving bar + per-frame background so
motion (and dropped frames) are obvious -- with a top-left block whose RGB
encodes the exact frame number, so a capture test can decode it and detect
dropped / duplicated / stale frames. Selectable backend (dx11 / dx12 today),
behind a RenderBackend interface so OpenGL/Vulkan can be added. With audio args
it also plays a configurable WASAPI tone (shared ToneSource), so it's a full A/V
source with a window (unlike coop_tone).

  coop_mock_game.exe [dx11|dx12] [seconds] [rate] [channels] [bits] [pcm|float]

Milestone 1 of the mock-game roadmap item (the stress-test suite follows).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 02:09:41 +02:00
b00b516cdb Injection: session-only auto re-attach on relaunch
Add an "Auto re-attach this game on relaunch" checkbox (default off, never
persisted, shown while attached or terminated). While on and the target has
terminated, the host polls the process list for the same image name and
re-injects the moment it reappears -- built on the existing
re-attach-by-image-name path, so there's no target to pick. The kill+relaunch
recovery for a wrong audio format: re-attaching early catches
IAudioClient::Initialize and reads the exact format.

Validated live (harness): inject coop_tone -> kill -> relaunch -> auto
re-injected into the new pid, and early enough that the format came back as
Exact. Trim README.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 02:03:13 +02:00
32028cb286 Audio: per-game persisted format overrides + auto-learn
Persist audio overrides keyed by game image name (coop_audio_overrides.ini
next to the exe) so a known-bad game is auto-corrected on its next launch:
on attach to a guessed stream the host applies any saved override, and a
manual Override now saves too. A format the hook catches exactly at
IAudioClient::Initialize is auto-saved as that game's override (ground truth);
if it overwrites a differing stored value, a warning is logged. Host-originated
log lines now reach the Log window via IpcServer::host_log (color-coded).

Validated live (harness): a pre-seeded override for coop_tone is auto-applied
over the guess (state -> manual override, 48000/2/16). audio_overrides_test
covers persist/reload/case-insensitive lookup/differing-overwrite. Trim README.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 01:59:11 +02:00
fe6f8462ab docs: lessons learned for rate-measurement hardening + the test harness
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 01:48:40 +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
c24bfdd64f Audio: keep rings live, auto-promote loopback->hooked, show the reason
The host used to wait a fixed 1 s for the hook to publish a format and, on
timeout, fall to loopback permanently with no explanation -- which the now
slower (consensus) measurement made common. Restructure the audio thread to
keep the rings live the whole session and alternate: prefer hooked, and while
it isn't ready run loopback (echo) so guests still hear audio, watching the
ring to promote to the no-echo hooked path the instant the hook publishes a
format. Surface the concrete reason loopback is active (no format yet / not
renderable / no ring) in the Audio panel, in amber.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 01:16:46 +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
f72da74f78 Add F10 back-buffer screenshot (PNG, focus-independent)
Capture the rendered back buffer to a timestamped PNG next to the exe via
WIC, triggered by F10 (delivered even when unfocused). The capture runs in
render_frame just before Present so it includes the ImGui overlay, and reads
off the GPU so it works regardless of window focus, z-order, or occlusion. A
brief toast confirms the save (drawn the next frame, so it's never in the shot).
F10 chosen to avoid Steam's F12; its WM_SYSKEYDOWN is swallowed so Windows
doesn't enter menu mode. Documented in the Help menu + README.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 00:58:38 +02:00
31db2d82c6 Roadmap: plan audio format reliability work
Document the diagnosis and plan for the unreliable hooked-audio format
detection: robust rate measurement (longer window, atomic endpoints,
consensus, reject non-standard rates), visible + red-flagged loopback
fallback with auto-promote, a re-measure button and per-game persisted
format overrides via an AudioRingHeader op channel, session-only
auto-re-attach on relaunch, and color-coded log levels. Drop the stale
"previous backlog is all shipped" note.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 00:41:43 +02:00
f673eb660c Drop stale Controllers-panel hint ("Esc: quit")
The inline hint still claimed Esc quits (no longer true) and duplicated the
F1 shortcut + RPT-capture note that the Help menu already lists. Remove the
redundant block; the Help menu is the single source for those.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 00:09:47 +02:00
a813465fd7 Quit via File -> Exit / Alt+F4 instead of Escape
Escape was a leftover spike convenience that quit the tool. Esc is a common
in-game key, so dropping it from a borderless mirror was too easy to do by
accident. Remove the Escape-quit handler and add a File -> Exit menu item
(shown with its Alt+F4 shortcut). Alt+F4 already worked via DefWindowProc ->
WM_CLOSE -> WM_DESTROY; the menu item sets a one-shot flag the main loop reads.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 00:07:28 +02:00
699ca31d31 Persist the "Debug details" toggle in the layout .ini
The View-menu verbosity switch reset to off on every launch. Register a
custom ImGui settings handler (a [CoopUI][State] section in coop_layout.ini,
alongside the window layout) so the operator's choice survives restarts.
Toggling it marks settings dirty so ImGui's auto-save writes it back.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 23:59:03 +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
f15f5cdb36 Deactivate frame-sync when the hooked target isn't alive
A game that used the Hooked source with "Sync flip to game frames" left
the overlay sluggish (~5 FPS) after it terminated or was detached: with no
live game the generation never bumps, so wait_for_hooked_frame waited out
its full timeout every iteration.

Gate frame_sync_active() on InjectionPanel::target_state() == Alive, so a
terminated/hung/detached target falls back to normal vsync. Alive means the
process is running and the hook heartbeat is advancing, so this also covers
a frozen game (which would stall the generation the same way). The checkbox
preference is preserved -- frame-sync auto-resumes when a new game is
injected rather than silently unchecking.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 20:18:29 +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
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
feb8fc5dae Add game-frame-synced flip toggle + multi-series colored perf graphs
Frame sync: new "Sync flip to game frames" toggle in the Video mirror panel
(Hooked source only -- WGC frames are delivered by the compositor at monitor
refresh and don't carry the game's true present cadence, so it's disabled there).
When on, the main loop waits for the hook's next published frame (its generation
bump) before rendering and presents with sync interval 0, so the tool flips in
lockstep with the game instead of vsync. The wait pumps messages to stay
responsive and times out after 200 ms so a paused/stalled game can't hang the
overlay. timeBeginPeriod(1) keeps the wait's Sleep(1) granular; links winmm.
render_frame() gained a sync_interval parameter (default 1 = vsync).

Perf graphs: the old graphs drew the tool's frametime and FPS as single same-color
lines. Replaced with a custom multi-series plotter (ImDrawList polylines) that
overlays Tool (blue), Game present (green), and Hook publish (orange) -- or Tool +
WGC capture in WGC mode -- in distinct colors with a colored legend, for both an
FPS (0-144) and a frametime (0-33 ms) view. Game/hook rates come from an EdgeRate
tracker that measures the instantaneous rate the moment each counter advances, so
the lines have real per-frame resolution rather than 0.5 s stair-steps.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 11:55:10 +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
86905a1f35 Tune center-column heights; note RawInput/DirectInput MKB + DX12 cost as future work
- Center stack heights set to Controllers 45% / Video 32% / Audio 23% (measured from
  the operator's preferred layout): Controllers has the most content, Audio the least.
- Future work: MKB forwarding for Raw Input / DirectInput games (the message +
  polling-state path doesn't reach them -- e.g. Trails through Daybreak uses Raw
  Input), and reducing the D3D11On12 (DX12) per-frame capture overhead.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 11:05:52 +02:00
1493ce08e5 Rebalance overlay layout and fix the layout-on-launch overlap
Feedback from real use: the center column was far too wide and Injection/Log too
narrow; Audio was too tall while Controllers/Video were too short; and the layout
overlapped on launch until "Reset layout" was pressed.

- Columns are now proportional: Injection (left) and Log (right) take 36% each of the
  usable width, the center control column 28% -- so the wide panels are wide and the
  control panels narrow.
- The center stack heights are evened out (Controllers 30% / Video 38% / Audio 32% of
  the column), so Audio no longer hogs it.
- The default layout is now forced (ImGuiCond_Always) for the first few frames after
  launch, because the viewport WorkSize isn't trustworthy on frame 0 -- FirstUseEver
  was locking in those wrong (overlapping) positions until a manual Reset layout.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 10:41:58 +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
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
0ffe836a29 Debounce the Audio panel "live" column
The live indicator compared frames_rendered to the previous UI frame's value, but
audio buffers release in bursts so most frames saw no change -- the cell flickered
between a green dot and grey "idle". Now each stream remembers when it last advanced
and reads "live" for a short window (0.4 s) afterwards, with a ~2 Hz frames/s
estimate next to it; otherwise "idle". Steady and readable for multi-stream games.

Verified: x64 build green. Full visual confirmation needs an injected, audio-playing
game with the per-stream table open (Debug details); logic reviewed.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 01:21:32 +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
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
e9d1253b8f Finalize roadmap into a single execution-ordered Planned list
Merge the Tooling/UI/input section into Planned (next up) and order it for an
unattended top-to-bottom run: the self-verifiable tooling/UI/input items (1-10)
first, the game-pipeline items that need a real game + Remote Play to validate
(11-14) last, so the top item is always the next task. Fold "per-stream audio
format detection" into the multi-stream audio item (same hook/ring plumbing).
Resolve the re-attach name-collision to use the picker, add hung/stalled-heartbeat
detection to the terminated-state item, and retarget the DX12/multi-audio items at
Spider-Man: Miles Morales (the installed, launcher-free build). Future work is now
just the Vulkan and D3D9 hooked paths.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 00:38:59 +02:00
dcde2a66ac Add Tooling, UI & input backlog to the roadmap
Append ten requested future-work items with how-to detail: bin restructure
(deployable set at root, tests/tools in subdirs), terminated-target detection,
re-attach by image name, window-based target selection, auto-layout of the
overlay, the Audio "live" column fix, moving the synthetic-input toggle under
Controllers/Debug, mouse+keyboard forwarding (messages + polling-state hooks),
rumble forwarding on both backends, and per-backend input debug visualization.
Promote the terse rumble bullet from Future work into the fleshed-out task.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 00:10:31 +02:00
2432e49784 Condense README lessons; drop implemented audio-render-hook plan doc
The docs/audio-render-hook-plan.md was a fully-implemented, validated design
doc; its still-relevant gotchas (GetService idx 14, agile completion handler,
loopback doesn't mute) already live in the README. Tighten the Lessons learned
section and merge the two x86 SafetyHook traps into one bullet.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 00:05:20 +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
914dba4d25 Fix input forwarding: default to XInput, make Steam Input opt-in
Making Steam Input the default backend silently broke input forwarding. Merely
initializing Steam Input activates Steam's in-process XInput interception, which
hides controllers from XInputGetState unless they're bound to our action set for
the running appid. With no such binding (the normal case for a donor appid) Steam
Input reports zero controllers AND XInput now sees nothing -> no input at all.

Reproduced with coop_steam_input_probe: without Steam, XInput slot 0 is seen;
with Steam Input initialized, 0 Steam controllers and the XInput fallback goes
empty.

Default to XInput (RPT delivers guest pads there and it works) and make Steam
Input an opt-in Controllers-panel toggle that switches the backend at runtime;
turning it off restores XInput. All 6 tests pass.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-20 14:25:43 +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
edf2da69d8 Steam Input as the primary guest-input path (optional, SDK-gated)
Add SteamInputSource: initializes SteamAPI + Steam Input, loads a bundled action
manifest via SetInputActionManifestFilePath (no partner-backend config needed),
and reads the GameControls action set into CoopPadState -- falling back to XInput
per slot, and to pure XInput if Steam isn't available, so the host always runs.

Enabled automatically when the Steamworks SDK is vendored at
third_party/steamworks_sdk/ (auto-detected by CMake; gitignored and never
committed -- the build is XInput-only without it). Stages steam_api64.dll + the
manifest next to the host and builds coop_steam_input_probe (a console smoke test).

Verified: the probe initializes against the live Steam client and enumerates
controllers; the host degrades gracefully when launched standalone. All 5 tests
pass. Reading actual controller state needs a pad bound through Steam Input for
the running (donor) appid, which XInput otherwise covers.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-20 11:51:58 +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