The cross-process block's layout is a wire protocol shared by the x64 host and the
x86 hook, but only three front offsets were asserted, and hook_selftest's
dump_layout merely printed the rest. A field reordered/resized inside HookStatus
(which precedes control/video/mkb) would silently shift everything with no
compile-time tripwire and, if the developer forgot to bump kProtocolVersion, ship
a silent host<->DLL mismatch.
- protocol.hpp now static_asserts sizeof(SharedBlock) and every sub-channel offset
(status/control/video/mkb) plus each sub-struct size (HookStatus/HookControl/
VideoShare/AudioStreamInfo/HookEntry/MkbRing). protocol.hpp is compiled for both
arches, so a cross-bitness divergence fails to compile on the one that disagrees.
- hook_selftest's dump_layout now ASSERTS the same numbers instead of only
printing, so hook_selftest_x86 confirms the x86 layout at runtime too.
Verified: x64 and x86 builds both compile (identical layout) and both selftests
pass; sizeof(SharedBlock)=3936 on both.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
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>
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>
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>
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>
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>