# CoopAllTheThings Steam **Remote Play Together (RPT)** for any XInput game — without breaking DRM, achievements, or playtime. Existing "donor game" tools (e.g. RemotePlayWhatever) copy a target game's files into a donor game's folder and rename the executable so Steam streams the target under the donor's appid. That breaks DRM-protected games, breaks achievements, and credits playtime to the donor. CoopAllTheThings takes a different approach: the **real game runs normally under its own appid** (so DRM, achievements, and playtime all work), while a lightweight **mirror app runs under the donor appid**. The mirror presents a borderless window that is a live copy of the game's video + audio, and forwards the guests' input back into the real game. Steam's RPT captures the mirror window — so any XInput game becomes Remote-Play-Together-able. The end-to-end path is working: launched under a donor appid, the host streams a live video + audio mirror of a separately-running game over Remote Play Together and forwards guest controllers back into it. ## Architecture | Concern | Mechanism | Component | | --- | --- | --- | | Receive guest input | XInput (RPT delivers guest pads to the focused window); optional, opt-in Steam Input when built with the Steamworks SDK | `coop_host.exe` | | Forward input to game | DLL injection + XInput hook (SafetyHook) — game sees *only* our pad | `coop_hook.dll` | | Forward mouse + keyboard | Opt-in MKB subsystem: host streams its window's clicks/keys, the hook posts the matching window messages and synthesizes `GetAsyncKeyState`/`GetKeyboardState`/`GetCursorPos` for polling games | `coop_hook.dll` + `coop_host.exe` | | Keep game running unfocused | Hook spoofs focus so the game polls while the host holds OS focus | `coop_hook.dll` | | Mirror video (default) | Windows Graphics Capture of the game window, letterboxed into the host window | `coop_host.exe` | | Mirror video (hooked) | Injected Present / OpenGL hook copies the backbuffer into a shared keyed-mutex texture the host samples (lower latency, no capture border) | `coop_hook.dll` + `coop_host.exe` | | Mirror audio | Injected render-hook copies each of the game's WASAPI render streams into its own shared ring and silences the game locally (no echo); the host mixes the streams (soft-clipped); WASAPI process loopback is the automatic fallback | `coop_hook.dll` + `coop_host.exe` | | Host ↔ hook IPC | Named shared memory (seqlock for input, status back-channel, video/audio/log shares) | `common/` | The hooked video path has two producers: **Direct3D (DXGI)** hooks `IDXGISwapChain::Present` / `Present1` and copies the backbuffer — directly for D3D11 games (the backbuffer is an `ID3D11Texture2D`), via a **D3D11On12 bridge** for D3D12 games (wrap the `ID3D12Resource` backbuffer, `CopyResource` into the shared texture), and via a **D3D10 read-back** for D3D10 games (their backbuffer's D3D11 view is empty and a feature-level-10 device can't host the shared texture, so read it through the game's own D3D10 device and upload it via a hook-owned D3D11 device); **OpenGL** hooks `SwapBuffers` / `wglSwapBuffers` and reads the backbuffer with `glReadPixels` (for games that never touch DXGI, e.g. Phantom Brave). The host samples the copy as plain UNORM (`srgb_to_unorm`) so `*_SRGB`-backbuffer games mirror at correct brightness. **WGC remains the default** and covers anything the hooked path doesn't (Vulkan, D3D9 — see Roadmap). ## Limitations - **Anti-cheat:** the input path injects `coop_hook.dll` into the target game. Games protected by kernel-level anti-cheat (Easy Anti-Cheat, BattlEye, Vanguard, etc.) will detect the injected module and may **kick the player or issue a ban**. Such games are explicitly **out of scope and unsupported** — do not use CoopAllTheThings with them. The tool targets single-player and co-op/local-multiplayer titles without active anti-cheat. - **XInput only:** the game must read controllers via XInput (the common case). DirectInput-only / RawInput-only games are not handled. - **32-bit games supported via a helper:** the host is x64, but the build also produces an x86 hook DLL (`coop_hook_x86.dll`) and a 32-bit injector helper (`coop_inject_x86.exe`). When the target is a 32-bit (WOW64) process the host detects it (`IsWow64Process2`) and shells out to the helper to load the x86 DLL (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. - **Local audio echo on the fallback path:** when the render-hook is active it silences the game's local playback while mirroring it, so there is no echo. If the hook can't attach or the game uses an unhooked render path, the host falls back to process-loopback capture, which does *not* mute the game — so the local machine hears the audio twice (guests hear it once). The Audio panel shows which path is active. - **Hooked audio can only recover a pre-existing stream's *sample rate*, not its channels/bit-depth.** The tool injects into an already-running game, so the audio render-hook usually never saw the game's `IAudioClient::Initialize`. It recovers the true **sample rate** by measuring the render cadence (so playback pitch is correct, e.g. Godot/Brotato's 44100 Hz on a 48000 Hz endpoint), but **channels and bit-depth can't be detected** — with `AUTOCONVERTPCM` `GetBuffer` returns a fixed staging buffer (no buffer stride to measure) and WASAPI exposes no API for a pre-existing client's format — so they're *assumed* to match the device mix format. That's correct for the common case (engines render stereo float, matching the endpoint, differing only in rate). A game rendering a *different* channel count or bit depth than the device is mirrored with the wrong layout (garbled audio) on the hooked path, but never an over-read/crash: a guessed stream is **captured but not silenced** (so it stays audible locally — an echo), because zeroing it could over-*write* past the real buffer (zeroing 8-channel-worth into a 2-channel buffer corrupts adjacent audio memory). Only an **exact / override** format gets the no-echo silence (its frame size is known), so the no-echo experience comes from an early (auto-attach) exact format or an operator override. The loopback fallback is always format-correct. The Audio panel shows each stream's format provenance (*known* / *measuring* / *measured rate* / *low-confidence* / *override*) so the assumption is visible, and (under Debug details) lets the operator **re-measure** the rate or **override** the format when the guess is wrong. Overrides are **remembered per game** (and a format caught exactly at `Initialize` is auto-saved as that game's override), so a known-bad game is corrected automatically next launch. Streams created *after* injection are captured exactly. - **Debug-oriented UI:** the ImGui overlay is laid out for diagnosing the pipeline, not for end use. F1 hides it entirely so the window is a clean mirror for RPT; F2 frees the operator cursor; **F10 saves a PNG screenshot** (back buffer, written next to the exe) regardless of window focus or occlusion. ## Roadmap ### Current work — per-API capture, end to end Each rendering API is built as **one milestone**: first its `coop_mock_game` backend (an animated, frame-numbered A/V source), then the injected **capture** for that same API directly after — so every API reaches *verified end-to-end* (the mirror decodes the frame counter and asserts a *monotonic, advancing* sequence) before the next one starts, rather than building all the mock backends first and all the capture later. Order is easiest-to-hardest, dependencies last. Conventions for every milestone below: - Each mock backend implements the existing [`RenderBackend`](tools/mock_game/render_backend.hpp) interface (animated background + moving bar + frame-counter block), is selectable on the command line, and renders **clear/fill-only** — no geometry, no shaders, so **no shader-compiler dependency**. - Sub-steps are **separate commits**; the README, CMake, and (where needed) `.gitmodules` move with each. A mock-backend commit lands with a *liveness* smoke check (launches, presents N frames, exits clean); the frame-accurate decode-through-the-hook assertion lands with that API's capture commit right after. - The host samples the **standard shared keyed-mutex texture** unchanged regardless of source API: every backend publishes into it — native D3D11 on the game's device, D3D12 via D3D11On12, and D3D9 / D3D10 / OpenGL / Vulkan via a **hook-owned D3D11 device**. - New submodules are **not** auto-cloned — CMake checks each is populated and stops with a `FATAL_ERROR` naming `git submodule update --init --recursive` (a reusable `coop_require_submodule()` helper). - **M1 — End-user UI fit pass.** Verify the shipping ImGui overlay (the *end-user* view, not just the dev layout) with the debug-driving harness + F10 screenshot, and guarantee **every panel fits its assigned window size even with Debug details enabled** — the maximum-information case. Drive each panel to its fullest state via the harness (inject, enable audio + video, expand Debug details, show the override controls, multiple audio streams, the longest status / fallback strings), screenshot, and check nothing is clipped or scrolled out of view. Where the densest case overflows, **resize and/or rearrange** the panel so it fits (content can be moved between columns / rows — the most detailed case should still fit). Land an automated harness check (drive-to-max → screenshot → assert no overflow) so later milestones that add UI keep it green. *Independent of the backend work; every milestone below must preserve this test* (M4's red banner and Vulkan-layer checkbox in particular). - **M2 — DX9 (mock → D3D9Ex capture → plain-D3D9 capture).** 1. **Mock backend** (`render_dx09.cpp`). `IDirect3DDevice9` / `IDirect3DDevice9Ex` + present; Windows SDK only (`d3d9`), **no new deps**. `Clear` for the background and `ColorFill` for the bar + block (D3D9's built-in rect fill — exactly the primitive DX10/11 lack). Top-left origin. Runs in **two selectable modes** — `dx9ex` (default) and plain `dx9` (`Direct3DCreate9`) — so both capture paths have a matching game. 2. **D3D9Ex capture (clean GPU path).** Hook `IDirect3DDevice9::Present` by vtable — discover the slot from a throwaway `Direct3DCreate9Ex` device (`stdcall()` on x86 per the SafetyHook trap); the vtable is shared across all devices of the class, so the game's existing device is caught → **late-attach works**. On Present, `GetBackBuffer(0)` + `StretchRect` (GPU-side) into a `CreateRenderTarget(..., pSharedHandle=&h)` surface (`D3DPOOL_DEFAULT`); share that into the hook's own D3D11 device and copy into the standard keyed-mutex texture (host unchanged, proper keyed-mutex sync). `A8R8G8B8` is **BGRA** → record the swizzle. Re-create the surface on `Reset` / resize. `d3d9_present_hook_test` decodes the mock's frames (Ex mode). 3. **Plain (non-Ex) D3D9 capture (slow path).** Plain `Direct3DCreate9` devices **cannot** produce a D3D11-shareable surface (WGC remains their default mirror until this lands). Detect via a failed `QueryInterface(IID_IDirect3DDevice9Ex)` (else take the D3D9Ex path). On Present, `GetRenderTargetData` the backbuffer into a `CreateOffscreenPlainSurface(..., D3DPOOL_SYSTEMMEM)` surface, `LockRect`, copy out (respect `Pitch`; BGRA→RGBA), and upload into the standard keyed-mutex texture via the hook's own D3D11 device (`Map` / `UpdateSubresource`) — so only *how pixels reach the texture* differs (CPU copy, not GPU). `GetRenderTargetData` is a GPU→sysmem stall, so **drop / throttle** mirror frames rather than back-pressure the game. Same test, plain mode. - **M3 — OpenGL (mock → capture coverage).** 1. **Mock backend** (`render_gl.cpp`). Raw WGL context (`wglCreateContextAttribsARB`) with the **glad** loader (new submodule, `Dav1dde/glad`). Background via `glClearColor`/`glClear`; bar + block via `glScissor` + clear (shader-free GL 1.x). GL's framebuffer is **bottom-left** origin, so the counter block is placed flipped so the captured (top-left) pixel still decodes — matching the existing `glReadPixels` capture flip. Adds the `.gitmodules` entry + the `coop_require_submodule()` check. 2. **Capture coverage.** The GL `SwapBuffers`/`wglSwapBuffers` + `glReadPixels` path already ships; add a mock-backed regression that decodes the mock's frames through it (upgrading the synthetic `opengl_hook_test` to a real animated game). Small. - **M4 — Vulkan (mock → capture).** The largest. 1. **Mock backend** (`render_vk.cpp`). New submodules **Vulkan-Headers** (`KhronosGroup/Vulkan-Headers`, official) + **volk** (`zeux/volk`); raw `vkCreateWin32SurfaceKHR`, swap chain, per-frame acquire → clear → present. Background via `vkCmdClearColorImage`, bar + block via `vkCmdClearAttachments` clear-rects (no pipeline/shaders → **no SPIR-V toolchain**). Loads Vulkan via **volk** on purpose — that's the loader-bypass case the capture hook must handle. Validation layers used when a Vulkan SDK is present, skipped otherwise. 2. **Capture.** Hook `vkQueuePresentKHR`; import a D3D11 keyed-mutex shared texture into Vulkan (`VK_KHR_external_memory_win32` + `VK_KHR_win32_keyed_mutex`) and `vkCmdBlitImage` the swap-chain image into it each present; the host samples it as usual. Because Vulkan caches its present pointer at init, the hook **cannot be placed by late injection** — it must be present before `vkCreateInstance`: - **Attach via auto-attach — best-effort by default, opt-in layer for reliability.** By default, arming Auto-attach for a detected Vulkan game injects as early as possible on relaunch (the existing poll-and-inject) — enough for games that initialize Vulkan a little into startup. For games that init Vulkan immediately, an **opt-in** Injection-panel checkbox ("Set up Vulkan layer") registers a per-user (HKCU, no admin) implicit Vulkan layer (thin `coop_vk_layer.dll` + JSON manifest) scoped to that game's image name; on relaunch the loader loads it at `vkCreateInstance` — guaranteed before init — and it wires up present capture + IPC. The layer is removed when the option is unticked or the host exits, and self-deactivates for any non-target app, so a stale registration (e.g. after a host crash) is harmless. - **Too-late detection + red prompt.** A late-injected hook that finds `vulkan-1.dll` loaded but no working hooked-present reports a *"Vulkan, injected too late"* status; the host overlays a **red** banner on the mirror window: "Detected a Vulkan game — the hook attached too late to mirror it with low latency. Enable Auto-attach (and, if it persists, 'Set up Vulkan layer') and relaunch the game." **WGC keeps mirroring meanwhile** so the session stays usable; the banner clears once the hooked path goes live. (New end-user UI → keep M1's fit test green.) - Sub-steps (separate commits): present-hook placement (best-effort inject + the implicit layer), external-memory image import + keyed-mutex sync, the too-late status code, the host red-banner UI, and the Auto-attach / Vulkan-layer Injection-panel controls. Test the early (layer) path against the mock (decode frames) and the too-late path (assert the status + banner fire). ### Future work - **Mouse + keyboard forwarding for Raw Input / DirectInput games.** The MKB subsystem forwards via window messages (`PostMessage`) plus synthesized `GetAsyncKeyState` / `GetKeyboardState` / `GetCursorPos`, which covers message-loop and polling games. Games that read keyboard/mouse via **Raw Input** (`WM_INPUT` / `GetRawInputData`, e.g. Trails through Daybreak) or **DirectInput** (`IDirectInputDevice8::GetDeviceState/GetDeviceData`) don't see it. Add hooks for those paths to synthesize the forwarded input there too. ## Building Requirements: Windows 10/11, Visual Studio 2022 (MSVC + C++ workload), CMake ≥ 3.21. ```sh git clone --recurse-submodules # or, if already cloned: git submodule update --init --recursive cmake -S . -B build -G "Visual Studio 17 2022" -A x64 cmake --build build --config Debug # output: bin/Debug/coop_host.exe (+ coop_hook.dll, test exes) ``` The x64 build also drives a nested Win32 sub-build (CMake `ExternalProject`, configured into `build/x86/`) that produces `coop_hook_x86.dll` and `coop_inject_x86.exe` for 32-bit games, staged next to the x64 binaries. Disable it with `-DCOOP_BUILD_X86_HELPER=OFF` if you don't need 32-bit support. Third-party dependencies (Dear ImGui, SafetyHook) are git submodules under `third_party/`. No vcpkg / package manager is used. **Steam Input is optional.** It's enabled automatically when the Steamworks SDK is vendored at `third_party/steamworks_sdk/` (extract the `steamworks_sdk_*.zip` there). The SDK isn't redistributable, so it's gitignored and never committed; if it's absent the host builds XInput-only (no other features depend on it). When present, the build links `steam_api64.lib`, stages `steam_api64.dll` and the action manifest next to the host, and also builds `coop_steam_input_probe`. Steam Input is **off by default and XInput is the primary path**: merely initializing Steam Input activates Steam's in-process XInput interception, which hides controllers from XInput unless they're bound to our action set for the running appid. Enable it (Controllers panel → **Use Steam Input**) only once a controller is bound to Steam Input for the donor appid. ### clangd / IDE setup The Visual Studio CMake generator does **not** emit `compile_commands.json`, so clangd has no include paths and reports false errors. Run [`gen-compile-commands.bat`](gen-compile-commands.bat) once (and after adding sources or include dirs); it configures a parallel Ninja build in `build-clangd/` that produces the database, which [`.clangd`](.clangd) points clangd at. clangd's clang-cl driver resolves the MSVC / Windows SDK system includes on its own. ## Tests ```sh ctest --test-dir build -C Debug --output-on-failure ``` - **`hook_selftest`** — in-process check of the IPC + XInput hook core (no game, no controller needed). - **`audio_ring_test`** — unit test of the shared audio ring (lock-free SPSC push/pop, wrap-around, format handshake, overrun/drop). No device needed. - **`audio_mix_test`** — unit test of the multi-stream mixer math (decode / sum / soft-clip / encode for float32 + int16). No device needed. - **`rate_estimator_test`** — unit test of the robust sample-rate estimator (the fix for the wrong-rate bug). Feeds synthetic, adversarial render cadences and asserts it converges to the right standard rate, rejects burst windows (never commits to a wrong neighbour, incl. the real 46205 misread), flags a genuinely non-standard rate low-confidence instead of spinning, and ignores idle windows. Pure logic, no device. - **`audio_overrides_test`** — unit test of the per-game audio override store (persist/reload, case-insensitive lookup by image name, and the differing-overwrite detection that drives the warning). No device. - **`audio_hook_test`** — in-process self-test of the WASAPI render-hook's **format detection**, the part that gets pitch right. Using a shared configurable `ToneSource` (the same render helper `coop_tone` uses), it renders tones at a matrix of common formats (44100/48000/96000 Hz, mono/stereo/5.1, 16-bit PCM / 32-bit float) and asserts the hook reports the right rate/channels/bits + provenance for **both** code paths: **see-init** (hooks installed first → exact `Initialize` format) and **guess** (render client pre-exists → device-mix guess whose true rate is measured from the cadence, the Brotato/Godot case). Also checks the frames reached the ring non-silent. Skips cleanly with no audio endpoint. - **`srgb_format_test`** — unit test of the `srgb_to_unorm` mapping the hooked video path uses so `*_SRGB`-backbuffer games aren't darkened. No device. - **`opengl_hook_test`** — in-process self-test of the OpenGL capture path: installs the swap hooks, drives a real OpenGL context (clears the backbuffer to a known color, calls `SwapBuffers`), and asserts the detour fired, the frame was `glReadPixels`'d into the shared texture, and a second device reads the exact pixels back by name. Skips cleanly without an OpenGL / D3D11 device. - **`dx12_present_hook_test`** — in-process self-test of the Present hook's **D3D12** path: drives a real D3D12 swapchain through the (shared) `IDXGISwapChain::Present` vtable and asserts the D3D11On12 bridge wraps the `ID3D12Resource` backbuffer and copies it into the shared texture, then reads the exact rendered color back by name. Skips cleanly without a D3D12 device. - **`present_hook_test`** — in-process self-test of the Present-hook video path: installs the hook, drives a real D3D11 swapchain in the same process (clears the backbuffer to a known color and calls `Present`), and asserts the detour fired, the backbuffer reached the shared keyed-mutex texture, and a second device can open it by name and read the exact pixels back. Skips cleanly if the machine has no D3D11 device. - **`audio_loopback_test`** — spawns `coop_tone.exe` (a standalone configurable WASAPI sine-wave source under [`tools/audio_tone`](tools/audio_tone)) at several source formats (device default, 44100/48000/96000 Hz) and verifies the shipping process-loopback capture (the fallback backend) receives non-silent audio by PID for each — confirming loopback is format-agnostic (it captures post-mix at the device endpoint format). Skips cleanly if the machine has no audio endpoint. - **`mock_game_test`** — comprehensive capture/audio/hook stress test against **`coop_mock_game`** (an animated, frame-numbered A/V test game under [`tools/mock_game`](tools/mock_game) with selectable **DX10 / DX11 / DX12** backends and a configurable WASAPI tone). It launches the game, injects `coop_hook.dll`, opens the hook's shared video texture, and **decodes the frame number out of the captured pixels** to assert the mirror sees a *monotonic, advancing* sequence for each backend (the bar for no dropped / stale / out-of-order frames — what the DX12 rotating-backbuffer bug broke). It launches the game at several **audio formats** (44100/48000/96000, PCM + float) and asserts the hook measures each one's rate through the full inject path, then injects with audio + video, checks both stream, cycles the audio subsystem off/on (hook/unhook stress), and confirms the game never crashes and capture resumes. This suite drove out five real audio races (see Lessons learned). Skips cleanly without a D3D11 device. ### Debugging the hooks against a real game [`tools/audio_probe`](tools/audio_probe) (`coop_audio_probe.exe [seconds]`) brings up the audio render-hook without Steam / RPT / the host UI: it creates the IPC block + audio ring the hook expects, injects `coop_hook.dll` into the target game, then drains the ring and prints per-stream format, captured-frame counts, peak amplitude (proves the audio is real, not silence), and overruns. It enables the hook's file trace (`%TEMP%\coop_hook.log`) for the run. [`tools/input_probe`](tools/input_probe) (`coop_input_probe.exe [seconds] [disable_mask]`) does the same for input: it injects, reports one connected pad, and toggles a button each second so the game's input layer sees a real state change. `disable_mask` (hex bits `0x1`=input `0x2`=focus `0x4`=audio `0x8`=video) skips installing a subsystem, so you can **bisect which injected subsystem affects a game** — this is how the 32-bit Present-hook crash was isolated. Both auto-detect a 32-bit (WOW64) target and inject via `coop_inject_x86.exe` + `coop_hook_x86.dll`, exactly like the host. The probes build into `bin//tools/` (the deployable `bin//` root holds only shipping artifacts; tests build into `bin//tests/`) and resolve `coop_hook.dll` from the root one level up, so run them from there. **Kill the game between runs** — the loaded DLL locks `coop_hook.dll` against the next rebuild. A debug-only **test harness** drives the host overlay's own code paths (inject / enable audio / re-measure / override / screenshot / read state) without simulating mouse input, for scripted UI validation. Build it with `-DCOOP_TEST_HARNESS=ON` (off by default, so the shipped host never contains it); the host then reads one command line from `%TEMP%\coop_test_cmd.txt` and replies in `%TEMP%\coop_test_resp.txt`. See [`host/src/test_harness.hpp`](host/src/test_harness.hpp). ## Running the tool (manual, end-to-end) This needs Steam, a donor game that supports Remote Play Together, and a second person/account to receive the stream. 1. **Launch the host under a donor appid.** Find the donor's appid (the number in its store URL); the donor only needs RPT support and is never actually played: ```text "C:\Program Files (x86)\Steam\steam.exe" -applaunch "D:\dev\CoopAllTheThings\bin\Debug\coop_host.exe" ``` The borderless window appears and Steam marks the donor "running". If the donor ignores the trailing path, set the host as the donor's **Launch Options** (`"D:\...\coop_host.exe" %command%`) or use a launcher like RemotePlayDetached. 2. **Start the real game** windowed or borderless (not exclusive fullscreen — see Lessons learned). In the host's **Injection** panel, filter for the game's `.exe`, select it, and click **Inject & Connect**. Watch **Hook status** for **Attached**, a non-zero **XInput polled: N/s**, and **Focus spoof: active**. 3. **Mirror video:** in the **Video mirror** panel, tick **Mirror game window** — the host window now shows a live, letterboxed copy of the game. **Source** picks how the frames are grabbed: **WGC** (default, Windows Graphics Capture — works for any window) or **Hooked (Present)** (the injected hook's shared texture — lower latency and no capture border, for DXGI / D3D11 and OpenGL games; selecting it installs the video subsystem in the game). 4. **Mirror audio:** in the **Audio mirror** panel, tick **Mirror game audio**. With the hook injected, **Source** shows **Hooked (no echo)** and the game's local playback goes silent while guests still hear it. If it shows **Loopback (echo)** the hook's render path wasn't caught and you'll hear the game twice locally (guests still hear it once). The **Render streams** table shows how many WASAPI streams the game emits. 5. **Start Remote Play Together** from Steam and invite a guest. Verify the guest sees the mirrored video, hears the audio, and that their controller drives the real game. Useful checks while developing without RPT: tick **Forward synthetic test input** in the Injection panel to make the game move on its own (proving forwarding is the source), and click away from the game to confirm focus spoofing keeps it running. > Injection access error → run the host as administrator. A 32-bit (WOW64) target > is injected automatically via `coop_inject_x86.exe` + `coop_hook_x86.dll`; if > those aren't next to the host, rebuild (the x86 sub-build stages them there). ## Lessons learned Non-obvious things that cost time and constrain the design: - **RPT only streams the *focused* window.** The game can't hold focus itself, so the hook spoofs it (`GetForegroundWindow` / `GetActiveWindow` / `GetFocus` + swallowing deactivation messages) to keep the game polling and rendering while the host owns real OS focus. - **Run target games windowed or borderless, never exclusive fullscreen** — exclusive fullscreen minimizes on focus loss (defeating the spoof) and can't be window-captured. While unfocused the game gets no OS keyboard/mouse, only the forwarded pad. - **WGC captures occluded windows but not minimized ones.** - **Process-loopback capture doesn't mute the source.** Capturing a process's render doesn't stop it reaching the speakers, so the no-echo path instead injects a WASAPI render-hook that copies each buffer then releases it with `AUDCLNT_BUFFERFLAGS_SILENT`; loopback stays as the (echoing) fallback. - **`ActivateAudioInterfaceAsync` needs an *agile* completion handler.** If the handler doesn't answer `QueryInterface` for `IAgileObject`, the call is rejected **synchronously** with `E_ILLEGAL_METHOD_CALL` (`0x8000000E`) — regardless of apartment, device path, or activation params. (WRL/wil samples make the handler agile for you.) Process loopback also needs the Win10 20H1 headers (`NTDDI_VERSION ≥ 0x0A00000B`). - **COM methods have no exports, so hooks walk vtables by frozen-ABI index — count exactly.** All instances of a coclass share one vtable, so hooking one object's slot catches every instance; but `IAudioClient::GetService` is **14**, not 13 (`SetEventHandle` sits at 13 between `Reset` and `GetService`). Count every inherited `IUnknown`/base method when adding a hook. - **D3D12 capture copies the *rotating* back buffer, not `GetBuffer(0)`.** D3D11 flip-model keeps `GetBuffer(0)` pointing at the live back buffer, but D3D12 rotates buffers explicitly — the game renders into the buffer at `IDXGISwapChain3::GetCurrentBackBufferIndex()`, which advances each `Present`. Grabbing buffer 0 copies a stale buffer on N-1 of every N frames, so the mirror silently runs at refresh/N — yet the Present counter, published FPS, generation, and latency all read full rate (they count Presents, not unique content), so the metrics look perfect while the eye sees missing frames. Query the current index right before the trampoline `Present` (that's the just-rendered buffer) and copy that one. - **Keep the D3D12 capture copy off the game's present queue, but ordered after its frame.** The D3D11 path copies on the game's immediate context, so it's naturally ordered after the frame and on the game's own timeline. For D3D12 the D3D11On12 bridge needs a queue: running the copy on the *game's* present queue orders it correctly but stalls the game's own 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. The fix is both: run the copy on **our own** queue, and order it with a **fence** the game's present queue signals after its frame (a near-free op) and our queue waits on. The present queue is recovered for late injection by hooking `ID3D12CommandQueue::ExecuteCommandLists` (the per-frame method, not creation). Make the producer-side `AcquireSync` non-blocking (`timeout 0`) so a busy mutex drops a *mirror* frame instead of stalling the game; the Video panel's "Frames lost" line surfaces both capture- and display-stage drops. - **A D3D10 game's backbuffer lies about being D3D11.** A pure-D3D10 swapchain's backbuffer QIs to `ID3D11Texture2D` *successfully*, but that D3D11 view reads back **empty** — the rendered content only exists on the game's own D3D10 device. (And a D3D11 backbuffer QIs to `ID3D10Texture2D` too, so `GetBuffer` alone can't tell them apart.) The reliable signal is that a feature-level-10 device **rejects** `CreateTexture2D` with the NT-handle keyed-mutex share flags (`E_INVALIDARG`): so try the D3D11 fast path, and on that failure switch (sticky) to reading the backbuffer through the game's **D3D10** device into a staging texture and `UpdateSubresource`-ing it into the shared texture on a **hook-owned D3D11 device** (the game has no usable D3D11 device of its own). The staging `Map` blocks until the GPU copy completes, so there's no cross-device race. - **A render client that predates our injection has no knowable format — measure it.** We inject into already-running games, so we usually never see the game's `IAudioClient::Initialize`; the render-hook then assumes the device mix format for that stream. That's wrong for games that render at a non-device rate via WASAPI `AUTOCONVERTPCM` (e.g. Godot / Brotato render 44100 Hz while the endpoint mixes at 48000), so the captured audio plays back **pitch-shifted up**. Fix: treat such a format as a *guess* and measure the stream's true sample rate from its render cadence (frames/sec over a short active window, snapped to the nearest standard rate) before publishing it, deferring capture until verified. Discard the first measurement window: the moment we attach, the stream's already-queued buffers arrive in a burst that over-counts (the `audio_hook_test` matrix caught this), so measure the next, steady-state window. **Only the rate is recoverable, though** — channels/bit-depth can't be measured (`AUTOCONVERTPCM` hands `GetBuffer` a *fixed* staging buffer, so there's no buffer stride; confirmed empirically) and WASAPI has no API for a pre-existing client's format, so they stay the device-mix guess. That's right for the common case (engines render stereo float = the endpoint), and a `VirtualQuery` clamp on the capture copy keeps a too-large guessed block from ever over-reading the source buffer. Streams we *do* watch get created carry their exact `Initialize` format, and the loopback fallback captures post-mix at the device format (always correct). The Audio panel shows each stream's provenance (known / measuring / measured rate (ch/bits assumed)) so what the mirror is using is always visible — see Limitations. - **A short measurement window *rejects* a bad reading, it can't *average* it away.** Measuring the rate over ~200 ms made one extra ~10 ms WASAPI buffer at a window edge a ~5% error, which lands *between* standard rates (they're >8% apart) — so 44100 read as ~46205 and got published verbatim. The robust fix isn't just a longer window: it's to **refuse any window that doesn't snap to a standard rate** and require **consensus** across windows, since a quantization/burst error big enough to miss the right rate lands in no-man's-land rather than on a wrong neighbour. Only commit a non-standard estimate as explicitly *low-confidence* (shown red). The operator can also re-measure or override the format via a per-stream `AudioRingHeader` op channel; the host rebuilds its render client when `format_generation` bumps, so it takes effect live. - **Panels must *fit* their assigned size at max info -- measure it, don't eyeball it.** The overlay opens panels at fixed sizes that scale with the monitor, so with Debug details on a dense panel can overflow and scroll content out of view. `ui_fit_test` drives the real Controllers + Audio panels headlessly (null-backend ImGui: build the atlas with `GetTexDataAsRGBA32`, set a non-null `TexID`, `Render()` needs no GPU) at reference resolutions and asserts each window's `ScrollMax` is 0 -- read it on the *2nd+* frame, since ImGui computes `ScrollMax` in `Begin()` from the *previous* frame's content size. Two fixes fell out: the center column was too narrow (horizontal overflow -> widen it, merge the Controllers poll/round-trip tables), and a *static* height split can't serve both modes, so it's now **Debug-details-aware** (debug on -> Controllers/Audio get the height for their tables; off -> Video's perf graphs are the tall content, since Video's height is mirroring-driven, not debug-driven). The host's `uisize`/`uifit` harness commands check the same thing against the live overlay. - **Drive the ImGui overlay for tests through an IPC harness, not synthetic input.** `PostMessage`-d mouse clicks don't reliably reach ImGui widgets, and key/coordinate simulation is brittle. A tiny debug-only command channel (`-DCOOP_TEST_HARNESS`, file- based) that calls the *same* code the buttons do — and replies with state — makes UI validation deterministic and scriptable, and is compiled out of the shipped product. - **A capture-style stress test against a frame-numbered mock game is worth a lot.** An animated game that encodes its frame number in the pixels lets a test assert the mirror shows a *monotonic, advancing* sequence (the bar for "no dropped / stale / out-of-order frames"), and toggling subsystems while it renders flushes out concurrency bugs. This one caught **five** real audio races: a `memset` over-*write* past a guessed stream's real buffer (zeroing 8ch into a 2ch buffer corrupts adjacent audio memory → crash; the fix: capture but don't silence a guessed stream), a null call through a vtable hook's `original` after unhook (keep it valid), a non-atomic `g_ipc` TOCTOU, a stale GetBuffer/ReleaseBuffer pairing across a hook toggle (epoch-stamp it), and COM-object churn from re-creating the probe each toggle (build it once, keep it, only swap vtable slots). **Silently silencing/zeroing a buffer whose true size you only guessed is an over-write, not just an over-read** — clamp the read, but don't write what you can't size. - **Capturing at `Present` decouples the mirror from DWM composition.** The hook copies the backbuffer inside the game's `Present`, which the game issues at its true render rate regardless of how DWM composites that *window*. So an unfocused game window can judder (DWM under-composites background windows; only the focused window gets VRR / independent flip) while the mirror — which receives every `Present` — stays smooth. This is why the game window not being focused doesn't matter: it isn't the surface anyone sees. The same focus rule explains why an unfocused *tool* window can render below the game's rate (it loses VRR), so in use the mirror is the focused window. - **SafetyHook on x86 has two traps that froze 32-bit Slaps and Beans.** (1) `InlineHook::call()` invokes the trampoline as `__cdecl`, but most targets are `__stdcall` (COM methods like `IDXGISwapChain::Present`, the WASAPI interfaces, `WINAPI` `SwapBuffers`); on 32-bit that double-cleans the stack → ESP imbalance → crash (Debug: **Run-Time Check Failure #0**). Use **`stdcall()`** (a no-op on x64). (2) Don't *inline-hook* COM methods on x86 at all: MMDevApi/AudioSes prologues do `push ebp; mov ebp,esp; and esp,-8` and read args **EBP-relative**, which SafetyHook's trampoline relocation breaks (the original then runs with garbage args and faults). Hook COM methods by **swapping the vtable entry** instead (`VirtualProtect` the slot, overwrite the pointer, call the saved original) — no code patching, pristine stack regardless of prologue. Inline hooking stays fine for `Present`/`SwapBuffers` (clean prologues). Guarded by the x86 hook tests. - **Steam Input init suppresses XInput.** Initializing Steam Input turns on Steam's in-process XInput interception, which hides controllers from `XInputGetState` unless they're bound to the running appid's action set — defaulting to it silently broke forwarding. XInput is primary; Steam Input is opt-in.