# 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. ## Architecture | Concern | Mechanism | Component | Status | | --- | --- | --- | --- | | Receive guest input | XInput (RPT delivers guest pads to the focused window) | `coop_host.exe` | done | | Forward input to game | DLL injection + XInput hook (SafetyHook) — game sees *only* our pad | `coop_hook.dll` | done | | Keep game running unfocused | Hook spoofs focus so the game polls while the host holds OS focus | `coop_hook.dll` | done | | Mirror video | Windows Graphics Capture of the game window, letterboxed into the host window | `coop_host.exe` | done | | Mirror audio | WASAPI process-loopback capture of the game, re-rendered on the host | `coop_host.exe` | done | | Host ↔ hook IPC | Named shared memory (seqlock for input, status back-channel) | `common/` | done | ## 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. - **x64 only:** the host and hook DLL must match the game's bitness, and only x64 is built today. 32-bit games need the x86 hook + injector (see Roadmap). - **Local audio echo:** process-loopback capture does not mute the game, so the game's audio plays locally *and* the host re-renders it — the local machine hears it twice. Guests hear it once. Fixing this is on the Roadmap. - **Debug-oriented UI:** the ImGui overlay is always visible and laid out for diagnosing the pipeline, not for end use. It can't yet be toggled off. ## Status All phases below are implemented and verified. - **Phase 0 — donor spike. ✅** Confirmed Steam RPT streams an arbitrary borderless window under a donor appid and routes guest gamepads into it as XInput (correct slot assignment). This is the premise the whole tool rests on. - **Phase 1a — input forwarding + focus spoofing. ✅** The host injects `coop_hook.dll`; the DLL hooks XInput (SafetyHook) so the game reads the forwarded pad state and *only* that state, and spoofs focus so the game keeps running while the host holds the real OS focus. A hook→host status back-channel reports attach state and poll rate. - **Phase 1b — video mirror (WGC). ✅** The host captures the injected game's window with Windows Graphics Capture and draws it letterboxed as its background, so RPT streams a live mirror. - **Phase 2 — audio mirror. ✅** The host captures the game's audio by PID via WASAPI process loopback and re-renders it on the default endpoint, so RPT carries game audio to guests. ## Roadmap Future work, roughly in priority order: - **Make the tool usable, not just demonstrable:** toggle the debug overlay on/off so the mirror window can be used clean. - **Generalize the UI:** rework the panels from bug-specific debug readouts into general-purpose status, and add broader debug info (latency, frame timing, per-channel stats). - **Fix the local audio echo:** mute the game's local render (or otherwise avoid the double playback) while still capturing it for the mirror. - **Present-hook video path:** capture the game's frames by hooking `IDXGISwapChain::Present` in the injected DLL and sharing the backbuffer via a shared D3D11 texture, as a lower-latency / more stable alternative to WGC. - **Steam Input:** consume guest input through the Steam Input API directly rather than XInput. - **x86 support:** add an x86 build of `coop_hook.dll` plus an x86 injector helper the x64 host spawns, so 32-bit games work (a 64-bit process can't cleanly inject a 32-bit one). Detect target bitness with `IsWow64Process2`. The shared-memory IPC layout is already fixed-width / bitness-stable. ## 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) ``` Third-party dependencies (Dear ImGui, SafetyHook) are git submodules under `third_party/`; the Steamworks SDK is vendored manually there when wired. No vcpkg / package manager is used. ### 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_loopback_test`** — spawns `coop_tone.exe` (a standalone WASAPI sine-wave source under [`tools/audio_tone`](tools/audio_tone)) and verifies the shipping process-loopback capture receives its audio by PID. Skips cleanly if the machine has no audio endpoint. ## 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. 4. **Mirror audio:** in the **Audio mirror** panel, tick **Mirror game audio**. (You'll hear the game twice locally; that's the known echo — guests hear it once.) 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. "Target is 32-bit" → > that game needs the x86 hook (see Roadmap). ## Lessons learned Non-obvious things that cost time and constrain the design: - **RPT only streams the *focused* window.** The game therefore can't hold focus itself; the hook spoofs focus (`GetForegroundWindow` / `GetActiveWindow` / `GetFocus`, plus swallowing window-deactivation messages) so the game keeps polling and rendering while the host owns the real OS focus. - **Run target games windowed or borderless, never exclusive fullscreen.** Exclusive fullscreen minimizes on focus loss (defeating the focus spoof) and can't be window-captured. While unfocused the game gets no OS keyboard/mouse — only the forwarded controller. - **`ActivateAudioInterfaceAsync` requires 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 COM apartment, MFStartup, device path, or activation params. (WRL/wil-based samples hide this because they make the handler agile for you.) Process loopback also needs the Windows 10 20H1 headers — build with `NTDDI_VERSION ≥ 0x0A00000B`. - **WGC captures occluded windows but not minimized ones.** The game may sit behind the host window, but must not be minimized. - **Process-loopback capture doesn't mute the source**, hence the local audio echo — capturing a process's render does not stop it reaching the speakers.