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>
356 lines
22 KiB
Markdown
356 lines
22 KiB
Markdown
# CoopAllTheThings
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Steam **Remote Play Together (RPT)** for any XInput game — without breaking DRM,
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achievements, or playtime.
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Existing "donor game" tools (e.g. RemotePlayWhatever) copy a target game's files
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into a donor game's folder and rename the executable so Steam streams the target
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under the donor's appid. That breaks DRM-protected games, breaks achievements,
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and credits playtime to the donor.
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CoopAllTheThings takes a different approach: the **real game runs normally under
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its own appid** (so DRM, achievements, and playtime all work), while a lightweight
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**mirror app runs under the donor appid**. The mirror presents a borderless
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window that is a live copy of the game's video + audio, and forwards the guests'
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input back into the real game. Steam's RPT captures the mirror window — so any
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XInput game becomes Remote-Play-Together-able.
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The end-to-end path is working: launched under a donor appid, the host streams a
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live video + audio mirror of a separately-running game over Remote Play Together
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and forwards guest controllers back into it.
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## Architecture
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| Concern | Mechanism | Component |
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| --- | --- | --- |
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| 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` |
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| Forward input to game | DLL injection + XInput hook (SafetyHook) — game sees *only* our pad | `coop_hook.dll` |
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| Keep game running unfocused | Hook spoofs focus so the game polls while the host holds OS focus | `coop_hook.dll` |
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| Mirror video (default) | Windows Graphics Capture of the game window, letterboxed into the host window | `coop_host.exe` |
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| 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` |
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| Mirror audio | Injected render-hook copies the game's WASAPI frames into a shared ring and silences the game locally (no echo); WASAPI process loopback is the automatic fallback | `coop_hook.dll` + `coop_host.exe` |
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| Host ↔ hook IPC | Named shared memory (seqlock for input, status back-channel, video/audio/log shares) | `common/` |
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The hooked video path has two producers: **Direct3D (DXGI)** hooks
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`IDXGISwapChain::Present` / `Present1` and copies the backbuffer (D3D10/11 games
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whose backbuffer is an `ID3D11Texture2D`); **OpenGL** hooks
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`SwapBuffers` / `wglSwapBuffers` and reads the backbuffer with `glReadPixels` (for
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games that never touch DXGI, e.g. Phantom Brave). The host samples the copy as
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plain UNORM (`srgb_to_unorm`) so `*_SRGB`-backbuffer games mirror at correct
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brightness. **WGC remains the default** and covers anything the hooked path
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doesn't (Vulkan, D3D9, DX12 — see Roadmap).
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## Limitations
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- **Anti-cheat:** the input path injects `coop_hook.dll` into the target game.
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Games protected by kernel-level anti-cheat (Easy Anti-Cheat, BattlEye,
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Vanguard, etc.) will detect the injected module and may **kick the player or
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issue a ban**. Such games are explicitly **out of scope and unsupported** — do
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not use CoopAllTheThings with them. The tool targets single-player and
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co-op/local-multiplayer titles without active anti-cheat.
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- **XInput only:** the game must read controllers via XInput (the common case).
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DirectInput-only / RawInput-only games are not handled.
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- **32-bit games supported via a helper:** the host is x64, but the build also
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produces an x86 hook DLL (`coop_hook_x86.dll`) and a 32-bit injector helper
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(`coop_inject_x86.exe`). When the target is a 32-bit (WOW64) process the host
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detects it (`IsWow64Process2`) and shells out to the helper to load the x86 DLL
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(a 64-bit process can't cleanly inject a 32-bit one). The shared-memory IPC is
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fixed-width / bitness-stable, so the x64 host and x86 hook interoperate.
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- **Local audio echo on the fallback path:** when the render-hook is active it
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silences the game's local playback while mirroring it, so there is no echo. If
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the hook can't attach or the game uses an unhooked render path, the host falls
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back to process-loopback capture, which does *not* mute the game — so the local
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machine hears the audio twice (guests hear it once). The Audio panel shows which
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path is active.
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- **Debug-oriented UI:** the ImGui overlay is laid out for diagnosing the
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pipeline, not for end use. F1 hides it entirely so the window is a clean mirror
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for RPT.
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## Roadmap
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### Planned (next up)
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Worked top-to-bottom: each item is a milestone with its own tests and commit, and
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is removed from this list once done — so the top item is always next. The
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self-verifiable tooling / UI / input items come first; the game-pipeline items that
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need a real game (and Remote Play) to fully validate come last.
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- **Move the synthetic-input toggle to the Controllers panel, under Debug details.**
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The "Forward synthetic test input" checkbox is a controller-debugging aid, so move
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it out of the Injection panel into `ControllersPanel` and gate it behind
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`debug_details`. The publish path is unchanged (the Injection panel already
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substitutes the synthetic pattern in `publish`); the flag just moves with it (or is
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passed from Controllers into the publish call).
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- **Mouse & keyboard forwarding (messages + polling-state hooks).** Forward guest
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clicks and keystrokes into the unfocused game via a new **MKB hook subsystem** in
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`coop_hook.dll` — the toggle *is* the hook (not installed → no forwarding).
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*Delivery:* `PostMessage` window-message input (`WM_KEYDOWN`/`WM_KEYUP`/`WM_CHAR`,
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`WM_*BUTTONDOWN`/`UP`, `WM_MOUSEWHEEL`) to the game HWND, **plus** hook
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`GetAsyncKeyState` / `GetKeyboardState` / `GetCursorPos` in the DLL so polling games
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see the synthesized keyboard/cursor state (RawInput and DirectInput games are out of
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scope for this version). *Keyboard* is always forwarded; *mouse* only while video is
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mirrored (otherwise the operator can't see where they click), and only **clicks +
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wheel, not movement** (one cursor can't be in two places). *Coordinate mapping* (the
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part that must be exact): WGC + decorated windowed → translate by the window
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decoration / client-area offset; hooked capture → relative to the mirrored viewport
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only (decorations aren't mirrored); borderless → the same under both backends.
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*Critical gating:* forward only when the host's main window is focused **and** ImGui
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doesn't want the event (`ImGuiIO::WantCaptureMouse` / `WantCaptureKeyboard`), so
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interacting with the overlay's own windows never leaks input into the game. The host
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sends MKB events to the hook over a new (or extended) IPC region.
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- **Rumble / haptics forwarding (both backends).** Currently unsupported — the XInput
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hook swallows `XInputSetState`. Add a reverse path: the hook captures the game's
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`XInputSetState` (left/right motor) and publishes it over a hook→host channel (the
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back-channel already exists), and the host drives the guest's actuators per backend —
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**XInput:** call `XInputSetState` on the guest's slot (the viability unknown is
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whether Steam's RPT virtual pad accepts vibration and routes it to the guest);
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**Steam Input:** `SteamInput()->TriggerVibration` / `Legacy_TriggerHapticPulse`.
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Map each guest slot to the right actuator.
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- **Per-backend input debug visualization.** To separate "wrong input *into* the
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tool" from "wrong input *out to* the game", show three distinct views in the
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Controllers panel (under Debug details): (a) **received via XInput** (raw
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`XInputSource` state), (b) **received via Steam Input** (raw `SteamInputSource`
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action values) — so it's obvious which backend delivered what — and (c)
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**forwarded to the game** (the `PadInfo` we write to shared memory, alongside what
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the game actually read back via the hook's per-slot channel). The hook already
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reports per-slot poll counts; extend it to echo the last state the game read so (c)
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is a true round-trip.
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- **Release the mouse cursor for cursor-clipping games.** Games that confine the
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cursor while focused (e.g. Trails through Daybreak via `ClipCursor` / per-frame
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`SetCursorPos` re-centering) trap the operator's mouse permanently, because the
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focus spoof makes the game believe it's always focused — so the operator can't
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reach the ImGui overlay. Add a cursor-release capability to the Focus subsystem:
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hook `ClipCursor` (force `ClipCursor(NULL)` and swallow the game's clip) and the
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re-centering `SetCursorPos`, gated by a new host→hook flag driven by a host
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toggle + hotkey. Defaults to released (the guest plays via the pad, so the game's
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own cursor clip is operator-only), with the option to re-enable clipping per game.
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- **Real capture metrics + latency stats.** The current FPS readout only measures
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how fast the host renders its own window, which hides capture stutter. Add a
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three-line frametime/FPS graph — **game present rate** (from `VideoShare` present
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deltas), **capture rate** (generation deltas / WGC arrivals), and **tool render
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rate** — plus a **capture→display latency** stat: stamp each published frame with
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a `QueryPerformanceCounter` value in `VideoShare`, and the host reports
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`host-present QPC − game-present QPC` (min/avg/max ms) for the matched frame. QPC
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is system-wide, so the two processes' timestamps compare directly.
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- **DX12 hooked capture (Spider-Man: Miles Morales).** Miles Morales is D3D12, so
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the Present hook fires but `GetBuffer(0)` as `ID3D11Texture2D` fails (the
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backbuffer is an `ID3D12Resource`) and the hook idles; WGC works but stutters. Add
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a D3D12 path via a **D3D11On12 bridge**: capture the game's D3D12 command queue
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(hook `ID3D12CommandQueue::ExecuteCommandLists`), create an `ID3D11On12Device`,
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`CreateWrappedResource` around the backbuffer, and `CopyResource` into the
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*existing* D3D11 shared keyed-mutex texture — so the host side is unchanged.
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- **Multi-stream audio capture + mixing, with per-stream format detection.** Games
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with several concurrent WASAPI render streams (e.g. Miles Morales) only get their
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first ("primary") stream mirrored today; the rest keep playing locally and never
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reach the guest. Capture every tracked render stream into its own shared ring,
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silence each, and add a host-side mixer that resamples each ring to the render
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format and sums them (with soft-clip). **Fold in real per-stream format
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detection** here, since it touches the same hook + ring plumbing: a stream that
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already existed when we injected is never seen at `Initialize`, so the hook
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currently assumes the device **mix format** and a shared-mode stream opened at a
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different format comes out wrong-pitched. Resolve each stream's true format (the
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stream's own `Initialize` when caught, else the original `GetMixFormat`) so every
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mixed ring is pitched correctly.
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### Future work
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- **Vulkan video hook.** Vulkan games present via `vkQueuePresentKHR`; hooking
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them needs a Vulkan layer / device-dispatch hook plus a `vkCmdCopyImage` to a
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readable image. Use WGC in the meantime.
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- **D3D9 hooked path.** Covered by WGC today; a dedicated `IDirect3DDevice9::Present`
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hook would be the lower-latency upgrade.
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## Building
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Requirements: Windows 10/11, Visual Studio 2022 (MSVC + C++ workload), CMake ≥ 3.21.
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```sh
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git clone --recurse-submodules <repo-url>
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# or, if already cloned:
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git submodule update --init --recursive
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cmake -S . -B build -G "Visual Studio 17 2022" -A x64
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cmake --build build --config Debug
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# output: bin/Debug/coop_host.exe (+ coop_hook.dll, test exes)
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```
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The x64 build also drives a nested Win32 sub-build (CMake `ExternalProject`,
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configured into `build/x86/`) that produces `coop_hook_x86.dll` and
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`coop_inject_x86.exe` for 32-bit games, staged next to the x64 binaries. Disable
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it with `-DCOOP_BUILD_X86_HELPER=OFF` if you don't need 32-bit support.
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Third-party dependencies (Dear ImGui, SafetyHook) are git submodules under
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`third_party/`. No vcpkg / package manager is used.
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**Steam Input is optional.** It's enabled automatically when the Steamworks SDK is
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vendored at `third_party/steamworks_sdk/` (extract the `steamworks_sdk_*.zip`
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there). The SDK isn't redistributable, so it's gitignored and never committed; if
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it's absent the host builds XInput-only (no other features depend on it). When
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present, the build links `steam_api64.lib`, stages `steam_api64.dll` and the
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action manifest next to the host, and also builds `coop_steam_input_probe`.
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Steam Input is **off by default and XInput is the primary path**: merely
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initializing Steam Input activates Steam's in-process XInput interception, which
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hides controllers from XInput unless they're bound to our action set for the
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running appid. Enable it (Controllers panel → **Use Steam Input**) only once a
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controller is bound to Steam Input for the donor appid.
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### clangd / IDE setup
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The Visual Studio CMake generator does **not** emit `compile_commands.json`, so
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clangd has no include paths and reports false errors. Run
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[`gen-compile-commands.bat`](gen-compile-commands.bat) once (and after adding
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sources or include dirs); it configures a parallel Ninja build in `build-clangd/`
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that produces the database, which [`.clangd`](.clangd) points clangd at. clangd's
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clang-cl driver resolves the MSVC / Windows SDK system includes on its own.
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## Tests
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```sh
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ctest --test-dir build -C Debug --output-on-failure
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```
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- **`hook_selftest`** — in-process check of the IPC + XInput hook core (no game,
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no controller needed).
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- **`audio_ring_test`** — unit test of the shared audio ring (lock-free SPSC
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push/pop, wrap-around, format handshake, overrun/drop). No device needed.
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- **`audio_hook_test`** — in-process self-test of the WASAPI render-hook: installs
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the hooks, renders a tone through WASAPI in the same process, and asserts the
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COM vtables were discovered, the frames reached the ring (non-silent), the
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primary stream was silenced, and the render stream was counted. Skips cleanly if
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the machine has no audio endpoint.
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- **`srgb_format_test`** — unit test of the `srgb_to_unorm` mapping the hooked
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video path uses so `*_SRGB`-backbuffer games aren't darkened. No device.
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- **`opengl_hook_test`** — in-process self-test of the OpenGL capture path:
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installs the swap hooks, drives a real OpenGL context (clears the backbuffer to a
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known color, calls `SwapBuffers`), and asserts the detour fired, the frame was
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`glReadPixels`'d into the shared texture, and a second device reads the exact
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pixels back by name. Skips cleanly without an OpenGL / D3D11 device.
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- **`present_hook_test`** — in-process self-test of the Present-hook video path:
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installs the hook, drives a real D3D11 swapchain in the same process (clears the
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backbuffer to a known color and calls `Present`), and asserts the detour fired,
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the backbuffer reached the shared keyed-mutex texture, and a second device can
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open it by name and read the exact pixels back. Skips cleanly if the machine has
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no D3D11 device.
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- **`audio_loopback_test`** — spawns `coop_tone.exe` (a standalone WASAPI
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sine-wave source under [`tools/audio_tone`](tools/audio_tone)) and verifies the
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shipping process-loopback capture (the fallback path) receives its audio by
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PID. Skips cleanly if the machine has no audio endpoint.
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### Debugging the hooks against a real game
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[`tools/audio_probe`](tools/audio_probe) (`coop_audio_probe.exe <pid> [seconds]`)
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brings up the audio render-hook without Steam / RPT / the host UI: it creates the
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IPC block + audio ring the hook expects, injects `coop_hook.dll` into the target
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game, then drains the ring and prints per-stream format, captured-frame counts,
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peak amplitude (proves the audio is real, not silence), and overruns. It enables
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the hook's file trace (`%TEMP%\coop_hook.log`) for the run.
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[`tools/input_probe`](tools/input_probe)
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(`coop_input_probe.exe <pid> [seconds] [disable_mask]`) does the same for input: it
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injects, reports one connected pad, and toggles a button each second so the game's
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input layer sees a real state change. `disable_mask` (hex bits `0x1`=input
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`0x2`=focus `0x4`=audio `0x8`=video) skips installing a subsystem, so you can
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**bisect which injected subsystem affects a game** — this is how the 32-bit
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Present-hook crash was isolated.
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Both auto-detect a 32-bit (WOW64) target and inject via `coop_inject_x86.exe` +
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`coop_hook_x86.dll`, exactly like the host. The probes build into
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`bin/<config>/tools/` (the deployable `bin/<config>/` root holds only shipping
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artifacts; tests build into `bin/<config>/tests/`) and resolve `coop_hook.dll` from
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the root one level up, so run them from there. **Kill the game between runs** — the
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loaded DLL locks `coop_hook.dll` against the next rebuild.
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## Running the tool (manual, end-to-end)
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This needs Steam, a donor game that supports Remote Play Together, and a second
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person/account to receive the stream.
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1. **Launch the host under a donor appid.** Find the donor's appid (the number in
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its store URL); the donor only needs RPT support and is never actually played:
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```text
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"C:\Program Files (x86)\Steam\steam.exe" -applaunch <donorAppId> "D:\dev\CoopAllTheThings\bin\Debug\coop_host.exe"
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```
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The borderless window appears and Steam marks the donor "running". If the donor
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ignores the trailing path, set the host as the donor's **Launch Options**
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(`"D:\...\coop_host.exe" %command%`) or use a launcher like RemotePlayDetached.
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2. **Start the real game** windowed or borderless (not exclusive fullscreen — see
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Lessons learned). In the host's **Injection** panel, filter for the game's
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`.exe`, select it, and click **Inject & Connect**. Watch **Hook status** for
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**Attached**, a non-zero **XInput polled: N/s**, and **Focus spoof: active**.
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3. **Mirror video:** in the **Video mirror** panel, tick **Mirror game window** —
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the host window now shows a live, letterboxed copy of the game. **Source**
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picks how the frames are grabbed: **WGC** (default, Windows Graphics Capture —
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works for any window) or **Hooked (Present)** (the injected hook's shared
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texture — lower latency and no capture border, for DXGI / D3D11 and OpenGL
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games; selecting it installs the video subsystem in the game).
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4. **Mirror audio:** in the **Audio mirror** panel, tick **Mirror game audio**.
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With the hook injected, **Source** shows **Hooked (no echo)** and the game's
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local playback goes silent while guests still hear it. If it shows **Loopback
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(echo)** the hook's render path wasn't caught and you'll hear the game twice
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locally (guests still hear it once). The **Render streams** table shows how
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many WASAPI streams the game emits.
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5. **Start Remote Play Together** from Steam and invite a guest. Verify the guest
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sees the mirrored video, hears the audio, and that their controller drives the
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real game.
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Useful checks while developing without RPT: tick **Forward synthetic test input**
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in the Injection panel to make the game move on its own (proving forwarding is the
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source), and click away from the game to confirm focus spoofing keeps it running.
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> Injection access error → run the host as administrator. A 32-bit (WOW64) target
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> is injected automatically via `coop_inject_x86.exe` + `coop_hook_x86.dll`; if
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> those aren't next to the host, rebuild (the x86 sub-build stages them there).
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## Lessons learned
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Non-obvious things that cost time and constrain the design:
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- **RPT only streams the *focused* window.** The game can't hold focus itself, so
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the hook spoofs it (`GetForegroundWindow` / `GetActiveWindow` / `GetFocus` +
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swallowing deactivation messages) to keep the game polling and rendering while
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the host owns real OS focus.
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- **Run target games windowed or borderless, never exclusive fullscreen** —
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exclusive fullscreen minimizes on focus loss (defeating the spoof) and can't be
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window-captured. While unfocused the game gets no OS keyboard/mouse, only the
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forwarded pad.
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- **WGC captures occluded windows but not minimized ones.**
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- **Process-loopback capture doesn't mute the source.** Capturing a process's
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render doesn't stop it reaching the speakers, so the no-echo path instead injects
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a WASAPI render-hook that copies each buffer then releases it with
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`AUDCLNT_BUFFERFLAGS_SILENT`; loopback stays as the (echoing) fallback.
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- **`ActivateAudioInterfaceAsync` needs an *agile* completion handler.** If the
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handler doesn't answer `QueryInterface` for `IAgileObject`, the call is rejected
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**synchronously** with `E_ILLEGAL_METHOD_CALL` (`0x8000000E`) — regardless of
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apartment, device path, or activation params. (WRL/wil samples make the handler
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agile for you.) Process loopback also needs the Win10 20H1 headers
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(`NTDDI_VERSION ≥ 0x0A00000B`).
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- **COM methods have no exports, so hooks walk vtables by frozen-ABI index — count
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exactly.** All instances of a coclass share one vtable, so hooking one object's
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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.
|
||
- **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.
|