Consolidate four copies of the keyed-mutex shared-texture setup (present/opengl/d3d9/vk_capture) into one RAII SharedVideoTexture, two copies of find_main_window into find_window.hpp, audio_hook's hand-rolled detour guard into the shared DetourGate, the duplicated vtable_method into vtable_hook.hpp, and the near-identical Present/Present1 and SwapBuffers/wglSwapBuffers detour pairs into one shared body each. The vk_layer and vk_capture_perf_test targets now compile debug_log.cpp since the shared texture code logs. Comments no longer narrate the past: drop stress-test/game anecdotes, "used to"/"the old model" phrasing, plan-step labels, and pointers to docs that do not exist; fix present_hook.hpp/opengl_hook.hpp claims that predate the D3D12/D3D9/Vulkan backends. Net -266 lines, no behavior change (full x64 + x86 suites pass, including the mock-game hook/unhook storm).
250 lines
7.3 KiB
C++
250 lines
7.3 KiB
C++
#include "xinput_hook.hpp"
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#include <array>
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#include <atomic>
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#include <vector>
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#include <windows.h>
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#include <xinput.h>
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#include <safetyhook.hpp>
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#include "hook_guard.hpp"
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#include "hook_install.hpp"
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#include "hook_registry.hpp"
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namespace coop::hook
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{
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namespace
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{
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DetourGate g_gate; // drains in-flight XInput detours before remove nulls the IPC pointer
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// XInput guide-button bit, reported only by the undocumented ordinal-100
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// XInputGetStateEx that many games use. Mirrors how Steam/x360ce expose it.
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constexpr std::uint16_t kGuideButton = 0x0400;
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IpcClient* g_ipc = nullptr;
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std::vector<safetyhook::InlineHook> g_hooks;
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// Registry ids for the hook list (one per logical export; shared across the
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// xinput*.dll variants that may each export it).
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int g_id_getstate = -1;
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int g_id_getstateex = -1;
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int g_id_getcaps = -1;
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int g_id_setstate = -1;
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// Last good snapshot, so a momentary failed IPC read (host mid-write) doesn't
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// flicker the controller as disconnected inside the game.
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std::array<CoopPadState, kMaxPads> g_cache;
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void refresh_cache()
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{
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if (g_ipc == nullptr)
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{
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return;
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}
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CoopPadState pads[kMaxPads];
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std::uint32_t count = 0;
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if (g_ipc->snapshot(pads, count))
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{
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for (std::uint32_t i = 0; i < kMaxPads; ++i)
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{
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g_cache[i] = pads[i];
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}
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}
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}
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void fill_gamepad(const CoopPadState& pad, XINPUT_GAMEPAD& out)
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{
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out.wButtons = pad.buttons;
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out.bLeftTrigger = pad.left_trigger;
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out.bRightTrigger = pad.right_trigger;
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out.sThumbLX = pad.thumb_lx;
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out.sThumbLY = pad.thumb_ly;
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out.sThumbRX = pad.thumb_rx;
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out.sThumbRY = pad.thumb_ry;
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}
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// Core of every state query. `keep_guide` drops the guide bit for the plain
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// (documented) XInputGetState, which must not report it.
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DWORD query_state(DWORD user_index, XINPUT_STATE* state, bool keep_guide)
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{
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if (state == nullptr || user_index >= kMaxPads)
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{
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return ERROR_DEVICE_NOT_CONNECTED;
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}
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if (g_ipc != nullptr)
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{
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g_ipc->note_state_query(user_index); // proves to the host the game is polling us
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}
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refresh_cache();
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const CoopPadState& pad = g_cache[user_index];
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if (!pad.connected)
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{
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return ERROR_DEVICE_NOT_CONNECTED;
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}
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XINPUT_STATE result = {};
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result.dwPacketNumber = pad.packet;
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fill_gamepad(pad, result.Gamepad);
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if (!keep_guide)
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{
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result.Gamepad.wButtons &= ~kGuideButton;
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}
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*state = result;
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if (g_ipc != nullptr)
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{
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g_ipc->note_read_state(user_index, pad); // round-trip: what the game just read
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}
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return ERROR_SUCCESS;
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}
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DWORD WINAPI hk_XInputGetState(DWORD user_index, XINPUT_STATE* state)
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{
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DetourGate::Guard guard(g_gate); // keep g_ipc valid for this whole detour
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hook_note_call(g_id_getstate);
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return query_state(user_index, state, /*keep_guide=*/false);
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}
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DWORD WINAPI hk_XInputGetStateEx(DWORD user_index, XINPUT_STATE* state)
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{
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DetourGate::Guard guard(g_gate); // keep g_ipc valid for this whole detour
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hook_note_call(g_id_getstateex);
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return query_state(user_index, state, /*keep_guide=*/true);
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}
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DWORD WINAPI hk_XInputGetCapabilities(DWORD user_index, DWORD /*flags*/, XINPUT_CAPABILITIES* caps)
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{
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DetourGate::Guard guard(g_gate); // keep g_ipc valid for this whole detour
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hook_note_call(g_id_getcaps);
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if (caps == nullptr || user_index >= kMaxPads)
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{
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return ERROR_DEVICE_NOT_CONNECTED;
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}
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if (g_ipc != nullptr)
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{
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g_ipc->note_caps_query(user_index);
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}
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refresh_cache();
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if (!g_cache[user_index].connected)
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{
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return ERROR_DEVICE_NOT_CONNECTED;
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}
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// Advertise a standard wired Xbox-style gamepad with all controls present.
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XINPUT_CAPABILITIES result = {};
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result.Type = XINPUT_DEVTYPE_GAMEPAD;
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result.SubType = XINPUT_DEVSUBTYPE_GAMEPAD;
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result.Flags = 0;
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result.Gamepad.wButtons = 0xF3FF; // all standard buttons reachable
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result.Gamepad.bLeftTrigger = 0xFF;
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result.Gamepad.bRightTrigger = 0xFF;
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result.Gamepad.sThumbLX = static_cast<SHORT>(0x7FFF);
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result.Gamepad.sThumbLY = static_cast<SHORT>(0x7FFF);
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result.Gamepad.sThumbRX = static_cast<SHORT>(0x7FFF);
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result.Gamepad.sThumbRY = static_cast<SHORT>(0x7FFF);
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*caps = result;
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return ERROR_SUCCESS;
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}
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// Don't drive a physical device at this index on the host; instead record the
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// requested motor speeds so the host can forward them to the guest's controller.
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// Still report success so the game's logic is happy.
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DWORD WINAPI hk_XInputSetState(DWORD user_index, XINPUT_VIBRATION* vibration)
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{
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DetourGate::Guard guard(g_gate); // keep g_ipc valid for this whole detour
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hook_note_call(g_id_setstate);
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if (user_index >= kMaxPads || !g_cache[user_index].connected)
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{
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return ERROR_DEVICE_NOT_CONNECTED;
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}
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if (g_ipc != nullptr && vibration != nullptr)
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{
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g_ipc->note_rumble(user_index, vibration->wLeftMotorSpeed, vibration->wRightMotorSpeed);
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}
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return ERROR_SUCCESS;
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}
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// `name` is a GetProcAddress LPCSTR: an export name, or MAKEINTRESOURCEA(ordinal).
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void hook_export(HMODULE module, const char* name, void* detour, int registry_id)
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{
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if (module == nullptr)
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{
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return;
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}
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if (void* target = reinterpret_cast<void*>(GetProcAddress(module, name)))
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{
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g_hooks.emplace_back();
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install_inline(g_hooks.back(), target, detour); // assign-then-enable (no install race)
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hook_set_installed(registry_id, true);
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}
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}
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} // namespace
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bool install_xinput_hooks(IpcClient& ipc)
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{
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if (!g_hooks.empty())
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{
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return true; // already installed
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}
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g_ipc = &ipc;
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refresh_cache();
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g_id_getstate = hook_register("XInputGetState", HookSubsys_Input);
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g_id_getstateex = hook_register("XInputGetStateEx (ord 100)", HookSubsys_Input);
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g_id_getcaps = hook_register("XInputGetCapabilities", HookSubsys_Input);
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g_id_setstate = hook_register("XInputSetState", HookSubsys_Input);
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// A process generally loads exactly one of these, but hook every one that is
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// present so we don't miss the one the game actually calls.
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const wchar_t* modules[] = {L"xinput1_4.dll", L"xinput1_3.dll", L"xinput9_1_0.dll", L"xinputuap.dll"};
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for (const wchar_t* name : modules)
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{
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HMODULE module = GetModuleHandleW(name);
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if (module == nullptr)
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{
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continue;
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}
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hook_export(module, "XInputGetState", reinterpret_cast<void*>(&hk_XInputGetState), g_id_getstate);
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hook_export(module, MAKEINTRESOURCEA(100), reinterpret_cast<void*>(&hk_XInputGetStateEx),
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g_id_getstateex); // XInputGetStateEx is exported by ordinal only
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hook_export(module, "XInputGetCapabilities", reinterpret_cast<void*>(&hk_XInputGetCapabilities),
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g_id_getcaps);
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hook_export(module, "XInputSetState", reinterpret_cast<void*>(&hk_XInputSetState), g_id_setstate);
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}
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if (!g_hooks.empty())
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{
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g_ipc->mark_attached();
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return true;
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}
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return false;
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}
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void remove_xinput_hooks()
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{
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// Disable (restore original bytes) first so no new detour starts, then drain in-flight detours
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// before nulling the IPC pointer they read. The XInput detours return synthesized pad state and
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// never call the trampoline, so (unlike the present/MKB hooks) destroying the vector after the
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// drain is safe -- there's no live trampoline a stale detour could jump through.
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for (auto& h : g_hooks)
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{
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disable_for_removal(h);
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}
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hook_set_installed(g_id_getstate, false);
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hook_set_installed(g_id_getstateex, false);
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hook_set_installed(g_id_getcaps, false);
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hook_set_installed(g_id_setstate, false);
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g_gate.drain(); // wait for any in-flight detour before nulling the IPC pointer it reads
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g_hooks.clear(); // no detour in-flight or able to start now -> safe to free the trampolines
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if (g_ipc != nullptr)
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{
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g_ipc->mark_detached();
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}
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g_ipc = nullptr;
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}
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} // namespace coop::hook
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