Implements the WASAPI render-hook (hook/src/audio_hook.{hpp,cpp}) and an
in-process self-test that proves COM vtable discovery and GetBuffer/ReleaseBuffer
interception with no game and no second Steam account.
- audio_hook.cpp: anchors on IMMDevice::Activate (idx 3) off our own default
endpoint (shared vtable), then hooks IAudioClient::Initialize (3) /
GetService (14) and IAudioRenderClient::GetBuffer (3) / ReleaseBuffer (4) off
live game pointers. Copies primary-stream frames into the audio ring and
releases with AUDCLNT_BUFFERFLAGS_SILENT (+ memset belt-and-suspenders), only
while the host-owned capture_enabled flag is set. Stream counting runs always;
on a ring overrun it keeps playing locally rather than going silent.
- ipc_client.hpp: publish_audio_stream / note_audio_frames /
set_audio_streams_seen write the render-stream debug fields into HookStatus.
- tests/audio_hook_test.cpp: installs the hooks, renders a tone through WASAPI
in-process, and asserts exactly one stream, frames pushed to the ring, the
ring carries the non-silent tone, and the primary was silenced. PASS:
streams_seen=1, frames_captured=32640.
- plan doc: correct GetService vtable index 13 -> 14 (SetEventHandle is 13).
coop_hook DLL wiring + host consumer/fallback come next (M3).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
58 lines
2.2 KiB
CMake
58 lines
2.2 KiB
CMake
# Self-contained verification of the forwarding core (IPC + XInput hook).
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# Reuses the hook's xinput_hook.cpp directly so it exercises the shipping code.
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add_executable(hook_selftest
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hook_selftest.cpp
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${CMAKE_SOURCE_DIR}/hook/src/xinput_hook.cpp)
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target_include_directories(hook_selftest PRIVATE ${CMAKE_SOURCE_DIR}/hook/src)
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target_link_libraries(hook_selftest PRIVATE
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coop_common
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safetyhook::safetyhook
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xinput)
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add_test(NAME hook_selftest COMMAND hook_selftest)
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# Unit test for the shared audio ring (lock-free SPSC push/pop, wrap-around,
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# format handshake, overrun policy). Header-only, no hook or audio device.
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add_executable(audio_ring_test audio_ring_test.cpp)
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target_link_libraries(audio_ring_test PRIVATE coop_common)
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add_test(NAME audio_ring_test COMMAND audio_ring_test)
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# Integration test for WASAPI process-loopback capture. Reuses the shipping
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# capture code and captures from coop_tone (a known sine-wave render process).
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add_executable(audio_loopback_test
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audio_loopback_test.cpp
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${CMAKE_SOURCE_DIR}/host/src/audio/process_loopback_capture.cpp)
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target_include_directories(audio_loopback_test PRIVATE ${CMAKE_SOURCE_DIR}/host/src)
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# Process loopback needs the Windows 10 20H1 (NTDDI_WIN10_CO) headers.
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target_compile_definitions(audio_loopback_test PRIVATE NTDDI_VERSION=0x0A00000B)
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target_link_libraries(audio_loopback_test PRIVATE mmdevapi ole32)
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add_dependencies(audio_loopback_test coop_tone)
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add_test(NAME audio_loopback_test COMMAND audio_loopback_test)
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# In-process self-test for the WASAPI render-hook. Reuses the shipping
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# audio_hook.cpp and drives a real WASAPI render path in the same process, so it
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# exercises COM vtable discovery + GetBuffer/ReleaseBuffer interception with no
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# game and no second Steam account (the audio analogue of hook_selftest).
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add_executable(audio_hook_test
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audio_hook_test.cpp
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${CMAKE_SOURCE_DIR}/hook/src/audio_hook.cpp)
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target_include_directories(audio_hook_test PRIVATE ${CMAKE_SOURCE_DIR}/hook/src)
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# IAudioClient3 / process-audio APIs want the Windows 10 20H1 (NTDDI_WIN10_CO) headers.
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target_compile_definitions(audio_hook_test PRIVATE NTDDI_VERSION=0x0A00000B)
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target_link_libraries(audio_hook_test PRIVATE
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coop_common
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safetyhook::safetyhook
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ole32
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mmdevapi)
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add_test(NAME audio_hook_test COMMAND audio_hook_test)
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