Files
CoopAllTheThings/hook/src/focus_spoof.cpp
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2026-07-12 11:52:53 +02:00

280 lines
10 KiB
C++

#include "focus_spoof.hpp"
#include <vector>
#include <windows.h>
#include <safetyhook.hpp>
#include "find_window.hpp"
#include "hook_guard.hpp"
#include "hook_install.hpp"
#include "hook_registry.hpp"
namespace coop::hook {
namespace {
DetourGate g_gate; // drains in-flight focus / WNDPROC detours before remove nulls their state
HWND g_game_hwnd = nullptr;
WNDPROC g_orig_proc = nullptr;
bool g_unicode = true;
std::vector<safetyhook::InlineHook> g_focus_hooks;
IpcClient* g_focus_ipc = nullptr;
int g_id_foreground = -1;
int g_id_active = -1;
int g_id_focus = -1;
int g_id_wndproc = -1;
int g_id_clipcursor = -1;
int g_id_setcursorpos = -1;
// Cursor-release hooks kept separately so their trampolines can be called.
safetyhook::InlineHook g_hk_clipcursor;
safetyhook::InlineHook g_hk_setcursorpos;
// Replacement window procedure: convince the game it is never deactivated.
LRESULT CALLBACK subclass_proc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam)
{
DetourGate::Guard guard(g_gate); // keep g_orig_proc / g_unicode valid for this whole dispatch
switch (msg) {
case WM_ACTIVATE:
if (LOWORD(wparam) == WA_INACTIVE) {
wparam = MAKEWPARAM(WA_ACTIVE, HIWORD(wparam));
hook_note_call(g_id_wndproc);
}
break;
case WM_ACTIVATEAPP:
wparam = TRUE; // app is "still active"
hook_note_call(g_id_wndproc);
break;
case WM_NCACTIVATE:
wparam = TRUE; // keep the active (non-greyed) appearance
hook_note_call(g_id_wndproc);
break;
case WM_KILLFOCUS:
hook_note_call(g_id_wndproc);
return 0; // swallow: never tell the game it lost keyboard focus
default:
break;
}
// Read g_orig_proc once; if the subclass is live but the original isn't published yet (the tiny
// install/remove window), fall back to DefWindowProc rather than call through a null pointer.
const WNDPROC orig = g_orig_proc;
if (orig == nullptr) {
return g_unicode ? DefWindowProcW(hwnd, msg, wparam, lparam) : DefWindowProcA(hwnd, msg, wparam, lparam);
}
return g_unicode ? CallWindowProcW(orig, hwnd, msg, wparam, lparam)
: CallWindowProcA(orig, hwnd, msg, wparam, lparam);
}
HWND WINAPI hk_GetForegroundWindow()
{
DetourGate::Guard guard(g_gate);
hook_note_call(g_id_foreground);
if (g_focus_ipc != nullptr) {
g_focus_ipc->note_focus_query(FocusApi_Foreground);
}
return g_game_hwnd;
}
HWND WINAPI hk_GetActiveWindow()
{
DetourGate::Guard guard(g_gate);
hook_note_call(g_id_active);
if (g_focus_ipc != nullptr) {
g_focus_ipc->note_focus_query(FocusApi_Active);
}
return g_game_hwnd;
}
HWND WINAPI hk_GetFocus()
{
DetourGate::Guard guard(g_gate);
hook_note_call(g_id_focus);
if (g_focus_ipc != nullptr) {
g_focus_ipc->note_focus_query(FocusApi_Focus);
}
return g_game_hwnd;
}
// When cursor release is requested (the default), free any clip the game asks for so
// the operator's mouse isn't trapped; otherwise honor the game's clip.
BOOL WINAPI hk_ClipCursor(const RECT* rect)
{
DetourGate::Guard guard(g_gate);
hook_note_call(g_id_clipcursor);
const bool allow = g_focus_ipc != nullptr && g_focus_ipc->cursor_clip_allowed();
return g_hk_clipcursor.stdcall<BOOL>(allow ? rect : nullptr);
}
// Swallow the game's per-frame cursor re-centering while releasing, so the operator's
// mouse can move freely (e.g. to reach the overlay); pass it through when clipping.
BOOL WINAPI hk_SetCursorPos(int x, int y)
{
DetourGate::Guard guard(g_gate);
hook_note_call(g_id_setcursorpos);
const bool allow = g_focus_ipc != nullptr && g_focus_ipc->cursor_clip_allowed();
if (!allow) {
return TRUE;
}
return g_hk_setcursorpos.stdcall<BOOL>(x, y);
}
void hook_export(HMODULE module, const char* name, void* detour, int registry_id)
{
if (void* target = reinterpret_cast<void*>(GetProcAddress(module, name))) {
g_focus_hooks.emplace_back();
install_inline(g_focus_hooks.back(), target, detour); // assign-then-enable (no install race)
hook_set_installed(registry_id, true);
}
}
} // namespace
bool install_focus_spoof(IpcClient& ipc)
{
g_focus_ipc = &ipc;
if (g_game_hwnd != nullptr) {
return true; // already active
}
g_id_foreground = hook_register("GetForegroundWindow", HookSubsys_Focus);
g_id_active = hook_register("GetActiveWindow", HookSubsys_Focus);
g_id_focus = hook_register("GetFocus", HookSubsys_Focus);
g_id_wndproc = hook_register("WndProc (deactivation guard)", HookSubsys_Focus);
g_id_clipcursor = hook_register("ClipCursor (cursor release)", HookSubsys_Focus);
g_id_setcursorpos = hook_register("SetCursorPos (cursor release)", HookSubsys_Focus);
HWND hwnd = find_main_window(GetCurrentProcessId());
if (hwnd == nullptr) {
return false; // window not created yet; caller retries
}
g_game_hwnd = hwnd;
g_unicode = IsWindowUnicode(hwnd) != FALSE;
// Publish g_orig_proc BEFORE activating the subclass, so a message that dispatches the instant the
// subclass goes live finds a valid original (not the null/stale value from a prior install cycle)
// -- the WNDPROC analogue of the inline-hook install race. Replacing GWLP_WNDPROC from another
// thread is safe (the new proc runs on the window's own thread); match A/W for CallWindowProc.
g_orig_proc = g_unicode ? reinterpret_cast<WNDPROC>(GetWindowLongPtrW(hwnd, GWLP_WNDPROC))
: reinterpret_cast<WNDPROC>(GetWindowLongPtrA(hwnd, GWLP_WNDPROC));
if (g_unicode) {
SetWindowLongPtrW(hwnd, GWLP_WNDPROC, reinterpret_cast<LONG_PTR>(&subclass_proc));
} else {
SetWindowLongPtrA(hwnd, GWLP_WNDPROC, reinterpret_cast<LONG_PTR>(&subclass_proc));
}
hook_set_installed(g_id_wndproc, true);
if (HMODULE user32 = GetModuleHandleW(L"user32.dll")) {
hook_export(user32, "GetForegroundWindow", reinterpret_cast<void*>(&hk_GetForegroundWindow), g_id_foreground);
hook_export(user32, "GetActiveWindow", reinterpret_cast<void*>(&hk_GetActiveWindow), g_id_active);
hook_export(user32, "GetFocus", reinterpret_cast<void*>(&hk_GetFocus), g_id_focus);
if (void* clip = reinterpret_cast<void*>(GetProcAddress(user32, "ClipCursor"))) {
install_inline(g_hk_clipcursor, clip, &hk_ClipCursor);
hook_set_installed(g_id_clipcursor, static_cast<bool>(g_hk_clipcursor));
}
if (void* setpos = reinterpret_cast<void*>(GetProcAddress(user32, "SetCursorPos"))) {
install_inline(g_hk_setcursorpos, setpos, &hk_SetCursorPos);
hook_set_installed(g_id_setcursorpos, static_cast<bool>(g_hk_setcursorpos));
}
}
// Free any clip the game already set, so release takes effect immediately.
if (!ipc.cursor_clip_allowed()) {
ClipCursor(nullptr);
}
ipc.mark_focus_spoof(true, reinterpret_cast<std::uint64_t>(hwnd));
return true;
}
void update_input_diagnostics(IpcClient& ipc)
{
// Inspect how the game currently reads input, to find a focus-gated path that
// would explain a controller working only when the game has true focus.
bool raw_registered = false;
bool raw_gamepad = false;
bool raw_gamepad_sink = false;
UINT count = 0;
if (GetRegisteredRawInputDevices(nullptr, &count, sizeof(RAWINPUTDEVICE)) == 0 && count > 0) {
std::vector<RAWINPUTDEVICE> devices(count);
const UINT got = GetRegisteredRawInputDevices(devices.data(), &count, sizeof(RAWINPUTDEVICE));
if (got != static_cast<UINT>(-1)) {
raw_registered = got > 0;
for (UINT i = 0; i < got; ++i) {
// Generic Desktop (0x01) joystick (0x04) / gamepad (0x05).
const bool is_pad =
devices[i].usUsagePage == 0x01 && (devices[i].usUsage == 0x04 || devices[i].usUsage == 0x05);
if (is_pad) {
raw_gamepad = true;
raw_gamepad_sink = (devices[i].dwFlags & RIDEV_INPUTSINK) != 0;
}
}
}
}
const bool dinput = GetModuleHandleW(L"dinput8.dll") != nullptr || GetModuleHandleW(L"dinput.dll") != nullptr;
ipc.set_input_diagnostics(raw_registered, raw_gamepad, raw_gamepad_sink, dinput);
}
void release_cursor_tick()
{
if (g_focus_ipc != nullptr && g_game_hwnd != nullptr && !g_focus_ipc->cursor_clip_allowed()) {
ClipCursor(nullptr); // routes through hk_ClipCursor -> frees the cursor
}
}
void remove_focus_spoof()
{
if (g_game_hwnd != nullptr && g_orig_proc != nullptr) {
if (g_unicode) {
SetWindowLongPtrW(g_game_hwnd, GWLP_WNDPROC, reinterpret_cast<LONG_PTR>(g_orig_proc));
} else {
SetWindowLongPtrA(g_game_hwnd, GWLP_WNDPROC, reinterpret_cast<LONG_PTR>(g_orig_proc));
}
}
// Disable the inline focus hooks in REVERSE install order. GetForegroundWindow/GetActiveWindow
// share user32 code (the real GetForegroundWindow's path runs through GetActiveWindow's body), so
// GetActiveWindow's inline patch corrupts that shared code. GetForegroundWindow is installed
// first, so disabling in reverse unhooks GetActiveWindow (restoring the shared bytes) while
// GetForegroundWindow is still hooked -- its detour returns g_game_hwnd and never reaches the
// patched bytes. The reverse of the enable order (GFW first) keeps the invariant "GetActiveWindow
// hooked => GetForegroundWindow hooked" across the whole install/remove cycle, so a call never
// lands in a half-patched shared region.
for (auto it = g_focus_hooks.rbegin(); it != g_focus_hooks.rend(); ++it) {
disable_for_removal(*it);
}
disable_for_removal(g_hk_clipcursor);
disable_for_removal(g_hk_setcursorpos);
ClipCursor(nullptr); // leave the cursor free when the spoof is removed
hook_set_installed(g_id_foreground, false);
hook_set_installed(g_id_active, false);
hook_set_installed(g_id_focus, false);
hook_set_installed(g_id_wndproc, false);
hook_set_installed(g_id_clipcursor, false);
hook_set_installed(g_id_setcursorpos, false);
// The WNDPROC is restored and the inline hooks disabled above, so no NEW detour can start. Drain
// any focus / WNDPROC detour still in-flight on the game's window thread before nulling the
// state they read (g_orig_proc / g_game_hwnd / g_focus_ipc) -- otherwise a dispatch mid-flight
// could call a null original WNDPROC or a dangling IPC pointer.
g_gate.drain();
// The focus-query hooks (GetForegroundWindow/GetActiveWindow/GetFocus) return g_game_hwnd and
// never call the trampoline, so destroying them is safe; recreate on re-install. The cursor hooks
// DO call the trampoline, so keep them ALIVE (disabled) -- persistent, re-enabled on re-install
// (see hook_install.hpp) -- so a stale detour never hits a freed trampoline.
g_focus_hooks.clear();
if (g_focus_ipc != nullptr) {
g_focus_ipc->mark_focus_spoof(false, 0);
}
g_game_hwnd = nullptr;
g_orig_proc = nullptr;
g_focus_ipc = nullptr;
}
} // namespace coop::hook