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CoopAllTheThings/tests/mock_game_test.cpp
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2026-07-12 11:52:53 +02:00

1064 lines
38 KiB
C++

// Comprehensive capture/audio/hook stress test against coop_mock_game.
//
// Launches the mock game (an animated, frame-numbered A/V source), injects coop_hook.dll,
// and drives the real shared-memory paths the host uses -- no Steam, no host UI. For each
// graphics backend (DX11, DX12) it opens the hook's shared video texture, decodes the
// frame number out of the captured pixels, and asserts the mirror sees a *monotonic,
// advancing* sequence (this is what the DX12 rotating-backbuffer bug broke -- it showed
// stale/repeated frames). A final A/V test injects with audio + video, checks both stream,
// cycles the audio subsystem off/on a few times (hook/unhook stress), and confirms the
// game never freezes/crashes. Skips cleanly without a D3D11 device.
#include <algorithm>
#include <atomic>
#include <cmath>
#include <cstdint>
#include <cstdio>
#include <string>
#include <thread>
#include <vector>
#include <windows.h>
#include <tlhelp32.h>
#include <d3d11.h>
#include "capture/shared_texture.hpp"
#include "inject/dll_probe.hpp"
#include "coop/audio_ring.hpp"
#include "coop/log_ring.hpp"
#include "coop/protocol.hpp"
#include "coop/shared_memory.hpp"
#include "coop/tool_paths.hpp"
#include "render_backend.hpp" // coop::mock::rgb_to_frame / kFrameBlock
using namespace coop;
namespace {
int g_failures = 0;
void check(bool ok, const char* what)
{
std::printf("%s %s\n", ok ? " ok:" : "FAIL:", what);
if (!ok) {
++g_failures;
}
}
std::wstring tool_path(const wchar_t* name)
{
return exe_directory() + name; // coop_mock_game.exe is staged next to this test
}
// Kill any leftover mock games from a previous (crashed/interrupted) run, so a stray one
// holding coop_hook.dll can't perturb this run.
void kill_stray_mock_games()
{
HANDLE snap = CreateToolhelp32Snapshot(TH32CS_SNAPPROCESS, 0);
if (snap == INVALID_HANDLE_VALUE) {
return;
}
PROCESSENTRY32W pe{};
pe.dwSize = sizeof(pe);
for (BOOL ok = Process32FirstW(snap, &pe); ok; ok = Process32NextW(snap, &pe)) {
if (_wcsicmp(pe.szExeFile, L"coop_mock_game.exe") == 0) {
HANDLE h = OpenProcess(PROCESS_TERMINATE, FALSE, pe.th32ProcessID);
if (h != nullptr) {
TerminateProcess(h, 0);
CloseHandle(h);
}
}
}
CloseHandle(snap);
}
// Inject coop_hook.dll (x64 -> the mock game is x64) into `pid` via LoadLibrary remote thread.
bool inject(unsigned long pid)
{
const std::wstring dll = deployed_artifact_path(L"coop_hook.dll"); // root is one dir up from tests/
if (GetFileAttributesW(dll.c_str()) == INVALID_FILE_ATTRIBUTES) {
return false;
}
const DWORD access =
PROCESS_CREATE_THREAD | PROCESS_QUERY_INFORMATION | PROCESS_VM_OPERATION | PROCESS_VM_WRITE | PROCESS_VM_READ;
HANDLE process = OpenProcess(access, FALSE, pid);
if (process == nullptr) {
return false;
}
const SIZE_T bytes = (dll.size() + 1) * sizeof(wchar_t);
void* remote = VirtualAllocEx(process, nullptr, bytes, MEM_COMMIT | MEM_RESERVE, PAGE_READWRITE);
bool ok = false;
if (remote != nullptr && WriteProcessMemory(process, remote, dll.c_str(), bytes, nullptr)) {
auto load =
reinterpret_cast<LPTHREAD_START_ROUTINE>(GetProcAddress(GetModuleHandleW(L"kernel32.dll"), "LoadLibraryW"));
HANDLE th = CreateRemoteThread(process, nullptr, 0, load, remote, 0, nullptr);
if (th != nullptr) {
WaitForSingleObject(th, INFINITE);
DWORD code = 0;
GetExitCodeThread(th, &code);
CloseHandle(th);
ok = code != 0;
}
}
if (remote != nullptr) {
VirtualFreeEx(process, remote, 0, MEM_RELEASE);
}
CloseHandle(process);
return ok;
}
// Inject with a few retries: a freshly-launched process can briefly refuse a remote thread.
bool inject_retry(unsigned long pid)
{
for (int i = 0; i < 4; ++i) {
if (inject(pid)) {
return true;
}
Sleep(300);
}
return false;
}
struct MockGame {
PROCESS_INFORMATION pi{};
bool ok = false;
// Launch coop_mock_game.exe with the given args (e.g. L"dx12 30" or L"dx11 30 48000 2 32 float").
static MockGame launch(const std::wstring& args)
{
MockGame g;
const std::wstring exe = tool_path(L"coop_mock_game.exe");
std::wstring cmd = L"\"" + exe + L"\" " + args;
STARTUPINFOW si{};
si.cb = sizeof(si);
g.ok = CreateProcessW(exe.c_str(), cmd.data(), nullptr, nullptr, FALSE, 0, nullptr, nullptr, &si, &g.pi) != 0;
return g;
}
unsigned long pid() const { return pi.dwProcessId; }
bool alive() const { return pi.hProcess != nullptr && WaitForSingleObject(pi.hProcess, 0) == WAIT_TIMEOUT; }
unsigned long exit_code() const
{
DWORD code = 0;
if (pi.hProcess != nullptr) {
GetExitCodeProcess(pi.hProcess, &code);
}
return code;
}
void kill()
{
if (pi.hProcess != nullptr) {
TerminateProcess(pi.hProcess, 0);
WaitForSingleObject(pi.hProcess, 2000);
CloseHandle(pi.hThread);
CloseHandle(pi.hProcess);
pi = PROCESS_INFORMATION{};
}
}
};
// Create the input SharedBlock the hook needs, with the given subsystems disabled (bit per
// HookSubsystem). Keeps the mapping alive in `shm`.
SharedBlock* make_ipc(SharedMemory& shm, unsigned long pid, std::uint32_t disabled_mask)
{
if (!shm.create(shared_memory_name(pid), sizeof(SharedBlock))) {
return nullptr;
}
auto* block = shm.as<SharedBlock>();
block->version = kProtocolVersion;
block->pad_count = 0;
block->sequence.store(0, std::memory_order_relaxed);
for (std::uint32_t s = 0; s < HookSubsys_Count; ++s) {
block->control.subsystem_disabled[s].store((disabled_mask >> s) & 1u, std::memory_order_release);
}
block->magic = kProtocolMagic;
return block;
}
ID3D11Device* make_device()
{
ID3D11Device* dev = nullptr;
const D3D_FEATURE_LEVEL fl[] = {D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0};
if (FAILED(D3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, 0, fl, static_cast<UINT>(std::size(fl)),
D3D11_SDK_VERSION, &dev, nullptr, nullptr))) {
return nullptr;
}
return dev;
}
VideoShareView read_video_share(const SharedBlock* block)
{
VideoShareView v;
v.generation = block->video.generation.load(std::memory_order_acquire);
v.width = block->video.width;
v.height = block->video.height;
v.format = block->video.format;
v.present_calls = block->video.present_calls;
return v;
}
// Real-world performance guard: with the hook (or layer) capturing, the game must keep rendering
// FAST. This is the dimension the frame-advance checks miss -- the Vulkan read-back stall (144->3
// FPS) still ADVANCED frames, just ~3/s, so every "frames advance" assertion passed while the game
// was unplayable. The mock does trivial work and renders UNCAPPED (no vsync), so on any modern GPU it
// presents at thousands/s (measured no-hook: dx9 ~21000, dx10 ~2800, dx11 ~17000, dx12 ~12000, gl
// ~26000, vk ~24000); the capture costs some of that (e.g. OpenGL's glReadPixels is the heaviest),
// but a healthy backend stays in the hundreds-thousands. A rate that has collapsed below the display
// refresh is either a present-thread stall (the bug) or an accidental vsync -- both regressions we
// want to catch -- so the floor sits above any common refresh (240) and far below the healthy range.
inline constexpr std::uint64_t kMockMinCaptureFps = 300;
void check_capture_present_rate(SharedBlock* block, const char* backend)
{
const std::uint64_t p0 = block->video.present_calls;
Sleep(1000);
const std::uint64_t fps = block->video.present_calls - p0;
std::printf(" %s present rate while capturing = %llu /s\n", backend, static_cast<unsigned long long>(fps));
check(fps >= kMockMinCaptureFps,
"game keeps rendering fast while capturing (no present-thread stall / accidental vsync)");
}
// Capture from the mock game on `backend` and assert the decoded frame numbers form a
// monotonic, advancing sequence.
void test_video_capture(const char* backend, ID3D11Device* device)
{
std::printf("== video capture: %s ==\n", backend);
std::wstring wbackend;
for (const char* p = backend; *p != '\0'; ++p) // backend names are ASCII (dx10/dx11/dx12/...)
{
wbackend.push_back(static_cast<wchar_t>(*p));
}
std::wstring args = wbackend + L" 30";
MockGame game = MockGame::launch(args);
if (!game.ok) {
check(false, "launch coop_mock_game");
return;
}
Sleep(800); // let the window + swap chain come up
// Only the video subsystem (disable input/focus/audio/mkb to keep the test focused).
SharedMemory shm;
const std::uint32_t disabled =
(1u << HookSubsys_Input) | (1u << HookSubsys_Focus) | (1u << HookSubsys_Audio) | (1u << HookSubsys_Mkb);
SharedBlock* block = make_ipc(shm, game.pid(), disabled);
if (block == nullptr || !inject_retry(game.pid())) {
check(false, "inject into mock game");
game.kill();
return;
}
SharedTextureSource src;
src.init(device);
std::vector<std::uint32_t> seq;
std::uint64_t backward = 0;
std::uint32_t last = 0;
bool have_last = false;
for (int i = 0; i < 80 && game.alive(); ++i) // ~4 s at 50 ms
{
Sleep(50);
const VideoShareView share = read_video_share(block);
if (!src.update(share, game.pid())) {
continue;
}
std::uint8_t px[4] = {};
if (!src.read_pixel(coop::mock::kFrameBlock / 2, coop::mock::kFrameBlock / 2, px)) {
continue;
}
const std::uint32_t f = coop::mock::rgb_to_frame(px[0], px[1], px[2]);
if (have_last && f < last) {
++backward; // a stale / wrong (rotated) buffer -> frame number went backwards
}
last = f;
have_last = true;
seq.push_back(f);
}
const std::uint32_t present = static_cast<std::uint32_t>(block->video.present_calls);
std::printf(" present_calls=%u copied=%llu samples=%zu backward=%llu\n", present,
static_cast<unsigned long long>(src.frames_copied()), seq.size(),
static_cast<unsigned long long>(backward));
check(present > 0, "hook captured Present calls");
check(src.frames_copied() >= 5, "host copied multiple shared frames");
check(seq.size() >= 5, "decoded multiple frame numbers from the captured pixels");
check(backward == 0, "captured frame numbers never go backwards (no stale/rotated buffer)");
if (!seq.empty()) {
const std::uint32_t span = seq.back() - seq.front();
std::printf(" frame# %u..%u (span %u)\n", seq.front(), seq.back(), span);
check(span >= 20, "captured frame numbers advance (mirror gets fresh frames)");
const bool all_same = std::all_of(seq.begin(), seq.end(), [&](std::uint32_t v) { return v == seq[0]; });
check(!all_same, "captured frames are not stuck on one number");
}
if (game.alive()) {
check_capture_present_rate(block, backend);
}
game.kill();
}
// Vulkan capture: Vulkan caches its present pointer at init, so late injection can't hook it.
// We launch the mock **suspended**, inject the hook, and resume; under COOP_MOCK_VK_EARLY the mock
// loads vulkan-1.dll and waits, giving the hook's worker time to hook vkGetInstanceProcAddr before
// the mock calls vkCreateInstance. Then we decode frames out of the captured pixels like the other
// backends. Exit code 2 = no Vulkan driver -> skip without failing.
void test_vk_capture(ID3D11Device* device)
{
std::printf("== video capture: vk (early-load) ==\n");
SetEnvironmentVariableW(L"COOP_MOCK_VK_EARLY", L"1");
PROCESS_INFORMATION pi{};
STARTUPINFOW si{};
si.cb = sizeof(si);
const std::wstring exe = tool_path(L"coop_mock_game.exe");
std::wstring cmd = L"\"" + exe + L"\" vk 30";
const BOOL ok =
CreateProcessW(exe.c_str(), cmd.data(), nullptr, nullptr, FALSE, CREATE_SUSPENDED, nullptr, nullptr, &si, &pi);
SetEnvironmentVariableW(L"COOP_MOCK_VK_EARLY", nullptr);
if (!ok) {
check(false, "launch suspended vk mock");
return;
}
SharedMemory shm;
const std::uint32_t disabled =
(1u << HookSubsys_Input) | (1u << HookSubsys_Focus) | (1u << HookSubsys_Audio) | (1u << HookSubsys_Mkb);
SharedBlock* block = make_ipc(shm, pi.dwProcessId, disabled);
const bool injected = block != nullptr && inject_retry(pi.dwProcessId);
ResumeThread(pi.hThread); // the mock loads vulkan + waits, then renders
auto cleanup = [&] {
TerminateProcess(pi.hProcess, 0);
WaitForSingleObject(pi.hProcess, 2000);
CloseHandle(pi.hThread);
CloseHandle(pi.hProcess);
};
if (!injected) {
check(false, "inject suspended vk mock");
cleanup();
return;
}
auto alive = [&] { return WaitForSingleObject(pi.hProcess, 0) == WAIT_TIMEOUT; };
auto exit_code = [&] {
DWORD c = 0;
GetExitCodeProcess(pi.hProcess, &c);
return c;
};
SharedTextureSource src;
src.init(device);
std::vector<std::uint32_t> seq;
std::uint64_t backward = 0;
std::uint32_t last = 0;
bool have_last = false;
for (int i = 0; i < 200 && alive(); ++i) // up to ~10 s (the mock waits 1.5 s at start)
{
Sleep(50);
const VideoShareView share = read_video_share(block);
if (!src.update(share, pi.dwProcessId)) {
continue;
}
std::uint8_t px[4] = {};
if (!src.read_pixel(coop::mock::kFrameBlock / 2, coop::mock::kFrameBlock / 2, px)) {
continue;
}
const std::uint32_t f = coop::mock::rgb_to_frame(px[0], px[1], px[2]);
if (have_last && f < last) {
++backward;
}
last = f;
have_last = true;
seq.push_back(f);
if (seq.size() >= 40) {
break;
}
}
if (!alive() && exit_code() == 2 && seq.empty()) {
std::printf(" Vulkan unavailable on this machine -- skipping vk capture\n");
cleanup();
return;
}
const std::uint32_t present = static_cast<std::uint32_t>(block->video.present_calls);
std::printf(" present_calls=%u copied=%llu samples=%zu backward=%llu\n", present,
static_cast<unsigned long long>(src.frames_copied()), seq.size(),
static_cast<unsigned long long>(backward));
check(present > 0, "hook captured Vulkan present calls");
check(src.frames_copied() >= 5, "host copied multiple shared frames (vk)");
check(seq.size() >= 5, "decoded multiple frame numbers from the captured pixels (vk)");
check(backward == 0, "captured vk frame numbers never go backwards");
if (!seq.empty()) {
check(seq.back() - seq.front() >= 10, "captured vk frame numbers advance");
}
if (alive()) {
check_capture_present_rate(block, "vk (inject)");
}
cleanup();
}
// Vulkan capture via the implicit layer: register coop_vk_layer through the loader (VK_LAYER_PATH
// + VK_INSTANCE_LAYERS, with COOP_VK_LAYER_FORCE so it captures this process), launch the vk mock
// normally (the layer is in the chain from the first frame -- no early-load games), and decode
// frames out of the captured pixels. This is the productized form of the early-load path.
void test_vk_layer_capture(ID3D11Device* device)
{
std::printf("== video capture: vk implicit layer ==\n");
const std::wstring manifest = deployed_artifact_path(L"coop_vk_layer.json");
if (GetFileAttributesW(manifest.c_str()) == INVALID_FILE_ATTRIBUTES) {
check(false, "coop_vk_layer.json staged");
return;
}
const std::wstring layer_dir = manifest.substr(0, manifest.find_last_of(L"\\/"));
SetEnvironmentVariableW(L"VK_LAYER_PATH", layer_dir.c_str());
SetEnvironmentVariableW(L"VK_INSTANCE_LAYERS", L"VK_LAYER_coop_capture");
SetEnvironmentVariableW(L"COOP_VK_LAYER_FORCE", L"1");
MockGame game = MockGame::launch(L"vk 30"); // normal launch; the layer is already in the chain
auto unset_env = [] {
SetEnvironmentVariableW(L"VK_LAYER_PATH", nullptr);
SetEnvironmentVariableW(L"VK_INSTANCE_LAYERS", nullptr);
SetEnvironmentVariableW(L"COOP_VK_LAYER_FORCE", nullptr);
};
unset_env();
if (!game.ok) {
check(false, "launch vk mock (layer)");
return;
}
SharedMemory shm;
const std::uint32_t disabled =
(1u << HookSubsys_Input) | (1u << HookSubsys_Focus) | (1u << HookSubsys_Audio) | (1u << HookSubsys_Mkb);
SharedBlock* block = make_ipc(shm, game.pid(), disabled); // the layer connects to this + publishes
if (block == nullptr) {
check(false, "ipc block (layer)");
game.kill();
return;
}
SharedTextureSource src;
src.init(device);
std::vector<std::uint32_t> seq;
std::uint64_t backward = 0;
std::uint32_t last = 0;
bool have_last = false;
for (int i = 0; i < 160 && game.alive(); ++i) // ~8 s
{
Sleep(50);
const VideoShareView share = read_video_share(block);
if (!src.update(share, game.pid())) {
continue;
}
std::uint8_t px[4] = {};
if (!src.read_pixel(coop::mock::kFrameBlock / 2, coop::mock::kFrameBlock / 2, px)) {
continue;
}
const std::uint32_t f = coop::mock::rgb_to_frame(px[0], px[1], px[2]);
if (have_last && f < last) {
++backward;
}
last = f;
have_last = true;
seq.push_back(f);
if (seq.size() >= 40) {
break;
}
}
if (!game.alive() && game.exit_code() == 2 && seq.empty()) {
std::printf(" Vulkan unavailable on this machine -- skipping layer capture\n");
game.kill();
return;
}
std::printf(" copied=%llu samples=%zu backward=%llu\n", static_cast<unsigned long long>(src.frames_copied()),
seq.size(), static_cast<unsigned long long>(backward));
check(src.frames_copied() >= 5, "layer copied multiple shared frames");
check(seq.size() >= 5, "decoded multiple frame numbers via the layer");
check(backward == 0, "layer-captured frame numbers never go backwards");
if (!seq.empty()) {
check(seq.back() - seq.front() >= 10, "layer-captured frame numbers advance");
}
if (game.alive()) {
check_capture_present_rate(block, "vk (layer)");
}
game.kill();
}
// Vulkan too-late detection: launch the vk mock normally (it inits Vulkan immediately), inject
// *late* (the realistic case), and assert the hook reports vk_too_late -- it sees vulkan-1.dll
// loaded but never caught the device, because the app resolved its present pointer first. This is
// what drives the host's relaunch banner.
void test_vk_too_late()
{
std::printf("== vk too-late detection (late inject) ==\n");
MockGame game = MockGame::launch(L"vk 30");
if (!game.ok) {
check(false, "launch vk mock (too-late)");
return;
}
Sleep(1200); // let it create its instance/device and start presenting
if (!game.alive() && game.exit_code() == 2) {
std::printf(" Vulkan unavailable on this machine -- skipping\n");
game.kill();
return;
}
SharedMemory shm;
const std::uint32_t disabled =
(1u << HookSubsys_Input) | (1u << HookSubsys_Focus) | (1u << HookSubsys_Audio) | (1u << HookSubsys_Mkb);
SharedBlock* block = make_ipc(shm, game.pid(), disabled);
if (block == nullptr || !inject_retry(game.pid())) {
if (!game.alive() && game.exit_code() == 2) {
std::printf(" Vulkan unavailable -- skipping\n");
} else {
check(false, "inject vk mock (too-late)");
}
game.kill();
return;
}
bool too_late = false;
for (int i = 0; i < 160 && game.alive(); ++i) // ~8 s (past the hook's 4 s grace)
{
Sleep(50);
if (block->status.vk_too_late != 0) {
too_late = true;
break;
}
}
check(too_late, "hook reports vk_too_late after a late inject into a Vulkan game");
game.kill();
}
// Launch the mock game rendering audio at `rate`/`channels`/`bits`/`fmt`, inject the audio
// hook (late, so it's the guessed path), and verify the hook MEASURES the right sample rate
// for this variant and captures non-silent audio. (Channels/bit-depth aren't recoverable for
// a guessed stream -- that's the documented limitation -- so the rate is the variant check.)
void test_audio_variant(unsigned rate, unsigned channels, unsigned bits, const wchar_t* fmt)
{
wchar_t args[64];
swprintf(args, static_cast<int>(std::size(args)), L"dx11 30 %u %u %u %ls", rate, channels, bits, fmt);
std::printf("== audio variant: %u Hz %u ch %u-bit %ls ==\n", rate, channels, bits, fmt);
MockGame game = MockGame::launch(args);
if (!game.ok) {
check(false, "launch coop_mock_game (audio variant)");
return;
}
Sleep(800);
// Audio subsystem only.
SharedMemory shm;
const std::uint32_t disabled =
(1u << HookSubsys_Input) | (1u << HookSubsys_Focus) | (1u << HookSubsys_Video) | (1u << HookSubsys_Mkb);
SharedBlock* block = make_ipc(shm, game.pid(), disabled);
SharedMemory ring_shm;
AudioRingHeader* ring = nullptr;
if (ring_shm.create(audio_ring_name(game.pid()), audio_ring_total_size(kAudioRingCapacity))) {
ring = ring_shm.as<AudioRingHeader>();
audio_ring_init(*ring, kAudioRingCapacity);
ring->capture_enabled.store(1, std::memory_order_release);
}
if (block == nullptr || ring == nullptr || !inject_retry(game.pid())) {
check(false, "inject into mock game (audio variant)");
game.kill();
return;
}
// Wait for the rate to be measured + published (Measured / LowConfidence / Exact), then
// drain to prove non-silent capture.
std::vector<std::uint8_t> drain(kAudioRingCapacity);
std::uint32_t measured = 0;
std::uint32_t state = 0;
double peak = 0.0;
for (int i = 0; i < 120 && game.alive(); ++i) // up to ~6 s
{
Sleep(50);
std::uint32_t got = 0;
while ((got = audio_ring_pop(*ring, drain.data(), static_cast<std::uint32_t>(drain.size()))) > 0) {
if (ring->bits == 32 && ring->format_tag == 3) {
const auto* f = reinterpret_cast<const float*>(drain.data());
for (std::uint32_t k = 0; k < got / 4; ++k) {
peak = std::max(peak, static_cast<double>(std::fabs(f[k])));
}
} else if (ring->bits == 16) {
const auto* s = reinterpret_cast<const std::int16_t*>(drain.data());
for (std::uint32_t k = 0; k < got / 2; ++k) {
peak = std::max(peak, std::abs(s[k]) / 32768.0);
}
}
if (got < drain.size()) {
break;
}
}
state = block->status.audio_streams[0].format_state;
if (state == AudioFormat_Measured || state == AudioFormat_LowConfidence || state == AudioFormat_Exact) {
measured = block->status.audio_streams[0].sample_rate;
if (measured != 0 && peak > 0.01) {
break;
}
}
}
std::printf(" measured rate=%u Hz (state=%u) peak=%.4f\n", measured, state, peak);
check(measured == rate, "hook measured this variant's sample rate");
check(peak > 0.01, "captured non-silent audio for this variant");
game.kill();
}
// Inject with audio + video, verify both stream, then cycle the audio subsystem off/on a
// few times (hook/unhook stress) and confirm the game stays alive (heartbeat advances).
void test_av_and_hook_cycles(ID3D11Device* device)
{
std::printf("== A/V + hook/unhook stress (dx11 + audio) ==\n");
MockGame game = MockGame::launch(L"dx11 30 48000 2 32 float");
if (!game.ok) {
check(false, "launch coop_mock_game (A/V)");
return;
}
Sleep(800);
SharedMemory shm;
SharedBlock* block = make_ipc(shm, game.pid(), /*disabled=*/0); // all subsystems on
SharedMemory ring_shm;
AudioRingHeader* ring = nullptr;
if (ring_shm.create(audio_ring_name(game.pid()), audio_ring_total_size(kAudioRingCapacity))) {
ring = ring_shm.as<AudioRingHeader>();
audio_ring_init(*ring, kAudioRingCapacity);
ring->capture_enabled.store(1, std::memory_order_release);
}
if (block == nullptr || ring == nullptr || !inject_retry(game.pid())) {
check(false, "inject into mock game (A/V)");
game.kill();
return;
}
SharedTextureSource src;
src.init(device);
// Let it settle, then verify video advances and audio is non-silent.
double peak = 0.0;
std::uint32_t first_frame = 0, last_frame = 0;
std::vector<std::uint8_t> drain(kAudioRingCapacity);
for (int i = 0; i < 60 && game.alive(); ++i) // ~3 s
{
Sleep(50);
const VideoShareView share = read_video_share(block);
if (src.update(share, game.pid())) {
std::uint8_t px[4] = {};
if (src.read_pixel(coop::mock::kFrameBlock / 2, coop::mock::kFrameBlock / 2, px)) {
const std::uint32_t f = coop::mock::rgb_to_frame(px[0], px[1], px[2]);
if (first_frame == 0) {
first_frame = f;
}
last_frame = f;
}
}
std::uint32_t got = 0;
while ((got = audio_ring_pop(*ring, drain.data(), static_cast<std::uint32_t>(drain.size()))) > 0) {
if (ring->bits == 32 && ring->format_tag == 3) {
const auto* f = reinterpret_cast<const float*>(drain.data());
for (std::uint32_t k = 0; k < got / 4; ++k) {
peak = std::max(peak, static_cast<double>(std::fabs(f[k])));
}
}
if (got < drain.size()) {
break;
}
}
}
check(last_frame > first_frame, "A/V: video frames advance");
check(peak > 0.01, "A/V: audio captured non-silent");
// Hook/unhook stress: toggle the audio subsystem off->on a few times. Each phase is >
// the worker's ~250 ms reconcile tick, so the install/remove fully completes each time
// (this is the realistic cadence -- an operator toggling a checkbox, not thrashing it).
const std::uint32_t hb_start = block->status.heartbeat.load(std::memory_order_relaxed);
for (int c = 0; c < 3 && game.alive(); ++c) {
block->control.subsystem_disabled[HookSubsys_Audio].store(1, std::memory_order_release);
Sleep(400);
block->control.subsystem_disabled[HookSubsys_Audio].store(0, std::memory_order_release);
Sleep(400);
}
const std::uint32_t hb_end = block->status.heartbeat.load(std::memory_order_relaxed);
if (!game.alive()) {
std::printf(" game exit code = 0x%08lX\n", game.exit_code());
}
check(game.alive(), "game survived hook/unhook cycles (no crash)");
check(hb_end > hb_start, "hook heartbeat kept advancing through the cycles (no freeze)");
// After the final re-enable, capture must resume: the audio must come back (proving the
// rehook works end-to-end, not just that nothing crashed).
std::uint64_t produced_before = ring->frames_produced.load(std::memory_order_relaxed);
double peak2 = 0.0;
for (int i = 0; i < 30 && game.alive(); ++i) // ~1.5 s
{
Sleep(50);
std::uint32_t got = 0;
while ((got = audio_ring_pop(*ring, drain.data(), static_cast<std::uint32_t>(drain.size()))) > 0) {
if (ring->bits == 32 && ring->format_tag == 3) {
const auto* f = reinterpret_cast<const float*>(drain.data());
for (std::uint32_t k = 0; k < got / 4; ++k) {
peak2 = std::max(peak2, static_cast<double>(std::fabs(f[k])));
}
}
if (got < drain.size()) {
break;
}
}
}
const std::uint64_t produced_after = ring->frames_produced.load(std::memory_order_relaxed);
check(produced_after > produced_before && peak2 > 0.01, "audio capture resumed after re-enable");
game.kill();
}
// Aggressively toggle every injected subsystem on/off from a separate thread while the game is
// actively presenting, to provoke an unsafe hook install/remove race. The known failure mode:
// remove_*_hooks frees the hook's shared D3D state (device / context / keyed-mutex texture, and
// the Vulkan read-back resources) while a capture detour on the game's render thread is still
// using it -> use-after-free -> the game crashes. This is the "spamming the Mirror video button
// crashed Brotato" bug; the gentle, audio-only cycles in test_av_and_hook_cycles never exercised
// the video teardown, so they missed it. We storm ALL subsystems (especially video) across every
// backend, then confirm the game never crashed/froze and that capture resumes. vk_early uses the
// suspended-launch + early-inject path (Vulkan caches its present pointer at init, so a late inject
// can't hook it).
void test_hook_storm(const char* backend, ID3D11Device* device, bool vk_early)
{
std::printf("== hook/unhook storm: %s ==\n", backend);
std::wstring wbackend;
for (const char* p = backend; *p != '\0'; ++p) // backend names are ASCII
{
wbackend.push_back(static_cast<wchar_t>(*p));
}
PROCESS_INFORMATION pi{};
STARTUPINFOW si{};
si.cb = sizeof(si);
const std::wstring exe = tool_path(L"coop_mock_game.exe");
std::wstring cmd = L"\"" + exe + L"\" " + wbackend + L" 60";
if (vk_early) {
SetEnvironmentVariableW(L"COOP_MOCK_VK_EARLY", L"1");
}
const DWORD launch_flags = vk_early ? CREATE_SUSPENDED : 0;
const BOOL launched =
CreateProcessW(exe.c_str(), cmd.data(), nullptr, nullptr, FALSE, launch_flags, nullptr, nullptr, &si, &pi);
if (vk_early) {
SetEnvironmentVariableW(L"COOP_MOCK_VK_EARLY", nullptr);
}
if (!launched) {
check(false, "launch mock game (storm)");
return;
}
auto alive = [&] { return WaitForSingleObject(pi.hProcess, 0) == WAIT_TIMEOUT; };
auto exit_code = [&] {
DWORD c = 0;
GetExitCodeProcess(pi.hProcess, &c);
return c;
};
auto cleanup = [&] {
TerminateProcess(pi.hProcess, 0);
WaitForSingleObject(pi.hProcess, 2000);
CloseHandle(pi.hThread);
CloseHandle(pi.hProcess);
};
SharedMemory shm;
SharedBlock* block = make_ipc(shm, pi.dwProcessId, /*disabled=*/0); // all subsystems on
SharedMemory ring_shm;
AudioRingHeader* ring = nullptr;
if (ring_shm.create(audio_ring_name(pi.dwProcessId), audio_ring_total_size(kAudioRingCapacity))) {
ring = ring_shm.as<AudioRingHeader>();
audio_ring_init(*ring, kAudioRingCapacity);
ring->capture_enabled.store(1, std::memory_order_release);
}
const bool injected = block != nullptr && inject_retry(pi.dwProcessId);
if (vk_early) {
ResumeThread(pi.hThread); // the mock loads Vulkan + waits, then renders
}
if (!injected) {
if (vk_early && !alive() && exit_code() == 2) {
std::printf(" Vulkan unavailable -- skipping storm\n");
} else {
check(false, "inject mock game (storm)");
}
cleanup();
return;
}
Sleep(vk_early ? 2500 : 1000); // let the hook attach + the game start presenting
if (vk_early && !alive() && exit_code() == 2) {
std::printf(" Vulkan unavailable -- skipping storm\n");
cleanup();
return;
}
const std::uint32_t hb_start = block->status.heartbeat.load(std::memory_order_relaxed);
// Storm thread: flip every subsystem on/off as fast as it can while the game presents, so a
// remove lands while a capture detour is mid-flight on the game's render thread.
std::atomic<bool> stop{false};
std::thread storm([&] {
bool off = false;
while (!stop.load(std::memory_order_relaxed)) {
off = !off;
for (std::uint32_t s = 0; s < HookSubsys_Count; ++s) {
block->control.subsystem_disabled[s].store(off ? 1u : 0u, std::memory_order_release);
}
Sleep(60);
}
});
bool crashed = false;
for (int i = 0; i < 170 && !crashed; ++i) // ~10 s of storming
{
Sleep(60);
if (!alive()) {
crashed = true;
}
}
stop.store(true, std::memory_order_relaxed);
storm.join();
if (crashed) {
std::printf(" game CRASHED during the storm (exit 0x%08lX)\n", exit_code());
}
check(!crashed, "game survived the hook/unhook storm (no crash)");
if (crashed) {
cleanup();
return;
}
// Re-enable everything and confirm the game is still alive + the hook still beating.
for (std::uint32_t s = 0; s < HookSubsys_Count; ++s) {
block->control.subsystem_disabled[s].store(0, std::memory_order_release);
}
Sleep(600);
check(alive(), "game alive after the storm settles");
check(block->status.heartbeat.load(std::memory_order_relaxed) > hb_start,
"hook heartbeat advanced across the storm (no freeze)");
// Capture must resume (the rehook works end-to-end). Vulkan can't re-arm after a toggle (its
// present pointer was cached at init), so only assert resume for the other backends.
if (!vk_early) {
SharedTextureSource src;
src.init(device);
const std::uint64_t frames0 = src.frames_copied();
bool advanced = false;
for (int i = 0; i < 80 && alive(); ++i) // ~4 s
{
Sleep(50);
const VideoShareView share = read_video_share(block);
if (src.update(share, pi.dwProcessId) && src.frames_copied() > frames0 + 3) {
advanced = true;
break;
}
}
check(advanced, "video capture resumed after the storm");
}
cleanup();
}
} // namespace
// Number of hooks the DLL currently reports as installed (across all subsystems).
std::uint32_t installed_hook_count(const SharedBlock* block)
{
std::uint32_t count = block->status.hook_entry_count;
if (count > kMaxHookEntries) {
count = kMaxHookEntries;
}
std::uint32_t installed = 0;
for (std::uint32_t i = 0; i < count; ++i) {
installed += block->status.hook_entries[i].installed != 0 ? 1u : 0u;
}
return installed;
}
// Graceful disconnect contract (the host-side IpcServer::request_unhook_all path): once the host
// asks for every subsystem off, the DLL must remove ALL its hooks -- the game runs as if it was
// never touched -- yet stay alive (heartbeat advancing) so it can be reconnected later. Models what
// the Disconnect button / tool-exit does (set all subsystem_disabled = 1) and asserts the outcome.
void test_graceful_disconnect(const char* backend)
{
std::printf("== graceful disconnect: %s ==\n", backend);
std::wstring wbackend;
for (const char* p = backend; *p != '\0'; ++p) {
wbackend.push_back(static_cast<wchar_t>(*p));
}
MockGame game = MockGame::launch(wbackend + L" 30");
if (!game.ok) {
check(false, "launch mock game (graceful disconnect)");
return;
}
Sleep(800);
// Enable input + focus + video + MKB (all of which the mock exercises); leave audio off so the
// test doesn't depend on an audio endpoint. Then inject.
SharedMemory shm;
SharedBlock* block = make_ipc(shm, game.pid(), 1u << HookSubsys_Audio);
if (block == nullptr || !inject_retry(game.pid())) {
check(false, "inject mock game (graceful disconnect)");
game.kill();
return;
}
// Wait for the DLL to install its hooks.
bool installed = false;
for (int i = 0; i < 100 && game.alive() && !installed; ++i) // up to ~5 s
{
Sleep(50);
installed = installed_hook_count(block) > 0;
}
check(installed, "hooks installed after inject (something to unhook)");
const std::uint32_t hb0 = block->status.heartbeat.load(std::memory_order_relaxed);
// Graceful disconnect: request every subsystem removed (what request_unhook_all writes).
for (std::uint32_t s = 0; s < HookSubsys_Count; ++s) {
block->control.subsystem_disabled[s].store(1u, std::memory_order_release);
}
// The DLL must remove every hook -> game vanilla.
bool vanilla = false;
for (int i = 0; i < 100 && game.alive() && !vanilla; ++i) // up to ~5 s
{
Sleep(50);
vanilla = installed_hook_count(block) == 0;
}
check(vanilla, "DLL removed every hook on request (game runs vanilla)");
// ... and stay alive (dormant), so a later reconnect can re-enable it.
check(game.alive(), "game still alive after graceful disconnect");
Sleep(400);
const std::uint32_t hb1 = block->status.heartbeat.load(std::memory_order_relaxed);
check(hb1 != hb0, "DLL heartbeat still advancing (injected but dormant)");
game.kill();
}
// Reconnect contract: after a graceful disconnect (and even a simulated tool restart -- the host
// drops its section handle while the DLL keeps it alive), the host can detect the live DLL via its
// heartbeat (hook_dll_alive) and re-attach to the SAME per-pid section to resume control, without
// re-injecting. The DLL, still connected to that section, re-installs its hooks when the reconnected
// host re-enables them.
void test_reconnect(const char* backend)
{
std::printf("== reconnect to an already-injected DLL: %s ==\n", backend);
std::wstring wbackend;
for (const char* p = backend; *p != '\0'; ++p) {
wbackend.push_back(static_cast<wchar_t>(*p));
}
MockGame game = MockGame::launch(wbackend + L" 30");
if (!game.ok) {
check(false, "launch mock game (reconnect)");
return;
}
Sleep(800);
const std::uint32_t disabled = 1u << HookSubsys_Audio; // input+focus+video+mkb on; audio off
SharedMemory shm_a;
SharedBlock* block_a = make_ipc(shm_a, game.pid(), disabled);
if (block_a == nullptr || !inject_retry(game.pid())) {
check(false, "inject mock game (reconnect)");
game.kill();
return;
}
bool installed = false;
for (int i = 0; i < 100 && game.alive() && !installed; ++i) {
Sleep(50);
installed = installed_hook_count(block_a) > 0;
}
check(installed, "first connection installed hooks");
check(hook_dll_alive(game.pid()), "hook_dll_alive() detects the live DLL");
// Graceful disconnect: unhook everything, then simulate the host going away (drop our handle;
// the DLL keeps the section alive). This stands in for both an explicit disconnect and a restart.
for (std::uint32_t s = 0; s < HookSubsys_Count; ++s) {
block_a->control.subsystem_disabled[s].store(1u, std::memory_order_release);
}
for (int i = 0; i < 100 && installed_hook_count(block_a) != 0; ++i) {
Sleep(50);
}
check(installed_hook_count(block_a) == 0, "graceful disconnect unhooked the game");
// Let the DLL settle back to steady heartbeating: the unhook tick runs several bounded drains, so
// the worker can briefly not beat right after it. A real reconnect targets an already-dormant DLL,
// not one in the microsecond after a mass-unhook.
Sleep(500);
shm_a.reset(); // host A "exits" -- only the DLL holds the section now
// The DLL is still alive and holding the section: the restarted host can find it...
check(hook_dll_alive(game.pid()), "DLL still detectable after the host dropped its handle");
// ...and reconnect by re-attaching to the SAME section (no re-inject) and re-enabling subsystems.
SharedMemory shm_b;
SharedBlock* block_b = make_ipc(shm_b, game.pid(), 0u); // re-attach, all subsystems on
if (block_b == nullptr) {
check(false, "reconnect: re-attach to the section");
game.kill();
return;
}
bool reinstalled = false;
for (int i = 0; i < 100 && game.alive() && !reinstalled; ++i) {
Sleep(50);
reinstalled = installed_hook_count(block_b) > 0;
}
check(reinstalled, "reconnect re-installed the hooks via the existing DLL (no re-inject)");
check(game.alive(), "game alive after reconnect");
game.kill();
Sleep(200);
check(!hook_dll_alive(game.pid()), "hook_dll_alive() false once the game (and DLL) is gone");
}
int main()
{
kill_stray_mock_games(); // clean slate: no leftover game holding coop_hook.dll
ID3D11Device* device = make_device();
if (device == nullptr) {
std::printf("No D3D11 device -- skipping mock_game_test.\n");
return 0;
}
// Vulkan: present pointer cached at init -> can't be late-hooked, so we capture via the
// early-load path (suspended launch + inject + resume; the mock loads Vulkan and waits).
test_vk_capture(device);
test_vk_layer_capture(device);
test_vk_too_late();
test_video_capture("gl", device);
test_video_capture("dx9ex", device);
test_video_capture("dx9", device);
test_video_capture("dx10", device);
test_video_capture("dx11", device);
test_video_capture("dx12", device);
// Audio variants: the hook must measure each variant's rate through the full inject path.
test_audio_variant(44100, 2, 16, L"pcm");
test_audio_variant(48000, 2, 32, L"float");
test_audio_variant(96000, 2, 32, L"float");
test_av_and_hook_cycles(device);
// Graceful disconnect: the host asks the DLL to unhook everything; the game must return to
// vanilla while the DLL stays injected/dormant (the reconnect-friendly teardown).
test_graceful_disconnect("dx11");
// Reconnect: detect the live DLL and re-attach to the same section (even across a simulated host
// restart) to resume control without re-injecting.
test_reconnect("dx11");
// Aggressive hook/unhook storm across every backend: a separate thread thrashes every
// subsystem on/off while the game presents, to catch an unsafe install/remove race (the
// "spamming Mirror video crashed Brotato" use-after-free). vk uses the early-load path.
test_hook_storm("gl", device, /*vk_early=*/false);
test_hook_storm("dx9", device, /*vk_early=*/false);
test_hook_storm("dx10", device, /*vk_early=*/false);
test_hook_storm("dx11", device, /*vk_early=*/false);
test_hook_storm("dx12", device, /*vk_early=*/false);
test_hook_storm("vk", device, /*vk_early=*/true);
device->Release();
kill_stray_mock_games(); // belt-and-suspenders: ensure nothing is left running
if (g_failures == 0) {
std::printf("PASS mock_game_test\n");
return 0;
}
std::printf("FAILED mock_game_test (%d)\n", g_failures);
return 1;
}