- Reflect audio mirror (Phase 2) and video mirror (Phase 1b) as implemented; drop stale "(current)"/"still ahead" framing and the broken docs/ link. - Add a Roadmap section for the planned work: toggle/generalize the debug UI, fix the local audio echo, Present-hook video path, Steam Input, x86 support. - Add Lessons learned (RPT focus requirement, no exclusive fullscreen, the ActivateAudioInterfaceAsync agile-handler gotcha, WGC occlusion, audio echo). - Document clangd/compile_commands setup and the CTest suite. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
188 lines
9.6 KiB
Markdown
188 lines
9.6 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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## Architecture
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| Concern | Mechanism | Component | Status |
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| --- | --- | --- | --- |
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| Receive guest input | XInput (RPT delivers guest pads to the focused window) | `coop_host.exe` | done |
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| Forward input to game | DLL injection + XInput hook (SafetyHook) — game sees *only* our pad | `coop_hook.dll` | done |
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| Keep game running unfocused | Hook spoofs focus so the game polls while the host holds OS focus | `coop_hook.dll` | done |
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| Mirror video | Windows Graphics Capture of the game window, letterboxed into the host window | `coop_host.exe` | done |
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| Mirror audio | WASAPI process-loopback capture of the game, re-rendered on the host | `coop_host.exe` | done |
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| Host ↔ hook IPC | Named shared memory (seqlock for input, status back-channel) | `common/` | done |
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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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- **x64 only:** the host and hook DLL must match the game's bitness, and only x64
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is built today. 32-bit games need the x86 hook + injector (see Roadmap).
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- **Local audio echo:** process-loopback capture does not mute the game, so the
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game's audio plays locally *and* the host re-renders it — the local machine
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hears it twice. Guests hear it once. Fixing this is on the Roadmap.
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- **Debug-oriented UI:** the ImGui overlay is always visible and laid out for
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diagnosing the pipeline, not for end use. It can't yet be toggled off.
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## Status
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All phases below are implemented and verified.
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- **Phase 0 — donor spike. ✅** Confirmed Steam RPT streams an arbitrary
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borderless window under a donor appid and routes guest gamepads into it as
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XInput (correct slot assignment). This is the premise the whole tool rests on.
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- **Phase 1a — input forwarding + focus spoofing. ✅** The host injects
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`coop_hook.dll`; the DLL hooks XInput (SafetyHook) so the game reads the
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forwarded pad state and *only* that state, and spoofs focus so the game keeps
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running while the host holds the real OS focus. A hook→host status
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back-channel reports attach state and poll rate.
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- **Phase 1b — video mirror (WGC). ✅** The host captures the injected game's
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window with Windows Graphics Capture and draws it letterboxed as its
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background, so RPT streams a live mirror.
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- **Phase 2 — audio mirror. ✅** The host captures the game's audio by PID via
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WASAPI process loopback and re-renders it on the default endpoint, so RPT
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carries game audio to guests.
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## Roadmap
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Future work, roughly in priority order:
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- **Make the tool usable, not just demonstrable:** toggle the debug overlay
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on/off so the mirror window can be used clean.
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- **Generalize the UI:** rework the panels from bug-specific debug readouts into
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general-purpose status, and add broader debug info (latency, frame timing,
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per-channel stats).
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- **Fix the local audio echo:** mute the game's local render (or otherwise avoid
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the double playback) while still capturing it for the mirror.
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- **Present-hook video path:** capture the game's frames by hooking
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`IDXGISwapChain::Present` in the injected DLL and sharing the backbuffer via a
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shared D3D11 texture, as a lower-latency / more stable alternative to WGC.
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- **Steam Input:** consume guest input through the Steam Input API directly
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rather than XInput.
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- **x86 support:** add an x86 build of `coop_hook.dll` plus an x86 injector
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helper the x64 host spawns, so 32-bit games work (a 64-bit process can't
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cleanly inject a 32-bit one). Detect target bitness with `IsWow64Process2`.
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The shared-memory IPC layout is already fixed-width / bitness-stable.
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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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Third-party dependencies (Dear ImGui, SafetyHook) are git submodules under
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`third_party/`; the Steamworks SDK is vendored manually there when wired. No
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vcpkg / package manager is used.
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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_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 receives its audio by PID. Skips cleanly if
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the machine has no audio endpoint.
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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.
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4. **Mirror audio:** in the **Audio mirror** panel, tick **Mirror game audio**.
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(You'll hear the game twice locally; that's the known echo — guests hear it
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once.)
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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. "Target is 32-bit" →
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> that game needs the x86 hook (see Roadmap).
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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 therefore can't hold focus
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itself; the hook spoofs focus (`GetForegroundWindow` / `GetActiveWindow` /
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`GetFocus`, plus swallowing window-deactivation messages) so the game keeps
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polling and rendering while the host owns the 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 focus spoof) and
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can't be window-captured. While unfocused the game gets no OS keyboard/mouse —
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only the forwarded controller.
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- **`ActivateAudioInterfaceAsync` requires 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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COM apartment, MFStartup, device path, or activation params. (WRL/wil-based
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samples hide this because they make the handler agile for you.) Process loopback
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also needs the Windows 10 20H1 headers — build with `NTDDI_VERSION ≥ 0x0A00000B`.
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- **WGC captures occluded windows but not minimized ones.** The game may sit
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behind the host window, but must not be minimized.
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- **Process-loopback capture doesn't mute the source**, hence the local audio
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echo — capturing a process's render does not stop it reaching the speakers.
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