SafetyHook's InlineHook::call() invokes the trampoline through a __cdecl pointer (the compiler default on x86). The functions we hook are __stdcall (IDXGISwapChain::Present/Present1, the WASAPI render interfaces, and the WINAPI SwapBuffers/wglSwapBuffers), so on 32-bit both sides cleaned the stack -> ESP imbalance -> Run-Time Check Failure #0 and an instant crash. On x64 every convention collapses to one, so it only bit 32-bit games: Slaps and Beans (Unity/Rewired, 32-bit D3D11) froze the moment the Present hook ran. The user's "crashes as soon as a button is pressed" was the Present, not the button. Switch every __stdcall trampoline call to SafetyHook's stdcall() (a no-op on x64). The XInput/focus hooks were unaffected because they never call the trampoline -- they return synthesized data. Reproduction + regression coverage: - tools/input_probe (coop_input_probe): injects, reports a connected pad, toggles a button, and takes a disable_mask to bisect which subsystem affects a game. Isolated the freeze to the video subsystem live. - hook_selftest_x86 + present_hook_test_x86: the x86 sub-build now builds and runs these (the x64 present_hook_test can't see a one-convention bug). present_hook_test_x86 drives a real swapchain through the trampoline -- it would hit RTC #0 before this fix. - hook_selftest strengthened to exercise every loaded xinput DLL's full export set (GetState, ordinal-100 GetStateEx, GetCapabilities, rumble SetState) and to dump the SharedBlock layout. - protocol.hpp: static_asserts lock the cross-bitness front-of-block offsets (verified byte-identical on x86 and x64). README roadmap trimmed (this milestone done) and a lessons-learned note added on the call()/stdcall() convention trap. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
117 lines
5.1 KiB
CMake
117 lines
5.1 KiB
CMake
cmake_minimum_required(VERSION 3.21)
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project(CoopAllTheThings
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VERSION 0.0.1
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DESCRIPTION "Steam Remote Play Together for any XInput game"
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LANGUAGES CXX)
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if(NOT WIN32)
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message(FATAL_ERROR "CoopAllTheThings targets Windows only.")
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endif()
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set(CMAKE_CXX_STANDARD 20)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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set(CMAKE_CXX_EXTENSIONS OFF)
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# Emit compile_commands.json so clangd resolves includes/flags. Ignored by the
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# Visual Studio generator, so configure the Ninja build (build-clangd/) for this;
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# .clangd points clangd at that compilation database.
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set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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# Single output dir keeps the donor-launch / inject workflow simple: host exe and
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# hook dll land next to each other under /bin (already in .gitignore).
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set(COOP_OUTPUT_DIR "${CMAKE_SOURCE_DIR}/bin/$<CONFIG>")
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set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${COOP_OUTPUT_DIR}")
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set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${COOP_OUTPUT_DIR}")
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if(MSVC)
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add_compile_options(/W4 /permissive- /Zc:__cplusplus /utf-8 /MP)
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add_compile_definitions(UNICODE _UNICODE WIN32_LEAN_AND_MEAN NOMINMAX)
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endif()
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# --- x86 sub-build (internal, re-entrant) ----------------------------------
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# When the ExternalProject below reconfigures this same tree with -A Win32 and
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# -DCOOP_X86_HELPER_BUILD=ON, build ONLY the 32-bit hook DLL + injector helper
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# (staged alongside the x64 binaries) and stop -- no host, tests, or imgui, and
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# crucially no recursive ExternalProject.
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option(COOP_X86_HELPER_BUILD "Internal: x86 sub-build (hook DLL + injector helper only)" OFF)
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if(COOP_X86_HELPER_BUILD)
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add_subdirectory(common)
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set(SAFETYHOOK_BUILD_TEST OFF CACHE BOOL "" FORCE)
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set(SAFETYHOOK_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE)
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set(SAFETYHOOK_BUILD_DOCS OFF CACHE BOOL "" FORCE)
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add_subdirectory(third_party/safetyhook)
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add_subdirectory(hook)
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add_subdirectory(tools/inject_helper)
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# x86 reproduction of the XInput self-test. The x64 hook_selftest passes, so an
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# x86 build of the same logic is how we reproduce (and then guard against) the
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# 32-bit input-forwarding crash on real games like Slaps and Beans.
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enable_testing()
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add_executable(hook_selftest_x86
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tests/hook_selftest.cpp
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hook/src/xinput_hook.cpp
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hook/src/hook_registry.cpp)
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target_include_directories(hook_selftest_x86 PRIVATE hook/src)
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target_link_libraries(hook_selftest_x86 PRIVATE coop_common safetyhook::safetyhook xinput)
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add_test(NAME hook_selftest_x86 COMMAND hook_selftest_x86)
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# x86 build of the Present-hook test. It drives a real swapchain through the
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# SafetyHook trampoline, so it catches the x86-only calling-convention bug that
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# froze 32-bit games (SafetyHook's call() is __cdecl; Present is __stdcall ->
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# ESP imbalance / Run-Time Check Failure #0). The x64 present_hook_test can't see
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# it (one calling convention), so this 32-bit build is the regression guard.
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add_executable(present_hook_test_x86
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tests/present_hook_test.cpp
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hook/src/present_hook.cpp
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hook/src/debug_log.cpp
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hook/src/hook_registry.cpp)
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target_include_directories(present_hook_test_x86 PRIVATE hook/src)
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target_link_libraries(present_hook_test_x86 PRIVATE coop_common safetyhook::safetyhook d3d11 dxgi)
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add_test(NAME present_hook_test_x86 COMMAND present_hook_test_x86)
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return()
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endif()
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add_subdirectory(third_party)
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add_subdirectory(common)
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add_subdirectory(host)
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# The injected hook DLL pulls in SafetyHook, which fetches Zydis via FetchContent
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# at configure time (allowed for transitive deps).
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option(COOP_BUILD_HOOK "Build the injected game-side hook DLL" ON)
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if(COOP_BUILD_HOOK)
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# SafetyHook's own tests/examples/docs are noise for us.
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set(SAFETYHOOK_BUILD_TEST OFF CACHE BOOL "" FORCE)
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set(SAFETYHOOK_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE)
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set(SAFETYHOOK_BUILD_DOCS OFF CACHE BOOL "" FORCE)
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add_subdirectory(third_party/safetyhook)
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add_subdirectory(hook)
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enable_testing()
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add_subdirectory(tools/audio_tone) # coop_tone: audio source for the loopback test
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add_subdirectory(tools/audio_probe) # coop_audio_probe: inject + diagnose the render-hook
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add_subdirectory(tools/input_probe) # coop_input_probe: inject + forward synthetic input
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add_subdirectory(tests)
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endif()
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# --- x86 helper artifacts for 32-bit (WOW64) games -------------------------
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# A 64-bit process can't cleanly inject a 32-bit one, so build the x86 hook DLL
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# (coop_hook_x86.dll) + a 32-bit injector helper (coop_inject_x86.exe) via a
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# nested Win32 configure of this same tree, staged next to the x64 binaries. Only
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# the multi-config Visual Studio generator is supported here (the Ninja
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# build-clangd/ tree is just for compile_commands and skips this).
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option(COOP_BUILD_X86_HELPER "Build the x86 hook DLL + injector helper for 32-bit games" ON)
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if(COOP_BUILD_HOOK AND COOP_BUILD_X86_HELPER AND CMAKE_GENERATOR MATCHES "Visual Studio")
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include(ExternalProject)
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ExternalProject_Add(coop_x86
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SOURCE_DIR "${CMAKE_SOURCE_DIR}"
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BINARY_DIR "${CMAKE_BINARY_DIR}/x86"
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CMAKE_GENERATOR "${CMAKE_GENERATOR}"
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CMAKE_GENERATOR_PLATFORM "Win32"
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CMAKE_ARGS "-DCOOP_X86_HELPER_BUILD=ON"
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BUILD_COMMAND "${CMAKE_COMMAND}" --build <BINARY_DIR> --config $<CONFIG>
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INSTALL_COMMAND ""
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BUILD_ALWAYS ON
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USES_TERMINAL_CONFIGURE ON
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USES_TERMINAL_BUILD ON)
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endif()
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