The FPS readout only measured the host's own render rate, hiding capture stutter. The Video panel now shows a "Pipeline rates" section: - Tool render (host FPS / frametime, as before); - hooked source: Game present (/s, from VideoShare.present_calls deltas), Hook publish (/s, generation deltas), and capture->display latency avg/min/max ms; - WGC source: WGC capture (/s) from a new WindowCapture frame-arrival counter (game present + latency are n/a, since WGC frames aren't game-timestamped). Latency uses a system-wide clock: protocol v11->v12 adds VideoShare.present_qpc, stamped by the hook at publish (publish_video_frame); the host measures now_qpc - present_qpc per newly published frame, windowed to min/avg/max each second. Verified: present_hook_test (x64 + x86) now asserts present_qpc is stamped; full build x64 + x86 clean; ctest x64 9/9, x86 3/3. The live rate/latency numbers need a real game mirroring to read meaningfully; wiring validated. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
CoopAllTheThings
Steam Remote Play Together (RPT) for any XInput game — without breaking DRM, achievements, or playtime.
Existing "donor game" tools (e.g. RemotePlayWhatever) copy a target game's files into a donor game's folder and rename the executable so Steam streams the target under the donor's appid. That breaks DRM-protected games, breaks achievements, and credits playtime to the donor.
CoopAllTheThings takes a different approach: the real game runs normally under its own appid (so DRM, achievements, and playtime all work), while a lightweight mirror app runs under the donor appid. The mirror presents a borderless window that is a live copy of the game's video + audio, and forwards the guests' input back into the real game. Steam's RPT captures the mirror window — so any XInput game becomes Remote-Play-Together-able.
The end-to-end path is working: launched under a donor appid, the host streams a live video + audio mirror of a separately-running game over Remote Play Together and forwards guest controllers back into it.
Architecture
| Concern | Mechanism | Component |
|---|---|---|
| Receive guest input | XInput (RPT delivers guest pads to the focused window); optional, opt-in Steam Input when built with the Steamworks SDK | coop_host.exe |
| Forward input to game | DLL injection + XInput hook (SafetyHook) — game sees only our pad | coop_hook.dll |
| Forward mouse + keyboard | Opt-in MKB subsystem: host streams its window's clicks/keys, the hook posts the matching window messages and synthesizes GetAsyncKeyState/GetKeyboardState/GetCursorPos for polling games |
coop_hook.dll + coop_host.exe |
| Keep game running unfocused | Hook spoofs focus so the game polls while the host holds OS focus | coop_hook.dll |
| Mirror video (default) | Windows Graphics Capture of the game window, letterboxed into the host window | coop_host.exe |
| Mirror video (hooked) | Injected Present / OpenGL hook copies the backbuffer into a shared keyed-mutex texture the host samples (lower latency, no capture border) | coop_hook.dll + coop_host.exe |
| Mirror audio | Injected render-hook copies the game's WASAPI frames into a shared ring and silences the game locally (no echo); WASAPI process loopback is the automatic fallback | coop_hook.dll + coop_host.exe |
| Host ↔ hook IPC | Named shared memory (seqlock for input, status back-channel, video/audio/log shares) | common/ |
The hooked video path has two producers: Direct3D (DXGI) hooks
IDXGISwapChain::Present / Present1 and copies the backbuffer (D3D10/11 games
whose backbuffer is an ID3D11Texture2D); OpenGL hooks
SwapBuffers / wglSwapBuffers and reads the backbuffer with glReadPixels (for
games that never touch DXGI, e.g. Phantom Brave). The host samples the copy as
plain UNORM (srgb_to_unorm) so *_SRGB-backbuffer games mirror at correct
brightness. WGC remains the default and covers anything the hooked path
doesn't (Vulkan, D3D9, DX12 — see Roadmap).
Limitations
- Anti-cheat: the input path injects
coop_hook.dllinto the target game. Games protected by kernel-level anti-cheat (Easy Anti-Cheat, BattlEye, Vanguard, etc.) will detect the injected module and may kick the player or issue a ban. Such games are explicitly out of scope and unsupported — do not use CoopAllTheThings with them. The tool targets single-player and co-op/local-multiplayer titles without active anti-cheat. - XInput only: the game must read controllers via XInput (the common case). DirectInput-only / RawInput-only games are not handled.
- 32-bit games supported via a helper: the host is x64, but the build also
produces an x86 hook DLL (
coop_hook_x86.dll) and a 32-bit injector helper (coop_inject_x86.exe). When the target is a 32-bit (WOW64) process the host detects it (IsWow64Process2) and shells out to the helper to load the x86 DLL (a 64-bit process can't cleanly inject a 32-bit one). The shared-memory IPC is fixed-width / bitness-stable, so the x64 host and x86 hook interoperate. - Local audio echo on the fallback path: when the render-hook is active it silences the game's local playback while mirroring it, so there is no echo. If the hook can't attach or the game uses an unhooked render path, the host falls back to process-loopback capture, which does not mute the game — so the local machine hears the audio twice (guests hear it once). The Audio panel shows which path is active.
- Debug-oriented UI: the ImGui overlay is laid out for diagnosing the pipeline, not for end use. F1 hides it entirely so the window is a clean mirror for RPT.
Roadmap
Planned (next up)
Worked top-to-bottom: each item is a milestone with its own tests and commit, and is removed from this list once done — so the top item is always next. The self-verifiable tooling / UI / input items come first; the game-pipeline items that need a real game (and Remote Play) to fully validate come last.
- DX12 hooked capture (Spider-Man: Miles Morales). Miles Morales is D3D12, so
the Present hook fires but
GetBuffer(0)asID3D11Texture2Dfails (the backbuffer is anID3D12Resource) and the hook idles; WGC works but stutters. Add a D3D12 path via a D3D11On12 bridge: capture the game's D3D12 command queue (hookID3D12CommandQueue::ExecuteCommandLists), create anID3D11On12Device,CreateWrappedResourcearound the backbuffer, andCopyResourceinto the existing D3D11 shared keyed-mutex texture — so the host side is unchanged. - Multi-stream audio capture + mixing, with per-stream format detection. Games
with several concurrent WASAPI render streams (e.g. Miles Morales) only get their
first ("primary") stream mirrored today; the rest keep playing locally and never
reach the guest. Capture every tracked render stream into its own shared ring,
silence each, and add a host-side mixer that resamples each ring to the render
format and sums them (with soft-clip). Fold in real per-stream format
detection here, since it touches the same hook + ring plumbing: a stream that
already existed when we injected is never seen at
Initialize, so the hook currently assumes the device mix format and a shared-mode stream opened at a different format comes out wrong-pitched. Resolve each stream's true format (the stream's ownInitializewhen caught, else the originalGetMixFormat) so every mixed ring is pitched correctly.
Future work
- Vulkan video hook. Vulkan games present via
vkQueuePresentKHR; hooking them needs a Vulkan layer / device-dispatch hook plus avkCmdCopyImageto a readable image. Use WGC in the meantime. - D3D9 hooked path. Covered by WGC today; a dedicated
IDirect3DDevice9::Presenthook would be the lower-latency upgrade.
Building
Requirements: Windows 10/11, Visual Studio 2022 (MSVC + C++ workload), CMake ≥ 3.21.
git clone --recurse-submodules <repo-url>
# or, if already cloned:
git submodule update --init --recursive
cmake -S . -B build -G "Visual Studio 17 2022" -A x64
cmake --build build --config Debug
# output: bin/Debug/coop_host.exe (+ coop_hook.dll, test exes)
The x64 build also drives a nested Win32 sub-build (CMake ExternalProject,
configured into build/x86/) that produces coop_hook_x86.dll and
coop_inject_x86.exe for 32-bit games, staged next to the x64 binaries. Disable
it with -DCOOP_BUILD_X86_HELPER=OFF if you don't need 32-bit support.
Third-party dependencies (Dear ImGui, SafetyHook) are git submodules under
third_party/. No vcpkg / package manager is used.
Steam Input is optional. It's enabled automatically when the Steamworks SDK is
vendored at third_party/steamworks_sdk/ (extract the steamworks_sdk_*.zip
there). The SDK isn't redistributable, so it's gitignored and never committed; if
it's absent the host builds XInput-only (no other features depend on it). When
present, the build links steam_api64.lib, stages steam_api64.dll and the
action manifest next to the host, and also builds coop_steam_input_probe.
Steam Input is off by default and XInput is the primary path: merely initializing Steam Input activates Steam's in-process XInput interception, which hides controllers from XInput unless they're bound to our action set for the running appid. Enable it (Controllers panel → Use Steam Input) only once a controller is bound to Steam Input for the donor appid.
clangd / IDE setup
The Visual Studio CMake generator does not emit compile_commands.json, so
clangd has no include paths and reports false errors. Run
gen-compile-commands.bat once (and after adding
sources or include dirs); it configures a parallel Ninja build in build-clangd/
that produces the database, which .clangd points clangd at. clangd's
clang-cl driver resolves the MSVC / Windows SDK system includes on its own.
Tests
ctest --test-dir build -C Debug --output-on-failure
hook_selftest— in-process check of the IPC + XInput hook core (no game, no controller needed).audio_ring_test— unit test of the shared audio ring (lock-free SPSC push/pop, wrap-around, format handshake, overrun/drop). No device needed.audio_hook_test— in-process self-test of the WASAPI render-hook: installs the hooks, renders a tone through WASAPI in the same process, and asserts the COM vtables were discovered, the frames reached the ring (non-silent), the primary stream was silenced, and the render stream was counted. Skips cleanly if the machine has no audio endpoint.srgb_format_test— unit test of thesrgb_to_unormmapping the hooked video path uses so*_SRGB-backbuffer games aren't darkened. No device.opengl_hook_test— in-process self-test of the OpenGL capture path: installs the swap hooks, drives a real OpenGL context (clears the backbuffer to a known color, callsSwapBuffers), and asserts the detour fired, the frame wasglReadPixels'd into the shared texture, and a second device reads the exact pixels back by name. Skips cleanly without an OpenGL / D3D11 device.present_hook_test— in-process self-test of the Present-hook video path: installs the hook, drives a real D3D11 swapchain in the same process (clears the backbuffer to a known color and callsPresent), and asserts the detour fired, the backbuffer reached the shared keyed-mutex texture, and a second device can open it by name and read the exact pixels back. Skips cleanly if the machine has no D3D11 device.audio_loopback_test— spawnscoop_tone.exe(a standalone WASAPI sine-wave source undertools/audio_tone) and verifies the shipping process-loopback capture (the fallback path) receives its audio by PID. Skips cleanly if the machine has no audio endpoint.
Debugging the hooks against a real game
tools/audio_probe (coop_audio_probe.exe <pid> [seconds])
brings up the audio render-hook without Steam / RPT / the host UI: it creates the
IPC block + audio ring the hook expects, injects coop_hook.dll into the target
game, then drains the ring and prints per-stream format, captured-frame counts,
peak amplitude (proves the audio is real, not silence), and overruns. It enables
the hook's file trace (%TEMP%\coop_hook.log) for the run.
tools/input_probe
(coop_input_probe.exe <pid> [seconds] [disable_mask]) does the same for input: it
injects, reports one connected pad, and toggles a button each second so the game's
input layer sees a real state change. disable_mask (hex bits 0x1=input
0x2=focus 0x4=audio 0x8=video) skips installing a subsystem, so you can
bisect which injected subsystem affects a game — this is how the 32-bit
Present-hook crash was isolated.
Both auto-detect a 32-bit (WOW64) target and inject via coop_inject_x86.exe +
coop_hook_x86.dll, exactly like the host. The probes build into
bin/<config>/tools/ (the deployable bin/<config>/ root holds only shipping
artifacts; tests build into bin/<config>/tests/) and resolve coop_hook.dll from
the root one level up, so run them from there. Kill the game between runs — the
loaded DLL locks coop_hook.dll against the next rebuild.
Running the tool (manual, end-to-end)
This needs Steam, a donor game that supports Remote Play Together, and a second person/account to receive the stream.
-
Launch the host under a donor appid. Find the donor's appid (the number in its store URL); the donor only needs RPT support and is never actually played:
"C:\Program Files (x86)\Steam\steam.exe" -applaunch <donorAppId> "D:\dev\CoopAllTheThings\bin\Debug\coop_host.exe"The borderless window appears and Steam marks the donor "running". If the donor ignores the trailing path, set the host as the donor's Launch Options (
"D:\...\coop_host.exe" %command%) or use a launcher like RemotePlayDetached. -
Start the real game windowed or borderless (not exclusive fullscreen — see Lessons learned). In the host's Injection panel, filter for the game's
.exe, select it, and click Inject & Connect. Watch Hook status for Attached, a non-zero XInput polled: N/s, and Focus spoof: active. -
Mirror video: in the Video mirror panel, tick Mirror game window — the host window now shows a live, letterboxed copy of the game. Source picks how the frames are grabbed: WGC (default, Windows Graphics Capture — works for any window) or Hooked (Present) (the injected hook's shared texture — lower latency and no capture border, for DXGI / D3D11 and OpenGL games; selecting it installs the video subsystem in the game).
-
Mirror audio: in the Audio mirror panel, tick Mirror game audio. With the hook injected, Source shows Hooked (no echo) and the game's local playback goes silent while guests still hear it. If it shows Loopback (echo) the hook's render path wasn't caught and you'll hear the game twice locally (guests still hear it once). The Render streams table shows how many WASAPI streams the game emits.
-
Start Remote Play Together from Steam and invite a guest. Verify the guest sees the mirrored video, hears the audio, and that their controller drives the real game.
Useful checks while developing without RPT: tick Forward synthetic test input in the Injection panel to make the game move on its own (proving forwarding is the source), and click away from the game to confirm focus spoofing keeps it running.
Injection access error → run the host as administrator. A 32-bit (WOW64) target is injected automatically via
coop_inject_x86.exe+coop_hook_x86.dll; if those aren't next to the host, rebuild (the x86 sub-build stages them there).
Lessons learned
Non-obvious things that cost time and constrain the design:
- RPT only streams the focused window. The game can't hold focus itself, so
the hook spoofs it (
GetForegroundWindow/GetActiveWindow/GetFocus+ swallowing deactivation messages) to keep the game polling and rendering while the host owns real OS focus. - Run target games windowed or borderless, never exclusive fullscreen — exclusive fullscreen minimizes on focus loss (defeating the spoof) and can't be window-captured. While unfocused the game gets no OS keyboard/mouse, only the forwarded pad.
- WGC captures occluded windows but not minimized ones.
- Process-loopback capture doesn't mute the source. Capturing a process's
render doesn't stop it reaching the speakers, so the no-echo path instead injects
a WASAPI render-hook that copies each buffer then releases it with
AUDCLNT_BUFFERFLAGS_SILENT; loopback stays as the (echoing) fallback. ActivateAudioInterfaceAsyncneeds an agile completion handler. If the handler doesn't answerQueryInterfaceforIAgileObject, the call is rejected synchronously withE_ILLEGAL_METHOD_CALL(0x8000000E) — regardless of apartment, device path, or activation params. (WRL/wil samples make the handler agile for you.) Process loopback also needs the Win10 20H1 headers (NTDDI_VERSION ≥ 0x0A00000B).- COM methods have no exports, so hooks walk vtables by frozen-ABI index — count
exactly. All instances of a coclass share one vtable, so hooking one object's
slot catches every instance; but
IAudioClient::GetServiceis 14, not 13 (SetEventHandlesits at 13 betweenResetandGetService). Count every inheritedIUnknown/base method when adding a hook. - SafetyHook on x86 has two traps that froze 32-bit Slaps and Beans. (1)
InlineHook::call()invokes the trampoline as__cdecl, but most targets are__stdcall(COM methods likeIDXGISwapChain::Present, the WASAPI interfaces,WINAPISwapBuffers); on 32-bit that double-cleans the stack → ESP imbalance → crash (Debug: Run-Time Check Failure #0). Usestdcall()(a no-op on x64). (2) Don't inline-hook COM methods on x86 at all: MMDevApi/AudioSes prologues dopush ebp; mov ebp,esp; and esp,-8and read args EBP-relative, which SafetyHook's trampoline relocation breaks (the original then runs with garbage args and faults). Hook COM methods by swapping the vtable entry instead (VirtualProtectthe slot, overwrite the pointer, call the saved original) — no code patching, pristine stack regardless of prologue. Inline hooking stays fine forPresent/SwapBuffers(clean prologues). Guarded by the x86 hook tests. - Steam Input init suppresses XInput. Initializing Steam Input turns on Steam's
in-process XInput interception, which hides controllers from
XInputGetStateunless they're bound to the running appid's action set — defaulting to it silently broke forwarding. XInput is primary; Steam Input is opt-in.