The MKB subsystem covered message-loop (PostMessage) and polling (GetAsyncKeyState/GetKeyboardState/GetCursorPos) games. Add the two remaining read paths, both fed from the same synthesized state: - DirectInput: vtable-swap IDirectInputDevice8::GetDeviceState (a COM method -> vtable swap, not inline, per the x86 COM-prologue trap), reading the shared vtable from a kept-alive probe device (the game made its devices before we injected). Dispatch on cbData: 256 = keyboard BYTE[256] indexed by DIK scan-code (map VK->DIK via MapVirtualKey VK_TO_VSC); DIMOUSESTATE = mouse buttons + relative deltas from the forwarded cursor. - Raw Input: games get no WM_INPUT while unfocused, so mkb_pump synthesizes it (PostMessage WM_INPUT with lParam = one of our RAWINPUT slots) and the hooked GetRawInputData serves that slot back (RID_HEADER + RID_INPUT). Covers keys + buttons; relative raw-mouse movement isn't in the position-based MKB stream. Both detours use the DetourGate safe-unhook guard, and the mock_game_test storm exercises their install/remove. dinput_hook_test drives the real path end-to-end: forward a key + mouse button through the ring, then a real DI keyboard/mouse device's GetDeviceState returns them. The Raw Input round-trip is operator- validated against a real game (too brittle to assert in-process). vtable_hook.hpp factors the COM vtable-swap helper out for reuse. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
48 lines
1.6 KiB
CMake
48 lines
1.6 KiB
CMake
add_library(coop_hook SHARED
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src/dllmain.cpp
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src/xinput_hook.cpp
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src/focus_spoof.cpp
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src/audio_hook.cpp
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src/present_hook.cpp
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src/opengl_hook.cpp
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src/d3d9_hook.cpp
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src/vk_hook.cpp
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src/mkb_hook.cpp
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src/debug_log.cpp
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src/hook_registry.cpp)
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target_include_directories(coop_hook PRIVATE src)
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# The audio render-hook uses IAudioClient3 / process-audio interfaces, which need
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# the Windows 10 20H1 (NTDDI_WIN10_CO) headers.
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target_compile_definitions(coop_hook PRIVATE NTDDI_VERSION=0x0A00000B)
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# Vulkan headers only (the hook resolves entry points itself, VK_NO_PROTOTYPES). Use the include
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# dir directly rather than the third_party `vulkan_headers` target, so the x86 sub-build -- which
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# doesn't add third_party/ -- still builds the hook.
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coop_require_submodule("Vulkan-Headers" "third_party/Vulkan-Headers/include/vulkan/vulkan.h")
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target_include_directories(coop_hook PRIVATE ${CMAKE_SOURCE_DIR}/third_party/Vulkan-Headers/include)
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target_link_libraries(coop_hook PRIVATE
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coop_common
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safetyhook::safetyhook
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user32
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ole32
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mmdevapi
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dxguid
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d3d11
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d3d9
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dxgi)
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# The x86 sub-build (COOP_X86_HELPER_BUILD) stages alongside the x64 DLL in the
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# same bin/<config> dir, so give it a distinct name the host loads for 32-bit games.
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if(COOP_X86_HELPER_BUILD)
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set_target_properties(coop_hook PROPERTIES OUTPUT_NAME "coop_hook_x86")
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else()
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set_target_properties(coop_hook PROPERTIES OUTPUT_NAME "coop_hook")
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endif()
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# TODO(dist): statically link the VC runtime (/MT) so the DLL loads in games on
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# machines without the matching VC redist. Deferred until SafetyHook + Zydis are
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# also forced to a static CRT to avoid a /MT-vs-/MD mismatch.
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