Files
CoopAllTheThings/host/src/injection_panel.cpp
BlackMark 0eb275daca Reconnect to an already-injected DLL (reuse it, survive a tool restart)
Disconnect -> reconnect now reuses the DLL already in the game instead of
injecting again, including across a tool restart or crash: a connected DLL keeps
its per-pid shared section (and worker) alive after the host goes away, so a
fresh host can find it and re-attach to the same section.

- hook_dll_alive(pid) (host/src/inject/dll_probe.cpp): detect a live DLL by
  opening the per-pid section and polling its heartbeat (returns as soon as a
  beat lands; a missing section or stalled worker reads as not-alive). It does
  not check magic -- a graceful disconnect zeroes magic but the DLL keeps
  beating and the worker never re-checks magic post-connect.
- InjectionPanel: the Inject and Connect button branches to reconnect_selected()
  when a live DLL is detected -- IpcServer::start() re-attaches to the SAME
  section the DLL still holds and re-publishes the subsystem state; no
  re-injection. Factored the shared post-connect setup (publish_subsystem_state
  / begin_liveness_tracking). The DLL needed no change -- it just resumes reading
  the re-attached section.
- A false not-alive is benign: the inject path still re-attaches an
  already-injected DLL (LoadLibrary no-ops), so the timeout only needs to clear
  the worker's ~250ms beat period with margin.

Test (mock_game_test test_reconnect): inject -> hooked -> graceful disconnect ->
drop the host handle (simulating a restart while the DLL keeps the section alive)
-> detect via heartbeat -> re-attach to the same section -> hooks re-install
without re-injecting -> and hook_dll_alive goes false once the game is gone.

Roadmap: both current tasks (graceful disconnect, reconnect) done -> removed.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-23 14:05:54 +02:00

753 lines
21 KiB
C++

#include "injection_panel.hpp"
#include "vk_layer_setup.hpp"
#include <cmath>
#include <windows.h>
#include "inject/dll_probe.hpp"
#include "inject/injector.hpp"
#include "ui/app_chrome.hpp"
namespace coop
{
namespace
{
const ImVec4 kGreen(0.4f, 1.0f, 0.4f, 1.0f);
const ImVec4 kRed(1.0f, 0.45f, 0.4f, 1.0f);
const ImVec4 kGrey(0.7f, 0.7f, 0.7f, 1.0f);
std::string narrow(const std::wstring& w)
{
if (w.empty())
{
return {};
}
const int len = WideCharToMultiByte(CP_UTF8, 0, w.c_str(), static_cast<int>(w.size()), nullptr, 0, nullptr, nullptr);
std::string out(static_cast<std::size_t>(len), '\0');
WideCharToMultiByte(CP_UTF8, 0, w.c_str(), static_cast<int>(w.size()), out.data(), len, nullptr, nullptr);
return out;
}
// Case-insensitive equality of two image names (e.g. "snb.exe").
bool iequals_name(const std::wstring& a, const std::wstring& b)
{
const std::string x = narrow(a), y = narrow(b);
if (x.size() != y.size())
{
return false;
}
for (std::size_t i = 0; i < x.size(); ++i)
{
if (::tolower(static_cast<unsigned char>(x[i])) != ::tolower(static_cast<unsigned char>(y[i])))
{
return false;
}
}
return true;
}
bool contains_ci(const std::wstring& haystack, const char* needle_utf8)
{
if (needle_utf8 == nullptr || needle_utf8[0] == '\0')
{
return true;
}
const std::string hay = narrow(haystack);
std::string h = hay, n = needle_utf8;
for (char& c : h)
{
c = static_cast<char>(::tolower(static_cast<unsigned char>(c)));
}
for (char& c : n)
{
c = static_cast<char>(::tolower(static_cast<unsigned char>(c)));
}
return h.find(n) != std::string::npos;
}
// Absolute path to coop_hook.dll, assumed to sit next to the host executable.
std::wstring hook_dll_path()
{
wchar_t buffer[MAX_PATH] = {};
const DWORD len = GetModuleFileNameW(nullptr, buffer, MAX_PATH);
std::wstring path(buffer, len);
const std::size_t slash = path.find_last_of(L"\\/");
if (slash != std::wstring::npos)
{
path.resize(slash + 1);
}
path += L"coop_hook.dll";
return path;
}
} // namespace
InjectionPanel::InjectionPanel()
{
refresh_targets();
}
void InjectionPanel::refresh_targets()
{
windows_ = list_windows();
processes_ = list_processes();
}
InjectionPanel::~InjectionPanel()
{
// Graceful tool exit: unhook everything so a still-running game returns to normal (the DLL
// stays injected, dormant). Short timeout -- the flags persist in the section the DLL keeps
// alive, so the unhook completes even if the process exits before it confirms.
disconnect_graceful(/*timeout_ms=*/300);
if (vk_layer_enabled_)
{
unregister_vk_layer(); // don't leave the implicit layer registered after the tool closes
}
close_target_handle();
}
void InjectionPanel::disconnect_graceful(int timeout_ms)
{
// Tell the DLL to remove every hook so the game runs as if it was never touched, then wait
// (bounded) for it to confirm before we drop the channel. The flags persist in the section the
// DLL keeps alive, so it unhooks even if we time out or exit first -- the wait just lets us
// observe a clean game. The DLL is left injected (dormant) for a later reconnect; we never eject.
if (server_.running())
{
server_.request_unhook_all();
for (int waited = 0; waited < timeout_ms && !server_.all_hooks_removed(); waited += 10)
{
Sleep(10);
}
}
server_.stop();
injected_ = false;
close_target_handle();
}
void InjectionPanel::close_target_handle()
{
if (target_process_ != nullptr)
{
CloseHandle(target_process_);
target_process_ = nullptr;
}
target_state_ = TargetState::NotInjected;
dll_alive_ = false;
last_heartbeat_ = 0;
last_heartbeat_time_ = 0.0;
}
void InjectionPanel::tick()
{
update_liveness();
auto_reattach_tick();
}
void InjectionPanel::auto_reattach_tick()
{
if (!auto_reattach_ || target_state_ != TargetState::Terminated || selected_name_.empty())
{
return;
}
// Poll the process list a couple of times a second (cheap, and we want to catch the
// relaunch early to read the exact audio format before the game creates its client).
const double now = ImGui::GetTime();
if (now - last_auto_poll_ < 0.5)
{
return;
}
last_auto_poll_ = now;
refresh_processes();
for (const ProcessEntry& e : processes_)
{
if (iequals_name(e.exe_name, selected_name_))
{
// The same game relaunched -> tear down the stale channel and re-attach to it.
server_.stop();
close_target_handle();
injected_ = false;
selected_pid_ = e.pid;
inject_selected(); // logs success/failure in status_; retried next poll on failure
break;
}
}
}
void InjectionPanel::update_liveness()
{
if (!injected_)
{
target_state_ = TargetState::NotInjected;
return;
}
// Process gone? The handle was opened with SYNCHRONIZE at inject time, so a
// signaled wait means it exited. This is authoritative even if the heartbeat
// happened to look alive a moment ago.
if (target_process_ != nullptr && WaitForSingleObject(target_process_, 0) == WAIT_OBJECT_0)
{
target_state_ = TargetState::Terminated;
dll_alive_ = false;
return;
}
// Still running: alive vs hung from the hook heartbeat (advances ~4x/s). A live
// process whose heartbeat stalled for ~2 s is frozen, not gone -- a distinct state.
const std::uint32_t hb = server_.hook_status().heartbeat;
const double now = ImGui::GetTime();
if (hb != last_heartbeat_)
{
last_heartbeat_ = hb;
last_heartbeat_time_ = now;
dll_alive_ = true;
}
else if (now - last_heartbeat_time_ > 2.0)
{
dll_alive_ = false;
}
target_state_ = dll_alive_ ? TargetState::Alive : TargetState::Hung;
}
void InjectionPanel::refresh_processes()
{
processes_ = list_processes();
}
void InjectionPanel::publish_subsystem_state()
{
// Publish the desired subsystem state before the hook's next reconcile tick.
server_.set_subsystem_enabled(HookSubsys_Input, want_input_);
server_.set_subsystem_enabled(HookSubsys_Focus, want_focus_);
server_.set_subsystem_enabled(HookSubsys_Audio, want_audio_);
server_.set_subsystem_enabled(HookSubsys_Video, want_video_);
server_.set_subsystem_enabled(HookSubsys_Mkb, want_mkb_);
server_.set_cursor_clip_allowed(!release_cursor_);
}
void InjectionPanel::begin_liveness_tracking()
{
injected_ = true;
// Track liveness: a SYNCHRONIZE|QUERY handle lets us notice the game exiting,
// and seeding the heartbeat clock avoids a spurious "hung" before the first beat.
close_target_handle(); // drop any handle from a previous target
target_process_ = OpenProcess(SYNCHRONIZE | PROCESS_QUERY_LIMITED_INFORMATION, FALSE, selected_pid_);
target_state_ = TargetState::Alive;
last_heartbeat_ = 0;
last_heartbeat_time_ = ImGui::GetTime();
dll_alive_ = true;
}
void InjectionPanel::reconnect_selected()
{
// Re-attach to a DLL that's already injected and alive (a prior session left it dormant after a
// graceful disconnect, or the tool restarted): bring the channel back up on the SAME per-pid
// section the DLL still holds and re-publish the desired subsystem state -- no re-injection.
if (!server_.start(selected_pid_))
{
status_ = "Failed to re-attach shared memory.";
status_color_ = kRed;
return;
}
publish_subsystem_state();
begin_liveness_tracking();
status_ = "Reconnected to " + narrow(selected_name_) + " (pid " + std::to_string(selected_pid_) +
") -- reused the injected DLL.";
status_color_ = kGreen;
}
void InjectionPanel::inject_selected()
{
if (selected_pid_ == 0)
{
status_ = "Select a target process first.";
status_color_ = kRed;
return;
}
// If our DLL is already injected and alive in this target (left dormant by a graceful disconnect,
// or surviving a tool restart -- it keeps the section alive), reconnect to it instead of
// injecting a second time.
if (hook_dll_alive(selected_pid_))
{
reconnect_selected();
return;
}
// Bring up the shared-memory channel before injecting so the hook finds it
// immediately on load.
if (!server_.start(selected_pid_))
{
status_ = "Failed to create shared memory.";
status_color_ = kRed;
return;
}
publish_subsystem_state();
const InjectResult result = inject_dll(selected_pid_, hook_dll_path());
if (result.status == InjectStatus::Ok)
{
begin_liveness_tracking();
status_ = "Injected into " + narrow(selected_name_) + " (pid " + std::to_string(selected_pid_) + ").";
status_color_ = kGreen;
}
else
{
server_.stop();
status_ = std::string("Injection failed: ") + to_string(result.status);
if (result.os_error != 0)
{
status_ += " [err " + std::to_string(result.os_error) + "]";
}
status_color_ = kRed;
}
}
void InjectionPanel::reattach()
{
if (selected_name_.empty())
{
return;
}
// Find live processes that share the original target's image name.
refresh_processes();
std::vector<unsigned long> matches;
for (const ProcessEntry& e : processes_)
{
if (iequals_name(e.exe_name, selected_name_))
{
matches.push_back(e.pid);
}
}
const std::string name = narrow(selected_name_);
if (matches.empty())
{
status_ = "No running \"" + name + "\" to re-attach to.";
status_color_ = kRed;
return;
}
if (matches.size() > 1)
{
// Don't guess which instance: filter the picker to the matches so the operator
// chooses, then injects via the normal button.
snprintf(filter_, sizeof(filter_), "%s", name.c_str());
selected_pid_ = 0;
status_ = "Multiple \"" + name + "\" running -- pick one below, then Inject & Connect.";
status_color_ = kGrey;
return;
}
// Exactly one: tear down the stale channel and inject into the new pid.
server_.stop();
close_target_handle();
injected_ = false;
selected_pid_ = matches.front();
inject_selected();
}
#ifdef COOP_TEST_HARNESS
unsigned long InjectionPanel::dev_inject_by_name(const std::wstring& image_name)
{
refresh_processes();
for (const ProcessEntry& e : processes_)
{
if (iequals_name(e.exe_name, image_name))
{
selected_pid_ = e.pid;
selected_name_ = e.exe_name;
inject_selected();
return injected_ ? selected_pid_ : 0;
}
}
return 0;
}
#endif
void InjectionPanel::publish(const std::array<PadInfo, kMaxPads>& pads)
{
if (!test_input_.load(std::memory_order_relaxed))
{
server_.publish(pads);
return;
}
// Synthetic, unmistakably non-human pattern: left stick sweeps a circle and
// A is pressed every other second. If the game moves on its own to this, the
// forwarding pipeline is proven end-to-end.
const unsigned long long ms = GetTickCount64();
const double t = static_cast<double>(ms) / 1000.0;
std::array<PadInfo, kMaxPads> synthetic{};
PadInfo& pad = synthetic[0];
pad.connected = true;
pad.source = "synthetic test";
pad.state.connected = 1;
pad.state.packet = static_cast<std::uint32_t>(ms);
pad.state.thumb_lx = static_cast<std::int16_t>(std::cos(t) * 30000.0);
pad.state.thumb_ly = static_cast<std::int16_t>(std::sin(t) * 30000.0);
if ((ms / 1000) % 2 == 0)
{
pad.state.buttons |= 0x1000; // XINPUT_GAMEPAD_A
}
server_.publish(synthetic);
}
void InjectionPanel::draw_hook_list(const HookStatusView& status)
{
static const char* kSubsysName[] = {"Input", "Focus", "Audio", "Video", "MKB"};
const std::uint32_t n = status.hook_entry_count < kMaxHookEntries ? status.hook_entry_count : kMaxHookEntries;
if (n == 0)
{
return;
}
if (!ImGui::CollapsingHeader("Installed hooks", ImGuiTreeNodeFlags_DefaultOpen))
{
return;
}
if (ImGui::BeginTable("hooks", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_SizingStretchProp))
{
ImGui::TableSetupColumn("Hook");
ImGui::TableSetupColumn("On", ImGuiTableColumnFlags_WidthFixed);
ImGui::TableSetupColumn("Calls", ImGuiTableColumnFlags_WidthFixed);
ImGui::TableHeadersRow();
// Group rows by subsystem so related hooks sit together.
for (std::uint32_t sub = 0; sub < HookSubsys_Count; ++sub)
{
bool header_done = false;
for (std::uint32_t i = 0; i < n; ++i)
{
const HookEntry& e = status.hook_entries[i];
if (e.subsystem != sub)
{
continue;
}
if (!header_done)
{
ImGui::TableNextRow();
ImGui::TableNextColumn();
ImGui::TextDisabled("%s", kSubsysName[sub < HookSubsys_Count ? sub : 0]);
ImGui::TableNextColumn();
ImGui::TableNextColumn();
header_done = true;
}
ImGui::TableNextRow();
ImGui::TableNextColumn();
ImGui::TextUnformatted(e.name);
ImGui::TableNextColumn();
if (e.installed)
{
ImGui::TextColored(kGreen, "yes");
}
else
{
ImGui::TextDisabled("no");
}
ImGui::TableNextColumn();
ImGui::Text("%llu", static_cast<unsigned long long>(e.calls));
}
}
ImGui::EndTable();
}
}
// True if any hook of `subsystem` is currently installed in the game.
static bool subsystem_installed(const HookStatusView& status, std::uint32_t subsystem)
{
const std::uint32_t n = status.hook_entry_count < kMaxHookEntries ? status.hook_entry_count : kMaxHookEntries;
for (std::uint32_t i = 0; i < n; ++i)
{
if (status.hook_entries[i].subsystem == subsystem && status.hook_entries[i].installed)
{
return true;
}
}
return false;
}
void InjectionPanel::draw_subsystem_controls(const HookStatusView& status)
{
ImGui::SeparatorText("Subsystems (hook / unhook)");
struct Row
{
const char* label;
std::uint32_t subsystem;
bool* want;
const char* depends;
};
const Row rows[] = {
{"Input forwarding (XInput)", HookSubsys_Input, &want_input_, "controller input reaches the game"},
{"Focus spoof", HookSubsys_Focus, &want_focus_, "the game keeps running unfocused"},
{"Audio render-hook", HookSubsys_Audio, &want_audio_, "audio mirror without echo"},
{"Video Present-hook", HookSubsys_Video, &want_video_, "Video mirror can use the hooked source"},
{"Mouse + keyboard forwarding", HookSubsys_Mkb, &want_mkb_, "clicks/keys reach the game"},
};
for (const Row& r : rows)
{
ImGui::PushID(r.label);
if (ImGui::Checkbox(r.label, r.want))
{
server_.set_subsystem_enabled(r.subsystem, *r.want);
}
ImGui::SameLine();
const bool on = subsystem_installed(status, r.subsystem);
if (*r.want != on)
{
ImGui::TextColored(kGrey, "(%s...)", *r.want ? "installing" : "removing");
}
else
{
ImGui::TextColored(on ? kGreen : kGrey, on ? "installed" : "off");
}
if (!*r.want)
{
ImGui::TextDisabled(" off: %s won't work", r.depends);
}
ImGui::PopID();
}
// Cursor release is a Focus sub-option for games that clip/recenter the mouse
// (e.g. Trails through Daybreak), which would otherwise trap the operator.
if (ImGui::Checkbox("Release operator cursor (free the game's clip) [F2]", &release_cursor_))
{
server_.set_cursor_clip_allowed(!release_cursor_);
}
}
void InjectionPanel::draw_hook_status(bool debug_details)
{
if (!server_.running())
{
return;
}
const HookStatusView status = server_.hook_status();
ImGui::SeparatorText("Hook status");
if (!injected_)
{
ImGui::TextColored(kGrey, "Not injected.");
return;
}
switch (target_state_)
{
case TargetState::Alive:
ImGui::TextColored(kGreen, "Hook DLL loaded in pid %lu (heartbeat %u)", server_.target_pid(),
status.heartbeat);
break;
case TargetState::Hung:
ImGui::TextColored(kRed, "Target not responding -- heartbeat stalled (frozen?).");
break;
case TargetState::Terminated:
ImGui::TextColored(kRed, "Target process has exited.");
break;
case TargetState::NotInjected:
break;
}
// The game is gone or frozen -> its hooks can't act on toggles, so lock them.
ImGui::BeginDisabled(target_state_ != TargetState::Alive);
draw_subsystem_controls(status);
ImGui::EndDisabled();
ImGui::TextDisabled("Controller poll rates are in the Controllers panel.");
draw_hook_list(status);
if (!debug_details)
{
return; // everything below is diagnostic detail
}
// Focus-API usage: tells us whether the game even consults these (which we
// spoof) when deciding it lost focus.
ImGui::Text("Focus API calls FG:%llu Active:%llu Focus:%llu",
static_cast<unsigned long long>(status.focus_calls[coop::FocusApi_Foreground]),
static_cast<unsigned long long>(status.focus_calls[coop::FocusApi_Active]),
static_cast<unsigned long long>(status.focus_calls[coop::FocusApi_Focus]));
// Input-path diagnostics: a focus-gated detection path would explain a game
// that only accepts the controller when it has true focus.
ImGui::SeparatorText("Input path");
if (status.raw_input_gamepad)
{
ImGui::TextColored(status.raw_input_gamepad_sink ? kGreen : kRed, "Raw Input gamepad: yes (INPUTSINK %s)",
status.raw_input_gamepad_sink ? "set -> bg ok" : "MISSING -> focus-gated!");
}
else if (status.raw_input_registered)
{
ImGui::TextColored(kGrey, "Raw Input: registered, but not for a gamepad usage");
}
else
{
ImGui::TextColored(kGrey, "Raw Input: not registered");
}
ImGui::TextColored(status.dinput_loaded ? kRed : kGrey, "DirectInput dll loaded: %s",
status.dinput_loaded ? "yes (could be foreground-gated)" : "no");
}
void InjectionPanel::draw(bool debug_details)
{
apply_panel_layout(Panel::Injection);
ImGui::Begin("Injection");
if (server_.running())
{
if (target_state_ == TargetState::Terminated)
{
ImGui::TextColored(kRed, "Target (pid %lu) has terminated.", server_.target_pid());
}
else if (target_state_ == TargetState::Hung)
{
ImGui::TextColored(kRed, "Target (pid %lu) is not responding.", server_.target_pid());
}
else
{
ImGui::TextColored(kGreen, "Connected to pid %lu", server_.target_pid());
}
if (ImGui::Button("Disconnect"))
{
// Leave the game vanilla: unhook everything before dropping the channel. The DLL stays
// injected (dormant), so it can be reconnected later without re-injecting.
disconnect_graceful(/*timeout_ms=*/700);
status_ = "Disconnected (game unhooked; DLL left injected).";
status_color_ = kGrey;
}
// A relaunched game has a new pid; re-attach by image name without hunting for
// it in the list. Only offered once the old target is gone.
if (target_state_ == TargetState::Terminated && !selected_name_.empty())
{
ImGui::SameLine();
if (ImGui::Button("Re-attach"))
{
reattach();
}
ImGui::SameLine();
ImGui::TextDisabled("(relaunched %s)", narrow(selected_name_).c_str());
}
// Session-only auto re-attach: tick it (while attached or terminated), then kill +
// relaunch the game and it re-injects itself early -- the kill+relaunch fix for a
// wrong audio format, without picking a target again.
if (!selected_name_.empty())
{
ImGui::Checkbox("Auto re-attach this game on relaunch", &auto_reattach_);
if (auto_reattach_ && target_state_ == TargetState::Terminated)
{
ImGui::SameLine();
ImGui::TextColored(kGrey, "(watching for %s...)", narrow(selected_name_).c_str());
}
// Opt-in Vulkan capture layer: for Vulkan games that initialize Vulkan immediately
// (where even auto-attach injects too late -- see the red banner), register a per-user
// implicit layer scoped to this game so the next launch is captured from the first frame.
// Removed when unticked or the host exits.
if (ImGui::Checkbox("Set up Vulkan layer (for immediate-init Vulkan games)", &vk_layer_enabled_))
{
if (vk_layer_enabled_)
{
vk_layer_enabled_ = register_vk_layer(selected_name_);
}
else
{
unregister_vk_layer();
}
}
if (ImGui::IsItemHovered())
{
ImGui::SetTooltip("Registers a per-user (HKCU, no admin) implicit Vulkan layer scoped to\n"
"this game, so a relaunch is captured before Vulkan init. Pair with\n"
"Auto re-attach. Removed when you untick it or close the tool.");
}
}
ImGui::Separator();
}
ImGui::TextUnformatted("Target window");
if (ImGui::Button("Refresh"))
{
refresh_targets();
}
ImGui::SameLine();
ImGui::SetNextItemWidth(-1.0f);
ImGui::InputTextWithHint("##wfilter", "filter by title or process...", window_filter_, sizeof(window_filter_));
if (ImGui::BeginListBox("##windows", ImVec2(-1.0f, 180.0f)))
{
for (const WindowEntry& w : windows_)
{
if (!contains_ci(w.title, window_filter_) && !contains_ci(w.exe_name, window_filter_))
{
continue;
}
const bool selected = w.pid == selected_pid_;
char label[400];
snprintf(label, sizeof(label), "%-32s [%s %lu]", narrow(w.title).c_str(),
narrow(w.exe_name).c_str(), w.pid);
if (ImGui::Selectable(label, selected))
{
selected_pid_ = w.pid;
selected_name_ = w.exe_name;
}
}
ImGui::EndListBox();
}
// The full process list is the advanced fallback (e.g. a windowless game host),
// kept out of the way unless the operator wants it.
if (debug_details)
{
ImGui::SeparatorText("All processes (advanced)");
ImGui::SetNextItemWidth(-1.0f);
ImGui::InputTextWithHint("##filter", "filter by name...", filter_, sizeof(filter_));
if (ImGui::BeginListBox("##processes", ImVec2(-1.0f, 160.0f)))
{
for (const ProcessEntry& entry : processes_)
{
if (!contains_ci(entry.exe_name, filter_))
{
continue;
}
const bool selected = entry.pid == selected_pid_;
char label[300];
snprintf(label, sizeof(label), "%-40s %lu", narrow(entry.exe_name).c_str(), entry.pid);
if (ImGui::Selectable(label, selected))
{
selected_pid_ = entry.pid;
selected_name_ = entry.exe_name;
}
}
ImGui::EndListBox();
}
}
const bool can_inject = selected_pid_ != 0;
ImGui::BeginDisabled(!can_inject);
if (ImGui::Button("Inject & Connect", ImVec2(-1.0f, 0.0f)))
{
inject_selected();
}
ImGui::EndDisabled();
if (!status_.empty())
{
ImGui::TextColored(status_color_, "%s", status_.c_str());
}
draw_hook_status(debug_details);
record_panel_fit("Injection");
ImGui::End();
}
} // namespace coop