Files
CoopAllTheThings/README.md
BlackMark df4325d21b Phase 1a: focus spoofing + hook observability
Two problems surfaced in testing: (1) no way to tell whether the injected
hook was actually the input source, and (2) the final design needs the tool
window focused for Steam RPT capture, which would pause/silence games that
react to focus loss. Both are addressed here.

- Focus spoofing (hook/focus_spoof): find the game's main window, subclass it
  to rewrite/swallow WM_ACTIVATE/ACTIVATEAPP/NCACTIVATE/KILLFOCUS, and inline-
  hook GetForegroundWindow/GetActiveWindow/GetFocus to always report the game
  as active. The game keeps running and polling while unfocused.
- Status back-channel (protocol v2): the DLL reports attached/focus-spoof
  flags, game pid/hwnd, a heartbeat, and a cumulative XInputGetState counter.
  The host overlay turns the counter into a live poll rate, so "is the hook
  working" is directly observable.
- Synthetic test-input toggle in the host: forwards a known automated pattern
  (stick circle + periodic A) to prove forwarding independent of the physical
  pad.
- hook_selftest extended to assert the status channel; passes.

Documented the windowed/borderless requirement and the new observable test
flow in the README.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 00:13:06 +02:00

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# 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.
See [`docs`](docs) and the in-repo plan for the full design.
## Architecture (target)
| Concern | Mechanism | Where |
| --- | --- | --- |
| Receive guest input | Steam Input / XInput (RPT delivers guests to the focused window) | `coop_host.exe` |
| Forward input to game | DLL injection + XInput hook (SafetyHook) — game sees *only* our pad | `coop_hook.dll` |
| Mirror video | Windows Graphics Capture first; `IDXGISwapChain::Present` hook as the low-latency upgrade | host (+ hook) |
| Mirror audio | WASAPI process-loopback capture of the game, re-rendered | `coop_host.exe` |
| Host ↔ hook IPC | Named shared memory (seqlock for input, shared D3D11 texture for video) | `common/` |
## Limitations
- **Anti-cheat:** the input path injects `coop_hook.dll` into 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.
- **Architecture match:** the host and hook DLL must match the game's bitness.
x64 is supported first; x86 support is a later phase (see the plan).
## Status
**Phase 0 — donor spike. ✅ Validated.** `coop_host.exe` is a borderless D3D11
window with an ImGui overlay listing every controller it sees. Confirmed
end-to-end: Steam RPT streams the window under a donor appid, and guest gamepads
arrive (with correct slot assignment) as XInput.
**Phase 1a — input forwarding + focus spoofing (current).** The host injects
`coop_hook.dll`; the DLL hooks XInput (via SafetyHook) so the game reads the
forwarded controller state and *only* that state. The DLL also **spoofs focus**
(hooks `GetForegroundWindow`/`GetActiveWindow`/`GetFocus` and subclasses the game
window to swallow deactivation messages) so the game keeps running and polling
while the tool holds the real OS focus — required because Steam RPT only captures
the focused window. A hook→host status back-channel shows whether the hook is
attached and how fast the game is polling it. The in-process `hook_selftest`
validates the IPC + hook core without needing a game.
Still ahead (scoped in the plan): video mirror (WGC, then a `Present` hook),
audio (WASAPI process loopback), and x86 support.
## Building
Requirements: Windows 10/11, Visual Studio 2022 (MSVC + C++ workload), CMake ≥ 3.21.
```sh
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
```
Third-party dependencies (Dear ImGui, SafetyHook) are git submodules under
`third_party/`; the Steamworks SDK is vendored manually there when wired. No
vcpkg / package manager is used.
## Phase 0: validating the donor-launch assumption
This is a manual test — it needs Steam, a second person (or second account), and
a donor game that supports Remote Play Together.
1. **Pick a donor game** you own that supports Remote Play Together (check the
"Remote Play Together" tag on its store page). The donor only needs RPT
support; it is never actually played.
2. **Launch the host under the donor's appid.** Find the donor's appid (the
number in its store URL), then run:
```text
"C:\Program Files (x86)\Steam\steam.exe" -applaunch <donorAppId> "D:\dev\CoopAllTheThings\bin\Debug\coop_host.exe"
```
The borderless overlay window should appear and Steam should consider the
donor "running" (green status / "Stop" button in the library).
> If the donor ignores the trailing path, set the host as the donor's
> **Launch Options** instead (`"D:\...\coop_host.exe" %command%` variants),
> or use a launcher such as RemotePlayDetached. Recording which method makes
> Steam attribute our window to the donor is the main deliverable of Phase 0.
3. **Start Remote Play Together** from the Steam friends list / overlay and invite
a friend (or a second machine/account).
4. **Verify on the guest side:**
- The guest sees the borderless overlay window streamed (not a black screen).
- The guest presses buttons on their controller and the corresponding slot in
the overlay lights up. This proves RPT routes guest input into our window
as XInput — the foundation the whole tool relies on.
5. Press **Esc** in the host window to quit.
**If steps 2 and 4 both work, the core premise holds** and we proceed to Phase 1
(window capture + input injection). If not, we revisit the donor-attribution
approach before building further.
## Phase 1a: testing input forwarding locally
This needs no RPT, donor, or second account — just the host, the hook, a
controller, and a target game. `coop_host.exe` and `coop_hook.dll` must sit in
the same folder (the build places both in `bin/<Config>/`).
**Requirement:** run the target game **windowed or borderless**, not exclusive
fullscreen. Exclusive fullscreen minimizes on focus loss (defeating the focus
spoof) and can't be window-captured later. Only **controller** input is
forwarded — while the game is unfocused it won't receive OS keyboard/mouse.
1. Start a DRM-free, **non-anti-cheat**, XInput game in windowed/borderless mode
and get to a screen that reads the pad.
2. Run `bin\Debug\coop_host.exe`. In the **Injection** panel, filter for the
game's `.exe`, select it, and click **Inject & Connect**.
3. Watch the **Hook status** section. Once it shows **Attached** and a non-zero
**"XInput polled: N/s"**, the game is provably reading our hook — injection
works. **Focus spoof: active** confirms the window was found and subclassed.
4. **Prove forwarding is the source:** tick **Forward synthetic test input**.
The game should now move on its own — left stick sweeping a circle, A pressed
every other second — independent of your physical controller. Untick it to
return control to your pad.
5. Sanity-check the focus spoof: click into another window so the game loses real
focus. It should keep running/animating (not pause), and the poll rate should
stay non-zero.
6. Click **Stop forwarding** (or quit the host) to tear down the channel.
> If injection fails with an access error, run the host as administrator. If it
> reports "target is 32-bit", that game needs the x86 hook (a later phase).
For a quick sanity check of the forwarding core without a game, run
`bin\Debug\hook_selftest.exe` — it should print `SELFTEST PASS`.