Mirror the injected game's window into the host's borderless window so Steam RPT streams a live copy of the game. No injection needed for video. - capture/window_capture: WGC capture of a target HWND. Wraps our D3D11 device as an IDirect3DDevice, creates a free-threaded frame pool + capture session, hides the cursor and (best-effort) the capture border. Frames arrive on a WGC thread and are handed to the render thread, which copies the newest into a shader-resource texture and draws it -- keeping all D3D11 context use on one thread. Handles window resize via frame-pool Recreate. - capture/frame_renderer: fullscreen-triangle shader that blits the captured texture letterboxed (aspect-preserved) into the window. - capture_panel: "Mirror game window" toggle + lifecycle; target HWND comes from the hook's reported game window. - main: winrt apartment init; mirrored frame drawn as background, ImGui on top. - CMake: link windowsapp + d3dcompiler. Verified: builds clean; host starts (apartment init + shader compile succeed). Visual capture quality/latency to be judged on a real game. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
174 lines
8.6 KiB
Markdown
174 lines
8.6 KiB
Markdown
# CoopAllTheThings
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Steam **Remote Play Together (RPT)** for any XInput game — without breaking DRM,
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achievements, or playtime.
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Existing "donor game" tools (e.g. RemotePlayWhatever) copy a target game's files
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into a donor game's folder and rename the executable so Steam streams the target
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under the donor's appid. That breaks DRM-protected games, breaks achievements,
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and credits playtime to the donor.
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CoopAllTheThings takes a different approach: the **real game runs normally under
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its own appid** (so DRM, achievements, and playtime all work), while a lightweight
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**mirror app runs under the donor appid**. The mirror presents a borderless
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window that is a live copy of the game's video + audio, and forwards the guests'
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input back into the real game. Steam's RPT captures the mirror window — so any
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XInput game becomes Remote-Play-Together-able.
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See [`docs`](docs) and the in-repo plan for the full design.
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## Architecture (target)
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| Concern | Mechanism | Where |
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| Receive guest input | Steam Input / XInput (RPT delivers guests to the focused window) | `coop_host.exe` |
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| Forward input to game | DLL injection + XInput hook (SafetyHook) — game sees *only* our pad | `coop_hook.dll` |
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| Mirror video | Windows Graphics Capture first; `IDXGISwapChain::Present` hook as the low-latency upgrade | host (+ hook) |
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| Mirror audio | WASAPI process-loopback capture of the game, re-rendered | `coop_host.exe` |
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| Host ↔ hook IPC | Named shared memory (seqlock for input, shared D3D11 texture for video) | `common/` |
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## Limitations
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- **Anti-cheat:** the input path injects `coop_hook.dll` into the target game.
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Games protected by kernel-level anti-cheat (Easy Anti-Cheat, BattlEye,
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Vanguard, etc.) will detect the injected module and may **kick the player or
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issue a ban**. Such games are explicitly **out of scope and unsupported** — do
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not use CoopAllTheThings with them. The tool targets single-player and
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co-op/local-multiplayer titles without active anti-cheat.
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- **XInput only:** the game must read controllers via XInput (the common case).
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DirectInput-only / RawInput-only games are not handled.
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- **Architecture match:** the host and hook DLL must match the game's bitness.
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x64 is supported first; x86 support is a later phase (see the plan).
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## Status
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**Phase 0 — donor spike. ✅ Validated.** `coop_host.exe` is a borderless D3D11
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window with an ImGui overlay listing every controller it sees. Confirmed
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end-to-end: Steam RPT streams the window under a donor appid, and guest gamepads
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arrive (with correct slot assignment) as XInput.
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**Phase 1a — input forwarding + focus spoofing (current).** The host injects
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`coop_hook.dll`; the DLL hooks XInput (via SafetyHook) so the game reads the
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forwarded controller state and *only* that state. The DLL also **spoofs focus**
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(hooks `GetForegroundWindow`/`GetActiveWindow`/`GetFocus` and subclasses the game
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window to swallow deactivation messages) so the game keeps running and polling
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while the tool holds the real OS focus — required because Steam RPT only captures
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the focused window. A hook→host status back-channel shows whether the hook is
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attached and how fast the game is polling it. The in-process `hook_selftest`
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validates the IPC + hook core without needing a game.
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**Phase 1b — video mirror (current).** The host captures the injected game's
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window with Windows Graphics Capture and draws it letterboxed as its background,
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so RPT streams a live mirror of the game. See the test steps below.
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Still ahead (scoped in the plan): a `Present`-hook capture path if WGC latency
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disappoints, audio (WASAPI process loopback), and x86 support.
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## Building
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Requirements: Windows 10/11, Visual Studio 2022 (MSVC + C++ workload), CMake ≥ 3.21.
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```sh
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git clone --recurse-submodules <repo-url>
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# or, if already cloned:
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git submodule update --init --recursive
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cmake -S . -B build -G "Visual Studio 17 2022" -A x64
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cmake --build build --config Debug
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# output: bin/Debug/coop_host.exe
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```
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Third-party dependencies (Dear ImGui, SafetyHook) are git submodules under
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`third_party/`; the Steamworks SDK is vendored manually there when wired. No
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vcpkg / package manager is used.
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## Phase 0: validating the donor-launch assumption
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This is a manual test — it needs Steam, a second person (or second account), and
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a donor game that supports Remote Play Together.
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1. **Pick a donor game** you own that supports Remote Play Together (check the
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"Remote Play Together" tag on its store page). The donor only needs RPT
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support; it is never actually played.
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2. **Launch the host under the donor's appid.** Find the donor's appid (the
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number in its store URL), then run:
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```text
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"C:\Program Files (x86)\Steam\steam.exe" -applaunch <donorAppId> "D:\dev\CoopAllTheThings\bin\Debug\coop_host.exe"
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```
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The borderless overlay window should appear and Steam should consider the
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donor "running" (green status / "Stop" button in the library).
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> If the donor ignores the trailing path, set the host as the donor's
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> **Launch Options** instead (`"D:\...\coop_host.exe" %command%` variants),
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> or use a launcher such as RemotePlayDetached. Recording which method makes
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> Steam attribute our window to the donor is the main deliverable of Phase 0.
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3. **Start Remote Play Together** from the Steam friends list / overlay and invite
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a friend (or a second machine/account).
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4. **Verify on the guest side:**
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- The guest sees the borderless overlay window streamed (not a black screen).
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- The guest presses buttons on their controller and the corresponding slot in
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the overlay lights up. This proves RPT routes guest input into our window
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as XInput — the foundation the whole tool relies on.
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5. Press **Esc** in the host window to quit.
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**If steps 2 and 4 both work, the core premise holds** and we proceed to Phase 1
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(window capture + input injection). If not, we revisit the donor-attribution
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approach before building further.
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## Phase 1a: testing input forwarding locally
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This needs no RPT, donor, or second account — just the host, the hook, a
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controller, and a target game. `coop_host.exe` and `coop_hook.dll` must sit in
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the same folder (the build places both in `bin/<Config>/`).
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**Requirement:** run the target game **windowed or borderless**, not exclusive
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fullscreen. Exclusive fullscreen minimizes on focus loss (defeating the focus
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spoof) and can't be window-captured later. Only **controller** input is
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forwarded — while the game is unfocused it won't receive OS keyboard/mouse.
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1. Start a DRM-free, **non-anti-cheat**, XInput game in windowed/borderless mode
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and get to a screen that reads the pad.
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2. Run `bin\Debug\coop_host.exe`. In the **Injection** panel, filter for the
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game's `.exe`, select it, and click **Inject & Connect**.
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3. Watch the **Hook status** section. Once it shows **Attached** and a non-zero
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**"XInput polled: N/s"**, the game is provably reading our hook — injection
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works. **Focus spoof: active** confirms the window was found and subclassed.
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4. **Prove forwarding is the source:** tick **Forward synthetic test input**.
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The game should now move on its own — left stick sweeping a circle, A pressed
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every other second — independent of your physical controller. Untick it to
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return control to your pad.
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5. Sanity-check the focus spoof: click into another window so the game loses real
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focus. It should keep running/animating (not pause), and the poll rate should
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stay non-zero.
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6. Click **Stop forwarding** (or quit the host) to tear down the channel.
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> If injection fails with an access error, run the host as administrator. If it
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> reports "target is 32-bit", that game needs the x86 hook (a later phase).
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For a quick sanity check of the forwarding core without a game, run
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`bin\Debug\hook_selftest.exe` — it should print `SELFTEST PASS`.
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## Phase 1b: video mirror (Windows Graphics Capture)
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The **Video mirror** panel captures the injected game's window (via Windows
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Graphics Capture — no injection needed for video) and draws it, letterboxed, as
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the host window's background. This is what Steam RPT streams to guests.
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1. Inject into a game as in Phase 1a (the hook reports the game's window, which
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the mirror uses as its source).
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2. In the **Video mirror** panel, tick **Mirror game window**. The host window
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should now show a live copy of the game; the panel reports the capture
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resolution and render FPS.
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3. The game can be behind the host window — WGC still captures occluded (but not
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minimized) windows, and focus spoofing keeps it rendering.
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Requires Windows 10 1903+ for WGC; hiding the capture border needs build 20348+.
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This is the place to judge capture latency/stutter; if it's not good enough, the
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fallback is a `Present`-hook capture path in the same injected DLL.
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