Files
CoopAllTheThings/README.md
BlackMark e370c8dcc5 Phase 1a: input forwarding via DLL injection + XInput hook
The host can now inject coop_hook.dll into a running game and forward
controller state to it over shared memory, so the game reads the host's
(eventually the guest's) input and nothing else.

- hook/: coop_hook.dll. DllMain spawns a worker that opens the shared-memory
  channel (named by the game's pid) and installs SafetyHook inline hooks on
  XInputGetState/GetStateEx/GetCapabilities/SetState. Detours synthesize state
  from shared memory; unmanaged slots report disconnected, hiding physical pads.
- host/: process picker (Toolhelp32), CreateRemoteThread(LoadLibraryW) injector
  with an IsWow64Process2 bitness guard, IPC server publishing pads each frame,
  and an ImGui Injection panel wiring it together.
- tests/: hook_selftest exercises the IPC seqlock + hook detours in-process
  (no game/controller needed); passes.

Build: SafetyHook wired in (COOP_BUILD_HOOK=ON), Zydis via FetchContent.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-18 23:21:20 +02:00

137 lines
6.5 KiB
Markdown

# 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 (current).** The host can inject `coop_hook.dll`
into a running game; the DLL hooks XInput (via SafetyHook) so the game reads the
controller state the host forwards over shared memory — and *only* that state, so
physical/other controllers are hidden from the game. 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>/`).
1. Start a DRM-free, **non-anti-cheat**, XInput game (e.g. a small controller
sample or a permissive indie title) 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**. The status line
should turn green ("Injected … / Forwarding input to pid …").
3. Press buttons on your physical controller. The game should respond — its
XInput now comes from the host's forwarded state, not the device directly.
Unplug-test: other controllers/slots are hidden from the game.
4. 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`.