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>
137 lines
6.5 KiB
Markdown
137 lines
6.5 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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| --- | --- | --- |
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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 (current).** The host can inject `coop_hook.dll`
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into a running game; the DLL hooks XInput (via SafetyHook) so the game reads the
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controller state the host forwards over shared memory — and *only* that state, so
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physical/other controllers are hidden from the game. The in-process
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`hook_selftest` validates the IPC + hook core without needing a game.
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Still ahead (scoped in the plan): video mirror (WGC, then a `Present` hook),
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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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1. Start a DRM-free, **non-anti-cheat**, XInput game (e.g. a small controller
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sample or a permissive indie title) 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**. The status line
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should turn green ("Injected … / Forwarding input to pid …").
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3. Press buttons on your physical controller. The game should respond — its
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XInput now comes from the host's forwarded state, not the device directly.
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Unplug-test: other controllers/slots are hidden from the game.
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4. 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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