Surfaced by a game (Life is Strange: Before the Storm) that ignores controller input when it lacks true OS focus even though it still polls XInput. To find the focus-gated detection path, instrument the hook. Protocol v3 status back-channel now reports: - per-slot XInputGetState and XInputGetCapabilities counters (replacing the single aggregate), so the overlay shows exactly which slots the game polls and how fast; - focus-API call counts (GetForegroundWindow/GetActiveWindow/GetFocus) to see whether the game consults the APIs we spoof; - input-path diagnostics: whether the process registered Raw Input for a gamepad usage and whether it set RIDEV_INPUTSINK (background delivery), and whether a DirectInput dll is loaded. Host overlay gains a per-slot poll table and an "Input path" section. The DLL refreshes input diagnostics each worker tick via GetRegisteredRawInputDevices. hook_selftest updated for per-slot counters; passes. This is diagnostic-only: once a real run shows which path LiS uses, the targeted focus fix (e.g. forcing RIDEV_INPUTSINK or DI background coop) follows. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
157 lines
5.8 KiB
C++
157 lines
5.8 KiB
C++
// IPC contract shared between the host (coop_host.exe) and the injected hook
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// DLL (coop_hook.dll). Both sides compile this identical header, so the memory
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// layout must stay POD and version-locked.
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#pragma once
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#include <atomic>
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#include <cstdint>
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namespace coop
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{
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// Bump whenever the layout of SharedBlock or CoopPadState changes. The hook
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// refuses to attach to a host with a mismatched version.
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inline constexpr std::uint32_t kProtocolVersion = 3;
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// 'COOP' little-endian, used to sanity-check the mapping before trusting it.
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inline constexpr std::uint32_t kProtocolMagic = 0x504F4F43u;
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// XInput exposes four controller slots; we mirror that fixed count.
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inline constexpr std::uint32_t kMaxPads = 4;
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// The shared-memory section is named per host process id so multiple sessions
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// can coexist. Format with the target game's pid: coop_ipc_<pid>.
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inline constexpr wchar_t kSharedMemoryPrefix[] = L"Local\\coop_ipc_";
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// One controller's state, laid out to map 1:1 onto XINPUT_GAMEPAD plus the
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// metadata the hook needs. Field names/types match XINPUT_GAMEPAD so the hook
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// can memcpy the trailing region straight into an XINPUT_STATE.
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struct CoopPadState
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{
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std::uint8_t connected; // 1 if a guest/host pad is mapped to this slot
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std::uint8_t reserved[3];
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std::uint32_t packet; // bumps on change -> XINPUT_STATE::dwPacketNumber
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std::uint16_t buttons; // XINPUT_GAMEPAD_* bitmask
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std::uint8_t left_trigger;
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std::uint8_t right_trigger;
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std::int16_t thumb_lx;
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std::int16_t thumb_ly;
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std::int16_t thumb_rx;
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std::int16_t thumb_ry;
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};
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static_assert(sizeof(CoopPadState) == 20, "CoopPadState layout must stay stable across both modules");
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// Indices into HookStatus::focus_query_calls.
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enum FocusApi : std::uint32_t
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{
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FocusApi_Foreground = 0, // GetForegroundWindow
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FocusApi_Active = 1, // GetActiveWindow
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FocusApi_Focus = 2, // GetFocus
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FocusApi_Count = 3,
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};
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// Hook -> host back-channel. The injected DLL is the sole writer; the host reads
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// it for the diagnostics overlay: is the hook attached, which slots is the game
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// polling, does it use the focus APIs, and does it read input through a
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// focus-gated path (Raw Input / DirectInput)? Diagnostics only, so the non-atomic
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// fields tolerate benign cross-process races.
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struct HookStatus
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{
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std::atomic<std::uint32_t> heartbeat; // DLL bumps ~4x/sec while alive
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std::atomic<std::uint64_t> get_state_calls[kMaxPads]; // XInputGetState/Ex per slot
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std::atomic<std::uint64_t> get_caps_calls[kMaxPads]; // XInputGetCapabilities per slot
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std::atomic<std::uint64_t> focus_query_calls[FocusApi_Count]; // focus API calls, see FocusApi
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std::uint32_t attached; // 1 once XInput hooks are installed
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std::uint32_t focus_spoof; // 1 once focus spoofing is active
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std::uint32_t game_pid; // the DLL's own pid (sanity check)
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std::uint64_t game_hwnd; // window the DLL subclassed (0 if none yet)
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// Input-path diagnostics: which focus-gated mechanism (if any) the game uses.
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std::uint32_t raw_input_registered; // process has any Raw Input registration
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std::uint32_t raw_input_gamepad; // ... for a joystick/gamepad usage page
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std::uint32_t raw_input_gamepad_sink; // ... and that usage has RIDEV_INPUTSINK (bg delivery)
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std::uint32_t dinput_loaded; // dinput8.dll is present in the process
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};
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// Top-level shared block. The host is the sole writer of pad state; the hook is
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// the sole reader. A seqlock (even = stable, odd = write in progress) lets the
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// reader grab a torn-free snapshot without a kernel lock on the hot path.
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struct SharedBlock
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{
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std::uint32_t magic;
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std::uint32_t version;
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std::uint32_t pad_count; // number of populated slots, <= kMaxPads
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std::atomic<std::uint32_t> sequence;
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CoopPadState pads[kMaxPads];
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// Hook -> host diagnostics back-channel.
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HookStatus status;
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// Phase 2 appends the shared-texture handle/dimensions control fields here;
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// keep new members at the end so existing offsets never shift.
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};
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static_assert(std::atomic<std::uint32_t>::is_always_lock_free,
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"seqlock requires a lock-free 32-bit atomic for cross-process use");
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static_assert(std::atomic<std::uint64_t>::is_always_lock_free,
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"status counters need a lock-free 64-bit atomic for cross-process use");
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// --- Seqlock helpers -------------------------------------------------------
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// Writer side: publish a fresh set of pad states. Called from the host.
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inline void publish_pads(SharedBlock& block, const CoopPadState* pads, std::uint32_t count)
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{
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if (count > kMaxPads)
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{
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count = kMaxPads;
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}
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const std::uint32_t seq = block.sequence.load(std::memory_order_relaxed);
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block.sequence.store(seq + 1, std::memory_order_release); // -> odd: write begins
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std::atomic_thread_fence(std::memory_order_release);
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block.pad_count = count;
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for (std::uint32_t i = 0; i < count; ++i)
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{
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block.pads[i] = pads[i];
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}
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for (std::uint32_t i = count; i < kMaxPads; ++i)
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{
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block.pads[i] = CoopPadState{};
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}
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block.sequence.store(seq + 2, std::memory_order_release); // -> even: write done
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}
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// Reader side: copy a consistent snapshot. Called from the hook. Spins briefly
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// if a write is in flight; bounded so a crashed writer can't hang the game.
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inline bool read_pads(const SharedBlock& block, CoopPadState (&out)[kMaxPads], std::uint32_t& out_count)
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{
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for (int attempt = 0; attempt < 64; ++attempt)
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{
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const std::uint32_t before = block.sequence.load(std::memory_order_acquire);
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if (before & 1u)
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{
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continue; // writer mid-update, retry
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}
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std::uint32_t count = block.pad_count;
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if (count > kMaxPads)
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{
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count = kMaxPads;
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}
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for (std::uint32_t i = 0; i < kMaxPads; ++i)
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{
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out[i] = block.pads[i];
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}
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std::atomic_thread_fence(std::memory_order_acquire);
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const std::uint32_t after = block.sequence.load(std::memory_order_acquire);
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if (before == after)
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{
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out_count = count;
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return true;
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}
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}
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return false;
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}
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} // namespace coop
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