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fix(input): Prevent modified key releases from firing plain hotkeys - #3233

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CryoTheRenegade wants to merge 7 commits into
TheSuperHackers:mainfrom
CryoTheRenegade:fix/modifier-key-release-fix
Open

CryoTheRenegade wants to merge 7 commits into
TheSuperHackers:mainfrom
CryoTheRenegade:fix/modifier-key-release-fix

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@CryoTheRenegade

@CryoTheRenegade CryoTheRenegade commented Aug 28, 2026

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Thanks to DrGoldFish, who reported this issue and tested the fix.

The bug can happen in this order using Legi's keybinds:

  1. Hold Ctrl.
  2. Press F.
  3. Release Ctrl.
  4. Release F.

The game can treat the last step as a normal F key press and run the F command. It should remember that F was pressed with Ctrl.

There is also a focus problem. If Ctrl or Shift is released while the game is not focused, the game may miss the release. This can leave force-attack or selection mode active.

The keyboard code reads several events at once. It previously gave every event the modifier state from the end of that group. This could give an event the wrong Ctrl, Shift, or Alt state.

The keyboard code now saves the modifier state when each event is handled. It remembers which modifier was held when a key was pressed. It passes that information to the matching key release.

HotKeyTranslator then knows that the release is part of a modified key press and does not run the normal hotkey.

This state is stored in Keyboard because another message handler may remove the key-down event before HotKeyTranslator receives it.

The reset code now sends key-up events for Ctrl, Shift, and Alt. The existing MetaEvent code is unchanged.

… out of order

Signed-off-by: Jacob Ledbetter <jledbetter460@gmail.com>
@qodo-free-for-open-source-projects

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PR Summary by Qodo

Prevent stuck modifier combos on out-of-order key releases

🐞 Bug fix 🕐 20-40 Minutes

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AI Description

• Tracks modified presses so combo UP mappings fire regardless of release order.
• Suppresses plain GUI hotkeys when releasing keys previously used in modifier combos.
• Synthesizes all modifier releases after focus loss and clears stale combo tracking.
Diagram

sequenceDiagram
    actor User
    participant Keyboard
    participant Stream as Message Stream
    participant Meta as Meta Events
    participant Hotkey as Hotkey Translator
    participant Manager as Hotkey Manager
    User->>Keyboard: Press modified key
    Keyboard->>Stream: Raw key down
    Stream->>Meta: Track combo state
    Meta->>Manager: Suppress key up
    User->>Keyboard: Release keys
    Keyboard->>Stream: Raw key up
    Stream->>Hotkey: Check GUI hotkey
    Hotkey->>Manager: Consume suppression
    Stream->>Meta: Resolve combo up
    Keyboard->>Stream: Synthetic modifier ups
    Stream->>Meta: Flush reset state
Loading
High-Level Assessment

The following are alternative approaches to this PR:

1. Unified chord state machine
  • ➕ Centralizes modifier tracking, UP mapping, and GUI suppression ownership.
  • ➕ Reduces coordination through global translator state.
  • ➖ Requires a broad input-pipeline refactor with substantially higher regression risk.
  • ➖ Touches mature event ordering and message-disposition behavior beyond this bug.

Recommendation: Keep the PR's targeted coordination between existing translators because it preserves raw key-up propagation and limits risk. A unified chord state machine would be cleaner long term, but its larger scope is not justified for this compatibility-sensitive fix; add focused regression coverage if the input harness supports synthetic event sequences.

Files changed (6) +115 / -31

Bug fix (6) +115 / -31
HotKey.hAdd one-shot key-up suppression state +5/-0

Add one-shot key-up suppression state

• Extends HotKeyManager with per-key suppression storage and APIs to set, consume, and clear suppression. This lets modified releases bypass GUI hotkey execution exactly once.

Core/GameEngine/Include/GameClient/HotKey.h

Keyboard.hExpose keyboard reset generations +3/-1

Expose keyboard reset generations

• Adds a reset generation counter and generalizes the focus-recovery helper from ALT-only handling to all modifier keys. Translators can now detect that keyboard state was reset.

Core/GameEngine/Include/GameClient/Keyboard.h

MetaEvent.hTrack reset synchronization in meta events +2/-0

Track reset synchronization in meta events

• Adds the last observed keyboard reset generation and a helper for clearing tracked key-down combinations. These declarations support safe recovery after focus loss.

Core/GameEngine/Include/GameClient/MetaEvent.h

Keyboard.cppSynthesize releases for every held modifier +19/-12

Synthesize releases for every held modifier

• Initializes and increments the keyboard reset generation whenever key state is cleared. Focus recovery now emits raw key-up messages for held CTRL and SHIFT keys as well as ALT.

Core/GameEngine/Source/GameClient/Input/Keyboard.cpp

HotKey.cppSkip GUI hotkeys for modified releases +34/-5

Skip GUI hotkeys for modified releases

• Consumes one-shot suppression before translating a raw key-up into a plain GUI hotkey, while leaving the message available to later translators. Initializes and manages the per-key suppression array.

Core/GameEngine/Source/GameClient/MessageStream/HotKey.cpp

MetaEvent.cppPreserve combo state across release ordering +52/-13

Preserve combo state across release ordering

• Records modifier-only holds, suppresses GUI handling for modified key releases, and retains combo state through same-frame release ordering. It also detects keyboard resets, emits pending UP mappings, and clears stale tracking.

Core/GameEngine/Source/GameClient/MessageStream/MetaEvent.cpp

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Code Review by Qodo

🐞 Bugs (0) 📘 Rule violations (0) 📎 Requirement gaps (0)

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Great, no issues found!

Qodo reviewed your code and found no material issues that require review

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@greptile-apps

greptile-apps Bot commented Aug 28, 2026

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Greptile Summary

The PR preserves modifier state for each buffered keyboard event, associates key releases with their matching press state, and synthesizes modifier releases when keyboard state is reset.

  • Adds a shared KeyState type and combined modifier mask.
  • Tracks press-time modifier state so modified releases cannot trigger plain hotkeys.
  • Emits Ctrl, Shift, Alt, and secondary-shift key-up events after focus loss.
  • Updates HotKey and MetaEvent translation to consume the revised message contract.

Confidence Score: 5/5

The PR appears safe to merge.

No blocking failure remains.

Important Files Changed

Filename Overview
Core/GameEngine/Source/GameClient/Input/Keyboard.cpp Captures modifier state per buffered event, tracks matching press state, and synthesizes held-modifier releases during keyboard reset.
Core/GameEngine/Source/GameClient/MessageStream/HotKey.cpp Prevents plain hotkey execution when either the release or its matching press carried modifier state.
Core/GameEngine/Source/GameClient/MessageStream/MetaEvent.cpp Adopts the shared KeyState type without changing MetaEvent behavior.
Core/GameEngine/Include/GameClient/Keyboard.h Adds persistent per-key press-state storage and updates keyboard state APIs to use KeyState.
Generals/Code/GameEngine/Include/GameClient/KeyDefs.h Defines the shared KeyState type and combined modifier mask for the Generals target.
GeneralsMD/Code/GameEngine/Include/GameClient/KeyDefs.h Defines the shared KeyState type and combined modifier mask for the Zero Hour target.

Sequence Diagram

sequenceDiagram
    participant OS as Keyboard device
    participant K as Keyboard
    participant MS as MessageStream
    participant ME as MetaEventTranslator
    participant HK as HotKeyTranslator
    OS->>K: Buffered key event
    K->>K: Snapshot current modifiers
    alt Key down
        K->>K: Save press-time KeyState
        K->>MS: RAW_KEY_DOWN(key, state)
    else Key up
        K->>MS: RAW_KEY_UP(key, state, pressState)
        K->>K: Clear saved press state
    end
    MS->>ME: Translate raw key event
    MS->>HK: Translate RAW_KEY_UP
    HK->>HK: Suppress if release or press was modified
Loading

Reviews (7): Last reviewed commit: "Simplify keyboard press tracking and use..." | Re-trigger Greptile

HotKey.h referenced KeyDefType/KEY_COUNT without the key header, and MetaEvent.cpp called a reset helper that was never declared.

Co-authored-by: Cursor <cursoragent@cursor.com>

@xezon xezon left a comment

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I assume this was entirely generated by LLM? It looks like slop the way the new logic is laid out. It is incomprehensible and unmaintainable. It needs to be unsloppified.

CryoTheRenegade and others added 2 commits August 31, 2026 09:52
Keep the GUI-hotkey and focus-loss behavior, but store the modifier-down
flag on HotKeyTranslator itself and reuse the existing alt-tab key-up path
for CTRL and SHIFT.

Co-authored-by: Cursor <cursoragent@cursor.com>
@xezon

xezon commented Aug 31, 2026

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How do we know the new generated revision is no slop?

@CryoTheRenegade

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Fair criticism. I used LLM assistance on the first pass, and I should have reviewed and simplified the result before asking you to review it. I own that.

I’ve since rewritten the fix. The hotkey translator is stateless now. Modifier press state lives in Keyboard, where buffered events are processed in order, and each release records whether its matching press used Ctrl, Shift, or Alt.

@xezon

xezon commented Sep 3, 2026

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I tried to understand this change but I was unable to. It is lacking context. What was the issue and how was it reproduced, how was it fixed and why is it fixed the way it was fixed.

@CryoTheRenegade CryoTheRenegade changed the title fix(input): Keep modifier combos from sticking when keys are released out of order fix(input): Prevent modified key releases from firing plain hotkeys Sep 4, 2026
@CryoTheRenegade

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I've reworded the PR description with a simple example and an explanation of the cause, the fix, and why the state is stored in Keyboard.

@xezon xezon added Bug Something is not working right, typically is user facing Minor Severity: Minor < Major < Critical < Blocker Gen Relates to Generals ZH Relates to Zero Hour Input labels Sep 10, 2026
Comment thread GeneralsMD/Code/GameEngine/Include/GameClient/KeyDefs.h Outdated
Comment thread Core/GameEngine/Include/GameClient/Keyboard.h Outdated
Comment thread Generals/Code/GameEngine/Include/GameClient/KeyDefs.h Outdated
Comment thread Core/GameEngine/Source/GameClient/Input/Keyboard.cpp
Comment thread Core/GameEngine/Source/GameClient/Input/Keyboard.cpp Outdated
Comment thread Core/GameEngine/Source/GameClient/Input/Keyboard.cpp Outdated
Comment thread Core/GameEngine/Include/GameClient/Keyboard.h Outdated
Comment thread Core/GameEngine/Include/Common/MessageStream.h Outdated
Comment thread Core/GameEngine/Source/GameClient/MessageStream/HotKey.cpp Outdated
Comment thread Core/GameEngine/Source/GameClient/Input/Keyboard.cpp Outdated
@@ -74,33 +73,15 @@ GameMessageDisposition HotKeyTranslator::translateGameMessage(const GameMessage

if ( t == GameMessage::MSG_RAW_KEY_UP)

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Would MSG_RAW_KEY_DOWN perhaps be an option for hotkeys? All the MetaEvents are key down events. Or is there a good reason why hotkey needs to be posted on down?

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Key-down could work. I found no comment explaining why hotkeys use key-up. I kept the current timing for now.

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I suggest test MSG_RAW_KEY_DOWN. It would be the simpler option and get rid of the new stuff you added to accomodate this event. Players will also be happier if their key presses register faster.

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Bug Something is not working right, typically is user facing Gen Relates to Generals Input Minor Severity: Minor < Major < Critical < Blocker ZH Relates to Zero Hour

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