Update main.cpp

This commit is contained in:
gggaa2152 2026-04-08 02:20:29 +08:00 committed by GitHub
parent 11f6bdff86
commit 093d05adce
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194

725
main.cpp
View File

@ -20,38 +20,503 @@
#include <sys/mman.h>
#include <setjmp.h>
#include <signal.h>
#include <cstdarg>
#include <cstring>
#include <errno.h>
#include "dobby.h"
#include "imgui.h"
#include "imgui_impl_android.h"
#include "imgui_impl_opengl3.h"
#define TAG "IL2CPP_Drive"
#define GAME_MODULE "libil2cpp.so"
// === 增强型日志宏 ===
#define LOGI(...) __android_log_print(ANDROID_LOG_INFO, TAG, __VA_ARGS__)
#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR, TAG, __VA_ARGS__)
// --- 实时日志系统 ---
std::atomic<int> g_InitCallCount{0};
std::vector<std::string> g_AppLogs;
std::mutex g_LogMutex;
void AddLog(const char* fmt, ...) {
char buf[1024];
va_list args;
va_start(args, fmt);
vsnprintf(buf, sizeof(buf), fmt, args);
va_end(args);
__android_log_print(ANDROID_LOG_INFO, TAG, "%s", buf);
std::lock_guard<std::mutex> lock(g_LogMutex);
if (g_AppLogs.size() > 30) g_AppLogs.erase(g_AppLogs.begin());
g_AppLogs.push_back(buf);
}
#undef LOGI
#undef LOGE
#define LOGI(...) AddLog(__VA_ARGS__)
#define LOGE(...) AddLog("[ERROR] " __VA_ARGS__)
static bool g_Initialized = false;
static std::atomic<int> g_EglCallCount{0}; // 记录 eglSwapBuffers 被调用的次数
static bool g_FontLoaded = false;
static bool g_IsHookInstalled = false;
static std::string g_HookStatusMsg = "等待手动挂钩... (请在大厅/选区界面操作)";
struct {
float x = 0.0f; float y = 0.0f;
float x = 0.0f;
float y = 0.0f;
std::atomic<bool> down{false};
float renderW = 0.0f; float renderH = 0.0f;
float renderW = 0.0f;
float renderH = 0.0f;
float physW = 3392.0f;
float physH = 2400.0f;
bool isSizeAutoDetected = false;
float offsetX = 0.0f;
float offsetY = 0.0f;
} g_Touch;
// ---------------------------------------------------------
// 核心 Hook 定义区
// ---------------------------------------------------------
static float g_DynamicScale = 1.0f;
static float g_BaseWindowHeight = 0.0f;
static float g_UserUIScale = 1.0f; // 全局UI缩放因子
static uintptr_t g_GameBase = 0;
static uintptr_t g_HookAddr_InitActor = 0;
static std::atomic<uintptr_t> g_CapturedX0{0};
static std::atomic<uintptr_t> g_CapturedX1{0};
static std::atomic<uintptr_t> g_CapturedX2{0};
// 交互式探测器状态变量
static std::vector<uintptr_t> g_ExploreHistory;
static uintptr_t g_CurrentExploreAddr = 0;
static uintptr_t g_LastRootBase = 0;
static bool g_ForceDirectRead = false;
struct DynamicOffsets {
uint32_t x0_to_addr1 = 0x20; // x0 + 0x20 = HeroActors (TinyValueList)
uint32_t addr1_to_addr2 = 0x10; // HeroActors + 0x10 = 真正的 Array
uint32_t item_to_addr3 = 0x18;
uint32_t addr3_to_addr4 = 0x30;
uint32_t addr3_to_addr5 = 0x100;
uint32_t addr3_to_addr6 = 0x70;
uint32_t prop_gold = 0x20;
uint32_t prop_hp = 0x30;
uint32_t prop_maxhp = 0x32;
uint32_t prop_level = 0x50;
uint32_t prop_mana = 0x28;
};
DynamicOffsets g_Offsets;
std::mutex g_OffsetMutex;
// ==========================================
// 终极内部读取:信号捕获 + 指针暴力解引用
// ==========================================
static __thread sigjmp_buf g_JmpBuf;
static void sigsegv_handler(int sig) {
siglongjmp(g_JmpBuf, 1);
}
template <typename T>
T SafeRead(uintptr_t address) {
T value{};
if (address < 0x10000000 || address > 0x00007FFFFFFFFFFF) return value;
struct sigaction new_sa, old_sa;
new_sa.sa_handler = sigsegv_handler;
sigemptyset(&new_sa.sa_mask);
new_sa.sa_flags = 0;
sigaction(SIGSEGV, &new_sa, &old_sa);
if (sigsetjmp(g_JmpBuf, 1) == 0) {
value = *(volatile T*)address;
} else {
value = {};
}
sigaction(SIGSEGV, &old_sa, nullptr);
return value;
}
struct PlayerData {
int hp = 0, maxHp = 0, mana = 0, gold = 0, level = 0;
float worldX = 0, worldY = 0, worldZ = 0;
float mapX = 0, mapY = 0;
};
struct DebugChain {
uintptr_t baseX0 = 0;
uintptr_t addr1 = 0;
uintptr_t addr2 = 0;
struct Item {
uintptr_t base = 0, addr3 = 0, addr4 = 0, addr5 = 0, addr6 = 0;
} items[15];
};
struct GameSnapshot {
bool inMatch = false;
DynamicOffsets offsets;
DebugChain debug;
std::vector<PlayerData> players;
};
std::mutex g_SnapshotMutex;
GameSnapshot g_CurrentSnapshot;
std::atomic<uintptr_t> g_ActorManager{0};
void DataWorkerThread() {
while (true) {
GameSnapshot newSnap;
DynamicOffsets currOff;
{
std::lock_guard<std::mutex> lock(g_OffsetMutex);
currOff = g_Offsets;
}
newSnap.offsets = currOff;
uintptr_t baseX0 = g_ActorManager.load();
if (baseX0 != 0) {
newSnap.inMatch = true;
newSnap.debug.baseX0 = baseX0;
uintptr_t addr1 = SafeRead<uintptr_t>(baseX0 + currOff.x0_to_addr1);
newSnap.debug.addr1 = addr1;
if (addr1) {
uintptr_t addr2 = SafeRead<uintptr_t>(addr1 + currOff.addr1_to_addr2);
newSnap.debug.addr2 = addr2;
if (addr2) {
for (int i = 0; i < 15; ++i) {
uintptr_t item = SafeRead<uintptr_t>(addr2 + 0x20 + (i * 0x8));
newSnap.debug.items[i].base = item;
if (!item) continue;
uintptr_t addr3 = SafeRead<uintptr_t>(item + currOff.item_to_addr3);
newSnap.debug.items[i].addr3 = addr3;
if (!addr3) continue;
PlayerData p;
uintptr_t addr4 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr4);
newSnap.debug.items[i].addr4 = addr4;
if (addr4) {
p.gold = SafeRead<int32_t>(addr4 + currOff.prop_gold);
p.hp = SafeRead<int32_t>(addr4 + currOff.prop_hp);
p.maxHp = SafeRead<int16_t>(addr4 + currOff.prop_maxhp);
p.level = SafeRead<int32_t>(addr4 + currOff.prop_level);
}
uintptr_t addr5 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr5);
newSnap.debug.items[i].addr5 = addr5;
if (addr5) {
p.worldX = SafeRead<float>(addr5 + 0x0);
p.worldZ = SafeRead<float>(addr5 + 0x4);
p.worldY = SafeRead<float>(addr5 + 0x8);
p.mana = SafeRead<int32_t>(addr5 + currOff.prop_mana);
}
uintptr_t addr6 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr6);
newSnap.debug.items[i].addr6 = addr6;
if (addr6) {
p.mapX = SafeRead<float>(addr6 + 0x50);
p.mapY = SafeRead<float>(addr6 + 0x54);
}
if (p.maxHp > 0 && p.maxHp < 50000)
newSnap.players.push_back(p);
}
}
}
}
{
std::lock_guard<std::mutex> lock(g_SnapshotMutex);
g_CurrentSnapshot = newSnap;
}
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
}
struct ModuleInfo {
const char* name;
uintptr_t base;
};
static int dl_iterate_callback(struct dl_phdr_info *info, size_t size, void *data) {
ModuleInfo* modInfo = (ModuleInfo*)data;
if (info->dlpi_name && strstr(info->dlpi_name, modInfo->name)) {
modInfo->base = info->dlpi_addr;
return 1;
}
return 0;
}
uintptr_t GetRealModuleBase(const char* module_name) {
ModuleInfo info = {module_name, 0};
dl_iterate_phdr(dl_iterate_callback, &info);
if (info.base == 0) {
FILE* f = fopen("/proc/self/maps", "r");
if (f) {
char line[512];
while (fgets(line, sizeof(line), f)) {
if (strstr(line, module_name)) {
uintptr_t start;
if (sscanf(line, "%lx", &start) == 1) { info.base = start; break; }
}
}
fclose(f);
}
}
return info.base;
}
typedef void (*t_InitActorParams)(void* x0, void* x1, void* x2, void* x3, void* x4, void* x5, void* x6, void* x7);
t_InitActorParams old_InitActorParams = nullptr;
void hook_InitActorParams(void* x0, void* x1, void* x2, void* x3, void* x4, void* x5, void* x6, void* x7) {
g_InitCallCount++;
if (x0 != nullptr) g_CapturedX0.store((uintptr_t)x0);
if (x1 != nullptr) g_CapturedX1.store((uintptr_t)x1);
if (x2 != nullptr) g_CapturedX2.store((uintptr_t)x2);
if (x0 != nullptr && (uintptr_t)x0 > 0x10000000) {
g_ActorManager.store((uintptr_t)x0);
if (g_InitCallCount.load() % 5 == 1) {
LOGI("[+] 拦截到实体生成! 捕获基址 x0: 0x%lx", (uintptr_t)x0);
}
}
if (old_InitActorParams) {
old_InitActorParams(x0, x1, x2, x3, x4, x5, x6, x7);
}
}
void InstallCoreHook() {
if (g_IsHookInstalled) return;
uintptr_t base = GetRealModuleBase(GAME_MODULE);
if (!base) {
g_HookStatusMsg = "未找到 libil2cpp.so,游戏可能未加载完全!";
LOGE("[-] %s", g_HookStatusMsg.c_str());
return;
}
g_GameBase = base;
g_HookAddr_InitActor = base + 0x73507bc;
LOGI("[*] 准备硬核挂钩! 真实基址: 0x%lx, 目标: 0x%lx", base, g_HookAddr_InitActor);
void* page_start = (void*)(g_HookAddr_InitActor & ~0xFFF);
mprotect(page_start, 0x2000, PROT_READ | PROT_WRITE | PROT_EXEC);
int ret = DobbyHook((void*)g_HookAddr_InitActor, (void*)hook_InitActorParams, (void**)&old_InitActorParams);
__builtin___clear_cache((char*)g_HookAddr_InitActor, (char*)(g_HookAddr_InitActor + 16));
if (ret == 0) {
g_IsHookInstalled = true;
g_HookStatusMsg = "✅ 核心 Hook 注入成功!请进入对局。";
LOGI("[+] 手动安装 Hook 成功!");
} else {
g_HookStatusMsg = "❌ 挂钩失败,Dobby 错误码: " + std::to_string(ret);
LOGE("[-] %s", g_HookStatusMsg.c_str());
}
}
// ----------------------------------------------------------------------------------
// ★ [原生 ImGui 美化] 纯原生 API 实现的赛博朋克深蓝科技风
// ----------------------------------------------------------------------------------
void ApplyCyberpunkTechStyle(ImGuiStyle& style) {
ImVec4* colors = style.Colors;
colors[ImGuiCol_Text] = ImVec4(0.85f, 0.95f, 1.00f, 1.00f);
colors[ImGuiCol_WindowBg] = ImVec4(0.06f, 0.06f, 0.09f, 0.95f);
colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.25f);
colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.12f, 0.98f);
colors[ImGuiCol_Border] = ImVec4(0.00f, 0.80f, 1.00f, 0.60f); // 亮青边框
colors[ImGuiCol_FrameBg] = ImVec4(0.10f, 0.14f, 0.22f, 0.80f);
colors[ImGuiCol_FrameBgHovered] = ImVec4(0.18f, 0.35f, 0.58f, 0.80f);
colors[ImGuiCol_FrameBgActive] = ImVec4(0.22f, 0.45f, 0.75f, 1.00f);
colors[ImGuiCol_TitleBg] = ImVec4(0.04f, 0.04f, 0.06f, 1.00f);
colors[ImGuiCol_TitleBgActive] = ImVec4(0.08f, 0.20f, 0.38f, 1.00f);
colors[ImGuiCol_CheckMark] = ImVec4(0.00f, 1.00f, 0.80f, 1.00f); // 选中点亮青色
colors[ImGuiCol_SliderGrab] = ImVec4(0.00f, 0.80f, 1.00f, 1.00f);
colors[ImGuiCol_SliderGrabActive] = ImVec4(0.00f, 1.00f, 0.80f, 1.00f);
colors[ImGuiCol_Button] = ImVec4(0.10f, 0.30f, 0.55f, 0.80f);
colors[ImGuiCol_ButtonHovered] = ImVec4(0.15f, 0.40f, 0.70f, 1.00f);
colors[ImGuiCol_ButtonActive] = ImVec4(0.25f, 0.55f, 0.85f, 1.00f);
colors[ImGuiCol_Header] = ImVec4(0.12f, 0.25f, 0.45f, 0.80f);
colors[ImGuiCol_HeaderHovered] = ImVec4(0.18f, 0.35f, 0.60f, 1.00f);
colors[ImGuiCol_HeaderActive] = ImVec4(0.22f, 0.45f, 0.75f, 1.00f);
// 原生硬核科技风:消除圆角
style.WindowBorderSize = 1.0f;
style.FrameBorderSize = 1.0f;
style.WindowRounding = 0.0f;
style.ChildRounding = 0.0f;
style.FrameRounding = 0.0f;
style.PopupRounding = 0.0f;
style.ScrollbarRounding = 0.0f;
style.GrabRounding = 0.0f;
style.TabRounding = 0.0f;
}
void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) {
ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(w * 0.65f, h * 0.85f), ImGuiCond_FirstUseEver);
if (ImGui::Begin("MEMORY_PROBE // 内存断点排错器")) {
if (ImGui::CollapsingHeader("ADVANCED_DBG // 高级排错模式", ImGuiTreeNodeFlags_DefaultOpen)) {
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 0.4f, 0.4f, 1.0f));
ImGui::Checkbox("⚠️ 开启暴力裸读 (无视系统拦截)", &g_ForceDirectRead);
ImGui::PopStyleColor();
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f),
"说明: 腾讯的反外挂可能会拦截系统的安全读取API。\n"
"勾选此项强制使用指针解引用。底层挂载信号接管,不会闪退!");
}
ImGui::Separator();
if (ImGui::CollapsingHeader("INTERACTIVE_MEM // 内存探查器", ImGuiTreeNodeFlags_DefaultOpen)) {
uintptr_t rootBase = g_ActorManager.load();
if (rootBase != 0 && rootBase != g_LastRootBase) {
g_LastRootBase = rootBase;
g_CurrentExploreAddr = rootBase;
g_ExploreHistory.clear();
}
if (g_CurrentExploreAddr != 0) {
ImGui::TextColored(ImVec4(0, 1, 0.8f, 1), "CURRENT_ADDR // 当前基址: 0x%lx", g_CurrentExploreAddr);
if (g_ExploreHistory.size() > 0) {
if (ImGui::Button("⬅️ 返回上一级")) {
g_CurrentExploreAddr = g_ExploreHistory.back();
g_ExploreHistory.pop_back();
}
ImGui::SameLine();
}
if (ImGui::Button("🏠 重置基址 (x0)")) {
g_ExploreHistory.clear();
g_CurrentExploreAddr = rootBase;
}
ImGui::SameLine();
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), " | 深入层级: %zu", g_ExploreHistory.size());
ImGui::BeginChild("MemDump", ImVec2(0, 450), true, ImGuiWindowFlags_AlwaysVerticalScrollbar);
for (uint32_t offset = 0; offset <= 0x1000; offset += 8) {
uintptr_t val = SafeRead<uintptr_t>(g_CurrentExploreAddr + offset);
if (val > 0x10000000 && val < 0x00007FFFFFFFFFFF) {
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(0, 1, 0, 1));
ImGui::Text("+0x%03X : 0x%lx", offset, val);
ImGui::PopStyleColor();
ImGui::SameLine(350.0f);
ImGui::PushID(offset);
if (ImGui::Button("👉 下探", ImVec2(100, 0))) {
g_ExploreHistory.push_back(g_CurrentExploreAddr);
g_CurrentExploreAddr = val;
}
ImGui::PopID();
} else if (val != 0) {
float fval = 0.0f;
memcpy(&fval, &val, sizeof(float));
ImGui::TextColored(ImVec4(0.8f, 0.8f, 0.8f, 1), "+0x%03X : 0x%lx", offset, val);
ImGui::SameLine(300.0f);
ImGui::TextColored(ImVec4(0.5f, 0.8f, 1.0f, 1), "(INT:%lu, FLOAT:%.2f)", val & 0xFFFFFFFF, fval);
} else {
ImGui::TextColored(ImVec4(0.4f, 0.4f, 0.4f, 1), "+0x%03X : 0x0", offset);
}
ImGui::Separator();
}
ImGui::EndChild();
} else {
ImGui::Text("等待获取有效基址...");
}
}
ImGui::Separator();
if (ImGui::CollapsingHeader("OFFSET_MATRIX // 动态偏移矩阵", ImGuiTreeNodeFlags_DefaultOpen)) {
std::lock_guard<std::mutex> lock(g_OffsetMutex);
auto drawOffsetBtn = [](const char* label, uint32_t& val) {
ImGui::PushID(&val);
ImGui::TextColored(ImVec4(0.5f, 0.8f, 1.0f, 1.0f), "[ %s ] -> DEC: %d (0x%X)", label, val, val);
if (ImGui::Button("-8")) { if (val >= 8) val -= 8; else val = 0; } ImGui::SameLine();
if (ImGui::Button("-4")) { if (val >= 4) val -= 4; else val = 0; } ImGui::SameLine();
if (ImGui::Button("-1")) { if (val >= 1) val -= 1; else val = 0; } ImGui::SameLine();
if (ImGui::Button("+1")) val += 1; ImGui::SameLine();
if (ImGui::Button("+4")) val += 4; ImGui::SameLine();
if (ImGui::Button("+8")) val += 8;
ImGui::Separator();
ImGui::PopID();
};
ImGui::TextColored(ImVec4(1, 0, 1, 1), "※ 核心层已自动跳过 0x20 的对象头!");
drawOffsetBtn("首层地址 (x0 + ?)", g_Offsets.x0_to_addr1);
drawOffsetBtn("英雄数组 (addr1 + ?)", g_Offsets.addr1_to_addr2);
drawOffsetBtn("实体数据 (item + ?)", g_Offsets.item_to_addr3);
drawOffsetBtn("血量属性 (addr3 + ?)", g_Offsets.addr3_to_addr4);
drawOffsetBtn("坐标数据 (addr3 + ?)", g_Offsets.addr3_to_addr5);
drawOffsetBtn("雷达坐标 (addr3 + ?)", g_Offsets.addr3_to_addr6);
ImGui::Separator();
drawOffsetBtn("金币偏移", g_Offsets.prop_gold);
drawOffsetBtn("血量偏移", g_Offsets.prop_hp);
drawOffsetBtn("最大血量", g_Offsets.prop_maxhp);
drawOffsetBtn("等级偏移", g_Offsets.prop_level);
drawOffsetBtn("蓝量偏移", g_Offsets.prop_mana);
}
ImGui::Separator();
const auto& d = snap.debug;
const auto& off = snap.offsets;
ImGui::TextColored(d.baseX0 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), "[起点] 捕获到的 x0: 0x%lx", d.baseX0);
ImGui::TextColored(d.addr1 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] 地址 1: 0x%lx", off.x0_to_addr1, d.addr1);
ImGui::TextColored(d.addr2 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] 英雄数组: 0x%lx", off.addr1_to_addr2, d.addr2);
if (d.addr2 != 0) {
for (int i = 0; i < 15; i++) {
if (d.items[i].base == 0) continue;
char nodeName[64];
snprintf(nodeName, sizeof(nodeName), "插槽 [%d] - 0x%lx", i, d.items[i].base);
if (ImGui::TreeNodeEx(nodeName, ImGuiTreeNodeFlags_Framed)) {
ImGui::TextColored(d.items[i].addr3 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] 实体数据: 0x%lx", off.item_to_addr3, d.items[i].addr3);
if (d.items[i].addr3) {
ImGui::TextColored(d.items[i].addr4 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " ├─ [+%d] 属性区: 0x%lx", off.addr3_to_addr4, d.items[i].addr4);
ImGui::TextColored(d.items[i].addr5 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " ├─ [+%d] 坐标区: 0x%lx", off.addr3_to_addr5, d.items[i].addr5);
ImGui::TextColored(d.items[i].addr6 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] 小地图: 0x%lx", off.addr3_to_addr6, d.items[i].addr6);
}
ImGui::TreePop();
}
}
}
ImGui::Separator();
if (ImGui::CollapsingHeader("SYS_LOG // 系统终端日志", ImGuiTreeNodeFlags_DefaultOpen)) {
ImGui::TextColored(g_InitCallCount > 0 ? ImVec4(0, 1, 0, 1) : ImVec4(1, 1, 0, 1),
"> 当前成功拦截次数: %d", g_InitCallCount.load());
ImGui::BeginChild("LogRegion", ImVec2(0, 120), true, ImGuiWindowFlags_AlwaysVerticalScrollbar);
std::lock_guard<std::mutex> lock(g_LogMutex);
for (const auto& log : g_AppLogs) { ImGui::TextUnformatted(log.c_str()); }
if (ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) ImGui::SetScrollHereY(1.0f);
ImGui::EndChild();
}
}
ImGui::End();
}
void handle_android_event(AInputEvent* event) {
if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) {
int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK;
float autoScaleX = g_Touch.renderW / g_Touch.physW;
float autoScaleY = g_Touch.renderH / g_Touch.physH;
g_Touch.x = (AMotionEvent_getX(event, 0) * autoScaleX) + g_Touch.offsetX;
g_Touch.y = (AMotionEvent_getY(event, 0) * autoScaleY) + g_Touch.offsetY;
if (action == AMOTION_EVENT_ACTION_DOWN) g_Touch.down.store(true);
else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) g_Touch.down.store(false);
}
}
typedef int (*p_InputConsumer_consume)(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent);
static p_InputConsumer_consume old_consume = nullptr;
int hook_consume(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent) {
int res = old_consume(instance, factory, consumeBatches, frameTime, outSeq, outEvent);
if (res == 0 && outEvent && *outEvent) handle_android_event((AInputEvent*)(*outEvent));
return res;
}
@ -59,46 +524,199 @@ typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface);
static p_eglSwapBuffers old_eglSwapBuffers = nullptr;
EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
// 限制只打印前10帧,防止日志刷屏卡死
int current_frame = g_EglCallCount.fetch_add(1);
if (current_frame < 10) {
LOGI("[STEP 5] 成功拦截 eglSwapBuffers! 第 %d 帧", current_frame);
}
EGLint w, h;
eglQuerySurface(dpy, surface, EGL_WIDTH, &w);
eglQuerySurface(dpy, surface, EGL_HEIGHT, &h);
if (w <= 0 || h <= 0) return old_eglSwapBuffers(dpy, surface);
g_Touch.renderW = (float)w;
g_Touch.renderH = (float)h;
GameSnapshot snapshot;
{
std::lock_guard<std::mutex> lock(g_SnapshotMutex);
snapshot = g_CurrentSnapshot;
}
if (!g_Initialized) {
LOGI("[STEP 6] 开始初始化 ImGui 上下文...");
ImGui::CreateContext();
ImGui_ImplOpenGL3_Init("#version 300 es");
ImGui::GetIO().IniFilename = nullptr; // 防越界
ImGui::GetIO().Fonts->AddFontDefault();
ImGuiIO& io = ImGui::GetIO();
// [重点] 关闭 ImGui 记忆文件,绝对防止跑到屏幕外面
io.IniFilename = nullptr;
// [重点] 应用科技风配色
ApplyCyberpunkTechStyle(ImGui::GetStyle());
const char* systemFonts[] = { "/system/fonts/SysSans-Hans-Regular.ttf", "/system/fonts/NotoSansCJKjp-Regular.otc", "/system/fonts/NotoSansSC-Regular.otf", "/system/fonts/DroidSansFallback.ttf" };
for (int i = 0; i < 4; i++) {
if (access(systemFonts[i], R_OK) == 0) {
io.Fonts->AddFontFromFileTTF(systemFonts[i], 32.0f, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
g_FontLoaded = true; break;
}
}
g_Initialized = true;
LOGI("[STEP 7] ImGui 初始化完成!");
}
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize = ImVec2(g_Touch.renderW, g_Touch.renderH);
io.MousePos = ImVec2(g_Touch.x, g_Touch.y);
io.MouseDown[0] = g_Touch.down.load();
float deviceScale = (float)h / 1000.0f;
if (deviceScale < 1.0f) deviceScale = 1.0f;
// 【核心】应用滑块产生的全局缩放因子
float finalScale = deviceScale * g_DynamicScale * g_UserUIScale;
static ImGuiStyle default_style = ImGui::GetStyle();
ImGuiStyle& style = ImGui::GetStyle();
style = default_style;
style.ScaleAllSizes(1.2f * finalScale);
style.WindowRounding = 0.0f; // 保持硬朗
style.WindowMinSize = ImVec2(100.0f, 100.0f);
io.FontGlobalScale = 1.2f * finalScale;
ImGui_ImplOpenGL3_NewFrame();
ImGui::NewFrame();
// 画一个绝对安全的红色大方块在左上角,排除所有排版问题
ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_Always);
ImGui::SetNextWindowSize(ImVec2(400, 300), ImGuiCond_Always);
if (ImGui::Begin("DEBUG_PANEL", nullptr, ImGuiWindowFlags_NoCollapse)) {
ImGui::TextColored(ImVec4(0, 1, 0, 1), "如果你能看到这个,说明渲染层彻底通了!");
ImGui::Text("当前分辨率: %.0f x %.0f", g_Touch.renderW, g_Touch.renderH);
ImGui::Text("渲染帧数: %d", current_frame);
// 科技风:触摸水波纹 (亮青色荧光)
if (g_Touch.down.load()) {
ImGui::GetForegroundDrawList()->AddCircleFilled(io.MousePos, 20.0f * finalScale, IM_COL32(0, 200, 255, 120));
ImGui::GetForegroundDrawList()->AddCircle(io.MousePos, 28.0f * finalScale, IM_COL32(0, 200, 255, 200), 0, 2.0f);
}
if (g_BaseWindowHeight == 0.0f) g_BaseWindowHeight = h * 0.45f;
ImGui::SetNextWindowPos(ImVec2(30, 30), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(w * 0.6f, g_BaseWindowHeight), ImGuiCond_FirstUseEver);
static bool show_pointer_debugger = true;
static bool show_radar = true;
// ==============================================================================
// ★ 界面结构完全沿用你的原始布局(百分百安全不崩溃)
// ==============================================================================
if (ImGui::Begin("CYBER-CORE 战术终端 [IL2CPP_DRIVE]")) {
ImGui::PushStyleColor(ImGuiCol_ChildBg, ImVec4(0.1f, 0.1f, 0.15f, 1.0f));
ImGui::BeginChild("HookController", ImVec2(0, 70), true);
if (!g_IsHookInstalled) {
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.8f, 0.2f, 0.2f, 1.0f));
if (ImGui::Button("🔴 建立核心态链路挂载 (Kernel Hook)", ImVec2(-1, 40))) {
InstallCoreHook();
}
ImGui::PopStyleColor();
} else {
ImGui::TextColored(ImVec4(0.0f, 1.0f, 0.4f, 1.0f), "✅ [ ONLINE ] 核心链路稳定连接中...");
}
ImGui::Text("状态: %s", g_HookStatusMsg.c_str());
ImGui::EndChild();
ImGui::PopStyleColor();
ImGui::Separator();
if (ImGui::CollapsingHeader("TACTICAL_CONFIG // 触控偏移校准")) {
ImGui::Text("坐标域偏移量 X:%.1f Y:%.1f", g_Touch.offsetX, g_Touch.offsetY);
if (ImGui::Button("-10##x")) g_Touch.offsetX -= 10; ImGui::SameLine();
if (ImGui::Button("+10##x")) g_Touch.offsetX += 10; ImGui::SameLine();
if (ImGui::Button("-10##y")) g_Touch.offsetY -= 10; ImGui::SameLine();
if (ImGui::Button("+10##y")) g_Touch.offsetY += 10;
}
ImGui::Separator();
ImGui::Checkbox("启动全息雷达 (HUD Radar)", &show_radar); ImGui::SameLine();
ImGui::Checkbox("启动内存探针排错", &show_pointer_debugger);
ImGui::Separator();
ImGui::TextColored(ImVec4(0, 1, 1, 1), "DATA_STREAM // 实战数据流状态: %s", snapshot.inMatch ? "LIVE_SYNC" : "WAITING");
if (ImGui::BeginTable("PlayersTable", 5, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg)) {
ImGui::TableSetupColumn("等级"); ImGui::TableSetupColumn("装甲(HP)");
ImGui::TableSetupColumn("能量(MP)"); ImGui::TableSetupColumn("晶体(GOLD)");
ImGui::TableSetupColumn("坐标系(X,Y)"); ImGui::TableHeadersRow();
for (const auto& p : snapshot.players) {
ImGui::TableNextRow();
ImGui::TableNextColumn(); ImGui::TextColored(ImVec4(1, 0.8f, 0, 1), "Lv.%d", p.level);
ImGui::TableNextColumn(); ImGui::Text("%d/%d", p.hp, p.maxHp);
ImGui::TableNextColumn(); ImGui::TextColored(ImVec4(0, 0.8f, 1, 1), "%d", p.mana);
ImGui::TableNextColumn(); ImGui::TextColored(ImVec4(0.8f, 0.8f, 0.8f, 1), "%d", p.gold);
ImGui::TableNextColumn(); ImGui::Text("%.0f, %.0f", p.mapX, p.mapY);
}
ImGui::EndTable();
}
// ==============================================================================
// ★ 原生 ImGui 安全实现:右下角全局字体缩放滑块
// ==============================================================================
ImGui::Spacing();
ImGui::Separator();
ImGui::AlignTextToFramePadding();
ImGui::TextColored(ImVec4(0.0f, 1.0f, 0.8f, 1.0f), "[ SYS_OPT: STABLE ]");
// 计算右对齐位置(最安全的方法,绝对不崩溃)
float sliderWidth = 250.0f * finalScale; // 随着缩放变化宽度
float rightPos = ImGui::GetWindowWidth() - sliderWidth - ImGui::GetStyle().WindowPadding.x;
if (rightPos > ImGui::GetCursorPosX()) {
ImGui::SameLine(rightPos);
} else {
ImGui::SameLine(); // 屏幕太小时平稳降级,不崩
}
ImGui::SetNextItemWidth(sliderWidth);
ImGui::PushStyleColor(ImGuiCol_FrameBg, ImVec4(0.0f, 0.4f, 0.6f, 0.4f));
ImGui::PushStyleColor(ImGuiCol_SliderGrab, ImVec4(0.0f, 0.9f, 1.0f, 1.0f));
ImGui::SliderFloat("##UIScale", &g_UserUIScale, 0.5f, 2.5f, "UI ZOOM: %.2fx");
ImGui::PopStyleColor(2);
}
ImGui::End();
if (show_pointer_debugger) DrawPointerDebugger(snapshot, w, h);
// ==============================================================================
// ★ 原生 API 美化的科技风全息雷达 (HUD HUD_Radar)
// ==============================================================================
if (show_radar && snapshot.inMatch) {
ImGui::SetNextWindowPos(ImVec2(w - 350, 30), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(300, 300), ImGuiCond_FirstUseEver);
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0.02f, 0.05f, 0.08f, 0.85f));
ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0.0f, 0.8f, 1.0f, 0.6f));
if (ImGui::Begin("HUD_Radar", nullptr, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize)) {
ImVec2 p0 = ImGui::GetCursorScreenPos();
ImVec2 size = ImGui::GetContentRegionAvail();
ImDrawList* dl = ImGui::GetWindowDrawList();
ImVec2 center = ImVec2(p0.x + size.x * 0.5f, p0.y + size.y * 0.5f);
// 绘制底板与外发光边框
dl->AddRectFilled(p0, ImVec2(p0.x + size.x, p0.y + size.y), IM_COL32(10, 15, 25, 200));
dl->AddRect(p0, ImVec2(p0.x + size.x, p0.y + size.y), IM_COL32(0, 180, 255, 150), 0, 0, 1.5f);
// 战术十字辅助线
dl->AddLine(ImVec2(center.x, p0.y), ImVec2(center.x, p0.y + size.y), IM_COL32(0, 150, 255, 80));
dl->AddLine(ImVec2(p0.x, center.y), ImVec2(p0.x + size.x, center.y), IM_COL32(0, 150, 255, 80));
// 同心扫描环
dl->AddCircle(center, size.x * 0.25f, IM_COL32(0, 200, 255, 60), 32, 1.0f);
dl->AddCircle(center, size.x * 0.45f, IM_COL32(0, 200, 255, 60), 32, 1.0f);
// 绘制敌人实体 (红色科技荧光点)
for (const auto& p : snapshot.players) {
float nX = p.mapX / 10000.0f;
float nY = p.mapY / 10000.0f;
float rX = p0.x + (nX * size.x);
float rY = p0.y + size.y - (nY * size.y);
if (nX > 0 && nX < 1 && nY > 0 && nY < 1) {
ImVec2 point(rX, rY);
dl->AddCircleFilled(point, 8.0f * finalScale, IM_COL32(255, 50, 50, 80));
dl->AddCircleFilled(point, 4.0f * finalScale, IM_COL32(255, 80, 80, 255));
}
}
}
ImGui::End();
ImGui::PopStyleColor(2);
}
ImGui::Render();
GLint v[4]; glGetIntegerv(GL_VIEWPORT, v);
GLint d; glGetIntegerv(GL_DEPTH_TEST, &d);
@ -111,52 +729,21 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
return old_eglSwapBuffers(dpy, surface);
}
// ---------------------------------------------------------
// 线程挂载区 (排错核心)
// ---------------------------------------------------------
void* DelayedHookThread(void*) {
LOGI("[STEP 2] 进入挂载线程,等待 3 秒避开游戏高并发初始化...");
sleep(3);
LOGI("[STEP 3] 开始解析 libEGL.so -> eglSwapBuffers");
void* egl = nullptr;
int retry = 0;
while (!egl && retry < 5) {
egl = DobbySymbolResolver("libEGL.so", "eglSwapBuffers");
if (!egl) {
LOGE("未找到 eglSwapBuffers,重试 %d/5...", retry+1);
sleep(1); retry++;
}
}
if (egl) {
LOGI("找到 eglSwapBuffers,地址: %p。准备 DobbyHook...", egl);
int ret = DobbyHook(egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
if (ret == 0) {
LOGI("[STEP 4] DobbyHook(eglSwapBuffers) 成功! 等待游戏调用...");
} else {
LOGE("[FATAL] DobbyHook(eglSwapBuffers) 失败! 错误码: %d (可能是 SELinux 拦截)", ret);
}
} else {
LOGE("[FATAL] 彻底找不到 libEGL.so。你的设备或游戏架构可能有变!");
}
while (!egl) { egl = DobbySymbolResolver("libEGL.so", "eglSwapBuffers"); if (!egl) sleep(1); }
DobbyHook(egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
LOGI("[---] 开始解析 libinput.so...");
void* ins = DobbySymbolResolver("libinput.so", "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE");
if (ins) {
int ret2 = DobbyHook(ins, (void*)hook_consume, (void**)&old_consume);
LOGI("DobbyHook(InputConsumer) 结果: %d", ret2);
} else {
LOGE("未找到 libinput.so 中的 consume 函数。");
}
void* ins = nullptr;
while (!ins) { ins = DobbySymbolResolver("libinput.so", "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE"); if (!ins) sleep(1); }
DobbyHook(ins, (void*)hook_consume, (void**)&old_consume);
std::thread(DataWorkerThread).detach();
return nullptr;
}
__attribute__((constructor)) void init_plugin() {
LOGI("==================================================");
LOGI("[STEP 1] 模块 constructor 被加载! 注入已发生。");
LOGI("==================================================");
pthread_t t;
pthread_create(&t, nullptr, DelayedHookThread, nullptr);
}