From 093d05adcefbc793bbbba470731e7f1ee5772a0f Mon Sep 17 00:00:00 2001 From: gggaa2152 <60614405+gggaa2152@users.noreply.github.com> Date: Wed, 8 Apr 2026 02:20:29 +0800 Subject: [PATCH] Update main.cpp --- main.cpp | 725 +++++++++++++++++++++++++++++++++++++++++++++++++------ 1 file changed, 656 insertions(+), 69 deletions(-) diff --git a/main.cpp b/main.cpp index dde00a6ff..c42615dcd 100644 --- a/main.cpp +++ b/main.cpp @@ -20,38 +20,503 @@ #include #include #include -#include -#include -#include - #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 g_InitCallCount{0}; +std::vector 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 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 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 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 g_CapturedX0{0}; +static std::atomic g_CapturedX1{0}; +static std::atomic g_CapturedX2{0}; + +// 交互式探测器状态变量 +static std::vector 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 +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 players; +}; + +std::mutex g_SnapshotMutex; +GameSnapshot g_CurrentSnapshot; +std::atomic g_ActorManager{0}; + +void DataWorkerThread() { + while (true) { + GameSnapshot newSnap; + DynamicOffsets currOff; + { + std::lock_guard 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(baseX0 + currOff.x0_to_addr1); + newSnap.debug.addr1 = addr1; + if (addr1) { + uintptr_t addr2 = SafeRead(addr1 + currOff.addr1_to_addr2); + newSnap.debug.addr2 = addr2; + if (addr2) { + for (int i = 0; i < 15; ++i) { + uintptr_t item = SafeRead(addr2 + 0x20 + (i * 0x8)); + + newSnap.debug.items[i].base = item; + if (!item) continue; + + uintptr_t addr3 = SafeRead(item + currOff.item_to_addr3); + newSnap.debug.items[i].addr3 = addr3; + if (!addr3) continue; + + PlayerData p; + + uintptr_t addr4 = SafeRead(addr3 + currOff.addr3_to_addr4); + newSnap.debug.items[i].addr4 = addr4; + if (addr4) { + p.gold = SafeRead(addr4 + currOff.prop_gold); + p.hp = SafeRead(addr4 + currOff.prop_hp); + p.maxHp = SafeRead(addr4 + currOff.prop_maxhp); + p.level = SafeRead(addr4 + currOff.prop_level); + } + + uintptr_t addr5 = SafeRead(addr3 + currOff.addr3_to_addr5); + newSnap.debug.items[i].addr5 = addr5; + if (addr5) { + p.worldX = SafeRead(addr5 + 0x0); + p.worldZ = SafeRead(addr5 + 0x4); + p.worldY = SafeRead(addr5 + 0x8); + p.mana = SafeRead(addr5 + currOff.prop_mana); + } + + uintptr_t addr6 = SafeRead(addr3 + currOff.addr3_to_addr6); + newSnap.debug.items[i].addr6 = addr6; + if (addr6) { + p.mapX = SafeRead(addr6 + 0x50); + p.mapY = SafeRead(addr6 + 0x54); + } + + if (p.maxHp > 0 && p.maxHp < 50000) + newSnap.players.push_back(p); + } + } + } + } + + { + std::lock_guard 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(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 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 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 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); }