Update main.cpp

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gggaa2152 2026-04-07 00:51:12 +08:00 committed by GitHub
parent 3d8e7bf65e
commit 0b59e7b5fe
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main.cpp
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@ -35,13 +35,45 @@ struct {
float physW = 3392.0f;
float physH = 2400.0f;
bool isSizeAutoDetected = false;
// 手动触控偏移
float offsetX = 0.0f;
float offsetY = 0.0f;
} g_Touch;
// 缩放与 UI 控制
static float g_DynamicScale = 1.0f;
static float g_BaseWindowHeight = 0.0f;
static float g_UserUIScale = 1.0f;
// Hook 调试信息全局存储
static uintptr_t g_GameBase = 0;
static uintptr_t g_HookAddr_InitActor = 0;
static uintptr_t g_HookAddr_ClearActor = 0;
// =================================================================
// 内核级安全读取 (文件描述符长期保持打开以提升性能)
// 动态偏移量配置 (可在 UI 中实时修改)
// =================================================================
struct DynamicOffsets {
uint32_t x0_to_addr1 = 0x20;
uint32_t addr1_to_addr2 = 0x10;
uint32_t item_to_addr3 = 0x18;
uint32_t addr3_to_addr4 = 0x30;
uint32_t addr3_to_addr5 = 0x100;
uint32_t addr3_to_addr6 = 0x70;
// 数据属性的偏移也可以视需要动态化,这里先固定常用的
uint32_t prop_gold = 0x20;
uint32_t prop_hp = 0x30;
uint32_t prop_maxhp = 0x32;
uint32_t prop_level = 0x50;
};
DynamicOffsets g_Offsets;
std::mutex g_OffsetMutex;
// =================================================================
// 内核级安全读取
// =================================================================
static int g_MemFd = -1;
@ -57,7 +89,7 @@ T SafeRead(uintptr_t address) {
}
// =================================================================
// 核心架构升级:分离式快照数据结构 (Snapshot)
// 分离式快照数据结构 (Snapshot)
// =================================================================
struct PlayerData {
int hp = 0, maxHp = 0, mana = 0, gold = 0, level = 0;
@ -65,7 +97,6 @@ struct PlayerData {
float mapX = 0, mapY = 0;
};
// 完整的指针链快照(用于排错)
struct DebugChain {
uintptr_t baseX0 = 0;
uintptr_t addr1 = 0;
@ -75,59 +106,68 @@ struct DebugChain {
} items[15];
};
// 全局快照包裹
struct GameSnapshot {
bool inMatch = false;
DynamicOffsets offsets; // 记录生成这份快照时使用的偏移
DebugChain debug;
std::vector<PlayerData> players;
};
// 线程间数据交换的核心锁
std::mutex g_SnapshotMutex;
GameSnapshot g_CurrentSnapshot;
std::atomic<uintptr_t> g_ActorManager{0};
// =================================================================
// 后台数据工人线程 (与渲染彻底解耦,永不卡死画面)
// 后台数据工人线程 (热更新读取)
// =================================================================
void DataWorkerThread() {
while (true) {
GameSnapshot newSnap;
// 读取最新的动态偏移
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 + 0x20);
// 按照最新的动态偏移进行抓取
uintptr_t addr1 = SafeRead<uintptr_t>(baseX0 + currOff.x0_to_addr1);
newSnap.debug.addr1 = addr1;
if (addr1) {
uintptr_t addr2 = SafeRead<uintptr_t>(addr1 + 0x10);
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 + (i * 0x8));
uintptr_t item = SafeRead<uintptr_t>(addr2 + (i * 0x8)); // 假设指针数组大小为 8 字节
newSnap.debug.items[i].base = item;
if (!item) continue;
uintptr_t addr3 = SafeRead<uintptr_t>(item + 0x18);
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 + 0x30);
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 + 0x20);
p.hp = SafeRead<int32_t>(addr4 + 0x30);
p.maxHp = SafeRead<int32_t>(addr4 + 0x32);
p.level = SafeRead<int32_t>(addr4 + 0x50);
p.gold = SafeRead<int32_t>(addr4 + currOff.prop_gold);
p.hp = SafeRead<int32_t>(addr4 + currOff.prop_hp);
p.maxHp = SafeRead<int32_t>(addr4 + currOff.prop_maxhp);
p.level = SafeRead<int32_t>(addr4 + currOff.prop_level);
}
uintptr_t addr5 = SafeRead<uintptr_t>(addr3 + 0x100);
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);
@ -136,13 +176,14 @@ void DataWorkerThread() {
p.mana = SafeRead<int32_t>(addr5 + 0x28);
}
uintptr_t addr6 = SafeRead<uintptr_t>(addr3 + 0x70);
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);
}
// 有效性过滤
if (p.maxHp > 0 && p.maxHp < 50000) {
newSnap.players.push_back(p);
}
@ -151,13 +192,10 @@ void DataWorkerThread() {
}
}
// 安全交换快照
{
std::lock_guard<std::mutex> lock(g_SnapshotMutex);
g_CurrentSnapshot = newSnap;
}
// 休眠 16ms 限制性能消耗 (约 60FPS 刷新率)
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
}
@ -193,22 +231,67 @@ void hook_ClearActor(void* x0) {
}
// =================================================================
// 渲染循环与 UI 设计 (学习 2.txt)
// 渲染循环与 UI 设计
// =================================================================
void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) {
ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(w * 0.5f, h * 0.7f), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(w * 0.55f, h * 0.8f), ImGuiCond_FirstUseEver);
if (ImGui::Begin("Pointer Debugger (Find Breakpoints)")) {
ImGui::TextColored(ImVec4(1, 1, 0, 1), "Color Legend: Green = Valid | Red = Nullptr (Broken)");
if (ImGui::Begin("Pointer Debugger (实时指针诊断)")) {
// --- 1. 运行时偏移量实时修改面板 (按钮微调版) ---
if (ImGui::CollapsingHeader("Live Offset Editor (手动调节偏移量)", ImGuiTreeNodeFlags_DefaultOpen)) {
std::lock_guard<std::mutex> lock(g_OffsetMutex);
ImGui::TextColored(ImVec4(1, 1, 0, 1), "注:点击下方按钮直接微调,步长为 10 进制");
ImGui::Separator();
// 封装一个画大号加减按钮的 Lambda 表达式,改为 ±1, ±4, ±8 步长
auto drawOffsetBtn = [](const char* label, uint32_t& val) {
ImGui::PushID(&val);
// 显示十进制,同时也保留十六进制方便核对
ImGui::TextColored(ImVec4(0.5f, 0.8f, 1.0f, 1.0f), "%s -> 当前: %d (0x%X)", label, val, val);
// 防溢出保护的减法
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();
// 加法
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();
};
// 绘制 6 个地址的加减调节器
drawOffsetBtn("X0 -> Addr1 (地址1)", g_Offsets.x0_to_addr1);
drawOffsetBtn("Addr1 -> Addr2 (英雄数组)", g_Offsets.addr1_to_addr2);
drawOffsetBtn("Hero Item -> Addr3", g_Offsets.item_to_addr3);
drawOffsetBtn("Addr3 -> Addr4 (血量属性)", g_Offsets.addr3_to_addr4);
drawOffsetBtn("Addr3 -> Addr5 (世界坐标)", g_Offsets.addr3_to_addr5);
drawOffsetBtn("Addr3 -> Addr6 (小地图)", g_Offsets.addr3_to_addr6);
}
ImGui::Separator();
// --- 2. 核心模块与 RVA 展示 ---
ImGui::TextColored(ImVec4(0, 1, 1, 1), "[Module] %s Base: 0x%lx", GAME_MODULE, g_GameBase);
ImGui::TextColored(ImVec4(0, 1, 1, 1), "[Hook 1] InitActorParams (RVA 0x73507bc) -> 实际地址: 0x%lx", g_HookAddr_InitActor);
ImGui::TextColored(ImVec4(0, 1, 1, 1), "[Hook 2] ClearActor (RVA 0x734bc10) -> 实际地址: 0x%lx", g_HookAddr_ClearActor);
ImGui::Separator();
const auto& d = snap.debug;
ImGui::TextColored(ImVec4(1, 1, 0, 1), "断点图例: 绿色 = 有效地址 | 红色 = 0x0 (请排查上方该级偏移是否正确)");
ImGui::Separator();
// --- 3. 动态实时断点树 (改为十进制显示) ---
const auto& d = snap.debug;
const auto& off = snap.offsets; // 渲染所用的正是当前这帧对应的偏移量
// 顶级基址展示
ImGui::TextColored(d.baseX0 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), "[Base] InitActor x0: 0x%lx", d.baseX0);
ImGui::TextColored(d.addr1 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+0x20] Addr1: 0x%lx", d.addr1);
ImGui::TextColored(d.addr2 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+0x10] HeroArray: 0x%lx", d.addr2);
ImGui::TextColored(d.addr1 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] Addr1: 0x%lx", off.x0_to_addr1, d.addr1);
ImGui::TextColored(d.addr2 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] Addr2 (HeroArray): 0x%lx", off.addr1_to_addr2, d.addr2);
ImGui::Separator();
@ -217,27 +300,25 @@ void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) {
if (d.items[i].base == 0) continue;
char nodeName[64];
snprintf(nodeName, sizeof(nodeName), "Hero Array Index [%d] - Addr: 0x%lx", i, d.items[i].base);
snprintf(nodeName, sizeof(nodeName), "Hero Array Index [%d] - ItemAddr: 0x%lx", i, d.items[i].base);
// 使用 TreeNode 仿造类似 CE 的内存层级视图
if (ImGui::TreeNodeEx(nodeName, ImGuiTreeNodeFlags_Framed)) {
ImGui::TextColored(d.items[i].addr3 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1),
" └─ [+0x18] EntityData: 0x%lx", d.items[i].addr3);
" └─ [+%d] Addr3 (EntityData): 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),
" ├─ [+0x30] Props Addr: 0x%lx", d.items[i].addr4);
" ├─ [+%d] Addr4 (Props) : 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),
" ├─ [+0x100] World Addr: 0x%lx", d.items[i].addr5);
" ├─ [+%d] Addr5 (World) : 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),
" └─ [+0x70] Radar Addr: 0x%lx", d.items[i].addr6);
" └─ [+%d] Addr6 (Radar) : 0x%lx", off.addr3_to_addr6, d.items[i].addr6);
}
ImGui::TreePop();
}
}
} else {
ImGui::TextColored(ImVec4(1, 0, 0, 1), "Waiting for Hero Array to initialize...");
ImGui::TextColored(ImVec4(1, 0, 0, 1), "等待英雄数组初始化...");
}
}
ImGui::End();
@ -270,8 +351,9 @@ void handle_android_event(AInputEvent* event) {
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.y = AMotionEvent_getY(event, 0) * autoScaleY;
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);
@ -296,7 +378,6 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
g_Touch.renderW = (float)w;
g_Touch.renderH = (float)h;
// 【核心】从后台线程窃取一张"快照",渲染层永不参与真实内存读写
GameSnapshot snapshot;
{
std::lock_guard<std::mutex> lock(g_SnapshotMutex);
@ -316,7 +397,7 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
float deviceScale = (float)h / 1000.0f;
if (deviceScale < 1.0f) deviceScale = 1.0f;
float finalScale = deviceScale * g_DynamicScale;
float finalScale = deviceScale * g_DynamicScale * g_UserUIScale;
static ImGuiStyle default_style;
static bool style_backed_up = false;
@ -327,10 +408,10 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
ImGuiStyle& style = ImGui::GetStyle();
style = default_style;
style.ScaleAllSizes(3.0f * finalScale);
style.ScaleAllSizes(1.2f * finalScale);
style.WindowRounding = 12.0f;
style.WindowMinSize = ImVec2(100.0f, 100.0f);
io.FontGlobalScale = 3.0f * finalScale;
io.FontGlobalScale = 1.2f * finalScale;
ImGui_ImplOpenGL3_NewFrame();
ImGui::NewFrame();
@ -343,11 +424,10 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
g_BaseWindowHeight = h * 0.45f;
}
// 菜单展示
ImGui::SetNextWindowPos(ImVec2(30, 30), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(w * 0.6f, g_BaseWindowHeight), ImGuiCond_FirstUseEver);
static bool show_pointer_debugger = false;
static bool show_pointer_debugger = true; // 默认打开调试窗方便你排查
static bool show_radar = true;
if (ImGui::Begin("Game Inspector (Auto-Adaptive)")) {
@ -356,6 +436,25 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
if (g_DynamicScale < 0.4f) g_DynamicScale = 0.4f;
if (g_DynamicScale > 3.0f) g_DynamicScale = 3.0f;
if (ImGui::CollapsingHeader("Calibration Settings (菜单缩放与触控校准)")) {
ImGui::SliderFloat("UI Scale (菜单大小)", &g_UserUIScale, 0.5f, 2.5f, "%.2f");
ImGui::Text("Touch Offset X: %.1f px", g_Touch.offsetX);
ImGui::SameLine();
if (ImGui::Button("-50##x")) g_Touch.offsetX -= 50; ImGui::SameLine();
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("+50##x")) g_Touch.offsetX += 50;
ImGui::Text("Touch Offset Y: %.1f px", g_Touch.offsetY);
ImGui::SameLine();
if (ImGui::Button("-50##y")) g_Touch.offsetY -= 50; ImGui::SameLine();
if (ImGui::Button("-10##y")) g_Touch.offsetY -= 10; ImGui::SameLine();
if (ImGui::Button("+10##y")) g_Touch.offsetY += 10; ImGui::SameLine();
if (ImGui::Button("+50##y")) g_Touch.offsetY += 50;
}
ImGui::Separator();
ImGui::Checkbox("Show Radar (小地图透视)", &show_radar);
ImGui::SameLine();
ImGui::Checkbox("Pointer Debugger (指针调试器)", &show_pointer_debugger);
@ -373,7 +472,6 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
ImGui::TableSetupColumn("Map Coord");
ImGui::TableHeadersRow();
// 直接用 snapshot 的数据画图,0 消耗,0 崩溃风险
for (const auto& p : snapshot.players) {
ImGui::TableNextRow();
ImGui::TableNextColumn(); ImGui::Text("Lv.%d", p.level);
@ -389,12 +487,10 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
}
ImGui::End();
// 呼叫调试窗口
if (show_pointer_debugger) {
DrawPointerDebugger(snapshot, w, h);
}
// 雷达绘制
if (show_radar && snapshot.inMatch) {
ImGui::SetNextWindowPos(ImVec2(w - 350, 30), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(300, 300), ImGuiCond_FirstUseEver);
@ -445,16 +541,23 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
void* DelayedHookThread(void*) {
sleep(15);
// 【核心】启动专门的后台查内存工人
std::thread(DataWorkerThread).detach();
uintptr_t gameBase = GetModuleBase(GAME_MODULE);
if (!gameBase) {
LOGE("未找到 %s", GAME_MODULE);
} else {
DobbyHook((void*)(gameBase + 0x73507bc), (void*)hook_InitActorParams, (void**)&old_InitActorParams);
DobbyHook((void*)(gameBase + 0x734bc10), (void*)hook_ClearActor, (void**)&old_ClearActor);
LOGI("[*] 注入成功! 基址: %p", (void*)gameBase);
g_GameBase = gameBase;
g_HookAddr_InitActor = gameBase + 0x73507bc;
g_HookAddr_ClearActor = gameBase + 0x734bc10;
LOGI("[*] 准备 Hook InitActorParams, RVA: 0x73507bc, 绝对地址: 0x%lx", g_HookAddr_InitActor);
DobbyHook((void*)g_HookAddr_InitActor, (void*)hook_InitActorParams, (void**)&old_InitActorParams);
LOGI("[*] 准备 Hook ClearActor, RVA: 0x734bc10, 绝对地址: 0x%lx", g_HookAddr_ClearActor);
DobbyHook((void*)g_HookAddr_ClearActor, (void*)hook_ClearActor, (void**)&old_ClearActor);
LOGI("[*] 注入成功! 模块基址: %p", (void*)gameBase);
}
void* sym_egl = DobbySymbolResolver("libEGL.so", "eglSwapBuffers");