From 0b59e7b5fe47b052c5ed397e268e5945e49d6e03 Mon Sep 17 00:00:00 2001 From: gggaa2152 <60614405+gggaa2152@users.noreply.github.com> Date: Tue, 7 Apr 2026 00:51:12 +0800 Subject: [PATCH] Update main.cpp --- main.cpp | 205 +++++++++++++++++++++++++++++++++++++++++-------------- 1 file changed, 154 insertions(+), 51 deletions(-) diff --git a/main.cpp b/main.cpp index 36878b6a6..148a430bc 100644 --- a/main.cpp +++ b/main.cpp @@ -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 players; }; -// 线程间数据交换的核心锁 std::mutex g_SnapshotMutex; GameSnapshot g_CurrentSnapshot; std::atomic 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 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 + 0x20); + // 按照最新的动态偏移进行抓取 + uintptr_t addr1 = SafeRead(baseX0 + currOff.x0_to_addr1); newSnap.debug.addr1 = addr1; if (addr1) { - uintptr_t addr2 = SafeRead(addr1 + 0x10); + 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 + (i * 0x8)); + uintptr_t item = SafeRead(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(item + 0x18); + 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 + 0x30); + uintptr_t addr4 = SafeRead(addr3 + currOff.addr3_to_addr4); newSnap.debug.items[i].addr4 = addr4; if (addr4) { - p.gold = SafeRead(addr4 + 0x20); - p.hp = SafeRead(addr4 + 0x30); - p.maxHp = SafeRead(addr4 + 0x32); - p.level = SafeRead(addr4 + 0x50); + 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 + 0x100); + uintptr_t addr5 = SafeRead(addr3 + currOff.addr3_to_addr5); newSnap.debug.items[i].addr5 = addr5; if (addr5) { p.worldX = SafeRead(addr5 + 0x0); @@ -136,13 +176,14 @@ void DataWorkerThread() { p.mana = SafeRead(addr5 + 0x28); } - uintptr_t addr6 = SafeRead(addr3 + 0x70); + 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); } + // 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 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 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 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");