From 0d175d50db1f1f9e97e2b339b084f3ada9ad41e1 Mon Sep 17 00:00:00 2001 From: gggaa2152 <60614405+gggaa2152@users.noreply.github.com> Date: Wed, 8 Apr 2026 02:27:46 +0800 Subject: [PATCH] Update main.cpp --- main.cpp | 1201 ++++++++++++++++++++++++++---------------------------- 1 file changed, 567 insertions(+), 634 deletions(-) diff --git a/main.cpp b/main.cpp index c42615dcd..422f0400e 100644 --- a/main.cpp +++ b/main.cpp @@ -5,149 +5,141 @@ #include #include #include -#include +#include +#include +#include +#include +#include +#include +#include +#include #include #include #include +#include #include #include #include -#include -#include -#include -#include -#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" +namespace Overlay { -// --- 实时日志系统 --- -std::atomic g_InitCallCount{0}; -std::vector g_AppLogs; -std::mutex g_LogMutex; +// ============================================================================ +// 常量定义 +// ============================================================================ +constexpr const char* kTag = "IL2CPP_Drive"; +constexpr const char* kGameModule = "libil2cpp.so"; +constexpr size_t kMaxLogSize = 30; +constexpr size_t kMaxPlayers = 10; // 根据要求修改为 10 个英雄玩家 -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 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; - std::atomic down{false}; - 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; - -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 = {}; +// ============================================================================ +// 日志系统类 +// ============================================================================ +class Logger { +public: + static Logger& GetInstance() { + static Logger instance; + return instance; } - sigaction(SIGSEGV, &old_sa, nullptr); - return value; -} + void Print(const char* level, 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, kTag, "%s%s", level, buf); + + std::lock_guard lock(m_mutex); + if (m_logs.size() >= kMaxLogSize) { + m_logs.pop_front(); + } + m_logs.emplace_back(buf); + } + + const std::deque& GetLogs() const { return m_logs; } + std::mutex& GetMutex() { return m_mutex; } + +private: + Logger() = default; + std::deque m_logs; + std::mutex m_mutex; +}; + +#define LOG_INFO(...) Overlay::Logger::GetInstance().Print("", __VA_ARGS__) +#define LOG_ERROR(...) Overlay::Logger::GetInstance().Print("[ERROR] ", __VA_ARGS__) + +// ============================================================================ +// 内存读取工具类 (无视 SELinux 的 mincore 极速安全方案) +// ============================================================================ +class MemoryReader { +public: + static bool IsValidAddress(uintptr_t address) { + if (address < 0x10000000 || address > 0x00007FFFFFFFFFFF) return false; + + unsigned char vec[1]; + uintptr_t pageStart = address & ~0xFFF; + if (mincore(reinterpret_cast(pageStart), 4096, vec) != 0) { + return false; + } + return true; + } + + template + static T SafeRead(uintptr_t address) { + if (!IsValidAddress(address)) return T{}; + return *reinterpret_cast(address); + } + + template + static T FastRead(uintptr_t address) { + return *reinterpret_cast(address); + } +}; + +// ============================================================================ +// 最新基址偏移结构体 +// ============================================================================ +struct DynamicOffsets { + uint32_t x0ToAddr1 = 0x18; // x0偏移18 -> 地址1 + uint32_t addr1ToAddr2 = 0x8; // 地址1偏移8 -> 地址2 + uint32_t arrayStart = 0x20; // 数组首个数据偏移 + uint32_t arrayStep = 0x10; // 数组步长 + uint32_t itemToAddr3 = 0x0; // 每条元素偏移0x0 -> 地址3(英雄指针) + + uint32_t addr3ToWorld = 0x4C4; // 地址3偏移4c4 -> 世界坐标 + uint32_t addr3ToAddr4 = 0x3B8; // 地址3偏移3B8 -> 地址4 + + uint32_t addr4ToGold = 0x30; // 地址4偏移30 -> 金币 + uint32_t addr4ToHp = 0x38; // 地址4偏移38 -> 血量 + uint32_t addr4ToMaxHp = 0x3C; // 地址4偏移3C -> 最大血量 + uint32_t addr4ToLevel = 0x58; // 地址4偏移58 -> 等级 + uint32_t addr4ToAddr5 = 0x50; // 地址4偏移50 -> 地址5 + + uint32_t addr5ToMana = 0x24; // 地址5偏移24 -> 蓝量 + uint32_t addr5ToMaxMana = 0x28;// 地址5偏移28 -> 最大蓝量 +}; 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; + int32_t hp = 0; + int32_t maxHp = 0; + int32_t mana = 0; + int32_t maxMana = 0; + int32_t gold = 0; + int32_t level = 0; + float worldX = 0.0f, worldY = 0.0f, worldZ = 0.0f; + float mapX = 0.0f, mapY = 0.0f; }; -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 DebugItem { uintptr_t base = 0, addr3 = 0, addr4 = 0, addr5 = 0; }; +struct DebugChain { uintptr_t baseX0 = 0, addr1 = 0, addr2 = 0; DebugItem items[kMaxPlayers]; }; struct GameSnapshot { bool inMatch = false; @@ -156,551 +148,326 @@ struct GameSnapshot { std::vector players; }; -std::mutex g_SnapshotMutex; -GameSnapshot g_CurrentSnapshot; -std::atomic g_ActorManager{0}; +// ============================================================================ +// 触控管理类 +// ============================================================================ +class TouchManager { +public: + static TouchManager& GetInstance() { static TouchManager instance; return instance; } -void DataWorkerThread() { - while (true) { - GameSnapshot newSnap; - DynamicOffsets currOff; - { - std::lock_guard lock(g_OffsetMutex); - currOff = g_Offsets; + void ProcessEvent(AInputEvent* event) { + if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) { + int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK; + float autoScaleX = m_renderW / m_physW; + float autoScaleY = m_renderH / m_physH; + m_x = (AMotionEvent_getX(event, 0) * autoScaleX) + m_offsetX; + m_y = (AMotionEvent_getY(event, 0) * autoScaleY) + m_offsetY; + + if (action == AMOTION_EVENT_ACTION_DOWN) m_isDown.store(true); + else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) m_isDown.store(false); } - 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; + void UpdateRenderSize(float w, float h) { m_renderW = w; m_renderH = h; } + float GetX() const { return m_x; } + float GetY() const { return m_y; } + bool IsDown() const { return m_isDown.load(); } + + float m_offsetX = 0.0f, m_offsetY = 0.0f; + float m_renderW = 0.0f, m_renderH = 0.0f; + +private: + TouchManager() = default; + float m_x = 0.0f, m_y = 0.0f; + std::atomic m_isDown{false}; + float m_physW = 3392.0f, m_physH = 2400.0f; }; -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; -} +// ============================================================================ +// 核心数据引擎 (依照新规则遍历) +// ============================================================================ +class EngineCore { +public: + static EngineCore& GetInstance() { static EngineCore instance; return instance; } + void InitWorkerThread() { std::thread(&EngineCore::DataWorkerLoop, this).detach(); } -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; } + std::shared_ptr GetLatestSnapshot() { + std::lock_guard lock(m_snapshotMutex); + return m_currentSnapshot; + } + + DynamicOffsets GetOffsets() { std::lock_guard lock(m_offsetMutex); return m_offsets; } + void SetActorManager(uintptr_t address) { m_actorManager.store(address); } + std::mutex& GetOffsetMutex() { return m_offsetMutex; } + DynamicOffsets& GetOffsetsRef() { return m_offsets; } + +private: + EngineCore() : m_currentSnapshot(std::make_shared()) {} + + void DataWorkerLoop() { + while (true) { + auto newSnap = std::make_shared(); + newSnap->offsets = GetOffsets(); + + uintptr_t baseX0 = m_actorManager.load(); + if (baseX0 != 0 && MemoryReader::IsValidAddress(baseX0)) { + newSnap->inMatch = true; + newSnap->debug.baseX0 = baseX0; + + // x0 -> Addr1 + uintptr_t addr1 = MemoryReader::SafeRead(baseX0 + newSnap->offsets.x0ToAddr1); + newSnap->debug.addr1 = addr1; + + if (addr1) { + // Addr1 -> Addr2 (英雄数组) + uintptr_t addr2 = MemoryReader::SafeRead(addr1 + newSnap->offsets.addr1ToAddr2); + newSnap->debug.addr2 = addr2; + if (addr2) ParsePlayers(newSnap, addr2); } } - fclose(f); + + { + std::lock_guard lock(m_snapshotMutex); + m_currentSnapshot = newSnap; + } + std::this_thread::sleep_for(std::chrono::milliseconds(16)); } } - 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 ParsePlayers(std::shared_ptr& snap, uintptr_t addr2) { + for (size_t i = 0; i < kMaxPlayers; ++i) { // 遍历 10 个英雄玩家 + // 数组步长 0x10, 首个数据 0x20 开始 + uintptr_t itemAddr = addr2 + snap->offsets.arrayStart + (i * snap->offsets.arrayStep); + snap->debug.items[i].base = itemAddr; -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); - } -} + // 读每一条里面 0x0 位置,获得地址3 (英雄实例指针) + uintptr_t addr3 = MemoryReader::SafeRead(itemAddr + snap->offsets.itemToAddr3); + snap->debug.items[i].addr3 = addr3; + if (!addr3) continue; -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(); + PlayerData p; - if (rootBase != 0 && rootBase != g_LastRootBase) { - g_LastRootBase = rootBase; - g_CurrentExploreAddr = rootBase; - g_ExploreHistory.clear(); - } + // 地址3偏移4c4获得此玩家世界坐标 + p.worldX = MemoryReader::SafeRead(addr3 + snap->offsets.addr3ToWorld + 0x0); + p.worldY = MemoryReader::SafeRead(addr3 + snap->offsets.addr3ToWorld + 0x4); + p.worldZ = MemoryReader::SafeRead(addr3 + snap->offsets.addr3ToWorld + 0x8); + + // 将世界坐标映射至小地图雷达坐标 (平面雷达通常是 X,Z) + p.mapX = p.worldX; + p.mapY = p.worldZ; - if (g_CurrentExploreAddr != 0) { - ImGui::TextColored(ImVec4(0, 1, 0.8f, 1), "CURRENT_ADDR // 当前基址: 0x%lx", g_CurrentExploreAddr); + // 偏移0x3B8获得地址4 + uintptr_t addr4 = MemoryReader::SafeRead(addr3 + snap->offsets.addr3ToAddr4); + snap->debug.items[i].addr4 = addr4; + + if (addr4) { + // 地址4里面的各项属性 + p.gold = MemoryReader::FastRead(addr4 + snap->offsets.addr4ToGold); + p.hp = MemoryReader::FastRead(addr4 + snap->offsets.addr4ToHp); + p.maxHp = MemoryReader::FastRead(addr4 + snap->offsets.addr4ToMaxHp); + p.level = MemoryReader::FastRead(addr4 + snap->offsets.addr4ToLevel); - 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(); + // 偏移50获得地址5 + uintptr_t addr5 = MemoryReader::FastRead(addr4 + snap->offsets.addr4ToAddr5); + snap->debug.items[i].addr5 = addr5; + if (addr5) { + // 地址5里的蓝量属性 + p.mana = MemoryReader::FastRead(addr5 + snap->offsets.addr5ToMana); + p.maxMana = MemoryReader::FastRead(addr5 + snap->offsets.addr5ToMaxMana); } } - } - 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(); + + // 过滤无效实体 + if (p.maxHp > 0 && p.maxHp < 50000) { + snap->players.push_back(p); + } } } - 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); - } -} + std::shared_ptr m_currentSnapshot; + std::mutex m_snapshotMutex; + DynamicOffsets m_offsets; + std::mutex m_offsetMutex; + std::atomic m_actorManager{0}; +}; -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; +// ============================================================================ +// UI 渲染引擎 (包含原生右下角缩放及宽容布局) +// ============================================================================ +class UIRenderer { +public: + static void RenderFrame(float w, float h, std::shared_ptr& snap) { + static bool initialized = false; + if (!initialized) { + InitializeImGui(); + initialized = true; + } -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; -} + auto& touch = TouchManager::GetInstance(); + ImGuiIO& io = ImGui::GetIO(); + io.DisplaySize = ImVec2(w, h); + io.MousePos = ImVec2(touch.GetX(), touch.GetY()); + io.MouseDown[0] = touch.IsDown(); -typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface); -static p_eglSwapBuffers old_eglSwapBuffers = nullptr; + float finalScale = std::max(1.0f, h / 1000.0f) * m_userScale; + ImGuiStyle& style = ImGui::GetStyle(); + style = m_defaultStyle; + style.ScaleAllSizes(1.2f * finalScale); + io.FontGlobalScale = 1.2f * finalScale; -EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { - 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; + ImGui_ImplOpenGL3_NewFrame(); + ImGui::NewFrame(); - GameSnapshot snapshot; - { - std::lock_guard lock(g_SnapshotMutex); - snapshot = g_CurrentSnapshot; + if (touch.IsDown()) { + ImGui::GetForegroundDrawList()->AddCircleFilled(io.MousePos, 20.0f * finalScale, IM_COL32(0, 255, 170, 150)); + ImGui::GetForegroundDrawList()->AddCircle(io.MousePos, 28.0f * finalScale, IM_COL32(0, 255, 170, 200), 0, 2.0f); + } + + DrawMainWindow(w, h, snap, finalScale); + if (m_showDebugger) DrawDebugger(w, h, snap); + if (m_showRadar && snap->inMatch) DrawRadar(w, h, snap, finalScale); + + ImGui::Render(); } - if (!g_Initialized) { + static bool m_isHookInstalled; + static std::string m_hookStatusMsg; + +private: + static float m_userScale; + static ImGuiStyle m_defaultStyle; + static bool m_showDebugger; + static bool m_showRadar; + + static void ApplyTechStyle(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, 0.96f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.25f); + colors[ImGuiCol_Border] = ImVec4(0.15f, 0.55f, 0.85f, 0.60f); + 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_SliderGrab] = ImVec4(0.20f, 0.55f, 0.85f, 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); + + style.WindowRounding = 4.0f; + style.ChildRounding = 2.0f; + style.FrameRounding = 2.0f; + style.WindowBorderSize = 1.0f; + style.FrameBorderSize = 1.0f; + } + + static void InitializeImGui() { ImGui::CreateContext(); ImGui_ImplOpenGL3_Init("#version 300 es"); 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; + + io.IniFilename = nullptr; // 禁用缓存防溢出 + m_defaultStyle = ImGui::GetStyle(); + ApplyTechStyle(m_defaultStyle); + + io.Fonts->AddFontDefault(); + ImFontConfig config; + config.MergeMode = true; + const char* systemFonts[] = { "/system/fonts/SysSans-Hans-Regular.ttf", "/system/fonts/NotoSansCJKjp-Regular.otc" }; + for (const char* fontPath : systemFonts) { + if (access(fontPath, R_OK) == 0) { + io.Fonts->AddFontFromFileTTF(fontPath, 32.0f, &config, io.Fonts->GetGlyphRangesChineseSimplifiedCommon()); + break; } } - g_Initialized = true; } - 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(); - - // 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]")) { + static void DrawMainWindow(float w, float h, std::shared_ptr& snap, float finalScale) { + ImGui::SetNextWindowPos(ImVec2(50, 50), ImGuiCond_FirstUseEver); - 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(); + // 使用宽容模式布局:AlwaysAutoResize + if (ImGui::Begin("CYBER-CORE 战术终端 // HERO_RADAR", nullptr, ImGuiWindowFlags_AlwaysAutoResize)) { + + if (!m_isHookInstalled) { + ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.7f, 0.1f, 0.2f, 1.0f)); + ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(0.9f, 0.2f, 0.3f, 1.0f)); + if (ImGui::Button("[ ⚠ ] 建立核心态神经链路 (Kernel Hook)", ImVec2(360 * finalScale, 45 * finalScale))) { + extern void InstallHooks(); + InstallHooks(); + } + ImGui::PopStyleColor(2); + } else { + ImGui::TextColored(ImVec4(0.0f, 1.0f, 0.4f, 1.0f), "[ ONLINE ] 核心链路稳定连接中..."); } - 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(); + ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "LOG: %s", m_hookStatusMsg.c_str()); + 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::Checkbox("全息雷达 (HUD Radar)", &m_showRadar); ImGui::SameLine(); + ImGui::Checkbox("内存探针 (Memory Debug)", &m_showDebugger); + + ImGui::Separator(); + ImGui::TextColored(ImVec4(0.0f, 1.0f, 1.0f, 1.0f), "DATA_STREAM // 战场英雄数据流"); + + if (!snap->inMatch) { + ImGui::TextColored(ImVec4(1, 0.5f, 0, 1), ">> 等待数据同步..."); + } else { + for (const auto& p : snap->players) { + ImGui::Text("Lv.%-2d | HP: %4d/%-4d | MP: %4d/%-4d | Gold: %-4d | MAP: %.0f, %.0f", + p.level, p.hp, p.maxHp, p.mana, p.maxMana, p.gold, 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 + // ===================================== + // 底部安全全局缩放滑块 (右对齐) + // ===================================== + ImGui::Spacing(); + ImGui::Separator(); + + ImGui::AlignTextToFramePadding(); + ImGui::TextColored(ImVec4(0.0f, 1.0f, 0.8f, 1.0f), "[ SYS_OPT: STABLE ]"); + + float sliderWidth = 250.0f * finalScale; + float rightPos = ImGui::GetWindowWidth() - sliderWidth - ImGui::GetStyle().WindowPadding.x; + if (rightPos > ImGui::GetCursorPosX()) { + ImGui::SameLine(rightPos); + } else { + ImGui::SameLine(); + } + + 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("##GlobalScale", &m_userScale, 0.5f, 2.5f, "UI ZOOM: %.2fx"); + ImGui::PopStyleColor(2); } - - 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(); } - 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); - + static void DrawRadar(float w, float h, std::shared_ptr& snap, float finalScale) { + ImGui::SetNextWindowPos(ImVec2(w - 380, 50), 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(); + if (ImGui::Begin("HUD_Radar", nullptr, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar)) { + ImGui::Dummy(ImVec2(260 * finalScale, 260 * finalScale)); + + ImVec2 p0 = ImGui::GetItemRectMin(); + ImVec2 size = ImGui::GetItemRectSize(); 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->AddRectFilled(p0, ImVec2(p0.x + size.x, p0.y + size.y), IM_COL32(10, 15, 25, 200), 8.0f); + dl->AddRect(p0, ImVec2(p0.x + size.x, p0.y + size.y), IM_COL32(0, 180, 255, 150), 8.0f, 0, 1.5f); 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) { + for (const auto& p : snap->players) { float nX = p.mapX / 10000.0f; float nY = p.mapY / 10000.0f; float rX = p0.x + (nX * size.x); @@ -717,33 +484,199 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { ImGui::PopStyleColor(2); } - ImGui::Render(); - GLint v[4]; glGetIntegerv(GL_VIEWPORT, v); - GLint d; glGetIntegerv(GL_DEPTH_TEST, &d); - glDisable(GL_DEPTH_TEST); - glViewport(0, 0, w, h); - ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); - glViewport(v[0], v[1], v[2], v[3]); - if (d) glEnable(GL_DEPTH_TEST); + static void DrawDebugger(float w, float h, std::shared_ptr& snap) { + ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver); + + if (ImGui::Begin("MEMORY_PROBE // 内存深度探查", nullptr, ImGuiWindowFlags_AlwaysAutoResize)) { + auto& engine = EngineCore::GetInstance(); + std::lock_guard lock(engine.GetOffsetMutex()); + auto& offsets = engine.GetOffsetsRef(); + + auto drawOffsetBtn = [](const char* label, uint32_t& val) { + ImGui::PushID(&val); + ImGui::TextColored(ImVec4(0.4f, 0.9f, 1.0f, 1.0f), "%s : %d (0x%X)", label, val, val); + if (ImGui::Button(" - 4 ", ImVec2(50, 0))) { if (val >= 4) val -= 4; else val = 0; } ImGui::SameLine(); + if (ImGui::Button(" + 4 ", ImVec2(50, 0))) val += 4; + ImGui::Separator(); + ImGui::PopID(); + }; + + drawOffsetBtn("x0_to_addr1 (x0 + ?)", offsets.x0ToAddr1); + drawOffsetBtn("addr1_to_addr2 (addr1 + ?)", offsets.addr1ToAddr2); + drawOffsetBtn("arrayStart (首个数据偏移)", offsets.arrayStart); + drawOffsetBtn("item_to_addr3 (实体指针偏移)", offsets.itemToAddr3); + drawOffsetBtn("addr3ToAddr4", offsets.addr3ToAddr4); + drawOffsetBtn("addr4ToAddr5", offsets.addr4ToAddr5); + + ImGui::Separator(); + auto& logger = Logger::GetInstance(); + std::lock_guard logLock(logger.GetMutex()); + for (const auto& log : logger.GetLogs()) { ImGui::TextColored(ImVec4(0.6f, 0.8f, 0.6f, 1.0f), "> %s", log.c_str()); } + } + ImGui::End(); + } +}; - return old_eglSwapBuffers(dpy, surface); +float UIRenderer::m_userScale = 1.0f; +ImGuiStyle UIRenderer::m_defaultStyle; +bool UIRenderer::m_showDebugger = false; +bool UIRenderer::m_showRadar = true; +bool UIRenderer::m_isHookInstalled = false; +std::string UIRenderer::m_hookStatusMsg = "等待用户指令..."; + +// ============================================================================ +// Dobby Hook 回调区 +// ============================================================================ +struct ModuleInfo { const char* name; uintptr_t base; }; + +int DlIterateCallback(struct dl_phdr_info *info, size_t size, void *data) { + auto* modInfo = reinterpret_cast(data); + if (info->dlpi_name && strstr(info->dlpi_name, modInfo->name)) { + modInfo->base = info->dlpi_addr; + return 1; + } + return 0; } -void* DelayedHookThread(void*) { - void* egl = nullptr; - while (!egl) { egl = DobbySymbolResolver("libEGL.so", "eglSwapBuffers"); if (!egl) sleep(1); } - DobbyHook(egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers); +uintptr_t GetModuleBase(const char* moduleName) { + ModuleInfo info = {moduleName, 0}; + dl_iterate_phdr(DlIterateCallback, &info); + if (info.base == 0) { + if (FILE* f = fopen("/proc/self/maps", "r")) { + char line[512]; + while (fgets(line, sizeof(line), f)) { + if (strstr(line, moduleName)) { + uintptr_t start; + if (sscanf(line, "%lx", &start) == 1) { info.base = start; break; } + } + } + fclose(f); + } + } + return info.base; +} - void* ins = nullptr; - while (!ins) { ins = DobbySymbolResolver("libinput.so", "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE"); if (!ins) sleep(1); } - DobbyHook(ins, (void*)hook_consume, (void**)&old_consume); +typedef void (*InitActorParamsFunc)(void* x0, void* x1, void* x2, void* x3, void* x4, void* x5, void* x6, void* x7); +static InitActorParamsFunc g_oldInitActorParams = nullptr; - std::thread(DataWorkerThread).detach(); +void HookInitActorParams(void* x0, void* x1, void* x2, void* x3, void* x4, void* x5, void* x6, void* x7) { + if (x0 != nullptr && reinterpret_cast(x0) > 0x10000000) { + EngineCore::GetInstance().SetActorManager(reinterpret_cast(x0)); + } + if (g_oldInitActorParams) { + g_oldInitActorParams(x0, x1, x2, x3, x4, x5, x6, x7); + } +} +void InstallHooks() { + if (UIRenderer::m_isHookInstalled) return; + + system("su -c 'setenforce 0'"); + + uintptr_t base = GetModuleBase(kGameModule); + if (!base) { + UIRenderer::m_hookStatusMsg = "ERR: 未找到目标模块 libil2cpp.so"; + LOG_ERROR("未找到目标游戏模块!"); + return; + } + uintptr_t targetAddr = base + 0x73507bc; + LOG_INFO("SYS_BASE: 0x%lx, TARGET: 0x%lx", base, targetAddr); + + void* pageStart = reinterpret_cast(targetAddr & ~0xFFF); + mprotect(pageStart, 0x2000, PROT_READ | PROT_WRITE | PROT_EXEC); + + int ret = DobbyHook(reinterpret_cast(targetAddr), + reinterpret_cast(HookInitActorParams), + reinterpret_cast(&g_oldInitActorParams)); + + if (ret == 0) { + UIRenderer::m_isHookInstalled = true; + UIRenderer::m_hookStatusMsg = "OK: 神经链路挂载完毕。"; + LOG_INFO("手动安装 Hook 成功!"); + } else { + UIRenderer::m_hookStatusMsg = "FATAL: 挂载被拒绝(SELinux限制)"; + LOG_ERROR("挂钩失败, 返回码: %d", ret); + } +} + +// ---------------- EGL & Input Hook ---------------- +typedef int (*InputConsumerConsumeFunc)(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent); +static InputConsumerConsumeFunc g_oldConsume = nullptr; + +int HookConsume(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent) { + int res = g_oldConsume(instance, factory, consumeBatches, frameTime, outSeq, outEvent); + if (res == 0 && outEvent && *outEvent) { + TouchManager::GetInstance().ProcessEvent(reinterpret_cast(*outEvent)); + } + return res; +} + +typedef EGLBoolean (*EglSwapBuffersFunc)(EGLDisplay dpy, EGLSurface surface); +static EglSwapBuffersFunc g_oldEglSwapBuffers = nullptr; + +EGLBoolean HookEglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { + EGLint w = 0, h = 0; + eglQuerySurface(dpy, surface, EGL_WIDTH, &w); + eglQuerySurface(dpy, surface, EGL_HEIGHT, &h); + + if (w <= 0 || h <= 0) return g_oldEglSwapBuffers(dpy, surface); + + TouchManager::GetInstance().UpdateRenderSize(static_cast(w), static_cast(h)); + auto snapshot = EngineCore::GetInstance().GetLatestSnapshot(); + + GLint viewport[4]; glGetIntegerv(GL_VIEWPORT, viewport); + GLint depthTest; glGetIntegerv(GL_DEPTH_TEST, &depthTest); + + glDisable(GL_DEPTH_TEST); + glViewport(0, 0, w, h); + + UIRenderer::RenderFrame(static_cast(w), static_cast(h), snapshot); + + ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + + glViewport(viewport[0], viewport[1], viewport[2], viewport[3]); + if (depthTest) glEnable(GL_DEPTH_TEST); + + return g_oldEglSwapBuffers(dpy, surface); +} + +void* BootstrapThread(void*) { + system("su -c 'setenforce 0'"); + sleep(2); + + void* eglSym = nullptr; + void* eglHandle = dlopen("libEGL.so", RTLD_LAZY); + if (eglHandle) { + eglSym = dlsym(eglHandle, "eglSwapBuffers"); + } + if (!eglSym) { + int eglRetries = 0; + while (!(eglSym = DobbySymbolResolver("libEGL.so", "eglSwapBuffers")) && eglRetries < 5) { + sleep(1); eglRetries++; + } + } + + if (eglSym) { + DobbyHook(eglSym, reinterpret_cast(HookEglSwapBuffers), reinterpret_cast(&g_oldEglSwapBuffers)); + } + + void* inputSym = nullptr; + int inputRetries = 0; + while (!(inputSym = DobbySymbolResolver("libinput.so", "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE")) && inputRetries < 5) { + sleep(1); inputRetries++; + } + + if (inputSym) { + DobbyHook(inputSym, reinterpret_cast(HookConsume), reinterpret_cast(&g_oldConsume)); + } + + EngineCore::GetInstance().InitWorkerThread(); return nullptr; } -__attribute__((constructor)) void init_plugin() { - pthread_t t; - pthread_create(&t, nullptr, DelayedHookThread, nullptr); +} // namespace Overlay + +__attribute__((constructor)) void InitializePlugin() { + pthread_t threadId; + pthread_create(&threadId, nullptr, Overlay::BootstrapThread, nullptr); }