From 1ba44be8979589282b164f6a049de2b39d888cb4 Mon Sep 17 00:00:00 2001 From: gggaa2152 <60614405+gggaa2152@users.noreply.github.com> Date: Tue, 7 Apr 2026 04:56:55 +0800 Subject: [PATCH] Update main.cpp --- main.cpp | 596 ++++++++++++++++++++++++++++++++++++------------------- 1 file changed, 390 insertions(+), 206 deletions(-) diff --git a/main.cpp b/main.cpp index 221f13317..728009f1d 100644 --- a/main.cpp +++ b/main.cpp @@ -13,75 +13,187 @@ #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_Hook" +#define TAG "IL2CPP_Drive" +#define GAME_MODULE "libil2cpp.so" + #define LOGI(...) __android_log_print(ANDROID_LOG_INFO, TAG, __VA_ARGS__) #define LOGE(...) __android_log_print(ANDROID_LOG_ERROR, TAG, __VA_ARGS__) -// 全局变量 -static std::atomic g_ActorManager{0}; -static int g_MemFd = -1; -static bool g_ImGuiReady = false; -static float g_touchX = 0, g_touchY = 0; -static std::atomic g_touchDown{false}; +static bool g_Initialized = false; +static bool g_FontLoaded = false; -// 偏移结构(可动态调整) -struct Offsets { +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; + +static uintptr_t g_GameBase = 0; +static uintptr_t g_HookAddr_InitActor = 0; +static uintptr_t g_HookAddr_ClearActor = 0; + +struct DynamicOffsets { + // 指针链偏移 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; + + // 属性偏移 (addr4 内) uint32_t prop_gold = 0x20; uint32_t prop_hp = 0x30; - uint32_t prop_maxhp = 0x32; + uint32_t prop_maxhp = 0x32; // 注意:可能是 int16 uint32_t prop_level = 0x50; - uint32_t prop_mana = 0x28; -} g_Offsets; -// 玩家数据结构 + // 世界坐标区内偏移 (addr5 内) + uint32_t prop_mana = 0x28; // 蓝量偏移 + // 世界坐标 XYZ 固定 0,4,8 +}; + +DynamicOffsets g_Offsets; +std::mutex g_OffsetMutex; + +static int g_MemFd = -1; + +template +T SafeRead(uintptr_t address) { + T value{}; + if (address < 0x10000000 || address > 0x00007FFFFFFFFFFF) return value; + if (g_MemFd == -1) g_MemFd = open("/proc/self/mem", O_RDONLY); + if (g_MemFd >= 0) pread(g_MemFd, &value, sizeof(T), address); + 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; }; -// 快照 -struct GameSnapshot { - bool inMatch = false; - uintptr_t x0 = 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; }; -static GameSnapshot g_Snapshot; -static std::mutex g_SnapMutex; +std::mutex g_SnapshotMutex; +GameSnapshot g_CurrentSnapshot; +std::atomic g_ActorManager{0}; -// 安全读取 -template -T SafeRead(uintptr_t addr) { - T val{}; - if (addr < 0x10000 || addr > 0x7fffffffffff) return val; - if (g_MemFd == -1) g_MemFd = open("/proc/self/mem", O_RDONLY); - if (g_MemFd >= 0) pread(g_MemFd, &val, sizeof(T), addr); - return val; +// 后台数据读取线程 +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) { + // 遍历玩家数组(每个槽位8字节指针,最大15个) + for (int i = 0; i < 15; ++i) { + uintptr_t item = SafeRead(addr2 + (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; + + // 属性区 addr4 + 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); + // maxhp 偏移 0x32,可能是 int16,安全读取后转为 int32 + p.maxHp = SafeRead(addr4 + currOff.prop_maxhp); + p.level = SafeRead(addr4 + currOff.prop_level); + } + + // 世界坐标区 addr5 + 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); + } + + // 小地图坐标区 addr6 + 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)); + } } -// 获取模块基址 -uintptr_t GetModuleBase(const char* name) { +uintptr_t GetModuleBase(const char* module_name) { + uintptr_t base = 0; FILE* f = fopen("/proc/self/maps", "r"); if (!f) return 0; char line[512]; - uintptr_t base = 0; while (fgets(line, sizeof(line), f)) { - if (strstr(line, name) && strstr(line, "r-xp")) { + if (strstr(line, module_name)) { sscanf(line, "%lx", &base); break; } @@ -90,227 +202,299 @@ uintptr_t GetModuleBase(const char* name) { return base; } -// 后台数据读取线程 -void DataWorkerThread() { - while (true) { - GameSnapshot snap; - uintptr_t baseX0 = g_ActorManager.load(); - if (baseX0 != 0) { - snap.inMatch = true; - snap.x0 = baseX0; - uintptr_t addr1 = SafeRead(baseX0 + g_Offsets.x0_to_addr1); - snap.addr1 = addr1; - if (addr1) { - uintptr_t addr2 = SafeRead(addr1 + g_Offsets.addr1_to_addr2); - snap.addr2 = addr2; - if (addr2) { - for (int i = 0; i < 15; ++i) { - uintptr_t item = SafeRead(addr2 + i * 0x8); - if (!item) continue; - uintptr_t addr3 = SafeRead(item + g_Offsets.item_to_addr3); - if (!addr3) continue; - PlayerData p; - uintptr_t addr4 = SafeRead(addr3 + g_Offsets.addr3_to_addr4); - if (addr4) { - p.gold = SafeRead(addr4 + g_Offsets.prop_gold); - p.hp = SafeRead(addr4 + g_Offsets.prop_hp); - p.maxHp = SafeRead(addr4 + g_Offsets.prop_maxhp); - p.level = SafeRead(addr4 + g_Offsets.prop_level); - } - uintptr_t addr5 = SafeRead(addr3 + g_Offsets.addr3_to_addr5); - if (addr5) p.mana = SafeRead(addr5 + g_Offsets.prop_mana); - uintptr_t addr6 = SafeRead(addr3 + g_Offsets.addr3_to_addr6); - if (addr6) { - p.mapX = SafeRead(addr6 + 0x50); - p.mapY = SafeRead(addr6 + 0x54); - } - if (p.maxHp > 0 && p.maxHp < 50000) - snap.players.push_back(p); - } - } - } - } - { - std::lock_guard lock(g_SnapMutex); - g_Snapshot = std::move(snap); - } - std::this_thread::sleep_for(std::chrono::milliseconds(16)); - } -} - -// ======================== Hook 函数(只有 1 个参数)======================== -void (*old_InitActorParams)(void* x0); +// ========== 修改点:Hook 函数改为单参数 ========== +void (*old_InitActorParams)(void* x0); // 原只有1个参数 void hook_InitActorParams(void* x0) { - LOGI("[HOOK] InitActorParams called! x0 = %p", x0); - if (x0) { - g_ActorManager.store((uintptr_t)x0); - uintptr_t test = SafeRead((uintptr_t)x0 + g_Offsets.x0_to_addr1); - LOGI("[HOOK] x0+0x%x = %p", g_Offsets.x0_to_addr1, (void*)test); - } - old_InitActorParams(x0); + g_ActorManager.store((uintptr_t)x0); + LOGI("[InitActor] x0 = %p", x0); + old_InitActorParams(x0); // 调用时只传 x0 } void (*old_ClearActor)(void* x0); void hook_ClearActor(void* x0) { - LOGI("[HOOK] ClearActor called! x0 = %p", x0); g_ActorManager.store(0); + LOGI("[ClearActor] Game ended"); old_ClearActor(x0); } +// ========== 修改结束 ========== -// ======================== 触摸事件处理(ImGui 输入)======================== -void HandleAndroidEvent(AInputEvent* event) { - if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) { - int action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK; - g_touchX = AMotionEvent_getX(event, 0); - g_touchY = AMotionEvent_getY(event, 0); - g_touchDown = (action == AMOTION_EVENT_ACTION_DOWN); - } -} - -typedef int (*InputConsumer_consume_t)(void*, void*, bool, int64_t, uint32_t*, void**); -InputConsumer_consume_t 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) - HandleAndroidEvent((AInputEvent*)*outEvent); - return res; -} - -// ======================== eglSwapBuffers Hook(ImGui 渲染)======================== -typedef EGLBoolean (*eglSwapBuffers_t)(EGLDisplay, EGLSurface); -eglSwapBuffers_t old_eglSwap = nullptr; - +// 指针调试器窗口(与原代码类似,但偏移面板已适配新偏移) void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) { ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(w * 0.55f, h * 0.8f), ImGuiCond_FirstUseEver); - if (ImGui::Begin("指针调试器")) { - // 动态偏移修改面板 - auto drawOffset = [](const char* label, uint32_t& val) { - ImGui::PushID(&val); - ImGui::Text("%s: %d (0x%X)", label, val, val); - if (ImGui::Button("-8")) { if(val>=8) val-=8; } ImGui::SameLine(); - if (ImGui::Button("-4")) { if(val>=4) val-=4; } ImGui::SameLine(); - if (ImGui::Button("-1")) { if(val>=1) val-=1; } 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::PopID(); - }; - drawOffset("x0->addr1", g_Offsets.x0_to_addr1); - drawOffset("addr1->addr2", g_Offsets.addr1_to_addr2); - drawOffset("item->addr3", g_Offsets.item_to_addr3); - drawOffset("addr3->addr4", g_Offsets.addr3_to_addr4); - drawOffset("addr3->addr5", g_Offsets.addr3_to_addr5); - drawOffset("addr3->addr6", g_Offsets.addr3_to_addr6); + if (ImGui::Begin("指针断点排错器 (IL2CPP)")) { + if (ImGui::CollapsingHeader("动态偏移修改面板 (十进制)", 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 -> 当前: %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(); + }; + drawOffsetBtn("地址1 (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("最大血量偏移", g_Offsets.prop_maxhp); + drawOffsetBtn("等级偏移", g_Offsets.prop_level); + drawOffsetBtn("蓝量偏移", g_Offsets.prop_mana); + } ImGui::Separator(); - ImGui::Text("x0: 0x%lx", snap.x0); - ImGui::Text("addr1: 0x%lx", snap.addr1); - ImGui::Text("addr2: 0x%lx", snap.addr2); + ImGui::TextColored(ImVec4(0, 1, 1, 1), "[核心库] %s 基址: 0x%lx", GAME_MODULE, g_GameBase); + ImGui::TextColored(ImVec4(0, 1, 1, 1), "[Hook 1] InitActor (RVA 0x73507bc) -> 0x%lx", g_HookAddr_InitActor); + ImGui::TextColored(ImVec4(0, 1, 1, 1), "[Hook 2] ClearActor (RVA 0x734bc10) -> 0x%lx", g_HookAddr_ClearActor); + 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] InitActor 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), "数组序号 [%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::End(); } -EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surf) { - EGLint w, h; - eglQuerySurface(dpy, surf, EGL_WIDTH, &w); - eglQuerySurface(dpy, surf, EGL_HEIGHT, &h); - if (w <= 0 || h <= 0) return old_eglSwap(dpy, surf); +// 触摸及分辨率辅助 +void AutoFetchDeviceResolution() { + FILE* pipe = popen("wm size", "r"); + if (!pipe) return; + char buffer[128]; + while (fgets(buffer, sizeof(buffer), pipe) != NULL) { + int w = 0, h = 0; + if (sscanf(buffer, "Physical size: %dx%d", &w, &h) == 2 || sscanf(buffer, "Override size: %dx%d", &w, &h) == 2) { + g_Touch.physW = (float)std::max(w, h); + g_Touch.physH = (float)std::min(w, h); + g_Touch.isSizeAutoDetected = true; + } + } + pclose(pipe); +} - GameSnapshot snap; +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); + } +} + +// InputConsumer Hook +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; +} + +// eglSwapBuffers Hook +typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface); +static p_eglSwapBuffers old_eglSwapBuffers = nullptr; + +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; + + GameSnapshot snapshot; { - std::lock_guard lock(g_SnapMutex); - snap = g_Snapshot; + std::lock_guard lock(g_SnapshotMutex); + snapshot = g_CurrentSnapshot; } - if (!g_ImGuiReady) { + if (!g_Initialized) { ImGui::CreateContext(); ImGui_ImplOpenGL3_Init("#version 300 es"); - ImGui::GetIO().Fonts->AddFontDefault(); - g_ImGuiReady = true; + ImGuiIO& io = ImGui::GetIO(); + + // 加载中文字体(根据你的系统字体路径) + 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; + LOGI("[*] 加载字体成功: %s", systemFonts[i]); + break; + } + } + g_Initialized = true; } ImGuiIO& io = ImGui::GetIO(); - io.DisplaySize = ImVec2(w, h); - io.MousePos = ImVec2(g_touchX, g_touchY); - io.MouseDown[0] = g_touchDown.load(); + 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; + 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 = 12.0f; + style.WindowMinSize = ImVec2(100.0f, 100.0f); + io.FontGlobalScale = 1.2f * finalScale; ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); - // 主窗口 - ImGui::Begin("IL2CPP Hook"); - ImGui::Text("状态: %s", snap.inMatch ? "对局中" : "大厅"); - ImGui::Text("ActorManager: 0x%lx", snap.x0); - ImGui::Text("玩家数量: %d", (int)snap.players.size()); - if (ImGui::BeginTable("Players", 5, ImGuiTableFlags_Borders)) { - ImGui::TableSetupColumn("等级"); - ImGui::TableSetupColumn("血量"); - ImGui::TableSetupColumn("蓝量"); - ImGui::TableSetupColumn("金币"); - ImGui::TableSetupColumn("小地图"); - ImGui::TableHeadersRow(); - for (const auto& p : snap.players) { - ImGui::TableNextRow(); - ImGui::TableNextColumn(); ImGui::Text("%d", p.level); - ImGui::TableNextColumn(); ImGui::Text("%d/%d", p.hp, p.maxHp); - ImGui::TableNextColumn(); ImGui::Text("%d", p.mana); - ImGui::TableNextColumn(); ImGui::Text("%d", p.gold); - ImGui::TableNextColumn(); ImGui::Text("%.0f,%.0f", p.mapX, p.mapY); + if (g_Touch.down.load()) + ImGui::GetForegroundDrawList()->AddCircleFilled(io.MousePos, 20.0f, IM_COL32(0, 255, 0, 200)); + + 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; + + if (ImGui::Begin("IL2CPP 透视框架 (偏移可调)")) { + if (!g_FontLoaded) ImGui::TextColored(ImVec4(1,0,0,1), "警告: 无法加载系统字库,将显示为问号!"); + float currentHeight = ImGui::GetWindowHeight(); + g_DynamicScale = currentHeight / g_BaseWindowHeight; + if (g_DynamicScale < 0.4f) g_DynamicScale = 0.4f; + if (g_DynamicScale > 3.0f) g_DynamicScale = 3.0f; + + if (ImGui::CollapsingHeader("基础校准 (触控与缩放)")) { + ImGui::SliderFloat("菜单缩放", &g_UserUIScale, 0.5f, 2.0f); + ImGui::Text("坐标偏移 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("雷达 (Radar)", &show_radar); ImGui::SameLine(); + ImGui::Checkbox("指针断点调试", &show_pointer_debugger); + ImGui::Separator(); + ImGui::TextColored(ImVec4(0, 1, 0, 1), "状态: %s", snapshot.inMatch ? "局内" : "大厅"); + + if (ImGui::BeginTable("PlayersTable", 5, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg)) { + ImGui::TableSetupColumn("等级"); ImGui::TableSetupColumn("血量"); + ImGui::TableSetupColumn("蓝量"); ImGui::TableSetupColumn("金币"); + ImGui::TableSetupColumn("雷达坐标"); ImGui::TableHeadersRow(); + for (const auto& p : snapshot.players) { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); ImGui::Text("Lv.%d", p.level); + ImGui::TableNextColumn(); ImGui::Text("%d/%d", p.hp, p.maxHp); + ImGui::TableNextColumn(); ImGui::Text("%d", p.mana); + ImGui::TableNextColumn(); ImGui::Text("%d", p.gold); + ImGui::TableNextColumn(); ImGui::Text("%.0f, %.0f", p.mapX, p.mapY); + } + ImGui::EndTable(); } - ImGui::EndTable(); } ImGui::End(); - // 雷达 - if (snap.inMatch && !snap.players.empty()) { - ImGui::SetNextWindowPos(ImVec2(w - 250, 50), ImGuiCond_FirstUseEver); - ImGui::SetNextWindowSize(ImVec2(200, 200), ImGuiCond_FirstUseEver); - ImGui::Begin("雷达", nullptr, ImGuiWindowFlags_NoTitleBar); - ImVec2 p0 = ImGui::GetCursorScreenPos(); - ImVec2 sz = ImGui::GetContentRegionAvail(); - ImDrawList* dl = ImGui::GetWindowDrawList(); - dl->AddRect(p0, ImVec2(p0.x+sz.x, p0.y+sz.y), IM_COL32(255,255,255,100)); - for (const auto& p : snap.players) { - float nx = p.mapX / 10000.0f; - float ny = p.mapY / 10000.0f; - float rx = p0.x + nx * sz.x; - float ry = p0.y + sz.y - ny * sz.y; - if (nx>0 && nx<1 && ny>0 && ny<1) - dl->AddCircleFilled(ImVec2(rx, ry), 5.0f, IM_COL32(255,0,0,255)); + if (show_pointer_debugger) DrawPointerDebugger(snapshot, w, h); + 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, 0, 0, 0.5f)); + if (ImGui::Begin("Radar", nullptr, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize)) { + ImVec2 p0 = ImGui::GetCursorScreenPos(); + ImVec2 size = ImGui::GetContentRegionAvail(); + ImDrawList* dl = ImGui::GetWindowDrawList(); + dl->AddRect(p0, ImVec2(p0.x + size.x, p0.y + size.y), IM_COL32(255, 255, 255, 100)); + 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) + dl->AddCircleFilled(ImVec2(rX, rY), 5.0f * finalScale, IM_COL32(255, 0, 0, 255)); + } } ImGui::End(); + ImGui::PopStyleColor(); } - // 调试器 - DrawPointerDebugger(snap, w, h); - 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); - return old_eglSwap(dpy, surf); + return old_eglSwapBuffers(dpy, surface); } -// 延迟初始化线程 +// 延迟 Hook 线程 void* DelayedHookThread(void*) { - // 等待 libil2cpp.so 加载 - uintptr_t base; - while (!(base = GetModuleBase("libil2cpp.so"))) sleep(1); - uintptr_t initAddr = base + 0x73507bc; - uintptr_t clearAddr = base + 0x734bc10; - LOGI("Base: 0x%lx, InitActor: 0x%lx, ClearActor: 0x%lx", base, initAddr, clearAddr); - DobbyHook((void*)initAddr, (void*)hook_InitActorParams, (void**)&old_InitActorParams); - DobbyHook((void*)clearAddr, (void*)hook_ClearActor, (void**)&old_ClearActor); - LOGI("Hooks installed"); - - // Hook EGL 和 Input + // 1. 立即 Hook 渲染和输入,保证菜单能显示 void* egl = DobbySymbolResolver("libEGL.so", "eglSwapBuffers"); - if (egl) DobbyHook(egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwap); - void* inp = DobbySymbolResolver("libinput.so", "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE"); - if (inp) DobbyHook(inp, (void*)hook_consume, (void**)&old_consume); + if (egl) DobbyHook(egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers); - // 启动数据线程 + void* ins = DobbySymbolResolver("libinput.so", "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE"); + if (ins) DobbyHook(ins, (void*)hook_consume, (void**)&old_consume); + + // 2. 启动数据线程(后台读取) std::thread(DataWorkerThread).detach(); + + // 3. 等待 libil2cpp.so 加载,然后 Hook 游戏函数 + while (true) { + uintptr_t base = GetModuleBase(GAME_MODULE); + if (base) { + g_GameBase = base; + g_HookAddr_InitActor = base + 0x73507bc; + g_HookAddr_ClearActor = base + 0x734bc10; + LOGI("[*] libil2cpp.so base = 0x%lx", base); + LOGI("[*] InitActor addr = 0x%lx", g_HookAddr_InitActor); + LOGI("[*] ClearActor addr = 0x%lx", g_HookAddr_ClearActor); + + int ret1 = DobbyHook((void*)g_HookAddr_InitActor, (void*)hook_InitActorParams, (void**)&old_InitActorParams); + int ret2 = DobbyHook((void*)g_HookAddr_ClearActor, (void*)hook_ClearActor, (void**)&old_ClearActor); + LOGI("[*] Hook InitActor result: %d, ClearActor result: %d", ret1, ret2); + break; + } + sleep(1); + } return nullptr; }