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Update main.cpp
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45531ceef7
commit
1c2ef20eaf
77
main.cpp
77
main.cpp
@ -50,7 +50,6 @@ static uintptr_t g_HookAddr_InitActor = 0;
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static uintptr_t g_HookAddr_ClearActor = 0;
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struct DynamicOffsets {
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// 指针链偏移
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uint32_t x0_to_addr1 = 0x20;
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uint32_t addr1_to_addr2 = 0x10;
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uint32_t item_to_addr3 = 0x18;
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@ -58,15 +57,11 @@ struct DynamicOffsets {
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uint32_t addr3_to_addr5 = 0x100;
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uint32_t addr3_to_addr6 = 0x70;
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// 属性偏移 (addr4 内)
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uint32_t prop_gold = 0x20;
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uint32_t prop_hp = 0x30;
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uint32_t prop_maxhp = 0x32; // 注意:可能是 int16
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uint32_t prop_maxhp = 0x32;
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uint32_t prop_level = 0x50;
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// 世界坐标区内偏移 (addr5 内)
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uint32_t prop_mana = 0x28; // 蓝量偏移
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// 世界坐标 XYZ 固定 0,4,8
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uint32_t prop_mana = 0x28;
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};
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DynamicOffsets g_Offsets;
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@ -109,7 +104,6 @@ std::mutex g_SnapshotMutex;
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GameSnapshot g_CurrentSnapshot;
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std::atomic<uintptr_t> g_ActorManager{0};
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// 后台数据读取线程
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void DataWorkerThread() {
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while (true) {
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GameSnapshot newSnap;
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@ -131,7 +125,6 @@ void DataWorkerThread() {
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uintptr_t addr2 = SafeRead<uintptr_t>(addr1 + currOff.addr1_to_addr2);
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newSnap.debug.addr2 = addr2;
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if (addr2) {
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// 遍历玩家数组(每个槽位8字节指针,最大15个)
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for (int i = 0; i < 15; ++i) {
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uintptr_t item = SafeRead<uintptr_t>(addr2 + (i * 0x8));
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newSnap.debug.items[i].base = item;
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@ -143,18 +136,15 @@ void DataWorkerThread() {
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PlayerData p;
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// 属性区 addr4
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uintptr_t addr4 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr4);
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newSnap.debug.items[i].addr4 = addr4;
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if (addr4) {
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p.gold = SafeRead<int32_t>(addr4 + currOff.prop_gold);
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p.hp = SafeRead<int32_t>(addr4 + currOff.prop_hp);
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// maxhp 偏移 0x32,可能是 int16,安全读取后转为 int32
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p.maxHp = SafeRead<int16_t>(addr4 + currOff.prop_maxhp);
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p.level = SafeRead<int32_t>(addr4 + currOff.prop_level);
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}
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// 世界坐标区 addr5
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uintptr_t addr5 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr5);
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newSnap.debug.items[i].addr5 = addr5;
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if (addr5) {
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@ -164,7 +154,6 @@ void DataWorkerThread() {
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p.mana = SafeRead<int32_t>(addr5 + currOff.prop_mana);
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}
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// 小地图坐标区 addr6
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uintptr_t addr6 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr6);
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newSnap.debug.items[i].addr6 = addr6;
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if (addr6) {
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@ -202,22 +191,33 @@ uintptr_t GetModuleBase(const char* module_name) {
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return base;
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}
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// Hook 函数声明
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void (*old_InitActorParams)(void* x0, void* x1, void* x2, void* x3);
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void hook_InitActorParams(void* x0, void* x1, void* x2, void* x3) {
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g_ActorManager.store((uintptr_t)x0);
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LOGI("[InitActor] x0 = %p", x0);
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old_InitActorParams(x0, x1, x2, x3);
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// ==========================================
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// 严格按照 1 个参数进行 Hook
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// 此时参数必定存在于 x0 / r0 寄存器中
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// ==========================================
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typedef void* (*t_InitActorParams)(void* arg0);
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t_InitActorParams old_InitActorParams = nullptr;
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void* hook_InitActorParams(void* arg0) {
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uintptr_t target_ptr = (uintptr_t)arg0;
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if (target_ptr != 0) {
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g_ActorManager.store(target_ptr);
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LOGI("[InitActor] 成功触发! 获取到指针 arg0 = %p", arg0);
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}
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return old_InitActorParams(arg0);
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}
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void (*old_ClearActor)(void* x0);
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void hook_ClearActor(void* x0) {
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typedef void* (*t_ClearActor)(void* arg0);
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t_ClearActor old_ClearActor = nullptr;
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void* hook_ClearActor(void* arg0) {
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g_ActorManager.store(0);
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LOGI("[ClearActor] Game ended");
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old_ClearActor(x0);
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LOGI("[ClearActor] 游戏清理完毕, 清空指针");
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return old_ClearActor(arg0);
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}
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// 指针调试器窗口(与原代码类似,但偏移面板已适配新偏移)
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void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) {
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ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(w * 0.55f, h * 0.8f), ImGuiCond_FirstUseEver);
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@ -280,7 +280,6 @@ void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) {
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ImGui::End();
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}
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// 触摸及分辨率辅助
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void AutoFetchDeviceResolution() {
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FILE* pipe = popen("wm size", "r");
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if (!pipe) return;
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@ -308,7 +307,6 @@ void handle_android_event(AInputEvent* event) {
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}
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}
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// InputConsumer Hook
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typedef int (*p_InputConsumer_consume)(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent);
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static p_InputConsumer_consume old_consume = nullptr;
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@ -318,7 +316,6 @@ int hook_consume(void* instance, void* factory, bool consumeBatches, int64_t fra
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return res;
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}
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// eglSwapBuffers Hook
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typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface);
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static p_eglSwapBuffers old_eglSwapBuffers = nullptr;
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@ -341,7 +338,6 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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ImGui_ImplOpenGL3_Init("#version 300 es");
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ImGuiIO& io = ImGui::GetIO();
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// 加载中文字体(根据你的系统字体路径)
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const char* systemFonts[] = {
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"/system/fonts/SysSans-Hans-Regular.ttf",
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"/system/fonts/NotoSansCJKjp-Regular.otc",
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@ -464,32 +460,47 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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return old_eglSwapBuffers(dpy, surface);
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}
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// 延迟 Hook 线程
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void* DelayedHookThread(void*) {
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// 1. 立即 Hook 渲染和输入,保证菜单能显示
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void* egl = DobbySymbolResolver("libEGL.so", "eglSwapBuffers");
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if (egl) DobbyHook(egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
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void* ins = DobbySymbolResolver("libinput.so", "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE");
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if (ins) DobbyHook(ins, (void*)hook_consume, (void**)&old_consume);
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// 2. 启动数据线程(后台读取)
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std::thread(DataWorkerThread).detach();
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// 3. 等待 libil2cpp.so 加载,然后 Hook 游戏函数
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while (true) {
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uintptr_t base = GetModuleBase(GAME_MODULE);
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if (base) {
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g_GameBase = base;
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// ==========================================
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// FIX 2: 架构检测,防止 32 位 Thumb 指令集崩溃
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// 32 位 (armeabi-v7a) Hook IL2CPP 函数时由于是 Thumb 指令,地址必须 +1
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// 64 位 (arm64-v8a) 保持原样即可
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// ==========================================
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#if defined(__arm__)
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g_HookAddr_InitActor = base + 0x73507bc + 1;
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g_HookAddr_ClearActor = base + 0x734bc10 + 1;
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LOGI("[*] 检测到 32 位架构,已自动处理 Thumb 指令集 (+1)");
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#else
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g_HookAddr_InitActor = base + 0x73507bc;
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g_HookAddr_ClearActor = base + 0x734bc10;
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LOGI("[*] 检测到 64 位架构,无需处理 Thumb");
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#endif
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LOGI("[*] libil2cpp.so base = 0x%lx", base);
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LOGI("[*] InitActor addr = 0x%lx", g_HookAddr_InitActor);
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LOGI("[*] ClearActor addr = 0x%lx", g_HookAddr_ClearActor);
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int ret1 = DobbyHook((void*)g_HookAddr_InitActor, (void*)hook_InitActorParams, (void**)&old_InitActorParams);
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int ret2 = DobbyHook((void*)g_HookAddr_ClearActor, (void*)hook_ClearActor, (void**)&old_ClearActor);
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LOGI("[*] Hook InitActor result: %d, ClearActor result: %d", ret1, ret2);
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if (ret1 != 0 || ret2 != 0) {
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LOGI("[*] Dobby Hook 成功! InitActor: %d, ClearActor: %d", ret1, ret2);
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} else {
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LOGE("[!] Dobby Hook 失败!请检查地址或内存权限!");
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}
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break;
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}
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sleep(1);
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