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https://github.com/ocornut/imgui.git
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Update main.cpp
This commit is contained in:
parent
cde524b5a3
commit
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492
main.cpp
492
main.cpp
@ -19,119 +19,170 @@
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#include "imgui_impl_android.h"
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#include "imgui_impl_opengl3.h"
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#define TAG "ZeroConfig_Drive"
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#define GAME_MODULE "libil2cpp.so"
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#define TAG "IL2CPP_Drive"
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#define GAME_MODULE "libil2cpp.so"
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#define LOGI(...) __android_log_print(ANDROID_LOG_INFO, TAG, __VA_ARGS__)
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#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR, TAG, __VA_ARGS__)
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static bool g_Initialized = false;
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static bool g_FontLoaded = false;
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static bool g_FontLoaded = false;
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struct {
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float x = 0.0f;
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float y = 0.0f;
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std::atomic<bool> down{false};
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float renderW = 0.0f;
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float renderW = 0.0f;
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float renderH = 0.0f;
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float physW = 3392.0f;
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float physH = 2400.0f;
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bool isSizeAutoDetected = false;
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float offsetX = 0.0f;
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float offsetY = 0.0f;
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} g_Touch;
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static float g_DynamicScale = 1.0f;
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static float g_UserUIScale = 1.2f;
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static float g_BaseWindowHeight = 0.0f;
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static float g_UserUIScale = 1.0f;
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// Hook 状态实时监控
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static std::atomic<int> g_InitActorTriggerCount{0};
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static std::atomic<int> g_DobbyStatus{-99};
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static uintptr_t g_GameBase = 0;
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static uintptr_t g_HookAddr_InitActor = 0;
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static uintptr_t g_HookAddr_ClearActor = 0;
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// =================================================================
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// 核心读取:Pipe 安全管道模式
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// =================================================================
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static int g_SafePipe[2] = {-1, -1};
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void InitSafePipe() {
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if (g_SafePipe[0] == -1 && pipe(g_SafePipe) == -1) {
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LOGE("[-] Pipeline Create Failed!");
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}
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}
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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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uint32_t addr3_to_addr4 = 0x30;
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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_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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};
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DynamicOffsets g_Offsets;
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std::mutex g_OffsetMutex;
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static int g_MemFd = -1;
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template <typename T>
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T SafeRead(uintptr_t address) {
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T value{};
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if (address < 0x10000000 || address > 0x00007FFFFFFFFFFF) return value;
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if (g_SafePipe[0] == -1) InitSafePipe();
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if (write(g_SafePipe[1], (void*)address, sizeof(T)) == -1) return value;
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read(g_SafePipe[0], &value, sizeof(T));
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if (g_MemFd == -1) g_MemFd = open("/proc/self/mem", O_RDONLY);
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if (g_MemFd >= 0) pread(g_MemFd, &value, sizeof(T), address);
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return value;
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}
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struct DynamicOffsets {
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uint32_t x0_to_addr1 = 32;
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uint32_t addr1_to_addr2 = 16;
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uint32_t item_to_addr3 = 24;
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uint32_t addr3_to_addr4 = 48;
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uint32_t prop_hp = 48;
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struct PlayerData {
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int hp = 0, maxHp = 0, mana = 0, gold = 0, level = 0;
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float worldX = 0, worldY = 0, worldZ = 0;
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float mapX = 0, mapY = 0;
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};
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DynamicOffsets g_Offsets;
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std::mutex g_OffsetMutex;
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struct DebugChain {
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uintptr_t baseX0 = 0;
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uintptr_t addr1 = 0;
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uintptr_t addr2 = 0;
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struct Item {
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uintptr_t base = 0, addr3 = 0, addr4 = 0, hp_final_ptr = 0;
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} items[10];
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uintptr_t base = 0, addr3 = 0, addr4 = 0, addr5 = 0, addr6 = 0;
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} items[15];
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};
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struct GameSnapshot {
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bool inMatch = false;
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DynamicOffsets offsets;
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DynamicOffsets offsets;
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DebugChain debug;
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std::vector<PlayerData> players;
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};
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std::mutex g_SnapshotMutex;
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GameSnapshot g_CurrentSnapshot;
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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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DynamicOffsets currOff;
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{ std::lock_guard<std::mutex> lock(g_OffsetMutex); currOff = g_Offsets; }
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{
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std::lock_guard<std::mutex> lock(g_OffsetMutex);
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currOff = g_Offsets;
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}
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newSnap.offsets = currOff;
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uintptr_t baseX0 = g_ActorManager.load();
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if (baseX0 != 0) {
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newSnap.inMatch = true;
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newSnap.debug.baseX0 = baseX0;
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uintptr_t addr1 = SafeRead<uintptr_t>(baseX0 + currOff.x0_to_addr1);
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newSnap.debug.addr1 = addr1;
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if (addr1) {
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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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for (int i = 0; i < 10; ++i) {
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uintptr_t item = SafeRead<uintptr_t>(addr2 + (i * 0x8));
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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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if (!item) continue;
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uintptr_t addr3 = SafeRead<uintptr_t>(item + currOff.item_to_addr3);
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newSnap.debug.items[i].addr3 = addr3;
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if (addr3) {
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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) newSnap.debug.items[i].hp_final_ptr = addr4 + currOff.prop_hp;
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if (!addr3) continue;
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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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p.worldX = SafeRead<float>(addr5 + 0x0);
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p.worldZ = SafeRead<float>(addr5 + 0x4);
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p.worldY = SafeRead<float>(addr5 + 0x8);
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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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p.mapX = SafeRead<float>(addr6 + 0x50);
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p.mapY = SafeRead<float>(addr6 + 0x54);
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}
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if (p.maxHp > 0 && p.maxHp < 50000)
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newSnap.players.push_back(p);
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}
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}
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}
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}
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{ std::lock_guard<std::mutex> lock(g_SnapshotMutex); g_CurrentSnapshot = newSnap; }
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{
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std::lock_guard<std::mutex> lock(g_SnapshotMutex);
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g_CurrentSnapshot = newSnap;
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}
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std::this_thread::sleep_for(std::chrono::milliseconds(16));
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}
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}
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@ -151,105 +202,158 @@ 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_InitActorTriggerCount++;
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LOGI("[TRIGGER] InitActorParams Hooked! x0 = %p", x0);
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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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// =================================================================
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// UI 绘制与状态输出
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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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g_ActorManager.store(0);
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LOGI("[ClearActor] Game ended");
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old_ClearActor(x0);
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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(w * 0.45f, 50), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(w * 0.52f, h * 0.85f), ImGuiCond_FirstUseEver);
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if (ImGui::Begin(u8"地址链路全监控 (Debug Mode)")) {
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ImGui::TextColored(ImVec4(1, 1, 0, 1), u8"---- 核心 Hook 状态诊断 ----");
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ImGui::Text(u8"Dobby 状态: %d (0成功)", (int)g_DobbyStatus);
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ImGui::Text(u8"触发次数: %d", (int)g_InitActorTriggerCount);
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if (g_InitActorTriggerCount == 0) {
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ImGui::TextColored(ImVec4(1, 0.2f, 0.2f, 1), u8"提示: 进局内加载时才触发捕获!");
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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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if (ImGui::Begin("指针断点排错器 (IL2CPP)")) {
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if (ImGui::CollapsingHeader("动态偏移修改面板 (十进制)", ImGuiTreeNodeFlags_DefaultOpen)) {
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std::lock_guard<std::mutex> lock(g_OffsetMutex);
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auto drawOffsetBtn = [](const char* label, uint32_t& val) {
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ImGui::PushID(&val);
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ImGui::TextColored(ImVec4(0.5f, 0.8f, 1.0f, 1.0f), "%s -> 当前: %d (0x%X)", label, val, val);
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if (ImGui::Button("-8")) { if (val >= 8) val -= 8; else val = 0; } ImGui::SameLine();
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if (ImGui::Button("-4")) { if (val >= 4) val -= 4; else val = 0; } ImGui::SameLine();
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if (ImGui::Button("-1")) { if (val >= 1) val -= 1; else val = 0; } ImGui::SameLine();
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if (ImGui::Button("+1")) val += 1; ImGui::SameLine();
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if (ImGui::Button("+4")) val += 4; ImGui::SameLine();
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if (ImGui::Button("+8")) val += 8;
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ImGui::Separator();
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ImGui::PopID();
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};
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drawOffsetBtn("地址1 (x0 + ?)", g_Offsets.x0_to_addr1);
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drawOffsetBtn("英雄数组 (addr1 + ?)", g_Offsets.addr1_to_addr2);
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drawOffsetBtn("实体数据 (item + ?)", g_Offsets.item_to_addr3);
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drawOffsetBtn("血量属性 (addr3 + ?)", g_Offsets.addr3_to_addr4);
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drawOffsetBtn("坐标数据 (addr3 + ?)", g_Offsets.addr3_to_addr5);
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drawOffsetBtn("雷达坐标 (addr3 + ?)", g_Offsets.addr3_to_addr6);
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ImGui::Separator();
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drawOffsetBtn("金币偏移", g_Offsets.prop_gold);
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drawOffsetBtn("血量偏移", g_Offsets.prop_hp);
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drawOffsetBtn("最大血量偏移", g_Offsets.prop_maxhp);
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drawOffsetBtn("等级偏移", g_Offsets.prop_level);
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drawOffsetBtn("蓝量偏移", g_Offsets.prop_mana);
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}
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ImGui::Separator();
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if (ImGui::CollapsingHeader(u8"十进制偏移调节", ImGuiTreeNodeFlags_DefaultOpen)) {
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std::lock_guard<std::mutex> lock(g_OffsetMutex);
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auto drawBtn = [](const char* label, uint32_t& val) {
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ImGui::PushID(&val);
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ImGui::Text("%s: %u", label, val);
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if (ImGui::Button("-1")) val -= 1; ImGui::SameLine();
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if (ImGui::Button("+1")) val += 1; ImGui::SameLine();
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if (ImGui::Button("+8")) val += 8;
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ImGui::PopID();
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ImGui::Separator();
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};
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drawBtn(u8"Addr1 (X0+?)", g_Offsets.x0_to_addr1);
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drawBtn(u8"Array (A1+?)", g_Offsets.addr1_to_addr2);
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}
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ImGui::TextColored(ImVec4(0, 1, 1, 1), "[核心库] %s 基址: 0x%lx", GAME_MODULE, g_GameBase);
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ImGui::TextColored(ImVec4(0, 1, 1, 1), "[Hook 1] InitActor (RVA 0x73507bc) -> 0x%lx", g_HookAddr_InitActor);
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ImGui::TextColored(ImVec4(0, 1, 1, 1), "[Hook 2] ClearActor (RVA 0x734bc10) -> 0x%lx", g_HookAddr_ClearActor);
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ImGui::Separator();
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const auto& d = snap.debug;
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ImGui::TextColored(ImVec4(0, 1, 1, 1), u8"基址: 0x%lx", g_GameBase);
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ImGui::TextColored(d.baseX0 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), u8"X0 (起点): 0x%lx", d.baseX0);
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if (d.baseX0) {
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ImGui::TextColored(d.addr1 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), u8" └─ Addr1: 0x%lx", d.addr1);
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ImGui::TextColored(d.addr2 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), u8" └─ Array: 0x%lx", d.addr2);
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const auto& off = snap.offsets;
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ImGui::TextColored(d.baseX0 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), "[起点] InitActor x0: 0x%lx", d.baseX0);
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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);
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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);
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if (d.addr2 != 0) {
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for (int i = 0; i < 15; i++) {
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if (d.items[i].base == 0) continue;
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char nodeName[64];
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snprintf(nodeName, sizeof(nodeName), "数组序号 [%d] - 0x%lx", i, d.items[i].base);
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if (ImGui::TreeNodeEx(nodeName, ImGuiTreeNodeFlags_Framed)) {
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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);
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if (d.items[i].addr3) {
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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);
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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);
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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);
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}
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ImGui::TreePop();
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}
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}
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}
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}
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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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char buffer[128];
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while (fgets(buffer, sizeof(buffer), pipe) != NULL) {
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int w = 0, h = 0;
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if (sscanf(buffer, "Physical size: %dx%d", &w, &h) == 2 || sscanf(buffer, "Override size: %dx%d", &w, &h) == 2) {
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g_Touch.physW = (float)std::max(w, h);
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g_Touch.physH = (float)std::min(w, h);
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g_Touch.isSizeAutoDetected = true;
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}
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}
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pclose(pipe);
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}
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void handle_android_event(AInputEvent* event) {
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if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) {
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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;
|
||||
|
||||
// =================================================================
|
||||
// 核心修复:极致 OpenGL 状态保护,防止画面花屏
|
||||
// =================================================================
|
||||
EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
|
||||
EGLint w, h; eglQuerySurface(dpy, surface, EGL_WIDTH, &w); eglQuerySurface(dpy, surface, EGL_HEIGHT, &h);
|
||||
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;
|
||||
g_Touch.renderW = (float)w;
|
||||
g_Touch.renderH = (float)h;
|
||||
|
||||
// --- [1] 深度备份所有可能影响画面的 OpenGL 状态 ---
|
||||
GLint last_program, last_texture, last_active_texture, last_array_buffer, last_element_array_buffer, last_vertex_array;
|
||||
GLint last_viewport[4], last_scissor_box[4];
|
||||
GLint last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha, last_blend_equation_rgb, last_blend_equation_alpha;
|
||||
GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
|
||||
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
|
||||
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
|
||||
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
|
||||
GLboolean last_depth_mask; glGetBooleanv(GL_DEPTH_WRITEMASK, &last_depth_mask);
|
||||
|
||||
glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_texture);
|
||||
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
||||
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
|
||||
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
|
||||
glGetIntegerv(GL_VIEWPORT, last_viewport);
|
||||
glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
|
||||
glGetIntegerv(GL_BLEND_SRC_RGB, &last_blend_src_rgb);
|
||||
glGetIntegerv(GL_BLEND_DST_RGB, &last_blend_dst_rgb);
|
||||
glGetIntegerv(GL_BLEND_SRC_ALPHA, &last_blend_src_alpha);
|
||||
glGetIntegerv(GL_BLEND_DST_ALPHA, &last_blend_dst_alpha);
|
||||
glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb);
|
||||
glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha);
|
||||
|
||||
// --- [2] 绘制 ImGui ---
|
||||
GameSnapshot snapshot;
|
||||
{ std::lock_guard<std::mutex> lock(g_SnapshotMutex); snapshot = g_CurrentSnapshot; }
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(g_SnapshotMutex);
|
||||
snapshot = g_CurrentSnapshot;
|
||||
}
|
||||
|
||||
if (!g_Initialized) {
|
||||
ImGui::CreateContext();
|
||||
ImGui_ImplOpenGL3_Init("#version 300 es");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
const char* myFonts[] = { "/system/fonts/SysSans-Hans-Regular.ttf", "/system/fonts/NotoSansCJKjp-Regular.otc", "/system/fonts/NotoSansSC-Regular.otf" };
|
||||
for (int i = 0; i < 3; i++) {
|
||||
if (access(myFonts[i], R_OK) == 0) {
|
||||
io.Fonts->AddFontFromFileTTF(myFonts[i], 32.0f, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
|
||||
g_FontLoaded = true; break;
|
||||
|
||||
// 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;
|
||||
@ -258,92 +362,142 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
|
||||
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();
|
||||
io.MouseDown[0] = g_Touch.down.load();
|
||||
|
||||
float finalScale = (h / 1000.0f) * g_UserUIScale;
|
||||
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.WindowTitleAlign = ImVec2(0.5f, 0.5f);
|
||||
style.WindowRounding = 12.0f;
|
||||
style.WindowMinSize = ImVec2(100.0f, 100.0f);
|
||||
io.FontGlobalScale = 1.2f * finalScale;
|
||||
|
||||
ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame();
|
||||
|
||||
ImGui::SetNextWindowPos(ImVec2(50, 50), ImGuiCond_FirstUseEver);
|
||||
ImGui::SetNextWindowSize(ImVec2(w * 0.4f, h * 0.3f), ImGuiCond_FirstUseEver);
|
||||
if (ImGui::Begin(u8"自动对局控制台 (画面保护版)")) {
|
||||
ImGui::SliderFloat(u8"UI 缩放", &g_UserUIScale, 0.5f, 2.0f);
|
||||
if (ImGui::Button(u8"重置触控")) { g_Touch.offsetX = 0; g_Touch.offsetY = 0; }
|
||||
ImGui::Text(u8"状态: %s", snapshot.inMatch ? u8"读取中" : u8"待命");
|
||||
ImGui_ImplOpenGL3_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
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::End();
|
||||
|
||||
DrawPointerDebugger(snapshot, w, h);
|
||||
|
||||
ImGui::Render();
|
||||
glViewport(0, 0, w, h);
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
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();
|
||||
}
|
||||
|
||||
// --- [3] 极致还原所有 OpenGL 状态 ---
|
||||
glUseProgram(last_program);
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
glActiveTexture(last_active_texture);
|
||||
glBindVertexArray(last_vertex_array);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
|
||||
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
|
||||
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
|
||||
glViewport(last_viewport[0], last_viewport[1], last_viewport[2], last_viewport[3]);
|
||||
glScissor(last_scissor_box[0], last_scissor_box[1], last_scissor_box[2], last_scissor_box[3]);
|
||||
glDepthMask(last_depth_mask);
|
||||
|
||||
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
|
||||
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
|
||||
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
|
||||
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
|
||||
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_eglSwapBuffers(dpy, surface);
|
||||
}
|
||||
|
||||
// 触摸 Hook (略)
|
||||
typedef int (*p_consume)(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent);
|
||||
static p_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) {
|
||||
AInputEvent* ev = (AInputEvent*)(*outEvent);
|
||||
if (AInputEvent_getType(ev) == AINPUT_EVENT_TYPE_MOTION) {
|
||||
int32_t action = AMotionEvent_getAction(ev) & AMOTION_EVENT_ACTION_MASK;
|
||||
float scX = g_Touch.renderW / g_Touch.physW; float scY = g_Touch.renderH / g_Touch.physH;
|
||||
g_Touch.x = (AMotionEvent_getX(ev, 0) * scX) + g_Touch.offsetX;
|
||||
g_Touch.y = (AMotionEvent_getY(ev, 0) * scY) + 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);
|
||||
}
|
||||
}
|
||||
return res;
|
||||
}
|
||||
|
||||
// 延迟 Hook 线程
|
||||
void* DelayedHookThread(void*) {
|
||||
InitSafePipe();
|
||||
// 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_eglSwapBuffers);
|
||||
|
||||
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;
|
||||
int ret = DobbyHook((void*)g_HookAddr_InitActor, (void*)hook_InitActorParams, (void**)&old_InitActorParams);
|
||||
g_DobbyStatus.store(ret);
|
||||
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;
|
||||
}
|
||||
std::this_thread::sleep_for(std::chrono::seconds(1));
|
||||
sleep(1);
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
__attribute__((constructor)) void init_plugin() {
|
||||
pthread_t t; pthread_create(&t, nullptr, DelayedHookThread, nullptr);
|
||||
pthread_t t;
|
||||
pthread_create(&t, nullptr, DelayedHookThread, nullptr);
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user