Update main.cpp

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gggaa2152 2026-04-07 03:38:27 +08:00 committed by GitHub
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commit 28f65be2d6
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main.cpp
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@ -19,119 +19,170 @@
#include "imgui_impl_android.h"
#include "imgui_impl_opengl3.h"
#define TAG "ZeroConfig_Drive"
#define GAME_MODULE "libil2cpp.so"
#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__)
static bool g_Initialized = false;
static bool g_FontLoaded = false;
static bool g_FontLoaded = false;
struct {
float x = 0.0f;
float y = 0.0f;
std::atomic<bool> down{false};
float renderW = 0.0f;
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_UserUIScale = 1.2f;
static float g_BaseWindowHeight = 0.0f;
static float g_UserUIScale = 1.0f;
// Hook 状态实时监控
static std::atomic<int> g_InitActorTriggerCount{0};
static std::atomic<int> g_DobbyStatus{-99};
static uintptr_t g_GameBase = 0;
static uintptr_t g_HookAddr_InitActor = 0;
static uintptr_t g_HookAddr_ClearActor = 0;
// =================================================================
// 核心读取:Pipe 安全管道模式
// =================================================================
static int g_SafePipe[2] = {-1, -1};
void InitSafePipe() {
if (g_SafePipe[0] == -1 && pipe(g_SafePipe) == -1) {
LOGE("[-] Pipeline Create Failed!");
}
}
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; // 注意:可能是 int16
uint32_t prop_level = 0x50;
// 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 <typename T>
T SafeRead(uintptr_t address) {
T value{};
if (address < 0x10000000 || address > 0x00007FFFFFFFFFFF) return value;
if (g_SafePipe[0] == -1) InitSafePipe();
if (write(g_SafePipe[1], (void*)address, sizeof(T)) == -1) return value;
read(g_SafePipe[0], &value, sizeof(T));
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 DynamicOffsets {
uint32_t x0_to_addr1 = 32;
uint32_t addr1_to_addr2 = 16;
uint32_t item_to_addr3 = 24;
uint32_t addr3_to_addr4 = 48;
uint32_t prop_hp = 48;
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;
};
DynamicOffsets g_Offsets;
std::mutex g_OffsetMutex;
struct DebugChain {
uintptr_t baseX0 = 0;
uintptr_t addr1 = 0;
uintptr_t addr2 = 0;
struct Item {
uintptr_t base = 0, addr3 = 0, addr4 = 0, hp_final_ptr = 0;
} items[10];
uintptr_t base = 0, addr3 = 0, addr4 = 0, addr5 = 0, addr6 = 0;
} items[15];
};
struct GameSnapshot {
bool inMatch = false;
DynamicOffsets offsets;
DynamicOffsets offsets;
DebugChain debug;
std::vector<PlayerData> players;
};
std::mutex g_SnapshotMutex;
GameSnapshot g_CurrentSnapshot;
GameSnapshot g_CurrentSnapshot;
std::atomic<uintptr_t> g_ActorManager{0};
// 后台数据读取线程
void DataWorkerThread() {
while (true) {
GameSnapshot newSnap;
DynamicOffsets currOff;
{ std::lock_guard<std::mutex> lock(g_OffsetMutex); currOff = g_Offsets; }
{
std::lock_guard<std::mutex> 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<uintptr_t>(baseX0 + currOff.x0_to_addr1);
newSnap.debug.addr1 = addr1;
if (addr1) {
uintptr_t addr2 = SafeRead<uintptr_t>(addr1 + currOff.addr1_to_addr2);
newSnap.debug.addr2 = addr2;
if (addr2) {
for (int i = 0; i < 10; ++i) {
uintptr_t item = SafeRead<uintptr_t>(addr2 + (i * 0x8));
// 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<uintptr_t>(addr2 + (i * 0x8));
newSnap.debug.items[i].base = item;
if (!item) continue;
uintptr_t addr3 = SafeRead<uintptr_t>(item + currOff.item_to_addr3);
newSnap.debug.items[i].addr3 = addr3;
if (addr3) {
uintptr_t addr4 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr4);
newSnap.debug.items[i].addr4 = addr4;
if (addr4) newSnap.debug.items[i].hp_final_ptr = addr4 + currOff.prop_hp;
if (!addr3) continue;
PlayerData p;
// 属性区 addr4
uintptr_t addr4 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr4);
newSnap.debug.items[i].addr4 = addr4;
if (addr4) {
p.gold = SafeRead<int32_t>(addr4 + currOff.prop_gold);
p.hp = SafeRead<int32_t>(addr4 + currOff.prop_hp);
// maxhp 偏移 0x32,可能是 int16,安全读取后转为 int32
p.maxHp = SafeRead<int16_t>(addr4 + currOff.prop_maxhp);
p.level = SafeRead<int32_t>(addr4 + currOff.prop_level);
}
// 世界坐标区 addr5
uintptr_t addr5 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr5);
newSnap.debug.items[i].addr5 = addr5;
if (addr5) {
p.worldX = SafeRead<float>(addr5 + 0x0);
p.worldZ = SafeRead<float>(addr5 + 0x4);
p.worldY = SafeRead<float>(addr5 + 0x8);
p.mana = SafeRead<int32_t>(addr5 + currOff.prop_mana);
}
// 小地图坐标区 addr6
uintptr_t addr6 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr6);
newSnap.debug.items[i].addr6 = addr6;
if (addr6) {
p.mapX = SafeRead<float>(addr6 + 0x50);
p.mapY = SafeRead<float>(addr6 + 0x54);
}
if (p.maxHp > 0 && p.maxHp < 50000)
newSnap.players.push_back(p);
}
}
}
}
{ std::lock_guard<std::mutex> lock(g_SnapshotMutex); g_CurrentSnapshot = newSnap; }
{
std::lock_guard<std::mutex> lock(g_SnapshotMutex);
g_CurrentSnapshot = newSnap;
}
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
}
@ -151,105 +202,158 @@ uintptr_t GetModuleBase(const char* module_name) {
return base;
}
// Hook 函数声明
void (*old_InitActorParams)(void* x0, void* x1, void* x2, void* x3);
void hook_InitActorParams(void* x0, void* x1, void* x2, void* x3) {
g_InitActorTriggerCount++;
LOGI("[TRIGGER] InitActorParams Hooked! x0 = %p", x0);
g_ActorManager.store((uintptr_t)x0);
LOGI("[InitActor] x0 = %p", x0);
old_InitActorParams(x0, x1, x2, x3);
}
// =================================================================
// UI 绘制与状态输出
// =================================================================
void (*old_ClearActor)(void* x0);
void hook_ClearActor(void* x0) {
g_ActorManager.store(0);
LOGI("[ClearActor] Game ended");
old_ClearActor(x0);
}
// 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(w * 0.45f, 50), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(w * 0.52f, h * 0.85f), ImGuiCond_FirstUseEver);
if (ImGui::Begin(u8"地址链路全监控 (Debug Mode)")) {
ImGui::TextColored(ImVec4(1, 1, 0, 1), u8"---- 核心 Hook 状态诊断 ----");
ImGui::Text(u8"Dobby 状态: %d (0成功)", (int)g_DobbyStatus);
ImGui::Text(u8"触发次数: %d", (int)g_InitActorTriggerCount);
if (g_InitActorTriggerCount == 0) {
ImGui::TextColored(ImVec4(1, 0.2f, 0.2f, 1), u8"提示: 进局内加载时才触发捕获!");
ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(w * 0.55f, h * 0.8f), ImGuiCond_FirstUseEver);
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<std::mutex> 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();
if (ImGui::CollapsingHeader(u8"十进制偏移调节", ImGuiTreeNodeFlags_DefaultOpen)) {
std::lock_guard<std::mutex> lock(g_OffsetMutex);
auto drawBtn = [](const char* label, uint32_t& val) {
ImGui::PushID(&val);
ImGui::Text("%s: %u", label, val);
if (ImGui::Button("-1")) val -= 1; ImGui::SameLine();
if (ImGui::Button("+1")) val += 1; ImGui::SameLine();
if (ImGui::Button("+8")) val += 8;
ImGui::PopID();
ImGui::Separator();
};
drawBtn(u8"Addr1 (X0+?)", g_Offsets.x0_to_addr1);
drawBtn(u8"Array (A1+?)", g_Offsets.addr1_to_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;
ImGui::TextColored(ImVec4(0, 1, 1, 1), u8"基址: 0x%lx", g_GameBase);
ImGui::TextColored(d.baseX0 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), u8"X0 (起点): 0x%lx", d.baseX0);
if (d.baseX0) {
ImGui::TextColored(d.addr1 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), u8" └─ Addr1: 0x%lx", d.addr1);
ImGui::TextColored(d.addr2 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), u8" └─ Array: 0x%lx", d.addr2);
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();
}
// 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);
}
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;
// =================================================================
// 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);
}