From 28f65be2d61abcc7ff263b50877cc6169bab4dd1 Mon Sep 17 00:00:00 2001 From: gggaa2152 <60614405+gggaa2152@users.noreply.github.com> Date: Tue, 7 Apr 2026 03:38:27 +0800 Subject: [PATCH] Update main.cpp --- main.cpp | 492 ++++++++++++++++++++++++++++++++++++------------------- 1 file changed, 323 insertions(+), 169 deletions(-) diff --git a/main.cpp b/main.cpp index 8a45888dd..36c175b5f 100644 --- a/main.cpp +++ b/main.cpp @@ -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 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 g_InitActorTriggerCount{0}; -static std::atomic 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 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 players; }; std::mutex g_SnapshotMutex; -GameSnapshot g_CurrentSnapshot; +GameSnapshot g_CurrentSnapshot; std::atomic g_ActorManager{0}; +// 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; } + { + 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) { - for (int i = 0; i < 10; ++i) { - uintptr_t item = SafeRead(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(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) { - uintptr_t addr4 = SafeRead(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(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::lock_guard 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 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 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 lock(g_SnapshotMutex); snapshot = g_CurrentSnapshot; } + { + std::lock_guard 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); }