Update main.cpp

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gggaa2152 2026-04-08 03:36:14 +08:00 committed by GitHub
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commit 3460d9d8a8
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main.cpp
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@ -38,15 +38,62 @@ constexpr const char* kGameModule = "libil2cpp.so";
constexpr size_t kMaxLogSize = 30;
constexpr size_t kMaxPlayers = 10;
// ============================================================================
// ★ W2S 核心数学引擎 (列优先 Column-Major)
// ============================================================================
struct Vector2 { float x, y; };
struct Vector3 { float x, y, z; };
// 采用一维数组存储 16 个浮点数,完美契合 Unity 列优先内存布局
struct Matrix4x4 {
float m[16];
};
// 矩阵乘法:计算 Proj * View
Matrix4x4 MultiplyMatrix(const Matrix4x4& a, const Matrix4x4& b) {
Matrix4x4 res;
for (int c = 0; c < 4; c++) {
for (int r = 0; r < 4; r++) {
res.m[c * 4 + r] =
a.m[0 * 4 + r] * b.m[c * 4 + 0] +
a.m[1 * 4 + r] * b.m[c * 4 + 1] +
a.m[2 * 4 + r] * b.m[c * 4 + 2] +
a.m[3 * 4 + r] * b.m[c * 4 + 3];
}
}
return res;
}
// 核心 W2S 算法:世界 3D 坐标转换为屏幕 2D 像素坐标 (严格列优先计算)
bool WorldToScreen(const Vector3& pos, const Matrix4x4& viewProj, Vector2& screenPos, float screenW, float screenH) {
// 1. 计算裁剪空间的 W (深度/Z轴)
float clipW = pos.x * viewProj.m[3] + pos.y * viewProj.m[7] + pos.z * viewProj.m[11] + viewProj.m[15];
// 如果 W < 0.1,说明物体在摄像机背面或紧贴镜头,不进行绘制
if (clipW < 0.1f) return false;
// 2. 计算裁剪空间的 X 和 Y
float clipX = pos.x * viewProj.m[0] + pos.y * viewProj.m[4] + pos.z * viewProj.m[8] + viewProj.m[12];
float clipY = pos.x * viewProj.m[1] + pos.y * viewProj.m[5] + pos.z * viewProj.m[9] + viewProj.m[13];
// 3. 透视除法,转换为 NDC (标准化设备坐标) [-1.0, 1.0]
float ndcX = clipX / clipW;
float ndcY = clipY / clipW;
// 4. 映射到屏幕物理像素坐标
screenPos.x = (screenW / 2.0f) * (ndcX + 1.0f);
// Unity 和大多数引擎中,屏幕 Y 轴向下递增,NDC Y 轴向上递增,所以用 1.0f - ndcY 反转
screenPos.y = (screenH / 2.0f) * (1.0f - ndcY);
return true;
}
// ============================================================================
// 日志系统类
// ============================================================================
class Logger {
public:
static Logger& GetInstance() {
static Logger instance;
return instance;
}
static Logger& GetInstance() { static Logger instance; return instance; }
void Print(const char* level, const char* fmt, ...) {
char buf[1024];
@ -58,9 +105,7 @@ public:
__android_log_print(ANDROID_LOG_INFO, kTag, "%s%s", level, buf);
std::lock_guard<std::mutex> lock(m_mutex);
if (m_logs.size() >= kMaxLogSize) {
m_logs.pop_front();
}
if (m_logs.size() >= kMaxLogSize) m_logs.pop_front();
m_logs.emplace_back(buf);
}
@ -77,18 +122,15 @@ private:
#define LOG_ERROR(...) Overlay::Logger::GetInstance().Print("[ERROR] ", __VA_ARGS__)
// ============================================================================
// 内存读取工具类 (mincore 安全方案)
// 内存读取工具类 (Mincore 防闪退方案)
// ============================================================================
class MemoryReader {
public:
static bool IsValidAddress(uintptr_t address) {
if (address < 0x10000000 || address > 0x00007FFFFFFFFFFF) return false;
unsigned char vec[1];
uintptr_t pageStart = address & ~0xFFF;
if (mincore(reinterpret_cast<void*>(pageStart), 4096, vec) != 0) {
return false;
}
if (mincore(reinterpret_cast<void*>(pageStart), 4096, vec) != 0) return false;
return true;
}
@ -125,16 +167,15 @@ struct DynamicOffsets {
uint32_t addr5ToMana = 0x24;
uint32_t addr5ToMaxMana = 0x28;
// ★ 同步你提供的最新相机矩阵偏移
uint32_t cameraViewOffset = 0x4C; // WorldToCameraMatrix
uint32_t cameraProjOffset = 0x8C; // ProjectionMatrix
};
struct PlayerData {
int32_t hp = 0;
int32_t maxHp = 0;
int32_t mana = 0;
int32_t maxMana = 0;
int32_t gold = 0;
int32_t level = 0;
float worldX = 0.0f, worldY = 0.0f, worldZ = 0.0f;
int32_t hp = 0, maxHp = 0, mana = 0, maxMana = 0, gold = 0, level = 0;
Vector3 worldPos;
float mapX = 0.0f, mapY = 0.0f;
};
@ -146,6 +187,9 @@ struct GameSnapshot {
DynamicOffsets offsets;
DebugChain debug;
std::vector<PlayerData> players;
Matrix4x4 viewMatrix;
Matrix4x4 rawViewMatrix; // ★ 新增:保存原始 View 矩阵用于格式化打印
Matrix4x4 rawProjMatrix; // ★ 新增:保存原始 Proj 矩阵用于格式化打印
};
// ============================================================================
@ -184,7 +228,7 @@ private:
};
// ============================================================================
// 数据引擎
// 核心数据引擎
// ============================================================================
class EngineCore {
public:
@ -198,6 +242,9 @@ public:
DynamicOffsets GetOffsets() { std::lock_guard<std::mutex> lock(m_offsetMutex); return m_offsets; }
void SetActorManager(uintptr_t address) { m_actorManager.store(address); }
void SetCameraMatrixPtr(uintptr_t address) { m_cameraMatrixPtr.store(address); }
uintptr_t GetCameraMatrixPtr() { return m_cameraMatrixPtr.load(); }
std::mutex& GetOffsetMutex() { return m_offsetMutex; }
DynamicOffsets& GetOffsetsRef() { return m_offsets; }
@ -205,43 +252,41 @@ private:
EngineCore() : m_currentSnapshot(std::make_shared<GameSnapshot>()) {}
void DataWorkerLoop() {
static uintptr_t lastLogX0 = 0;
static uintptr_t lastLogAddr1 = 0;
static uintptr_t lastLogAddr2 = 0;
while (true) {
auto newSnap = std::make_shared<GameSnapshot>();
newSnap->offsets = GetOffsets();
// 1. 读取并融合摄像机矩阵 (自动获取)
uintptr_t camBase = m_cameraMatrixPtr.load();
if (camBase != 0 && MemoryReader::IsValidAddress(camBase)) {
// 根据你提供的偏移读取列优先矩阵
Matrix4x4 view = MemoryReader::SafeRead<Matrix4x4>(camBase + newSnap->offsets.cameraViewOffset);
Matrix4x4 proj = MemoryReader::SafeRead<Matrix4x4>(camBase + newSnap->offsets.cameraProjOffset);
// ★ 记录原始矩阵用于 UI 完美复刻截图输出
newSnap->rawViewMatrix = view;
newSnap->rawProjMatrix = proj;
// 矩阵乘法:Projection * View
newSnap->viewMatrix = MultiplyMatrix(proj, view);
} else {
memset(&newSnap->viewMatrix, 0, sizeof(Matrix4x4));
memset(&newSnap->rawViewMatrix, 0, sizeof(Matrix4x4));
memset(&newSnap->rawProjMatrix, 0, sizeof(Matrix4x4));
}
// 2. 读取游戏英雄数据
uintptr_t baseX0 = m_actorManager.load();
if (baseX0 != 0 && MemoryReader::IsValidAddress(baseX0)) {
newSnap->inMatch = true;
newSnap->debug.baseX0 = baseX0;
// 实时输出获取到的基址和偏移数据
if (baseX0 != lastLogX0) {
LOG_INFO("数据更新 -> 捕获到新基址 x0: 0x%lx", baseX0);
lastLogX0 = baseX0;
}
uintptr_t addr1 = MemoryReader::SafeRead<uintptr_t>(baseX0 + newSnap->offsets.x0ToAddr1);
newSnap->debug.addr1 = addr1;
if (addr1) {
if (addr1 != lastLogAddr1) {
LOG_INFO("数据解引用 -> addr1: 0x%lx (偏移: 0x%X)", addr1, newSnap->offsets.x0ToAddr1);
lastLogAddr1 = addr1;
}
uintptr_t addr2 = MemoryReader::SafeRead<uintptr_t>(addr1 + newSnap->offsets.addr1ToAddr2);
newSnap->debug.addr2 = addr2;
if (addr2) {
if (addr2 != lastLogAddr2) {
LOG_INFO("数据解引用 -> addr2[英雄数组]: 0x%lx (偏移: 0x%X)", addr2, newSnap->offsets.addr1ToAddr2);
lastLogAddr2 = addr2;
}
ParsePlayers(newSnap, addr2);
}
if (addr2) ParsePlayers(newSnap, addr2);
}
}
@ -249,7 +294,7 @@ private:
std::lock_guard<std::mutex> lock(m_snapshotMutex);
m_currentSnapshot = newSnap;
}
std::this_thread::sleep_for(std::chrono::milliseconds(16));
std::this_thread::sleep_for(std::chrono::milliseconds(16)); // 60Hz 刷新率
}
}
@ -263,15 +308,11 @@ private:
if (!addr3) continue;
PlayerData p;
p.worldPos.x = MemoryReader::SafeRead<float>(addr3 + snap->offsets.addr3ToWorld + 0x0);
p.worldPos.y = MemoryReader::SafeRead<float>(addr3 + snap->offsets.addr3ToWorld + 0x4);
p.worldPos.z = MemoryReader::SafeRead<float>(addr3 + snap->offsets.addr3ToWorld + 0x8);
// 按要求读取并输出 3 个坐标: X, Y, Z
p.worldX = MemoryReader::SafeRead<float>(addr3 + snap->offsets.addr3ToWorld + 0x0);
p.worldY = MemoryReader::SafeRead<float>(addr3 + snap->offsets.addr3ToWorld + 0x4);
p.worldZ = MemoryReader::SafeRead<float>(addr3 + snap->offsets.addr3ToWorld + 0x8);
// 映射到雷达的2D平面坐标
p.mapX = p.worldX;
p.mapY = p.worldZ;
p.mapX = p.worldPos.x; p.mapY = p.worldPos.z;
uintptr_t addr4 = MemoryReader::SafeRead<uintptr_t>(addr3 + snap->offsets.addr3ToAddr4);
snap->debug.items[i].addr4 = addr4;
@ -289,10 +330,7 @@ private:
p.maxMana = MemoryReader::FastRead<int32_t>(addr5 + snap->offsets.addr5ToMaxMana);
}
}
if (p.maxHp > 0 && p.maxHp < 50000) {
snap->players.push_back(p);
}
if (p.maxHp > 0 && p.maxHp < 50000) snap->players.push_back(p);
}
}
@ -300,11 +338,13 @@ private:
std::mutex m_snapshotMutex;
DynamicOffsets m_offsets;
std::mutex m_offsetMutex;
std::atomic<uintptr_t> m_actorManager{0};
std::atomic<uintptr_t> m_cameraMatrixPtr{0};
};
// ============================================================================
// UI 渲染引擎 (专业科技风修复版)
// UI 渲染引擎
// ============================================================================
class UIRenderer {
public:
@ -332,13 +372,19 @@ public:
ImGui_ImplOpenGL3_NewFrame();
ImGui::NewFrame();
// === 3D 屏幕透视绘制引擎 (Draw ESP) ===
// m[15] (第四行第四列) 不为0说明矩阵已经成功读取并融合
if (m_showESP && snap->inMatch && snap->viewMatrix.m[15] != 0.0f) {
DrawESP(w, h, snap, finalScale);
}
if (touch.IsDown()) {
ImGui::GetForegroundDrawList()->AddCircleFilled(io.MousePos, 15.0f * finalScale, IM_COL32(0, 255, 255, 120));
ImGui::GetForegroundDrawList()->AddCircle(io.MousePos, 22.0f * finalScale, IM_COL32(0, 255, 255, 200), 0, 2.0f);
}
DrawMainWindow(w, h, snap, finalScale);
if (m_showDebugger) DrawDebugger(w, h, snap);
if (m_showMenu) DrawMainWindow(w, h, snap, finalScale);
if (m_showDebugger) DrawDebugger(w, h, snap, finalScale);
if (m_showRadar && snap->inMatch) DrawRadar(w, h, snap, finalScale);
ImGui::Render();
@ -352,6 +398,8 @@ private:
static ImGuiStyle m_defaultStyle;
static bool m_showDebugger;
static bool m_showRadar;
static bool m_showESP;
static bool m_showMenu;
static void ApplyTechStyle(ImGuiStyle& style) {
ImVec4* colors = style.Colors;
@ -414,12 +462,59 @@ private:
for (const char* fontPath : systemFonts) {
if (access(fontPath, R_OK) == 0) {
io.Fonts->AddFontFromFileTTF(fontPath, 24.0f, nullptr, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
fontLoaded = true;
break;
fontLoaded = true; break;
}
}
if (!fontLoaded) {
io.Fonts->AddFontDefault();
if (!fontLoaded) io.Fonts->AddFontDefault();
}
static void DrawESP(float w, float h, std::shared_ptr<GameSnapshot>& snap, float scale) {
ImDrawList* drawList = ImGui::GetBackgroundDrawList();
ImVec2 screenBottomCenter(w / 2.0f, h);
for (const auto& p : snap->players) {
if (p.hp <= 0 || p.maxHp <= 0) continue;
// 1. 底端坐标转换为屏幕坐标
Vector2 screenFoot;
if (!WorldToScreen(p.worldPos, snap->viewMatrix, screenFoot, w, h)) continue;
// 2. 头部坐标转换 (此处假设人物高度是 2.0f,你可以根据游戏实际模型适当调整)
Vector3 headPos = { p.worldPos.x, p.worldPos.y + 2.0f, p.worldPos.z };
Vector2 screenHead;
if (!WorldToScreen(headPos, snap->viewMatrix, screenHead, w, h)) continue;
// 3. 计算方框大小
float boxHeight = screenFoot.y - screenHead.y;
float boxWidth = boxHeight / 1.5f; // 高宽比 1.5:1
if (screenFoot.y < 0 || screenHead.y > h || screenFoot.x + boxWidth/2 < 0 || screenFoot.x - boxWidth/2 > w) continue;
ImVec2 topLeft(screenHead.x - boxWidth / 2, screenHead.y);
ImVec2 bottomRight(screenFoot.x + boxWidth / 2, screenFoot.y);
// 绘制科幻青色边框
drawList->AddRect(topLeft, bottomRight, IM_COL32(0, 255, 255, 200), 0.0f, 0, 1.5f * scale);
drawList->AddRect(topLeft, bottomRight, IM_COL32(0, 0, 0, 255), 0.0f, 0, 3.0f * scale); // 外阴影
// 射线连线
drawList->AddLine(screenBottomCenter, ImVec2(screenFoot.x, screenFoot.y), IM_COL32(255, 255, 255, 80), 1.0f * scale);
// 血条渲染
float hpRatio = (float)p.hp / (float)p.maxHp;
ImVec2 hpTopLeft(topLeft.x - 10.0f * scale, bottomRight.y - boxHeight * hpRatio);
ImVec2 hpBottomRight(topLeft.x - 4.0f * scale, bottomRight.y);
drawList->AddRectFilled(ImVec2(topLeft.x - 10.0f * scale, topLeft.y), ImVec2(topLeft.x - 4.0f * scale, bottomRight.y), IM_COL32(0, 0, 0, 180));
ImU32 hpColor = hpRatio > 0.5f ? IM_COL32(0, 255, 0, 255) : (hpRatio > 0.2f ? IM_COL32(255, 255, 0, 255) : IM_COL32(255, 0, 0, 255));
drawList->AddRectFilled(hpTopLeft, hpBottomRight, hpColor);
// 顶部信息
char info[64];
snprintf(info, sizeof(info), "Lv.%d | G:%d", p.level, p.gold);
ImVec2 textSize = ImGui::CalcTextSize(info);
drawList->AddRectFilled(ImVec2(screenHead.x - textSize.x/2 - 4, screenHead.y - textSize.y - 6), ImVec2(screenHead.x + textSize.x/2 + 4, screenHead.y - 2), IM_COL32(0, 0, 0, 180));
drawList->AddText(ImVec2(screenHead.x - textSize.x / 2, screenHead.y - textSize.y - 4), IM_COL32(255, 255, 255, 255), info);
}
}
@ -427,7 +522,7 @@ private:
ImGui::SetNextWindowPos(ImVec2(50, 50), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(w * 0.50f, h * 0.55f), ImGuiCond_FirstUseEver);
if (ImGui::Begin("CYBER-CORE // 战术数据终端", nullptr, ImGuiWindowFlags_NoCollapse)) {
if (ImGui::Begin("CYBER-CORE // 战术数据终端", &m_showMenu, ImGuiWindowFlags_NoCollapse)) {
float footerHeight = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing() + 5.0f;
ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footerHeight), false, ImGuiWindowFlags_HorizontalScrollbar);
@ -437,42 +532,36 @@ private:
ImGui::Separator();
if (!m_isHookInstalled) {
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.8f, 0.15f, 0.25f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(0.9f, 0.2f, 0.35f, 1.0f));
if (ImGui::Button("[ ⚠ ] 建立核心态神经链路 (Kernel Hook)", ImVec2(-1, 0))) {
extern void InstallHooks();
InstallHooks();
}
ImGui::PopStyleColor(2);
if (ImGui::Button("[ ⚠ ] 建立核心态神经链路 (Kernel Hook)", ImVec2(-1, 0))) { extern void InstallHooks(); InstallHooks(); }
ImGui::PopStyleColor(1);
} else {
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.1f, 0.6f, 0.2f, 0.4f));
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(0.1f, 0.6f, 0.2f, 0.4f));
ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImVec4(0.1f, 0.6f, 0.2f, 0.4f));
ImGui::Button("✅ [ ONLINE ] 链路已建立", ImVec2(-1, 0));
ImGui::PopStyleColor(3);
ImGui::TextColored(ImVec4(0.0f, 1.0f, 0.4f, 1.0f), "✅ [ ONLINE ] 核心链路稳定连接中...");
}
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "LOG: %s", m_hookStatusMsg.c_str());
ImGui::EndChild();
if (ImGui::CollapsingHeader("TACTICAL_CALIBRATION // 模块校准", ImGuiTreeNodeFlags_DefaultOpen)) {
ImGui::Checkbox("HUD 全息雷达", &m_showRadar); ImGui::SameLine(0, 30.0f * finalScale);
ImGui::Checkbox("屏幕 ESP 透视", &m_showESP); ImGui::SameLine(0, 30.0f * finalScale);
ImGui::Checkbox("HUD 小雷达", &m_showRadar); ImGui::SameLine(0, 30.0f * finalScale);
ImGui::Checkbox("DBG 内存探针", &m_showDebugger);
// 动态显示相机矩阵挂载状态
if (snap->viewMatrix.m[15] == 0.0f) {
ImGui::TextColored(ImVec4(1, 0.4f, 0.4f, 1), "[!] 警告: ESP 等待相机矩阵抓取 (等待15秒自动同步)...");
} else {
ImGui::TextColored(ImVec4(0, 1.0f, 0, 1), "[√] 相机矩阵已自动链接,W2S (ESP透视) 在线。");
}
}
ImGui::Spacing();
ImGui::TextColored(ImVec4(0.0f, 1.0f, 1.0f, 1.0f), "DATA_STREAM // 实战数据解析");
if (!snap->inMatch || snap->players.empty()) {
ImGui::TextColored(ImVec4(1, 0.5f, 0, 1), ">> 等待战场实体同步...");
} else {
if (ImGui::BeginTable("PlayersTable", 5,
ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingStretchProp))
{
if (ImGui::BeginTable("PlayersTable", 5, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingStretchProp)) {
ImGui::TableSetupColumn("LVL", ImGuiTableColumnFlags_WidthFixed);
ImGui::TableSetupColumn("HP");
ImGui::TableSetupColumn("MP");
ImGui::TableSetupColumn("GOLD");
// 修改表头,按要求输出 3 个坐标
ImGui::TableSetupColumn("POS(X, Y, Z)");
ImGui::TableSetupColumn("HP"); ImGui::TableSetupColumn("MP");
ImGui::TableSetupColumn("GOLD"); ImGui::TableSetupColumn("POS(X, Y, Z)");
ImGui::TableHeadersRow();
for (const auto& p : snap->players) {
@ -481,8 +570,7 @@ private:
ImGui::TableNextColumn(); ImGui::Text("%d/%d", p.hp, p.maxHp);
ImGui::TableNextColumn(); ImGui::TextColored(ImVec4(0, 0.8f, 1, 1), "%d/%d", p.mana, p.maxMana);
ImGui::TableNextColumn(); ImGui::TextColored(ImVec4(0.9f, 0.9f, 0.9f, 1), "%d", p.gold);
// 输出按原先的3个坐标(X, Y, Z)
ImGui::TableNextColumn(); ImGui::TextColored(ImVec4(0.8f, 0.8f, 0.8f, 1), "%.1f, %.1f, %.1f", p.worldX, p.worldY, p.worldZ);
ImGui::TableNextColumn(); ImGui::TextColored(ImVec4(0.8f, 0.8f, 0.8f, 1), "%.1f, %.1f, %.1f", p.worldPos.x, p.worldPos.y, p.worldPos.z);
}
ImGui::EndTable();
}
@ -493,10 +581,7 @@ private:
ImGui::Separator();
ImGui::AlignTextToFramePadding();
ImGui::TextColored(ImVec4(0.0f, 1.0f, 0.8f, 1.0f), "[ STABLE ]");
ImGui::SameLine();
ImGui::TextDisabled("|");
ImGui::SameLine();
ImGui::SameLine(); ImGui::TextDisabled("|"); ImGui::SameLine();
ImGui::PushItemWidth(-1);
ImGui::PushStyleColor(ImGuiCol_FrameBg, ImVec4(0.0f, 0.4f, 0.6f, 0.4f));
@ -544,11 +629,11 @@ private:
ImGui::PopStyleColor(2);
}
static void DrawDebugger(float w, float h, std::shared_ptr<GameSnapshot>& snap) {
static void DrawDebugger(float w, float h, std::shared_ptr<GameSnapshot>& snap, float finalScale) {
ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(w * 0.45f, h * 0.7f), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(w * 0.50f, h * 0.7f), ImGuiCond_FirstUseEver);
if (ImGui::Begin("MEMORY_PROBE // 内存深度探查")) {
if (ImGui::Begin("MEMORY_PROBE // 内存深度探查", &m_showDebugger)) {
auto& engine = EngineCore::GetInstance();
std::lock_guard<std::mutex> lock(engine.GetOffsetMutex());
auto& offsets = engine.GetOffsetsRef();
@ -562,20 +647,39 @@ private:
ImGui::PopID();
};
ImGui::TextColored(ImVec4(1, 0.8f, 0, 1), "当前 x0 基址: 0x%lx", snap->debug.baseX0);
if (ImGui::CollapsingHeader("OFFSET_MATRIX // 数据指针树", ImGuiTreeNodeFlags_DefaultOpen)) {
ImGui::TextColored(ImVec4(1, 0.8f, 0, 1), "当前 x0 基址: 0x%lx", snap->debug.baseX0);
drawOffsetBtn("x0_to_addr1", offsets.x0ToAddr1);
drawOffsetBtn("addr1_to_addr2", offsets.addr1ToAddr2);
drawOffsetBtn("arrayStart", offsets.arrayStart);
drawOffsetBtn("item_to_addr3", offsets.itemToAddr3);
drawOffsetBtn("addr3ToAddr4", offsets.addr3ToAddr4);
drawOffsetBtn("addr4ToAddr5", offsets.addr4ToAddr5);
ImGui::Separator();
ImGui::TextColored(ImVec4(1, 0.8f, 0, 1), "当前 Camera 基址: 0x%lx", engine.GetCameraMatrixPtr());
drawOffsetBtn("cameraViewOffset", offsets.cameraViewOffset);
drawOffsetBtn("cameraProjOffset", offsets.cameraProjOffset);
}
// ★ 新增:完全还原截图里的矩阵格式化输出
if (ImGui::CollapsingHeader("MATRIX_DUMP // 内存矩阵专项测试输出", ImGuiTreeNodeFlags_DefaultOpen)) {
auto drawMatrix = [](const char* title, const Matrix4x4& mat, uint32_t offset) {
ImGui::TextColored(ImVec4(0.4f, 0.9f, 1.0f, 1.0f), "[专项测试] 偏移 0x%X (疑似 %s)", offset, title);
// 按内存顺序(每4个浮点数一行)输出,完美复刻截图日志格式
for (int i = 0; i < 4; ++i) {
ImGui::Text(" %9.5f %9.5f %9.5f %9.5f",
mat.m[i*4 + 0], mat.m[i*4 + 1], mat.m[i*4 + 2], mat.m[i*4 + 3]);
}
ImGui::Spacing();
};
drawMatrix("m_prevWorldToCameraMatrix", snap->rawViewMatrix, offsets.cameraViewOffset);
drawMatrix("m_prevProjectionMatrix", snap->rawProjMatrix, offsets.cameraProjOffset);
}
ImGui::Separator();
drawOffsetBtn("x0_to_addr1", offsets.x0ToAddr1);
drawOffsetBtn("addr1_to_addr2", offsets.addr1ToAddr2);
drawOffsetBtn("arrayStart", offsets.arrayStart);
drawOffsetBtn("item_to_addr3", offsets.itemToAddr3);
drawOffsetBtn("addr3ToAddr4", offsets.addr3ToAddr4);
drawOffsetBtn("addr4ToAddr5", offsets.addr4ToAddr5);
ImGui::Separator();
// 展示所有获取到的关键指针日志
ImGui::TextColored(ImVec4(0.0f, 1.0f, 1.0f, 1.0f), "SYS_LOG // 终端底层回执 (显示Hook与解引用详情)");
ImGui::TextColored(ImVec4(0.0f, 1.0f, 1.0f, 1.0f), "SYS_LOG // 终端底层回执");
auto& logger = Logger::GetInstance();
std::lock_guard<std::mutex> logLock(logger.GetMutex());
@ -594,6 +698,8 @@ float UIRenderer::m_userScale = 1.0f;
ImGuiStyle UIRenderer::m_defaultStyle;
bool UIRenderer::m_showDebugger = false;
bool UIRenderer::m_showRadar = true;
bool UIRenderer::m_showESP = true;
bool UIRenderer::m_showMenu = true;
bool UIRenderer::m_isHookInstalled = false;
std::string UIRenderer::m_hookStatusMsg = "等待用户指令...";
@ -629,20 +735,57 @@ uintptr_t GetModuleBase(const char* moduleName) {
return info.base;
}
// === 核心数据 Hook ===
typedef void (*InitActorParamsFunc)(void* x0, void* x1, void* x2, void* x3, void* x4, void* x5, void* x6, void* x7);
static InitActorParamsFunc g_oldInitActorParams = nullptr;
void HookInitActorParams(void* x0, void* x1, void* x2, void* x3, void* x4, void* x5, void* x6, void* x7) {
if (x0 != nullptr && reinterpret_cast<uintptr_t>(x0) > 0x10000000) {
EngineCore::GetInstance().SetActorManager(reinterpret_cast<uintptr_t>(x0));
// 将获取到的 x0 实时抛送进日志系统,在UI排错器中展现
LOG_INFO("Hook 触发! 成功捕获实体生成 x0: 0x%lx", reinterpret_cast<uintptr_t>(x0));
}
if (g_oldInitActorParams) {
g_oldInitActorParams(x0, x1, x2, x3, x4, x5, x6, x7);
}
}
// === 【新增】相机矩阵抓取 Hook ===
typedef void (*CameraUpdateFunc)(void* x0);
static CameraUpdateFunc g_oldCameraUpdate = nullptr;
void HookCameraUpdate(void* x0) {
if (x0 != nullptr && reinterpret_cast<uintptr_t>(x0) > 0x10000000) {
EngineCore::GetInstance().SetCameraMatrixPtr(reinterpret_cast<uintptr_t>(x0));
}
if (g_oldCameraUpdate) {
g_oldCameraUpdate(x0);
}
}
// === 延时 15 秒后自动挂载相机矩阵 ===
void DelayedCameraHookTask() {
LOG_INFO("等待 15 秒后执行相机 (0xC4B5CD4) 拦截...");
sleep(15);
uintptr_t base = GetModuleBase(kGameModule);
if (!base) return;
uintptr_t targetAddr = base + 0xC4B5CD4;
LOG_INFO("开始挂载 CameraData: 0x%lx", targetAddr);
void* pageStart = reinterpret_cast<void*>(targetAddr & ~0xFFF);
mprotect(pageStart, 0x2000, PROT_READ | PROT_WRITE | PROT_EXEC);
int ret = DobbyHook(reinterpret_cast<void*>(targetAddr),
reinterpret_cast<void*>(HookCameraUpdate),
reinterpret_cast<void**>(&g_oldCameraUpdate));
if (ret == 0) {
LOG_INFO("CameraData Hook 挂载成功!(15秒等待完成)");
} else {
LOG_ERROR("CameraData Hook 挂载失败!");
}
}
void InstallHooks() {
if (UIRenderer::m_isHookInstalled) return;
@ -667,7 +810,11 @@ void InstallHooks() {
if (ret == 0) {
UIRenderer::m_isHookInstalled = true;
UIRenderer::m_hookStatusMsg = "OK: 神经链路挂载完毕。";
LOG_INFO("手动安装 Hook 成功!");
LOG_INFO("核心数据 Hook 成功!");
// ★ 核心 Hook 成功后,启动 15 秒倒计时去勾取相机矩阵
std::thread(DelayedCameraHookTask).detach();
} else {
UIRenderer::m_hookStatusMsg = "FATAL: 挂载被拒绝(SELinux限制)";
LOG_ERROR("挂钩失败, 返回码: %d", ret);