Update main.cpp

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gggaa2152 2026-04-07 08:00:03 +08:00 committed by GitHub
parent 856301c096
commit 41adedb4ac
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@ -50,17 +50,23 @@ static uintptr_t g_HookAddr_InitActor = 0;
static uintptr_t g_HookAddr_ClearActor = 0;
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;
uint32_t prop_maxhp = 0x32; // 注意:可能是 int16
uint32_t prop_level = 0x50;
uint32_t prop_mana = 0x28;
// 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;
@ -103,6 +109,7 @@ std::mutex g_SnapshotMutex;
GameSnapshot g_CurrentSnapshot;
std::atomic<uintptr_t> g_ActorManager{0};
// 后台数据读取线程
void DataWorkerThread() {
while (true) {
GameSnapshot newSnap;
@ -124,6 +131,7 @@ void DataWorkerThread() {
uintptr_t addr2 = SafeRead<uintptr_t>(addr1 + currOff.addr1_to_addr2);
newSnap.debug.addr2 = addr2;
if (addr2) {
// 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;
@ -134,14 +142,19 @@ void DataWorkerThread() {
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) {
@ -150,12 +163,15 @@ void DataWorkerThread() {
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);
}
@ -177,7 +193,7 @@ uintptr_t GetModuleBase(const char* module_name) {
if (!f) return 0;
char line[512];
while (fgets(line, sizeof(line), f)) {
if (strstr(line, module_name) && strstr(line, "r-xp")) {
if (strstr(line, module_name)) {
sscanf(line, "%lx", &base);
break;
}
@ -186,26 +202,30 @@ uintptr_t GetModuleBase(const char* module_name) {
return base;
}
// ========== Hook 函数:单参数(匹配原函数) ==========
void (*old_InitActorParams)(void* x0);
void hook_InitActorParams(void* x0) {
LOGI("[Hook] InitActorParams called, x0 = %p", x0);
if (x0) {
g_ActorManager.store((uintptr_t)x0);
uintptr_t test = SafeRead<uintptr_t>((uintptr_t)x0 + g_Offsets.x0_to_addr1);
LOGI("[Hook] x0+0x%x = %p", g_Offsets.x0_to_addr1, (void*)test);
}
old_InitActorParams(x0);
// =================================================================
// 替换为 DobbyInstrument 旁路监听的回调函数
// =================================================================
void instrument_InitActorParams(RegisterContext *ctx, const HookEntryInfo *info) {
uintptr_t x0_value = 0;
#if defined(__aarch64__)
x0_value = ctx->general.x[0];
#elif defined(__arm__)
x0_value = ctx->general.regs[0];
#endif
g_ActorManager.store(x0_value);
LOGI("[InitActor] Instrument 旁路监听成功, 获取到 x0 = 0x%lx", x0_value);
}
void (*old_ClearActor)(void* x0);
void hook_ClearActor(void* x0) {
LOGI("[Hook] ClearActor called, x0 = %p", x0);
void instrument_ClearActor(RegisterContext *ctx, const HookEntryInfo *info) {
g_ActorManager.store(0);
old_ClearActor(x0);
LOGI("[ClearActor] Instrument 监听到游戏结束,已清理基址");
}
// ========== UI 绘制函数 ==========
// =================================================================
// 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(100, 100), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(w * 0.55f, h * 0.8f), ImGuiCond_FirstUseEver);
@ -239,8 +259,8 @@ void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) {
}
ImGui::Separator();
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] InitActor (RVA 0x734cd54) -> 0x%lx", g_HookAddr_InitActor);
ImGui::TextColored(ImVec4(0, 1, 1, 1), "[Hook] ClearActor (RVA 0x734bc10) -> 0x%lx", g_HookAddr_ClearActor);
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;
@ -268,6 +288,7 @@ void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) {
ImGui::End();
}
// 触摸及分辨率辅助
void AutoFetchDeviceResolution() {
FILE* pipe = popen("wm size", "r");
if (!pipe) return;
@ -295,6 +316,7 @@ void handle_android_event(AInputEvent* event) {
}
}
// 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;
@ -304,6 +326,7 @@ int hook_consume(void* instance, void* factory, bool consumeBatches, int64_t fra
return res;
}
// eglSwapBuffers Hook
typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface);
static p_eglSwapBuffers old_eglSwapBuffers = nullptr;
@ -325,6 +348,8 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
ImGui::CreateContext();
ImGui_ImplOpenGL3_Init("#version 300 es");
ImGuiIO& io = ImGui::GetIO();
// 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",
@ -373,7 +398,7 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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");
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;
@ -447,28 +472,33 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
return old_eglSwapBuffers(dpy, surface);
}
// ========== 延迟初始化线程 ==========
// 延迟 Hook 线程
void* DelayedHookThread(void*) {
// 1. 立即 Hook 渲染和输入,保证菜单能显示 (必须使用传统的 DobbyHook)
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,然后采用 Instrument 监听游戏函数
while (true) {
uintptr_t base = GetModuleBase(GAME_MODULE);
if (base) {
g_GameBase = base;
g_HookAddr_InitActor = base + 0x734cd54; // 修正后的地址
g_HookAddr_InitActor = base + 0x73507bc;
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);
// 改用 DobbyInstrument 旁路监听
int ret1 = DobbyInstrument((void*)g_HookAddr_InitActor, instrument_InitActorParams);
int ret2 = DobbyInstrument((void*)g_HookAddr_ClearActor, instrument_ClearActor);
LOGI("[*] Instrument InitActor result: %d, ClearActor result: %d", ret1, ret2);
break;
}
sleep(1);