diff --git a/main.cpp b/main.cpp index 17a364865..36c175b5f 100644 --- a/main.cpp +++ b/main.cpp @@ -14,8 +14,6 @@ #include #include #include - -// 第三方库 #include "dobby.h" #include "imgui.h" #include "imgui_impl_android.h" @@ -23,74 +21,58 @@ #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__) -// ===================== [1. 针对 ARM64 的寄存器定义] ===================== -#ifndef RegisterContext -typedef struct { - union { - uint64_t x[29]; - struct { uint64_t x0,x1,x2,x3,x4,x5,x6,x7,x8,x9,x10,x11,x12,x13,x14,x15,x16,x17,x18,x19,x20,x21,x22,x23,x24,x25,x26,x27,x28; }; - } general; - uint64_t fp; uint64_t lr; uint64_t sp; uint64_t pc; -} RegisterContext; -#endif - -// ===================== [2. 数据结构定义] ===================== - -struct DynamicOffsets { - 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; - uint32_t prop_gold = 0x20; uint32_t prop_hp = 0x30; - uint32_t prop_maxhp = 0x32; uint32_t prop_level = 0x50; - uint32_t prop_mana = 0x28; -}; - -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; -}; - -struct DebugChain { - uintptr_t baseX0 = 0, addr1 = 0, addr2 = 0; - struct Item { uintptr_t base = 0, addr3 = 0, addr4 = 0, addr5 = 0, addr6 = 0; } items[15]; -}; - -struct GameSnapshot { - bool inMatch = false; - DynamicOffsets offsets; - DebugChain debug; - std::vector players; -}; - -// ===================== [3. 前置声明] ===================== -void handle_android_event(AInputEvent* event); -void DrawPointerDebugger(const GameSnapshot& snap, float w, float h); -void DrawRadar(const GameSnapshot& snap, float w, float h, float finalScale); -void instrument_InitActorParams(RegisterContext *ctx, const HookEntryInfo *info); -void instrument_ClearActor(RegisterContext *ctx, const HookEntryInfo *info); -uintptr_t GetModuleBase(const char* module_name); - -// ===================== [4. 全局变量] ===================== -static bool g_Initialized = false, g_FontLoaded = false; -static int g_MemFd = -1; -static uintptr_t g_GameBase = 0, g_HookAddr_InitActor = 0, g_HookAddr_ClearActor = 0; -static float g_DynamicScale = 1.0f, g_BaseWindowHeight = 0.0f, g_UserUIScale = 1.0f; +static bool g_Initialized = false; +static bool g_FontLoaded = false; struct { - float x = 0.0f, y = 0.0f; std::atomic down{false}; - float renderW = 0.0f, renderH = 0.0f; float physW = 3392.0f, physH = 2400.0f; - float offsetX = 0.0f, offsetY = 0.0f; + float x = 0.0f; + float y = 0.0f; + std::atomic down{false}; + 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; -DynamicOffsets g_Offsets; -std::mutex g_OffsetMutex, g_SnapshotMutex; -GameSnapshot g_CurrentSnapshot; -std::atomic g_ActorManager{0}; +static float g_DynamicScale = 1.0f; +static float g_BaseWindowHeight = 0.0f; +static float g_UserUIScale = 1.0f; -// ===================== [5. 内存读取与数据线程] ===================== +static uintptr_t g_GameBase = 0; +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; // 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) { @@ -101,191 +83,413 @@ T SafeRead(uintptr_t address) { return value; } +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; +}; + +struct DebugChain { + uintptr_t baseX0 = 0; + uintptr_t addr1 = 0; + uintptr_t addr2 = 0; + struct Item { + uintptr_t base = 0, addr3 = 0, addr4 = 0, addr5 = 0, addr6 = 0; + } items[15]; +}; + +struct GameSnapshot { + bool inMatch = false; + DynamicOffsets offsets; + DebugChain debug; + std::vector players; +}; + +std::mutex g_SnapshotMutex; +GameSnapshot g_CurrentSnapshot; +std::atomic g_ActorManager{0}; + +// 后台数据读取线程 void DataWorkerThread() { while (true) { GameSnapshot newSnap; - { std::lock_guard lock(g_OffsetMutex); newSnap.offsets = g_Offsets; } + DynamicOffsets currOff; + { + 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 a1 = SafeRead(baseX0 + newSnap.offsets.x0_to_addr1); - newSnap.debug.addr1 = a1; - if (a1) { - uintptr_t a2 = SafeRead(a1 + newSnap.offsets.addr1_to_addr2); - newSnap.debug.addr2 = a2; - if (a2) { + 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) { + // 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(a2 + (i * 0x8)); - newSnap.debug.items[i].base = item; if (!item) continue; - uintptr_t a3 = SafeRead(item + newSnap.offsets.item_to_addr3); - newSnap.debug.items[i].addr3 = a3; if (!a3) continue; + 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) continue; PlayerData p; - uintptr_t a4 = SafeRead(a3 + newSnap.offsets.addr3_to_addr4); - newSnap.debug.items[i].addr4 = a4; - if (a4) { - p.gold = SafeRead(a4 + newSnap.offsets.prop_gold); - p.hp = SafeRead(a4 + newSnap.offsets.prop_hp); - p.maxHp = (int)SafeRead(a4 + newSnap.offsets.prop_maxhp); - p.level = SafeRead(a4 + newSnap.offsets.prop_level); + + // 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); } - uintptr_t a5 = SafeRead(a3 + newSnap.offsets.addr3_to_addr5); - newSnap.debug.items[i].addr5 = a5; - if (a5) { - p.worldX = SafeRead(a5 + 0x0); p.worldZ = SafeRead(a5 + 0x4); p.worldY = SafeRead(a5 + 0x8); - p.mana = SafeRead(a5 + newSnap.offsets.prop_mana); + + // 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); } - uintptr_t a6 = SafeRead(a3 + newSnap.offsets.addr3_to_addr6); - newSnap.debug.items[i].addr6 = a6; - if (a6) { p.mapX = SafeRead(a6 + 0x50); p.mapY = SafeRead(a6 + 0x54); } - if (p.maxHp > 0) newSnap.players.push_back(p); + + // 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)); } } -// ===================== [6. 绘制逻辑 (找回被删的功能)] ===================== +uintptr_t GetModuleBase(const char* module_name) { + uintptr_t base = 0; + FILE* f = fopen("/proc/self/maps", "r"); + if (!f) return 0; + char line[512]; + while (fgets(line, sizeof(line), f)) { + if (strstr(line, module_name)) { + sscanf(line, "%lx", &base); + break; + } + } + fclose(f); + 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_ActorManager.store((uintptr_t)x0); + LOGI("[InitActor] x0 = %p", x0); + old_InitActorParams(x0, x1, x2, x3); +} + +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::SetNextWindowSize(ImVec2(w * 0.5f, h * 0.7f), ImGuiCond_FirstUseEver); + 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", ImGuiTreeNodeFlags_DefaultOpen)) { + if (ImGui::CollapsingHeader("动态偏移修改面板 (十进制)", ImGuiTreeNodeFlags_DefaultOpen)) { std::lock_guard lock(g_OffsetMutex); - auto btn = [](const char* l, uint32_t& v) { - ImGui::PushID(&v); ImGui::Text("%s: %d (0x%X)", l, v, v); ImGui::SameLine(); - if(ImGui::Button("-1")) v--; ImGui::SameLine(); if(ImGui::Button("+1")) v++; ImGui::PopID(); + 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(); }; - btn("Addr1", g_Offsets.x0_to_addr1); btn("Array", g_Offsets.addr1_to_addr2); - btn("Entity", g_Offsets.item_to_addr3); btn("Attr", g_Offsets.addr3_to_addr4); + 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(); - ImGui::Text("BaseX0: 0x%lx", snap.debug.baseX0); - // ... (此处可以遍历 snap.debug.items 显示更多地址) + 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; + 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(); } -void DrawRadar(const GameSnapshot& snap, float w, float h, float finalScale) { - ImGui::SetNextWindowPos(ImVec2(w - 320, 50), ImGuiCond_FirstUseEver); - ImGui::SetNextWindowSize(ImVec2(300, 300)); - ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0, 0, 0, 0.4f)); - if (ImGui::Begin("Radar", nullptr, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize)) { - ImVec2 p0 = ImGui::GetCursorScreenPos(); ImVec2 sz = ImGui::GetContentRegionAvail(); - ImDrawList* dl = ImGui::GetWindowDrawList(); - dl->AddRect(p0, ImVec2(p0.x + sz.x, p0.y + sz.y), IM_COL32(255,255,255,100)); - for (const auto& p : snap.players) { - float nX = p.mapX / 10000.0f; float nY = p.mapY / 10000.0f; - float rX = p0.x + (nX * sz.x); float rY = p0.y + sz.y - (nY * sz.y); - if (nX > 0 && nX < 1 && nY > 0 && nY < 1) - dl->AddCircleFilled(ImVec2(rX, rY), 6.0f * finalScale, IM_COL32(255,0,0,200)); +// 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; } } - ImGui::End(); ImGui::PopStyleColor(); + pclose(pipe); } -// ===================== [7. Hook & Event 逻辑] ===================== - 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 scX = g_Touch.renderW / g_Touch.physW; float scY = g_Touch.renderH / g_Touch.physH; - g_Touch.x = (AMotionEvent_getX(event, 0) * scX) + g_Touch.offsetX; - g_Touch.y = (AMotionEvent_getY(event, 0) * scY) + g_Touch.offsetY; + 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); } } -typedef int (*p_consume)(void*, void*, bool, int64_t, uint32_t*, void**); -static p_consume old_consume = nullptr; -int hook_consume(void* a, void* b, bool c, int64_t d, uint32_t* e, void** f) { - int res = old_consume(a,b,c,d,e,f); - if (res == 0 && f && *f) handle_android_event((AInputEvent*)*f); +// 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; } -typedef EGLBoolean (*p_swap)(EGLDisplay, EGLSurface); -static p_swap old_swap = nullptr; -EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surf) { - EGLint w, h; eglQuerySurface(dpy, surf, EGL_WIDTH, &w); eglQuerySurface(dpy, surf, EGL_HEIGHT, &h); - if (w <= 0 || h <= 0) return old_swap(dpy, surf); - g_Touch.renderW = (float)w; g_Touch.renderH = (float)h; +// eglSwapBuffers Hook +typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface); +static p_eglSwapBuffers old_eglSwapBuffers = nullptr; + +EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { + 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; + + GameSnapshot snapshot; + { + std::lock_guard lock(g_SnapshotMutex); + snapshot = g_CurrentSnapshot; + } if (!g_Initialized) { - ImGui::CreateContext(); ImGui_ImplOpenGL3_Init("#version 300 es"); + ImGui::CreateContext(); + ImGui_ImplOpenGL3_Init("#version 300 es"); ImGuiIO& io = ImGui::GetIO(); - const char* fonts[] = {"/system/fonts/NotoSansCJKjp-Regular.otc", "/system/fonts/DroidSansFallback.ttf"}; - for (auto f : fonts) { if(access(f, R_OK)==0) { io.Fonts->AddFontFromFileTTF(f, 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; } - GameSnapshot snap; { std::lock_guard lock(g_SnapshotMutex); snap = g_CurrentSnapshot; } 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.MousePos = ImVec2(g_Touch.x, g_Touch.y); + io.MouseDown[0] = g_Touch.down.load(); - float finalScale = ((float)h / 1000.0f) * g_DynamicScale * g_UserUIScale; - ImGui::GetStyle().ScaleAllSizes(finalScale); io.FontGlobalScale = finalScale; + float deviceScale = (float)h / 1000.0f; + if (deviceScale < 1.0f) deviceScale = 1.0f; + float finalScale = deviceScale * g_DynamicScale * g_UserUIScale; - ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); + static ImGuiStyle default_style = ImGui::GetStyle(); + ImGuiStyle& style = ImGui::GetStyle(); + style = default_style; + style.ScaleAllSizes(1.2f * finalScale); + style.WindowRounding = 12.0f; + style.WindowMinSize = ImVec2(100.0f, 100.0f); + io.FontGlobalScale = 1.2f * finalScale; - static bool show_db = true, show_rd = true; - if (ImGui::Begin("IL2CPP 菜单 (满血版)")) { - ImGui::Checkbox("调试器", &show_db); ImGui::SameLine(); ImGui::Checkbox("雷达", &show_rd); - ImGui::SliderFloat("UI 缩放", &g_UserUIScale, 0.5f, 2.0f); - if (ImGui::BeginTable("PT", 4, ImGuiTableFlags_Borders)) { - ImGui::TableSetupColumn("等级"); ImGui::TableSetupColumn("血量"); ImGui::TableSetupColumn("金币"); ImGui::TableSetupColumn("坐标"); ImGui::TableHeadersRow(); - for (const auto& p : snap.players) { - ImGui::TableNextRow(); ImGui::TableNextColumn(); ImGui::Text("Lv.%d", p.level); + 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::TableNextColumn(); ImGui::Text("%.0f, %.0f", p.mapX, p.mapY); } ImGui::EndTable(); } } ImGui::End(); - if(show_db) DrawPointerDebugger(snap, w, h); - if(show_rd && snap.inMatch) DrawRadar(snap, w, h, finalScale); + 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(); + } - ImGui::Render(); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); - return old_swap(dpy, surf); -} - -// ===================== [8. 核心入口] ===================== - -void instrument_InitActorParams(RegisterContext *ctx, const HookEntryInfo *info) { - g_ActorManager.store(ctx->general.x[0]); -} - -void instrument_ClearActor(RegisterContext *ctx, const HookEntryInfo *info) { - g_ActorManager.store(0); -} - -uintptr_t GetModuleBase(const char* m) { - uintptr_t b = 0; FILE* f = fopen("/proc/self/maps", "r"); if(!f) return 0; - char l[512]; while(fgets(l, 512, f)) { if(strstr(l, m)) { sscanf(l, "%lx", &b); break; } } - fclose(f); return b; + 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); } +// 延迟 Hook 线程 void* DelayedHookThread(void*) { + // 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_swap); + 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 b = GetModuleBase(GAME_MODULE); - if (b) { - g_GameBase = b; - DobbyInstrument((void*)(b + 0x73507bc), instrument_InitActorParams); - DobbyInstrument((void*)(b + 0x734bc10), instrument_ClearActor); + uintptr_t base = GetModuleBase(GAME_MODULE); + if (base) { + g_GameBase = base; + 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); break; } sleep(1); @@ -294,5 +498,6 @@ void* DelayedHookThread(void*) { } __attribute__((constructor)) void init_plugin() { - pthread_t t; pthread_create(&t, nullptr, DelayedHookThread, nullptr); + pthread_t t; + pthread_create(&t, nullptr, DelayedHookThread, nullptr); }