diff --git a/main.cpp b/main.cpp index c37eeabee..2cc5ddb29 100644 --- a/main.cpp +++ b/main.cpp @@ -13,7 +13,7 @@ #include #include #include -#include // 新增:用于扫描系统字体目录 +#include #include "dobby.h" #include "imgui.h" #include "imgui_impl_android.h" @@ -26,7 +26,7 @@ #define LOGE(...) __android_log_print(ANDROID_LOG_ERROR, TAG, __VA_ARGS__) static bool g_Initialized = false; -static bool g_FontLoaded = false; // 新增:记录字体是否成功加载 +static bool g_FontLoaded = false; struct { float x = 0.0f; @@ -37,25 +37,18 @@ struct { float physW = 3392.0f; float physH = 2400.0f; bool isSizeAutoDetected = false; - - // 手动触控偏移 float offsetX = 0.0f; float offsetY = 0.0f; } g_Touch; -// 缩放与 UI 控制 static float g_DynamicScale = 1.0f; static float g_BaseWindowHeight = 0.0f; static float g_UserUIScale = 1.0f; -// Hook 调试信息全局存储 static uintptr_t g_GameBase = 0; static uintptr_t g_HookAddr_InitActor = 0; static uintptr_t g_HookAddr_ClearActor = 0; -// ================================================================= -// 动态偏移量配置 (可在 UI 中实时修改) -// ================================================================= struct DynamicOffsets { uint32_t x0_to_addr1 = 0x20; uint32_t addr1_to_addr2 = 0x10; @@ -73,25 +66,17 @@ struct DynamicOffsets { DynamicOffsets g_Offsets; std::mutex g_OffsetMutex; -// ================================================================= -// 内核级安全读取 -// ================================================================= static int g_MemFd = -1; template T SafeRead(uintptr_t address) { T value{}; if (address < 0x10000000 || address > 0x00007FFFFFFFFFFF) return value; - 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; } -// ================================================================= -// 分离式快照数据结构 (Snapshot) -// ================================================================= struct PlayerData { int hp = 0, maxHp = 0, mana = 0, gold = 0, level = 0; float worldX = 0, worldY = 0, worldZ = 0; @@ -118,89 +103,62 @@ std::mutex g_SnapshotMutex; GameSnapshot g_CurrentSnapshot; std::atomic g_ActorManager{0}; -// ================================================================= -// 后台数据工人线程 (热更新读取) -// ================================================================= 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 < 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) continue; - PlayerData p; - 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); + p.gold = SafeRead(addr4 + currOff.prop_gold); + p.hp = SafeRead(addr4 + currOff.prop_hp); p.maxHp = SafeRead(addr4 + currOff.prop_maxhp); p.level = SafeRead(addr4 + currOff.prop_level); } - 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 + 0x28); + p.mana = SafeRead(addr5 + 0x28); } - 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); - } + 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)); } } -// ================================================================= -// 基础环境准备 -// ================================================================= uintptr_t GetModuleBase(const char* module_name) { uintptr_t base = 0; FILE* f = fopen("/proc/self/maps", "r"); @@ -228,87 +186,55 @@ void hook_ClearActor(void* x0) { old_ClearActor(x0); } -// ================================================================= -// 渲染循环与 UI 设计 (全中文汉化) -// ================================================================= 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); - - if (ImGui::Begin("指针断点诊断工具 (Pointer Debugger)")) { - - if (ImGui::CollapsingHeader("动态偏移修改器 (点击下方按钮调节)", ImGuiTreeNodeFlags_DefaultOpen)) { + if (ImGui::Begin("指针断点排错器 (Pointer Debugger)")) { + if (ImGui::CollapsingHeader("动态偏移修改面板 (十进制)", ImGuiTreeNodeFlags_DefaultOpen)) { std::lock_guard lock(g_OffsetMutex); - ImGui::TextColored(ImVec4(1, 1, 0, 1), "注:点击下方按钮直接微调,步长为 10 进制"); - ImGui::Separator(); - 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); - + 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("X0 -> Addr1 (地址1)", g_Offsets.x0_to_addr1); - drawOffsetBtn("Addr1 -> Addr2 (英雄数组)", g_Offsets.addr1_to_addr2); - drawOffsetBtn("Hero Item -> Addr3 (实体数据)", g_Offsets.item_to_addr3); - drawOffsetBtn("Addr3 -> Addr4 (血量属性)", g_Offsets.addr3_to_addr4); - drawOffsetBtn("Addr3 -> Addr5 (世界坐标)", g_Offsets.addr3_to_addr5); - drawOffsetBtn("Addr3 -> Addr6 (小地图)", g_Offsets.addr3_to_addr6); + 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(); - 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) -> 实际内存: 0x%lx", g_HookAddr_InitActor); - ImGui::TextColored(ImVec4(0, 1, 1, 1), "[Hook 2] ClearActor (RVA 0x734bc10) -> 实际内存: 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(); - - ImGui::TextColored(ImVec4(1, 1, 0, 1), "断点图例: 绿色 = 读取成功 | 红色 = 0x0 (请排查上方该级偏移是否正确)"); - 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); - - ImGui::Separator(); - + 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), "英雄数组序号 [%d] - 内存地址: 0x%lx", i, d.items[i].base); - + 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); - + 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] 属性数据区: 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] 世界坐标区: 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] 雷达小地图区: 0x%lx", off.addr3_to_addr6, d.items[i].addr6); + 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(); } } - } else { - ImGui::TextColored(ImVec4(1, 0, 0, 1), "等待英雄数组初始化..."); } } ImGui::End(); @@ -326,11 +252,8 @@ void AutoFetchDeviceResolution() { 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; + 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); @@ -341,10 +264,8 @@ void handle_android_event(AInputEvent* event) { 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); } @@ -352,84 +273,39 @@ void handle_android_event(AInputEvent* event) { 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)); - } + if (res == 0 && outEvent && *outEvent) handle_android_event((AInputEvent*)(*outEvent)); return res; } 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; 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(); - // --- 核心修复:安卓全系统级中文字体智能扫描 --- - std::vector fontKeywords = { - "NotoSansCJK", "NotoSansSC", "DroidSansFallback", - "Miui-", "miui", "HwFont", "Oplus", "SysFont", "VivoFont" + // --- 核心修复:根据你的 fonts.xml 日志锁定 OPPO 系统字体 --- + const char* mySystemFonts[] = { + "/system/fonts/SysSans-Hans-Regular.ttf", // 你的日志里那个 OPPO Sans + "/system/fonts/NotoSansCJKjp-Regular.otc", // 你的日志里那个 Noto CJK + "/system/fonts/NotoSansSC-Regular.otf", + "/system/fonts/DroidSansFallback.ttf" }; - - DIR* dir = opendir("/system/fonts"); - if (dir) { - struct dirent* entry; - while ((entry = readdir(dir)) != NULL) { - std::string fname = entry->d_name; - // 确保它是一个字体文件 - if (fname.find(".ttf") != std::string::npos || - fname.find(".ttc") != std::string::npos || - fname.find(".otf") != std::string::npos) { - - // 看名字是否包含已知中文字体的关键字 - for (const auto& kw : fontKeywords) { - if (fname.find(kw) != std::string::npos) { - std::string fullPath = "/system/fonts/" + fname; - if (access(fullPath.c_str(), R_OK) == 0) { - io.Fonts->AddFontFromFileTTF(fullPath.c_str(), 28.0f, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon()); - g_FontLoaded = true; - LOGI("[*] 成功智能匹配到你的手机字体: %s", fullPath.c_str()); - break; - } - } - } - } - if (g_FontLoaded) break; - } - closedir(dir); - } - - // 如果上面智能扫描全失败了,强行保底检查几个通用路径 - if (!g_FontLoaded) { - const char* fallbacks[] = { - "/system/fonts/NotoSansCJK-Regular.ttc", - "/system/fonts/NotoSansSC-Regular.otf", - "/system/fonts/DroidSansFallback.ttf" - }; - for (int i = 0; i < 3; i++) { - if (access(fallbacks[i], R_OK) == 0) { - io.Fonts->AddFontFromFileTTF(fallbacks[i], 28.0f, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon()); - g_FontLoaded = true; - LOGI("[*] 使用了系统备用中文字库: %s", fallbacks[i]); - break; - } + for (int i = 0; i < 4; i++) { + if (access(mySystemFonts[i], R_OK) == 0) { + // 加载中文字符范围,解决问号问题 + io.Fonts->AddFontFromFileTTF(mySystemFonts[i], 32.0f, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon()); + g_FontLoaded = true; + LOGI("[*] 成功锁定你的系统字体: %s", mySystemFonts[i]); + break; } } - g_Initialized = true; } @@ -442,194 +318,110 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { if (deviceScale < 1.0f) deviceScale = 1.0f; float finalScale = deviceScale * g_DynamicScale * g_UserUIScale; - static ImGuiStyle default_style; - static bool style_backed_up = false; - if (!style_backed_up) { - default_style = ImGui::GetStyle(); - style_backed_up = true; - } - - ImGuiStyle& style = ImGui::GetStyle(); - style = default_style; + 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); + style.WindowRounding = 12.0f; style.WindowMinSize = ImVec2(100.0f, 100.0f); io.FontGlobalScale = 1.2f * finalScale; - 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_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("游戏全自动透视框架 (全中文适配版)")) { - - // 专门给缺失字体手机的警报提示 - if (!g_FontLoaded) { - ImGui::TextColored(ImVec4(1, 0, 0, 1), "WARNING: /system/fonts/ CJK FONT NOT FOUND!"); - ImGui::TextColored(ImVec4(1, 0, 0, 1), "YOUR DEVICE MAY SHOW QUESTION MARKS (?)"); - ImGui::Separator(); - } + static bool show_pointer_debugger = true; static bool show_radar = true; + if (ImGui::Begin("全自动游戏透视框架 (OPPO/适配版)")) { + 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("基础设置与触控校准", ImGuiTreeNodeFlags_DefaultOpen)) { - ImGui::SliderFloat("菜单缩放倍率", &g_UserUIScale, 0.5f, 2.5f, "%.2f"); - - ImGui::Text("触控准星偏移 X: %.1f 像素", g_Touch.offsetX); - ImGui::SameLine(); - if (ImGui::Button("-50##x")) g_Touch.offsetX -= 50; ImGui::SameLine(); + 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("+50##x")) g_Touch.offsetX += 50; - - ImGui::Text("触控准星偏移 Y: %.1f 像素", g_Touch.offsetY); - ImGui::SameLine(); - if (ImGui::Button("-50##y")) g_Touch.offsetY -= 50; ImGui::SameLine(); if (ImGui::Button("-10##y")) g_Touch.offsetY -= 10; ImGui::SameLine(); - if (ImGui::Button("+10##y")) g_Touch.offsetY += 10; ImGui::SameLine(); - if (ImGui::Button("+50##y")) g_Touch.offsetY += 50; + if (ImGui::Button("+10##y")) g_Touch.offsetY += 10; } - ImGui::Separator(); - ImGui::Checkbox("显示小地图雷达", &show_radar); - ImGui::SameLine(); - ImGui::Checkbox("打开指针断点排错器", &show_pointer_debugger); - + 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), "当前游戏状态: %s", snapshot.inMatch ? "对局中" : "大厅待命"); - ImGui::Text("场上玩家总数: %d", (int)snapshot.players.size()); + 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 / 最大血量"); - ImGui::TableSetupColumn("蓝量"); - ImGui::TableSetupColumn("金币"); - ImGui::TableSetupColumn("小地图坐标"); - ImGui::TableHeadersRow(); - + ImGui::TableSetupColumn("等级"); ImGui::TableSetupColumn("血量"); + ImGui::TableSetupColumn("蓝量"); ImGui::TableSetupColumn("金币"); + ImGui::TableSetupColumn("雷达"); ImGui::TableHeadersRow(); for (const auto& p : snapshot.players) { ImGui::TableNextRow(); ImGui::TableNextColumn(); ImGui::Text("Lv.%d", p.level); - ImGui::TableNextColumn(); - ImVec4 hpColor = ((float)p.hp / (p.maxHp+1)) < 0.3f ? ImVec4(1, 0, 0, 1) : ImVec4(0, 1, 0, 1); - ImGui::TextColored(hpColor, "%d / %d", p.hp, p.maxHp); - ImGui::TableNextColumn(); ImGui::TextColored(ImVec4(0.2f, 0.6f, 1.0f, 1.0f), "%d", p.mana); - ImGui::TableNextColumn(); ImGui::TextColored(ImVec4(1, 0.8f, 0, 1), "%d", p.gold); - ImGui::TableNextColumn(); ImGui::Text("%.1f, %.1f", p.mapX, p.mapY); + 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(); - if (show_pointer_debugger) { - DrawPointerDebugger(snapshot, w, h); - } - + 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* draw_list = ImGui::GetWindowDrawList(); - - draw_list->AddRect(p0, ImVec2(p0.x + size.x, p0.y + size.y), IM_COL32(255, 255, 255, 100)); - + 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 mapScale = 10000.0f; - float normalizedX = p.mapX / mapScale; - float normalizedY = p.mapY / mapScale; - - float radarX = p0.x + (normalizedX * size.x); - float radarY = p0.y + size.y - (normalizedY * size.y); - - if (normalizedX > 0 && normalizedX < 1 && normalizedY > 0 && normalizedY < 1) { - draw_list->AddCircleFilled(ImVec2(radarX, radarY), 4.0f * finalScale, IM_COL32(255, 0, 0, 255)); - } + 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::End(); ImGui::PopStyleColor(); } - ImGui::Render(); - - GLint last_viewport[4]; - glGetIntegerv(GL_VIEWPORT, last_viewport); - GLint last_depth; - glGetIntegerv(GL_DEPTH_TEST, &last_depth); - - glDisable(GL_DEPTH_TEST); - glViewport(0, 0, w, h); + 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(last_viewport[0], last_viewport[1], last_viewport[2], last_viewport[3]); - if (last_depth) glEnable(GL_DEPTH_TEST); - + glViewport(v[0], v[1], v[2], v[3]); if (d) glEnable(GL_DEPTH_TEST); return old_eglSwapBuffers(dpy, surface); } void* DelayedHookThread(void*) { - // 1. 无延迟!立即挂钩渲染层和输入层,让菜单瞬间显示 - void* sym_egl = DobbySymbolResolver("libEGL.so", "eglSwapBuffers"); - if (sym_egl) DobbyHook(sym_egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers); + // 1. 无延迟 Hook:渲染和输入必须秒挂,否则菜单出不来 + 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); - void* consume_addr = DobbySymbolResolver("libinput.so", "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE"); - if (consume_addr) DobbyHook(consume_addr, (void*)hook_consume, (void**)&old_consume); - - // 2. 启动数据更新线程 + // 2. 启动数据线程 std::thread(DataWorkerThread).detach(); - // 3. 在后台默默轮询等待游戏核心库加载(绝不会再卡死菜单!) - uintptr_t gameBase = 0; - int wait_count = 0; - while (wait_count < 60) { // 最多等 60 秒 - gameBase = GetModuleBase(GAME_MODULE); - if (gameBase) break; + // 3. 后台轮询:不卡主流程,慢慢等游戏库加载 + while (true) { + uintptr_t base = GetModuleBase(GAME_MODULE); + if (base) { + g_GameBase = base; + g_HookAddr_InitActor = base + 0x73507bc; + g_HookAddr_ClearActor = base + 0x734bc10; + DobbyHook((void*)g_HookAddr_InitActor, (void*)hook_InitActorParams, (void**)&old_InitActorParams); + DobbyHook((void*)g_HookAddr_ClearActor, (void*)hook_ClearActor, (void**)&old_ClearActor); + LOGI("[*] 核心 Hook 成功!"); break; + } sleep(1); - wait_count++; } - - if (gameBase) { - g_GameBase = gameBase; - g_HookAddr_InitActor = gameBase + 0x73507bc; - g_HookAddr_ClearActor = gameBase + 0x734bc10; - - LOGI("[*] 准备 Hook InitActorParams, RVA: 0x73507bc, 绝对地址: 0x%lx", g_HookAddr_InitActor); - DobbyHook((void*)g_HookAddr_InitActor, (void*)hook_InitActorParams, (void**)&old_InitActorParams); - - LOGI("[*] 准备 Hook ClearActor, RVA: 0x734bc10, 绝对地址: 0x%lx", g_HookAddr_ClearActor); - DobbyHook((void*)g_HookAddr_ClearActor, (void*)hook_ClearActor, (void**)&old_ClearActor); - - LOGI("[*] 游戏模块 %s Hook 成功! 基址: %p", GAME_MODULE, (void*)gameBase); - } else { - LOGE("[-] 等待 %s 加载超时,请检查游戏包名是否正确", GAME_MODULE); - } - 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); }