From 568ee4006dd9c39d1f3827cbc1680fc0aee5d13f Mon Sep 17 00:00:00 2001 From: gggaa2152 <60614405+gggaa2152@users.noreply.github.com> Date: Tue, 7 Apr 2026 01:18:30 +0800 Subject: [PATCH] Update main.cpp --- main.cpp | 209 +++++++++++++++++-------------------------------------- 1 file changed, 65 insertions(+), 144 deletions(-) diff --git a/main.cpp b/main.cpp index 2cc5ddb29..99568d18d 100644 --- a/main.cpp +++ b/main.cpp @@ -20,7 +20,8 @@ #include "imgui_impl_opengl3.h" #define TAG "ZeroConfig_Drive" -#define GAME_MODULE "libGameCore.so" +// 修改为目标模块 libil2cpp.so +#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__) @@ -43,24 +44,26 @@ struct { static float g_DynamicScale = 1.0f; static float g_BaseWindowHeight = 0.0f; -static float g_UserUIScale = 1.0f; +static float g_UserUIScale = 1.2f; +// 调试统计 +static std::atomic g_InitActorTriggerCount{0}; static uintptr_t g_GameBase = 0; static uintptr_t g_HookAddr_InitActor = 0; static uintptr_t g_HookAddr_ClearActor = 0; 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 x0_to_addr1 = 32; + uint32_t addr1_to_addr2 = 16; + uint32_t item_to_addr3 = 24; + uint32_t addr3_to_addr4 = 48; + uint32_t addr3_to_addr5 = 256; + uint32_t addr3_to_addr6 = 112; - uint32_t prop_gold = 0x20; - uint32_t prop_hp = 0x30; - uint32_t prop_maxhp = 0x32; - uint32_t prop_level = 0x50; + uint32_t prop_gold = 32; + uint32_t prop_hp = 48; + uint32_t prop_maxhp = 50; + uint32_t prop_level = 80; }; DynamicOffsets g_Offsets; @@ -176,12 +179,15 @@ uintptr_t GetModuleBase(const char* module_name) { 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 被调用 (libil2cpp)! x0 = %p", x0); g_ActorManager.store((uintptr_t)x0); old_InitActorParams(x0, x1, x2, x3); } void (*old_ClearActor)(void* x0); void hook_ClearActor(void* x0) { + LOGI("[TRIGGER] ClearActor 被调用! 对局结束重置。"); g_ActorManager.store(0); old_ClearActor(x0); } @@ -189,14 +195,19 @@ void hook_ClearActor(void* x0) { 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("指针断点排错器 (Pointer Debugger)")) { - if (ImGui::CollapsingHeader("动态偏移修改面板 (十进制)", ImGuiTreeNodeFlags_DefaultOpen)) { + if (ImGui::Begin("对局指针诊断 (IL2CPP Debugger)")) { + + ImGui::TextColored(ImVec4(1, 1, 0, 1), "函数触发次数: %d", g_InitActorTriggerCount.load()); + if (g_InitActorTriggerCount == 0) { + ImGui::TextColored(ImVec4(1, 0.2f, 0.2f, 1), "状态: 等待进入对局 (尚未触发 Hook)"); + } + ImGui::Separator(); + + if (ImGui::CollapsingHeader("偏移量微调面板", 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(); @@ -204,34 +215,27 @@ void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) { 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("基址偏移 (x0 + ?)", g_Offsets.x0_to_addr1); + drawOffsetBtn("数组偏移 (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) -> 0x%lx", g_HookAddr_InitActor); - ImGui::TextColored(ImVec4(0, 1, 1, 1), "[Hook 2] ClearActor (RVA 0x734bc10) -> 0x%lx", g_HookAddr_ClearActor); + ImGui::TextColored(ImVec4(0, 1, 1, 1), "[库基址] 0x%lx (libil2cpp)", g_GameBase); + ImGui::TextColored(ImVec4(0, 1, 1, 1), "[Hook点] 0x%lx", g_HookAddr_InitActor); 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::TextColored(d.baseX0 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), "[X0] 基准地址: 0x%lx", d.baseX0); + ImGui::TextColored(d.addr1 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] 层级 1: 0x%lx", off.x0_to_addr1, d.addr1); + ImGui::TextColored(d.addr2 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] 实体数组: 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); + char nodeName[64]; snprintf(nodeName, sizeof(nodeName), "玩家 [%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::TextColored(d.items[i].addr3 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] 详细数据: 0x%lx", off.item_to_addr3, d.items[i].addr3); ImGui::TreePop(); } } @@ -243,40 +247,6 @@ void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) { typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface); static p_eglSwapBuffers old_eglSwapBuffers = nullptr; -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; - -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); - } -} - -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; -} - 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); @@ -290,20 +260,17 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { ImGui_ImplOpenGL3_Init("#version 300 es"); ImGuiIO& io = ImGui::GetIO(); - // --- 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 + // 自动检测系统中的中文字体 (优先寻找 OPPO SysSans) + 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(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; + if (access(systemFonts[i], R_OK) == 0) { + io.Fonts->AddFontFromFileTTF(systemFonts[i], 32.0f, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon()); + g_FontLoaded = true; break; } } g_Initialized = true; @@ -318,11 +285,9 @@ 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 = 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; + ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(1.1f * finalScale); + io.FontGlobalScale = 1.1f * finalScale; ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); if (g_Touch.down.load()) ImGui::GetForegroundDrawList()->AddCircleFilled(io.MousePos, 20.0f, IM_COL32(0, 255, 0, 200)); @@ -331,91 +296,47 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { 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; + static bool show_pointer_debugger = 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; - } + if (ImGui::Begin("Unity/IL2CPP 数据诊断控制台")) { + if (!g_FontLoaded) ImGui::TextColored(ImVec4(1,0,0,1), "警告: 无法加载手机字库,请检查权限!"); + ImGui::SliderFloat("菜单缩放", &g_UserUIScale, 0.5f, 2.0f); + ImGui::Checkbox("指针断点调试窗", &show_pointer_debugger); 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"); 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::TextColored(ImVec4(0, 1, 0, 1), "对局状态: %s", snapshot.inMatch ? "活跃对局中" : "大厅空闲"); + ImGui::Text("英雄单位数量: %d", (int)snapshot.players.size()); } ImGui::End(); 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(); - GLint v[4]; glGetIntegerv(GL_VIEWPORT, v); GLint d; glGetIntegerv(GL_DEPTH_TEST, &d); + GLint v[4]; glGetIntegerv(GL_VIEWPORT, v); 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); + glViewport(v[0], v[1], v[2], v[3]); return old_eglSwapBuffers(dpy, surface); } void* DelayedHookThread(void*) { - // 1. 无延迟 Hook:渲染和输入必须秒挂,否则菜单出不来 + // 渲染和输入立即挂钩,确保菜单秒弹 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 std::thread(DataWorkerThread).detach(); - // 3. 后台轮询:不卡主流程,慢慢等游戏库加载 + // 在后台轮询等待 libil2cpp.so 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; + // 挂钩对局初始化函数 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; + // 挂钩对局清理函数 + DobbyHook((void*)(base + 0x734bc10), (void*)hook_ClearActor, (void**)&old_ClearActor); + LOGI("[*] libil2cpp.so 挂钩任务已完成!"); + break; } sleep(1); }