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Update main.cpp
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5221e3a3d1
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83
main.cpp
83
main.cpp
@ -34,16 +34,15 @@ void DrawImGuiMenu() {
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if (!g_ShowMenu) return;
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ImGui::SetNextWindowSize(ImVec2(400, 350), ImGuiCond_FirstUseEver);
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ImGui::Begin("JKMenu - SGame Debug", &g_ShowMenu);
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ImGui::Begin("JKMenu - SGame Final Debug", &g_ShowMenu);
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ImGui::Text("Device: OnePlus Pad Pro 2");
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ImGui::Text("Status: Hook Active");
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ImGui::Text("Status: Rendering...");
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ImGui::Text("Screen: %dx%d", g_Width, g_Height);
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ImGui::Separator();
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if (ImGui::Button("功能开关 1")) {
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LOGI("Feature 1 Toggled");
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}
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static float f = 0.0f;
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ImGui::SliderFloat("测试滑块", &f, 0.0f, 1.0f);
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if (ImGui::Button("隐藏菜单")) {
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g_ShowMenu = false;
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@ -52,14 +51,16 @@ void DrawImGuiMenu() {
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ImGui::End();
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}
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// Hook 后的渲染函数
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EGLBoolean hooked_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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// 统一渲染入口
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void PerformRender(EGLDisplay dpy, EGLSurface surface) {
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if (!g_Initialized) {
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LOGI("Hooked eglSwapBuffers called for the first time!");
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LOGI("Hooked Swap triggered! Initializing ImGui...");
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eglQuerySurface(dpy, surface, EGL_WIDTH, &g_Width);
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eglQuerySurface(dpy, surface, EGL_HEIGHT, &g_Height);
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if (g_Width <= 0 || g_Height <= 0) return;
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = ImVec2((float)g_Width, (float)g_Height);
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@ -67,57 +68,57 @@ EGLBoolean hooked_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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if (ImGui_ImplOpenGL3_Init("#version 300 es")) {
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g_Initialized = true;
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LOGI("ImGui Renderer Initialized: %dx%d", g_Width, g_Height);
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} else {
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LOGE("ImGui Renderer Initialization FAILED!");
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}
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}
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// 开始新帧
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ImGui_ImplOpenGL3_NewFrame();
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ImGui::NewFrame();
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DrawImGuiMenu();
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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if (g_Initialized) {
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ImGui_ImplOpenGL3_NewFrame();
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ImGui::NewFrame();
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DrawImGuiMenu();
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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}
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}
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// Hook 后的 eglSwapBuffers
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EGLBoolean hooked_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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PerformRender(dpy, surface);
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return orig_eglSwapBuffers(dpy, surface);
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}
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// 注入后的初始化线程
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// 尝试 Hook 王者荣耀内部可能使用的其它渲染函数名
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void* hack_thread(void*) {
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LOGI("SO Loaded! Hack thread started.");
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LOGI("SO Loaded! Searching for render symbols...");
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// 增加等待时间,确保游戏引擎初始化完成
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// 等待更久一点,确保 libGLESv2/libEGL 加载完全
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sleep(10);
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// 尝试寻找 eglSwapBuffers
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void* target = DobbySymbolResolver("libEGL.so", "eglSwapBuffers");
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if (!target) {
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// 备选方案:尝试直接从当前进程获取地址
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target = dlsym(RTLD_DEFAULT, "eglSwapBuffers");
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// 尝试多个可能的 Hook 点
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const char* symbols[] = {"eglSwapBuffers", "nw_main_swap_buffers"};
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void* target = nullptr;
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for (int i = 0; i < 2; i++) {
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target = DobbySymbolResolver("libEGL.so", symbols[i]);
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if (!target) target = DobbySymbolResolver("libGLESv2.so", symbols[i]);
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if (!target) target = dlsym(RTLD_DEFAULT, symbols[i]);
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if (target) {
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LOGI("Found target %s at: %p", symbols[i], target);
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DobbyHook(target, (dobby_dummy_func_t)hooked_eglSwapBuffers, (dobby_dummy_func_t*)&orig_eglSwapBuffers);
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if (orig_eglSwapBuffers) {
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LOGI("Hooked %s Successfully!", symbols[i]);
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// 如果 Hook 成功一个点,可以根据需要决定是否继续搜
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}
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}
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}
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if (target) {
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LOGI("Target eglSwapBuffers found at: %p, starting hook...", target);
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DobbyHook(target,
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(dobby_dummy_func_t)hooked_eglSwapBuffers,
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(dobby_dummy_func_t*)&orig_eglSwapBuffers);
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if (orig_eglSwapBuffers) {
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LOGI("Dobby Hook Applied Successfully!");
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} else {
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LOGE("Dobby Hook Failed to apply!");
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}
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} else {
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LOGE("CRITICAL: eglSwapBuffers not found in libEGL.so or RTLD_DEFAULT");
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if (!orig_eglSwapBuffers) {
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LOGE("Failed to hook any render function. Checking if Vulkan is used...");
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}
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return nullptr;
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}
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// .so 加载时的入口点
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void __attribute__((constructor)) init() {
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pthread_t t;
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pthread_create(&t, nullptr, hack_thread, nullptr);
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