From 6808c6483ebaf4ebe4096b7d5cf70630aefb64ad Mon Sep 17 00:00:00 2001 From: gggaa2152 <60614405+gggaa2152@users.noreply.github.com> Date: Tue, 7 Apr 2026 08:05:35 +0800 Subject: [PATCH] Update main.cpp --- main.cpp | 564 +++++++++++++++++-------------------------------------- 1 file changed, 175 insertions(+), 389 deletions(-) diff --git a/main.cpp b/main.cpp index 3fa7c1f91..17a364865 100644 --- a/main.cpp +++ b/main.cpp @@ -14,6 +14,8 @@ #include #include #include + +// 第三方库 #include "dobby.h" #include "imgui.h" #include "imgui_impl_android.h" @@ -21,58 +23,74 @@ #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__) -static bool g_Initialized = false; -static bool g_FontLoaded = false; +// ===================== [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 -struct { - 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; - -static float g_DynamicScale = 1.0f; -static float g_BaseWindowHeight = 0.0f; -static float g_UserUIScale = 1.0f; - -static uintptr_t g_GameBase = 0; -static uintptr_t g_HookAddr_InitActor = 0; -static uintptr_t g_HookAddr_ClearActor = 0; +// ===================== [2. 数据结构定义] ===================== 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 + 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; }; -DynamicOffsets g_Offsets; -std::mutex g_OffsetMutex; +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; + +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; +} g_Touch; + +DynamicOffsets g_Offsets; +std::mutex g_OffsetMutex, g_SnapshotMutex; +GameSnapshot g_CurrentSnapshot; +std::atomic g_ActorManager{0}; + +// ===================== [5. 内存读取与数据线程] ===================== template T SafeRead(uintptr_t address) { @@ -83,422 +101,191 @@ 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; - DynamicOffsets currOff; - { - std::lock_guard lock(g_OffsetMutex); - currOff = g_Offsets; - } - newSnap.offsets = currOff; - + { std::lock_guard lock(g_OffsetMutex); newSnap.offsets = g_Offsets; } 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) { - // 遍历玩家数组(每个槽位8字节指针,最大15个) + 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) { 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; + 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; PlayerData p; - - // 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 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); } - - // 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 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); } - - // 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); + 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); } } } } - - { - 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)); } } -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; -} +// ===================== [6. 绘制逻辑 (找回被删的功能)] ===================== -// ================================================================= -// 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 instrument_ClearActor(RegisterContext *ctx, const HookEntryInfo *info) { - g_ActorManager.store(0); - LOGI("[ClearActor] Instrument 监听到游戏结束,已清理基址"); -} - -// ================================================================= - -// 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); + ImGui::SetNextWindowSize(ImVec2(w * 0.5f, h * 0.7f), ImGuiCond_FirstUseEver); if (ImGui::Begin("指针断点排错器 (IL2CPP)")) { - if (ImGui::CollapsingHeader("动态偏移修改面板 (十进制)", ImGuiTreeNodeFlags_DefaultOpen)) { + if (ImGui::CollapsingHeader("动态偏移修改面板", 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(); - if (ImGui::Button("+8")) val += 8; - ImGui::Separator(); - ImGui::PopID(); + 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(); }; - 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); + 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); } 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::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::Text("BaseX0: 0x%lx", snap.debug.baseX0); + // ... (此处可以遍历 snap.debug.items 显示更多地址) } ImGui::End(); } -// 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; +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)); } } - pclose(pipe); + ImGui::End(); ImGui::PopStyleColor(); } +// ===================== [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 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; + 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; 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); } } -// 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)); +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); return res; } -// 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; - } +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; if (!g_Initialized) { - ImGui::CreateContext(); - ImGui_ImplOpenGL3_Init("#version 300 es"); + 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", - "/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; - } - } + 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; }} 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 deviceScale = (float)h / 1000.0f; - if (deviceScale < 1.0f) deviceScale = 1.0f; - float finalScale = deviceScale * g_DynamicScale * g_UserUIScale; + float finalScale = ((float)h / 1000.0f) * g_DynamicScale * g_UserUIScale; + ImGui::GetStyle().ScaleAllSizes(finalScale); io.FontGlobalScale = finalScale; - 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; + ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); - 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); + 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::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_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(); - } + if(show_db) DrawPointerDebugger(snap, w, h); + if(show_rd && snap.inMatch) DrawRadar(snap, w, h, finalScale); - 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); + ImGui::Render(); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + return old_swap(dpy, surf); } -// 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); +// ===================== [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; +} + +void* DelayedHookThread(void*) { + void* egl = DobbySymbolResolver("libEGL.so", "eglSwapBuffers"); + if (egl) DobbyHook(egl, (void*)hook_eglSwapBuffers, (void**)&old_swap); 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 + 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); - - // 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); + uintptr_t b = GetModuleBase(GAME_MODULE); + if (b) { + g_GameBase = b; + DobbyInstrument((void*)(b + 0x73507bc), instrument_InitActorParams); + DobbyInstrument((void*)(b + 0x734bc10), instrument_ClearActor); break; } sleep(1); @@ -507,6 +294,5 @@ 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); }