Update main.cpp

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gggaa2152 2026-04-06 05:37:30 +08:00 committed by GitHub
parent b855ec7ace
commit 685f44e300
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150
main.cpp
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@ -16,7 +16,7 @@
#include "imgui.h"
#include "backends/imgui_impl_opengl3.h"
#define TAG "JKMenu_SGame"
#define TAG "JKMenu_TRACE"
#define LOGI(...) __android_log_print(ANDROID_LOG_INFO, TAG, __VA_ARGS__)
#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR, TAG, __VA_ARGS__)
@ -27,10 +27,7 @@ int g_FrameCount = 0;
pthread_mutex_t g_CtxMutex = PTHREAD_MUTEX_INITIALIZER;
EGLBoolean (*old_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface) = nullptr;
struct TouchData {
float x, y;
bool down;
} g_Touch;
struct TouchData { float x, y; bool down; } g_Touch;
uintptr_t get_module_base(const char* name) {
FILE* fp = fopen("/proc/self/maps", "r");
@ -46,157 +43,124 @@ uintptr_t get_module_base(const char* name) {
return base;
}
// --- 增强版 GL 状态保护 ---
struct GLStateBackup {
GLint last_program, last_texture, last_active_texture, last_array_buffer, last_element_array_buffer;
GLint last_vertex_array, last_fbo, last_viewport[4], last_scissor_box[4];
GLboolean last_enable_blend, last_enable_cull_face, last_enable_depth_test, last_enable_scissor_test;
void Backup() {
glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_texture);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &last_fbo);
glGetIntegerv(GL_VIEWPORT, last_viewport);
glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
last_enable_blend = glIsEnabled(GL_BLEND);
last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
}
void Restore() {
glUseProgram(last_program);
glBindFramebuffer(GL_FRAMEBUFFER, last_fbo);
glActiveTexture(last_active_texture);
glBindTexture(GL_TEXTURE_2D, last_texture);
glBindVertexArray(last_vertex_array);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
glViewport(last_viewport[0], last_viewport[1], last_viewport[2], last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], last_scissor_box[2], last_scissor_box[3]);
}
};
void DrawImGui(int width, int height) {
if (!g_ShowMenu) return;
GLStateBackup gl_state;
gl_state.Backup();
// STEP 4.1: 进入绘制逻辑
LOGI("[TRACE] Step 4.1: Enter DrawImGui");
// 核心保护:强制切断与游戏原有渲染管线的所有联系
// 保存状态
GLint last_fbo, last_vao, last_program;
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &last_fbo);
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vao);
glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
// STEP 4.2: 状态解绑
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDisable(GL_SCISSOR_TEST); // 防止 ImGui 窗口被游戏的裁剪区域切掉
for (int i = 0; i < 8; i++) glDisableVertexAttribArray(i);
ImGuiIO& io = ImGui::GetIO();
io.MousePos = ImVec2(g_Touch.x, g_Touch.y);
io.MouseDown[0] = g_Touch.down;
LOGI("[TRACE] Step 4.2: State Unbind Success");
ImGui_ImplOpenGL3_NewFrame();
ImGui::NewFrame();
ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(500, 350), ImGuiCond_FirstUseEver);
if (ImGui::Begin("JKMenu v4.6 - Android 15 Master", &g_ShowMenu)) {
ImGui::TextColored(ImVec4(0, 1, 0, 1), "Safe Rendering Enabled");
ImGui::Text("Frames: %d | FPS: %.1f", g_FrameCount, io.Framerate);
ImGui::Separator();
static bool esp = false;
ImGui::Checkbox("Enemy ESP", &esp);
if (ImGui::Button("Hide Menu")) g_ShowMenu = false;
ImGui::SetNextWindowSize(ImVec2(400, 250), ImGuiCond_FirstUseEver);
if (ImGui::Begin("Debug Trace Menu", &g_ShowMenu)) {
ImGui::Text("If you see this, Step 4.3 is OK");
if (ImGui::Button("Test Crash Point")) { LOGI("Button Clicked"); }
}
ImGui::End();
// STEP 4.3: 生成绘制数据
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
LOGI("[TRACE] Step 4.3: ImGui Render Data Generated");
gl_state.Restore();
// STEP 4.4: 提交 GPU 绘制 (最容易闪退的点)
LOGI("[TRACE] Step 4.4: Executing glDraw...");
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
LOGI("[TRACE] Step 4.5: glDraw Finished");
// 还原状态
glBindFramebuffer(GL_FRAMEBUFFER, last_fbo);
glBindVertexArray(last_vao);
glUseProgram(last_program);
}
EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
if (pthread_mutex_trylock(&g_CtxMutex) != 0) {
return old_eglSwapBuffers(dpy, surface);
}
if (pthread_mutex_trylock(&g_CtxMutex) != 0) return old_eglSwapBuffers(dpy, surface);
g_FrameCount++;
EGLint width, height;
eglQuerySurface(dpy, surface, EGL_WIDTH, &width);
eglQuerySurface(dpy, surface, EGL_HEIGHT, &height);
// 增加延迟,确保游戏已经完全进入稳定渲染循环
if (!g_Initialized && g_FrameCount > 200 && width > 0 && height > 0) {
// STEP 3: 检测初始化时机
if (!g_Initialized && g_FrameCount > 150) {
LOGI("[TRACE] Step 3.1: Start ImGui Init");
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.IniFilename = nullptr;
io.DisplaySize = ImVec2((float)width, (float)height);
EGLint w, h;
eglQuerySurface(dpy, surface, EGL_WIDTH, &w);
eglQuerySurface(dpy, surface, EGL_HEIGHT, &h);
io.DisplaySize = ImVec2((float)w, (float)h);
if (ImGui_ImplOpenGL3_Init("#version 300 es")) {
if (ImGui_ImplOpenGL3_Init("#version 100")) {
g_Initialized = true;
LOGI("ImGui Context Initialized (Frame: %d)", g_FrameCount);
LOGI("[TRACE] Step 3.2: ImGui Init Success");
} else {
LOGE("[TRACE] Step 3.2 ERROR: ImGui Init Failed");
}
}
if (g_Initialized && width > 10 && height > 10) {
ImGui::GetIO().DisplaySize = ImVec2((float)width, (float)height);
DrawImGui(width, height);
if (g_Initialized) {
EGLint w, h;
eglQuerySurface(dpy, surface, EGL_WIDTH, &w);
eglQuerySurface(dpy, surface, EGL_HEIGHT, &h);
DrawImGui(w, h);
}
pthread_mutex_unlock(&g_CtxMutex);
return old_eglSwapBuffers(dpy, surface);
}
// 输入处理 (Step 5)
int (*old_AInputEvent_getType)(const AInputEvent* event) = nullptr;
int hook_AInputEvent_getType(const AInputEvent* event) {
if (!event) return old_AInputEvent_getType(event);
int type = old_AInputEvent_getType(event);
if (type == AINPUT_EVENT_TYPE_MOTION) {
g_Touch.x = AMotionEvent_getRawX(event, 0);
g_Touch.y = AMotionEvent_getRawY(event, 0);
int action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK;
if (action == AMOTION_EVENT_ACTION_DOWN) g_Touch.down = true;
if (action == AMOTION_EVENT_ACTION_UP) g_Touch.down = false;
g_Touch.down = (action == AMOTION_EVENT_ACTION_DOWN || action == AMOTION_EVENT_ACTION_MOVE);
}
return type;
}
void* init_thread(void*) {
LOGI("Monitoring started...");
LOGI("[TRACE] Step 1: Thread Started");
while (!get_module_base("libEGL.so")) usleep(100000);
void* egl_handle = dlopen("libEGL.so", RTLD_LAZY);
if (egl_handle) {
void* sym_egl = dlsym(egl_handle, "eglSwapBuffers");
if (sym_egl) {
DobbyHook(sym_egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
LOGI("eglSwapBuffers Hook applied.");
void* sym = dlsym(egl_handle, "eglSwapBuffers");
if (sym) {
DobbyHook(sym, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
LOGI("[TRACE] Step 2.1: eglSwapBuffers Hooked");
}
dlclose(egl_handle);
}
void* sym_input = dlsym(RTLD_DEFAULT, "AInputEvent_getType");
if (sym_input) {
DobbyHook(sym_input, (void*)hook_AInputEvent_getType, (void**)&old_AInputEvent_getType);
LOGI("AInputEvent_getType Hook applied.");
void* sym_in = dlsym(RTLD_DEFAULT, "AInputEvent_getType");
if (sym_in) {
DobbyHook(sym_in, (void*)hook_AInputEvent_getType, (void**)&old_AInputEvent_getType);
LOGI("[TRACE] Step 2.2: Input Hooked");
}
return nullptr;
}
__attribute__((constructor))
void _init() {
__attribute__((constructor)) void _init() {
pthread_t tid;
pthread_create(&tid, nullptr, init_thread, nullptr);
pthread_detach(tid);