Update main.cpp

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gggaa2152 2026-04-07 03:56:32 +08:00 committed by GitHub
parent 51f2109960
commit 69ef916fd7
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main.cpp
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@ -19,21 +19,20 @@
#include "imgui_impl_android.h"
#include "imgui_impl_opengl3.h"
#define TAG "ZeroConfig_Drive"
// 目标模块
#define GAME_MODULE "libGameCore.so"
#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_\_)
#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;
static bool g_FontLoaded = false;
struct {
float x = 0.0f;
float y = 0.0f;
std::atomic<bool> down{false};
float renderW = 0.0f;
float renderW = 0.0f;
float renderH = 0.0f;
float physW = 3392.0f;
float physH = 2400.0f;
@ -43,31 +42,30 @@ struct {
} g_Touch;
static float g_DynamicScale = 1.0f;
static float g_BaseWindowHeight = 0.0f;
static float g_UserUIScale = 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;
// 【已更新】根据您的描述精确填充了所有偏移
struct DynamicOffsets {
// 指针链偏移(根据你提供的值)
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
uint32_t prop_gold = 0x20;
uint32_t prop_hp = 0x30;
uint32_t prop_maxhp = 0x32;
uint32_t prop_maxhp = 0x32; // int16
uint32_t prop_level = 0x50;
uint32_t prop_mana = 0x28;
uint32_t radar_map_x = 0x50;
uint32_t radar_map_y = 0x54;
};
DynamicOffsets g_Offsets;
std::mutex g_OffsetMutex;
@ -76,7 +74,7 @@ static int g_MemFd = -1;
template <typename T>
T SafeRead(uintptr_t address) {
T value{};
if (address < 0x10000000 || address > 0x00007FFFFFFFFFFF) return 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;
@ -88,53 +86,50 @@ struct PlayerData {
float mapX = 0, mapY = 0;
};
// 【已更新】调试器结构,与您的指针链一一对应
struct DebugChain {
uintptr_t baseX0 = 0;
uintptr_t addr1 = 0;
uintptr_t addr2 = 0;
struct Item {
uintptr_t base; // 英雄item
uintptr_t addr3, addr4, addr5, addr6;
uintptr_t base = 0, addr3 = 0, addr4 = 0, addr5 = 0, addr6 = 0;
} items[15];
};
struct GameSnapshot {
bool inMatch = false;
DynamicOffsets offsets;
DynamicOffsets offsets;
DebugChain debug;
std::vector<PlayerData> players;
};
std::mutex g_SnapshotMutex;
GameSnapshot g_CurrentSnapshot;
// 我们要找的起始指针,从 InitActorParams 的 x0 参数获得
std::mutex g_SnapshotMutex;
GameSnapshot g_CurrentSnapshot;
std::atomic<uintptr_t> g_ActorManager{0};
// 【已更新】数据抓取线程,严格按照您的描述实现
// ---------- 后台数据读取线程 ----------
void DataWorkerThread() {
while (true) {
GameSnapshot newSnap;
DynamicOffsets currOff;
{ std::lock_guard<std::mutex> lock(g_OffsetMutex); currOff = g_Offsets; }
{
std::lock_guard<std::mutex> lock(g_OffsetMutex);
currOff = g_Offsets;
}
newSnap.offsets = currOff;
uintptr_t baseX0 = g_ActorManager.load();
newSnap.debug.baseX0 = baseX0;
if (baseX0 != 0) {
newSnap.inMatch = true;
newSnap.debug.baseX0 = baseX0;
uintptr_t addr1 = SafeRead<uintptr_t>(baseX0 + currOff.x0_to_addr1);
newSnap.debug.addr1 = addr1;
if (addr1) {
uintptr_t addr2 = SafeRead<uintptr_t>(addr1 + currOff.addr1_to_addr2);
newSnap.debug.addr2 = addr2;
if (addr2) {
for (int i = 0; i < 15; ++i) { // 假设最多15个单位
uintptr_t item = SafeRead<uintptr_t>(addr2 + (i * 0x8)); // 遍历英雄数组
for (int i = 0; i < 15; ++i) {
uintptr_t item = SafeRead<uintptr_t>(addr2 + (i * 0x8));
newSnap.debug.items[i].base = item;
if (!item) continue;
@ -144,106 +139,325 @@ void DataWorkerThread() {
PlayerData p;
// 读取世界坐标和蓝量 (通过 addr5)
uintptr_t addr5 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr5);
newSnap.debug.items[i].addr5 = addr5;
if (addr5) {
p.worldX = SafeRead<float>(addr5 + 0x0);
p.worldZ = SafeRead<float>(addr5 + 0x4); // Z/Y 取决于游戏引擎坐标系
p.worldY = SafeRead<float>(addr5 + 0x8);
p.mana = SafeRead<int32_t>(addr5 + currOff.prop_mana);
}
// 读取金币、血量、等级 (通过 addr4)
uintptr_t addr4 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr4);
newSnap.debug.items[i].addr4 = addr4;
if (addr4) {
p.gold = SafeRead<int32_t>(addr4 + currOff.prop_gold);
p.hp = SafeRead<int32_t>(addr4 + currOff.prop_hp);
p.maxHp = SafeRead<int16_t>(addr4 + currOff.prop_maxhp); // maxhp是16位
p.hp = SafeRead<int32_t>(addr4 + currOff.prop_hp);
p.maxHp = SafeRead<int16_t>(addr4 + currOff.prop_maxhp);
p.level = SafeRead<int32_t>(addr4 + currOff.prop_level);
}
// 读取小地图坐标 (通过 addr6)
uintptr_t addr5 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr5);
newSnap.debug.items[i].addr5 = addr5;
if (addr5) {
p.worldX = SafeRead<float>(addr5 + 0x0);
p.worldZ = SafeRead<float>(addr5 + 0x4);
p.worldY = SafeRead<float>(addr5 + 0x8);
p.mana = SafeRead<int32_t>(addr5 + currOff.prop_mana);
}
uintptr_t addr6 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr6);
newSnap.debug.items[i].addr6 = addr6;
if (addr6) {
p.mapX = SafeRead<float>(addr6 + currOff.radar_map_x);
p.mapY = SafeRead<float>(addr6 + currOff.radar_map_y);
p.mapX = SafeRead<float>(addr6 + 0x50);
p.mapY = SafeRead<float>(addr6 + 0x54);
}
if (p.maxHp > 100 && p.maxHp < 50000) {
if (p.maxHp > 0 && p.maxHp < 50000)
newSnap.players.push_back(p);
}
}
}
}
}
{ std::lock_guard<std::mutex> lock(g_SnapshotMutex); g_CurrentSnapshot = newSnap; }
{
std::lock_guard<std::mutex> lock(g_SnapshotMutex);
g_CurrentSnapshot = newSnap;
}
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
}
// ---------- 模块基址获取(修正版,只取 r-xp 段)----------
uintptr_t GetModuleBase(const char* module_name) {
uintptr_t base = 0;
FILE* f = fopen("/proc/self/maps", "r");
if (!f) return 0;
FILE* fp = fopen("/proc/self/maps", "r");
if (!fp) return 0;
char line[512];
while (fgets(line, sizeof(line), f)) {
if (strstr(line, module_name) && strstr(line, "x")) { // 确保是可执行段
uintptr_t base = 0;
while (fgets(line, sizeof(line), fp)) {
if (strstr(line, module_name) && strstr(line, "r-xp")) {
sscanf(line, "%lx", &base);
break;
}
}
fclose(f);
fclose(fp);
return base;
}
// Hook InitActorParams,目的是获取它的第一个参数 x0
// ---------- 游戏 Hook 函数 ----------
void (*old_InitActorParams)(void* x0, void* x1, void* x2, void* x3);
void hook_InitActorParams(void* x0, void* x1, void* x2, void* x3) {
g_ActorManager.store((uintptr_t)x0);
LOGI("[HOOK] InitActorParams called! x0 = %p", x0);
if (x0 != nullptr) {
g_ActorManager.store((uintptr_t)x0);
// 可选测试:尝试读取偏移,验证 x0 是否有效
uintptr_t test_addr = SafeRead<uintptr_t>((uintptr_t)x0 + g_Offsets.x0_to_addr1);
LOGI("[HOOK] x0 + 0x%x = %p", g_Offsets.x0_to_addr1, (void*)test_addr);
} else {
LOGE("[HOOK] x0 is null!");
}
old_InitActorParams(x0, x1, x2, x3);
}
// Hook ClearActor,目的是知道游戏结束
void (*old_ClearActor)(void* x0);
void hook_ClearActor(void* x0) {
g_ActorManager.store(0); // 游戏结束,清空指针
LOGI("[HOOK] ClearActor called! x0 = %p", x0);
g_ActorManager.store(0);
old_ClearActor(x0);
}
// 【已更新】指针调试器,完全匹配您的指针链
// ---------- 辅助函数:分辨率自动获取 ----------
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;
LOGI("[Auto] Physical resolution: %.0fx%.0f", g_Touch.physW, g_Touch.physH);
}
}
pclose(pipe);
}
// ---------- 输入事件处理 ----------
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);
}
}
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));
return res;
}
// ---------- eglSwapBuffers Hook(ImGui 渲染)----------
typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface);
static p_eglSwapBuffers old_eglSwapBuffers = nullptr;
// 前向声明
void DrawPointerDebugger(const GameSnapshot& snap, float w, float h);
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<std::mutex> lock(g_SnapshotMutex);
snapshot = g_CurrentSnapshot;
}
if (!g_Initialized) {
ImGui::CreateContext();
ImGui_ImplOpenGL3_Init("#version 300 es");
ImGuiIO& io = ImGui::GetIO();
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("[ImGui] Loaded font: %s", systemFonts[i]);
break;
}
}
g_Initialized = true;
}
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();
float deviceScale = (float)h / 1000.0f;
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;
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");
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")) {
ImGui::SliderFloat("菜单缩放", &g_UserUIScale, 0.5f, 2.0f);
ImGui::Text("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", &show_radar); ImGui::SameLine();
ImGui::Checkbox("调试器", &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);
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_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);
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);
}
// ---------- 指针调试器窗口 ----------
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)")) {
// 动态偏移修改面板... (代码不变)
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)) {
std::lock_guard<std::mutex> 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 -> %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("addr1 (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("属性区 (addr3+?)", g_Offsets.addr3_to_addr4);
drawOffsetBtn("坐标区 (addr3+?)", g_Offsets.addr3_to_addr5);
drawOffsetBtn("小地图 (addr3+?)", g_Offsets.addr3_to_addr6);
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);
}
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), "[核心库] %s 基址: 0x%lx", GAME_MODULE, g_GameBase);
ImGui::TextColored(ImVec4(0,1,1,1), "[Hook] InitActor RVA 0x73507bc -> 0x%lx", g_HookAddr_InitActor);
ImGui::TextColored(ImVec4(0,1,1,1), "[Hook] 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), " └─ [+0x%X] 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), " └─ [+0x%X] 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), " └─ [+0x%X] 实体数据 (addr3): 0x%lx", off.item_to_addr3, d.items[i].addr3);
ImGui::TextColored(d.baseX0 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), "[起点] x0: 0x%lx", d.baseX0);
ImGui::TextColored(d.addr1 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] addr1: 0x%lx", off.x0_to_addr1, d.addr1);
ImGui::TextColored(d.addr2 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] addr2: 0x%lx", off.addr1_to_addr2, d.addr2);
if (d.addr2) {
for (int i=0; i<15; i++) {
if (!d.items[i].base) continue;
char node[64]; snprintf(node, sizeof(node), "[%d] 0x%lx", i, d.items[i].base);
if (ImGui::TreeNodeEx(node, ImGuiTreeNodeFlags_Framed)) {
ImGui::TextColored(d.items[i].addr3 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] addr3: 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), " ├─ [+0x%X] 属性区 (addr4): 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), " ├─ [+0x%X] 坐标/蓝量区 (addr5): 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), " └─ [+0x%X] 小地图区 (addr6): 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] addr4: 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] addr5: 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] addr6: 0x%lx", off.addr3_to_addr6, d.items[i].addr6);
}
ImGui::TreePop();
}
@ -253,78 +467,49 @@ void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) {
ImGui::End();
}
//
// =========================================================================
// 以下是渲染、输入、UI主窗口等通用代码,无需修改
// =========================================================================
//
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() { /* ... */ }
void handle_android_event(AInputEvent* event) { /* ... */ }
int hook_consume(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent) { /* ... */ return 0;}
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<std::mutex> lock(g_SnapshotMutex); snapshot = g_CurrentSnapshot; }
if (!g_Initialized) {
// ... ImGui 初始化和字体加载 ... (代码不变)
g_Initialized = true;
}
ImGuiIO& io = ImGui::GetIO();
// ... ImGui NewFrame, Style, etc. ... (代码不变)
ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame();
// 主窗口UI
if (ImGui::Begin("全自动游戏透视框架 (OPPO/适配版)")) {
// ... (UI代码不变)
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)) {
// ... (表格代码不变)
}
}
ImGui::End();
DrawPointerDebugger(snapshot, w, h);
// ... Radar, ImGui::Render 等 ... (代码不变)
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
return old_eglSwapBuffers(dpy, surface);
}
// 【已更新】Hook线程,填入您的RVA
// ---------- 延迟 Hook 线程 ----------
void* DelayedHookThread(void*) {
// 1. 无延迟 Hook:渲染和输入 (代码不变)
// 2. 启动数据线程
// 1. 立即 Hook EGL 和 Input(保证菜单能显示)
void* egl = DobbySymbolResolver("libEGL.so", "eglSwapBuffers");
if (egl) {
int ret = DobbyHook(egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
LOGI("[EGL] DobbyHook result: %d", ret);
} else {
LOGE("[EGL] eglSwapBuffers not found");
}
void* ins = DobbySymbolResolver("libinput.so", "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE");
if (ins) {
int ret = DobbyHook(ins, (void*)hook_consume, (void**)&old_consume);
LOGI("[Input] DobbyHook result: %d", ret);
} else {
LOGE("[Input] InputConsumer::consume not found");
}
// 2. 启动后台数据线程
std::thread(DataWorkerThread).detach();
// 3. 后台轮询,等待 libGameCore.so 加载
// 3. 等待 libil2cpp.so 加载并 Hook 游戏函数
while (true) {
uintptr_t base = GetModuleBase(GAME_MODULE);
if (base) {
if (base != 0) {
g_GameBase = base;
// Hook InitActorParams
g_HookAddr_InitActor = base + 0x73507bc;
DobbyHook((void*)g_HookAddr_InitActor, (void*)hook_InitActorParams, (void**)&old_InitActorParams);
// Hook ClearActor
g_HookAddr_ClearActor = base + 0x734bc10;
DobbyHook((void*)g_HookAddr_ClearActor, (void*)hook_ClearActor, (void**)&old_ClearActor);
LOGI("[Game] libil2cpp.so base = 0x%lx", base);
LOGI("[Game] InitActor absolute addr = 0x%lx", g_HookAddr_InitActor);
LOGI("[Game] ClearActor absolute addr = 0x%lx", g_HookAddr_ClearActor);
LOGI("[*] 核心 Hook 成功! (目标: %s)", GAME_MODULE);
int ret1 = DobbyHook((void*)g_HookAddr_InitActor, (void*)hook_InitActorParams, (void**)&old_InitActorParams);
int ret2 = DobbyHook((void*)g_HookAddr_ClearActor, (void*)hook_ClearActor, (void**)&old_ClearActor);
LOGI("[Game] DobbyHook InitActor result: %d (0=success)", ret1);
LOGI("[Game] DobbyHook ClearActor result: %d", ret2);
if (ret1 == 0 && ret2 == 0) {
LOGI("[Game] Hooks installed successfully");
} else {
LOGE("[Game] Hook installation failed");
}
break;
}
sleep(1);
@ -332,6 +517,7 @@ void* DelayedHookThread(void*) {
return nullptr;
}
// ---------- 入口 ----------
__attribute__((constructor)) void init_plugin() {
pthread_t t;
pthread_create(&t, nullptr, DelayedHookThread, nullptr);