diff --git a/main.cpp b/main.cpp index 3e778b455..b09615ad5 100644 --- a/main.cpp +++ b/main.cpp @@ -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 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 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 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 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 lock(g_OffsetMutex); currOff = g_Offsets; } + { + std::lock_guard 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(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) { - for (int i = 0; i < 15; ++i) { // 假设最多15个单位 - uintptr_t item = SafeRead(addr2 + (i * 0x8)); // 遍历英雄数组 + for (int i = 0; i < 15; ++i) { + uintptr_t item = SafeRead(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(addr3 + currOff.addr3_to_addr5); - newSnap.debug.items[i].addr5 = addr5; - if (addr5) { - p.worldX = SafeRead(addr5 + 0x0); - p.worldZ = SafeRead(addr5 + 0x4); // Z/Y 取决于游戏引擎坐标系 - p.worldY = SafeRead(addr5 + 0x8); - p.mana = SafeRead(addr5 + currOff.prop_mana); - } - - // 读取金币、血量、等级 (通过 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); - p.maxHp = SafeRead(addr4 + currOff.prop_maxhp); // maxhp是16位 + p.hp = SafeRead(addr4 + currOff.prop_hp); + p.maxHp = SafeRead(addr4 + currOff.prop_maxhp); p.level = SafeRead(addr4 + currOff.prop_level); } - // 读取小地图坐标 (通过 addr6) + 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 addr6 = SafeRead(addr3 + currOff.addr3_to_addr6); newSnap.debug.items[i].addr6 = addr6; if (addr6) { - p.mapX = SafeRead(addr6 + currOff.radar_map_x); - p.mapY = SafeRead(addr6 + currOff.radar_map_y); + p.mapX = SafeRead(addr6 + 0x50); + p.mapY = SafeRead(addr6 + 0x54); } - if (p.maxHp > 100 && p.maxHp < 50000) { + if (p.maxHp > 0 && p.maxHp < 50000) 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)); } } +// ---------- 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)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 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 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 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);