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https://github.com/ocornut/imgui.git
synced 2026-11-07 23:15:52 +01:00
Update main.cpp
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parent
d1aa7a48b2
commit
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177
main.cpp
177
main.cpp
@ -43,19 +43,16 @@ struct {
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static float g_DynamicScale = 1.0f;
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static float g_UserUIScale = 1.2f;
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// Hook 状态实时监控
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static std::atomic<int> g_InitActorTriggerCount{0};
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static std::atomic<int> g_DobbyStatus{-99}; // -99 表示尚未尝试
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static std::atomic<int> g_DobbyStatus{-99};
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static uintptr_t g_GameBase = 0;
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static uintptr_t g_HookAddr_InitActor = 0;
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// =================================================================
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// 核心:使用管道进行安全内存读取
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// =================================================================
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// 安全 Pipe 读取
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static int g_SafePipe[2] = {-1, -1};
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void InitSafePipe() {
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if (g_SafePipe[0] == -1 && pipe(g_SafePipe) == -1) {
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LOGE("[-] 管道创建失败!");
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LOGE("[-] Pipeline Create Failed!");
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}
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}
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@ -99,7 +96,6 @@ std::mutex g_SnapshotMutex;
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GameSnapshot g_CurrentSnapshot;
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std::atomic<uintptr_t> g_ActorManager{0};
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// 数据抓取后台线程
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void DataWorkerThread() {
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while (true) {
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GameSnapshot newSnap;
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@ -152,86 +148,28 @@ uintptr_t GetModuleBase(const char* module_name) {
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return base;
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}
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// =================================================================
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// 目标 Hook 函数
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// =================================================================
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void (*old_InitActorParams)(void* x0, void* x1, void* x2, void* x3);
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void hook_InitActorParams(void* x0, void* x1, void* x2, void* x3) {
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g_InitActorTriggerCount++;
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LOGI("[****************] InitActorParams Hooked! x0 = %p [****************]", x0);
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g_ActorManager.store((uintptr_t)x0);
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old_InitActorParams(x0, x1, x2, x3);
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}
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// =================================================================
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// UI 渲染
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// =================================================================
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void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) {
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ImGui::SetNextWindowPos(ImVec2(w * 0.45f, 50), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(w * 0.52f, h * 0.85f), ImGuiCond_FirstUseEver);
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if (ImGui::Begin("全量地址链路监控 (Debug Mode)")) {
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// 1. Hook 诊断区 (核心)
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ImGui::TextColored(ImVec4(1, 1, 0, 1), "---- 核心 Hook 状态诊断 ----");
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ImGui::Text("Dobby 挂载状态: "); ImGui::SameLine();
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if (g_DobbyStatus == 0) ImGui::TextColored(ImVec4(0, 1, 0, 1), "已挂载 (Success)");
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else if (g_DobbyStatus == -99) ImGui::TextColored(ImVec4(0.5f, 0.5f, 0.5f, 1), "尚未尝试...");
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else ImGui::TextColored(ImVec4(1, 0, 0, 1), "挂载失败! 错误码: %d", (int)g_DobbyStatus);
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ImGui::Text("Hook 触发次数: "); ImGui::SameLine();
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ImGui::TextColored(g_InitActorTriggerCount > 0 ? ImVec4(0, 1, 0, 1) : ImVec4(1, 0.5f, 0, 1),
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"%d 次", (int)g_InitActorTriggerCount);
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if (g_InitActorTriggerCount == 0) {
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ImGui::TextColored(ImVec4(1, 0, 0, 1), "注意: 如果你已在对局中但触发次数为0,说明 Hook 没生效!");
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}
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ImGui::Separator();
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// 2. 偏移调节
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if (ImGui::CollapsingHeader("偏移微调 (十进制按钮)", ImGuiTreeNodeFlags_DefaultOpen)) {
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std::lock_guard<std::mutex> lock(g_OffsetMutex);
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auto drawOffsetBtn = [](const char* label, uint32_t& val) {
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ImGui::PushID(&val);
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ImGui::Text("%s: %u (0x%X)", label, val, val);
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if (ImGui::Button("-1")) val -= 1; ImGui::SameLine();
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if (ImGui::Button("+1")) val += 1; ImGui::SameLine();
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if (ImGui::Button("+8")) val += 8;
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ImGui::PopID();
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ImGui::Separator();
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};
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drawOffsetBtn("第一级 (X0 + ?)", g_Offsets.x0_to_addr1);
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drawOffsetBtn("英雄数组 (Addr1 + ?)", g_Offsets.addr1_to_addr2);
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drawOffsetBtn("英雄数据 (Item + ?)", g_Offsets.item_to_addr3);
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}
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// 3. 地址树
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if (ImGui::Begin(u8"全量地址链路监控 (Debug Mode)")) {
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ImGui::TextColored(ImVec4(1, 1, 0, 1), u8"---- 核心 Hook 状态诊断 ----");
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ImGui::Text(u8"Dobby 状态: %d (0成功)", (int)g_DobbyStatus);
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ImGui::Text(u8"触发次数: %d", (int)g_InitActorTriggerCount);
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ImGui::Separator();
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const auto& d = snap.debug;
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const auto& off = snap.offsets;
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ImGui::TextColored(ImVec4(0, 1, 1, 1), "libil2cpp 基址: 0x%lx", g_GameBase);
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ImGui::TextColored(d.baseX0 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), "[起点] X0 基地址: 0x%lx", d.baseX0);
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ImGui::TextColored(ImVec4(0, 1, 1, 1), u8"基址: 0x%lx", g_GameBase);
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ImGui::TextColored(d.baseX0 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), u8"X0 (起点): 0x%lx", d.baseX0);
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if (d.baseX0) {
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ImGui::TextColored(d.addr1 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1),
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" └─ Addr1: 0x%lx (X0+%d)", d.addr1, off.x0_to_addr1);
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ImGui::TextColored(d.addr2 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1),
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" └─ 英雄数组: 0x%lx (Addr1+%d)", d.addr2, off.addr1_to_addr2);
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if (d.addr2) {
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ImGui::Separator();
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for (int i = 0; i < 5; i++) {
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if (d.items[i].base == 0) continue;
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char lbl[128]; snprintf(lbl, 128, "英雄[%d] 实例: 0x%lx", i, d.items[i].base);
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if (ImGui::TreeNode(lbl)) {
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ImGui::Text("Addr3: 0x%lx", d.items[i].addr3);
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ImGui::Text("Addr4: 0x%lx", d.items[i].addr4);
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ImGui::TextColored(ImVec4(1, 0.8f, 0, 1), "最终数据存放点: 0x%lx", d.items[i].hp_final_ptr);
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ImGui::TreePop();
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}
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}
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}
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ImGui::TextColored(d.addr1 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), u8" └─ Addr1: 0x%lx", d.addr1);
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ImGui::TextColored(d.addr2 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), u8" └─ Array: 0x%lx", d.addr2);
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}
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}
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ImGui::End();
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@ -240,11 +178,32 @@ void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) {
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typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface);
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static p_eglSwapBuffers old_eglSwapBuffers = nullptr;
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// =================================================================
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// 核心修复:防止画面“花了”的状态保护函数
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// =================================================================
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EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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EGLint w, h; eglQuerySurface(dpy, surface, EGL_WIDTH, &w); eglQuerySurface(dpy, surface, EGL_HEIGHT, &h);
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if (w <= 0 || h <= 0) return old_eglSwapBuffers(dpy, surface);
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g_Touch.renderW = (float)w; g_Touch.renderH = (float)h;
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// --- [1] OpenGL 状态深度备份 ---
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GLint last_program, last_texture, last_active_texture, last_array_buffer, last_element_array_buffer, last_vertex_array;
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GLint last_viewport[4], last_scissor_box[4];
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GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
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GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
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GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
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GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
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glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_texture);
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
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glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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glGetIntegerv(GL_VIEWPORT, last_viewport);
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glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
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// --- [2] ImGui 绘制逻辑 ---
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GameSnapshot snapshot;
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{ std::lock_guard<std::mutex> lock(g_SnapshotMutex); snapshot = g_CurrentSnapshot; }
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@ -252,8 +211,8 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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ImGui::CreateContext();
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ImGui_ImplOpenGL3_Init("#version 300 es");
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ImGuiIO& io = ImGui::GetIO();
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const char* myFonts[] = { "/system/fonts/SysSans-Hans-Regular.ttf", "/system/fonts/NotoSansCJKjp-Regular.otc", "/system/fonts/NotoSansSC-Regular.otf", "/system/fonts/DroidSansFallback.ttf" };
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for (int i = 0; i < 4; i++) {
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const char* myFonts[] = { "/system/fonts/SysSans-Hans-Regular.ttf", "/system/fonts/NotoSansCJKjp-Regular.otc", "/system/fonts/NotoSansSC-Regular.otf" };
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for (int i = 0; i < 3; i++) {
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if (access(myFonts[i], R_OK) == 0) {
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io.Fonts->AddFontFromFileTTF(myFonts[i], 32.0f, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
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g_FontLoaded = true; break;
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@ -270,7 +229,6 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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float finalScale = (h / 1000.0f) * g_UserUIScale;
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ImGuiStyle& style = ImGui::GetStyle();
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style.ScaleAllSizes(1.2f * finalScale);
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style.WindowRounding = 10.0f;
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style.WindowTitleAlign = ImVec2(0.5f, 0.5f);
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io.FontGlobalScale = 1.2f * finalScale;
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@ -278,52 +236,69 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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ImGui::SetNextWindowPos(ImVec2(50, 50), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(w * 0.4f, h * 0.3f), ImGuiCond_FirstUseEver);
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if (ImGui::Begin("自动对局控制台 (SGame/V3)")) {
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ImGui::SliderFloat("菜单大小", &g_UserUIScale, 0.5f, 2.0f);
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if (ImGui::Button(" 重置触控校准 (RESET) ")) { g_Touch.offsetX = 0; g_Touch.offsetY = 0; }
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ImGui::Separator();
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ImGui::Text("数据读取状态: %s", snapshot.inMatch ? "读取中" : "待命中");
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if (ImGui::Begin(u8"自动对局控制台 (画面保护版)")) {
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ImGui::SliderFloat(u8"UI 缩放", &g_UserUIScale, 0.5f, 2.0f);
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ImGui::Text(u8"对局状态: %s", snapshot.inMatch ? u8"读取中" : u8"待命");
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}
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ImGui::End();
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DrawPointerDebugger(snapshot, w, h);
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ImGui::Render();
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GLint v[4]; glGetIntegerv(GL_VIEWPORT, v); glDisable(GL_DEPTH_TEST);
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glViewport(0, 0, w, h); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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glViewport(v[0], v[1], v[2], v[3]);
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glViewport(0, 0, w, h); // 临时切换到全屏 Viewport 画菜单
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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// --- [3] OpenGL 状态深度还原 (核心修复步骤) ---
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glUseProgram(last_program);
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glBindTexture(GL_TEXTURE_2D, last_texture);
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glActiveTexture(last_active_texture);
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glBindVertexArray(last_vertex_array);
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glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
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glViewport(last_viewport[0], last_viewport[1], last_viewport[2], last_viewport[3]);
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glScissor(last_scissor_box[0], last_scissor_box[1], last_scissor_box[2], last_scissor_box[3]);
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if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
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if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
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if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
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if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
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return old_eglSwapBuffers(dpy, surface);
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}
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// 触摸 Hook 逻辑 (同前)
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typedef int (*p_consume)(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent);
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static p_consume old_consume = nullptr;
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int hook_consume(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent) {
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int res = old_consume(instance, factory, consumeBatches, frameTime, outSeq, outEvent);
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if (res == 0 && outEvent && *outEvent) {
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AInputEvent* ev = (AInputEvent*)(*outEvent);
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if (AInputEvent_getType(ev) == AINPUT_EVENT_TYPE_MOTION) {
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int32_t action = AMotionEvent_getAction(ev) & AMOTION_EVENT_ACTION_MASK;
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float rawX = AMotionEvent_getX(ev, 0); float rawY = AMotionEvent_getY(ev, 0);
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float scX = g_Touch.renderW / g_Touch.physW; float scY = g_Touch.renderH / g_Touch.physH;
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g_Touch.x = (rawX * scX) + g_Touch.offsetX; g_Touch.y = (rawY * scY) + g_Touch.offsetY;
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if (action == AMOTION_EVENT_ACTION_DOWN) g_Touch.down.store(true);
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else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) g_Touch.down.store(false);
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}
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}
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return res;
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}
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void* DelayedHookThread(void*) {
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InitSafePipe();
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// 1. 立即挂载渲染 Hook,菜单秒弹
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void* egl = DobbySymbolResolver("libEGL.so", "eglSwapBuffers");
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if (egl) DobbyHook(egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
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void* ins = DobbySymbolResolver("libinput.so", "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE");
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if (ins) DobbyHook(ins, (void*)hook_consume, (void**)&old_consume);
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std::thread(DataWorkerThread).detach();
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// 2. 后台循环等待并挂载 RVA Hook
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while (true) {
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uintptr_t base = GetModuleBase(GAME_MODULE);
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if (base) {
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g_GameBase = base;
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g_HookAddr_InitActor = base + 0x73507bc;
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// 尝试 Hook 并记录状态
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int ret = DobbyHook((void*)g_HookAddr_InitActor, (void*)hook_InitActorParams, (void**)&old_InitActorParams);
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g_DobbyStatus.store(ret);
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if (ret == 0) {
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LOGI("[+] libil2cpp Hook 成功挂载!");
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// 清理函数 Hook (非核心,顺带做)
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void* old_tmp;
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DobbyHook((void*)(base + 0x734bc10), (void*)hook_InitActorParams, &old_tmp);
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} else {
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LOGE("[-] libil2cpp Hook 挂载失败! Code: %d", ret);
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}
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break;
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}
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std::this_thread::sleep_for(std::chrono::seconds(1));
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