diff --git a/main.cpp b/main.cpp index 369285ba1..b55c13fae 100644 --- a/main.cpp +++ b/main.cpp @@ -43,19 +43,16 @@ struct { static float g_DynamicScale = 1.0f; static float g_UserUIScale = 1.2f; -// Hook 状态实时监控 static std::atomic g_InitActorTriggerCount{0}; -static std::atomic g_DobbyStatus{-99}; // -99 表示尚未尝试 +static std::atomic g_DobbyStatus{-99}; static uintptr_t g_GameBase = 0; static uintptr_t g_HookAddr_InitActor = 0; -// ================================================================= -// 核心:使用管道进行安全内存读取 -// ================================================================= +// 安全 Pipe 读取 static int g_SafePipe[2] = {-1, -1}; void InitSafePipe() { if (g_SafePipe[0] == -1 && pipe(g_SafePipe) == -1) { - LOGE("[-] 管道创建失败!"); + LOGE("[-] Pipeline Create Failed!"); } } @@ -99,7 +96,6 @@ std::mutex g_SnapshotMutex; GameSnapshot g_CurrentSnapshot; std::atomic g_ActorManager{0}; -// 数据抓取后台线程 void DataWorkerThread() { while (true) { GameSnapshot newSnap; @@ -152,86 +148,28 @@ uintptr_t GetModuleBase(const char* module_name) { return base; } -// ================================================================= -// 目标 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_InitActorTriggerCount++; - LOGI("[****************] InitActorParams Hooked! x0 = %p [****************]", x0); g_ActorManager.store((uintptr_t)x0); old_InitActorParams(x0, x1, x2, x3); } -// ================================================================= -// UI 渲染 -// ================================================================= void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) { ImGui::SetNextWindowPos(ImVec2(w * 0.45f, 50), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(w * 0.52f, h * 0.85f), ImGuiCond_FirstUseEver); - if (ImGui::Begin("全量地址链路监控 (Debug Mode)")) { - - // 1. Hook 诊断区 (核心) - ImGui::TextColored(ImVec4(1, 1, 0, 1), "---- 核心 Hook 状态诊断 ----"); - ImGui::Text("Dobby 挂载状态: "); ImGui::SameLine(); - if (g_DobbyStatus == 0) ImGui::TextColored(ImVec4(0, 1, 0, 1), "已挂载 (Success)"); - else if (g_DobbyStatus == -99) ImGui::TextColored(ImVec4(0.5f, 0.5f, 0.5f, 1), "尚未尝试..."); - else ImGui::TextColored(ImVec4(1, 0, 0, 1), "挂载失败! 错误码: %d", (int)g_DobbyStatus); - - ImGui::Text("Hook 触发次数: "); ImGui::SameLine(); - ImGui::TextColored(g_InitActorTriggerCount > 0 ? ImVec4(0, 1, 0, 1) : ImVec4(1, 0.5f, 0, 1), - "%d 次", (int)g_InitActorTriggerCount); - - if (g_InitActorTriggerCount == 0) { - 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!"); - } - ImGui::Separator(); - - // 2. 偏移调节 - if (ImGui::CollapsingHeader("偏移微调 (十进制按钮)", ImGuiTreeNodeFlags_DefaultOpen)) { - std::lock_guard lock(g_OffsetMutex); - auto drawOffsetBtn = [](const char* label, uint32_t& val) { - ImGui::PushID(&val); - ImGui::Text("%s: %u (0x%X)", label, val, val); - if (ImGui::Button("-1")) val -= 1; ImGui::SameLine(); - if (ImGui::Button("+1")) val += 1; ImGui::SameLine(); - if (ImGui::Button("+8")) val += 8; - ImGui::PopID(); - ImGui::Separator(); - }; - drawOffsetBtn("第一级 (X0 + ?)", g_Offsets.x0_to_addr1); - drawOffsetBtn("英雄数组 (Addr1 + ?)", g_Offsets.addr1_to_addr2); - drawOffsetBtn("英雄数据 (Item + ?)", g_Offsets.item_to_addr3); - } - - // 3. 地址树 + if (ImGui::Begin(u8"全量地址链路监控 (Debug Mode)")) { + ImGui::TextColored(ImVec4(1, 1, 0, 1), u8"---- 核心 Hook 状态诊断 ----"); + ImGui::Text(u8"Dobby 状态: %d (0成功)", (int)g_DobbyStatus); + ImGui::Text(u8"触发次数: %d", (int)g_InitActorTriggerCount); ImGui::Separator(); const auto& d = snap.debug; - const auto& off = snap.offsets; - - ImGui::TextColored(ImVec4(0, 1, 1, 1), "libil2cpp 基址: 0x%lx", g_GameBase); - ImGui::TextColored(d.baseX0 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), "[起点] X0 基地址: 0x%lx", d.baseX0); - + ImGui::TextColored(ImVec4(0, 1, 1, 1), u8"基址: 0x%lx", g_GameBase); + ImGui::TextColored(d.baseX0 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), u8"X0 (起点): 0x%lx", d.baseX0); if (d.baseX0) { - ImGui::TextColored(d.addr1 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), - " └─ Addr1: 0x%lx (X0+%d)", d.addr1, off.x0_to_addr1); - ImGui::TextColored(d.addr2 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), - " └─ 英雄数组: 0x%lx (Addr1+%d)", d.addr2, off.addr1_to_addr2); - - if (d.addr2) { - ImGui::Separator(); - for (int i = 0; i < 5; i++) { - if (d.items[i].base == 0) continue; - char lbl[128]; snprintf(lbl, 128, "英雄[%d] 实例: 0x%lx", i, d.items[i].base); - if (ImGui::TreeNode(lbl)) { - ImGui::Text("Addr3: 0x%lx", d.items[i].addr3); - ImGui::Text("Addr4: 0x%lx", d.items[i].addr4); - ImGui::TextColored(ImVec4(1, 0.8f, 0, 1), "最终数据存放点: 0x%lx", d.items[i].hp_final_ptr); - ImGui::TreePop(); - } - } - } + ImGui::TextColored(d.addr1 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), u8" └─ Addr1: 0x%lx", d.addr1); + ImGui::TextColored(d.addr2 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), u8" └─ Array: 0x%lx", d.addr2); } } ImGui::End(); @@ -240,11 +178,32 @@ void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) { typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface); static p_eglSwapBuffers old_eglSwapBuffers = nullptr; +// ================================================================= +// 核心修复:防止画面“花了”的状态保护函数 +// ================================================================= 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; + // --- [1] OpenGL 状态深度备份 --- + GLint last_program, last_texture, last_active_texture, last_array_buffer, last_element_array_buffer, last_vertex_array; + GLint last_viewport[4], last_scissor_box[4]; + GLboolean last_enable_blend = glIsEnabled(GL_BLEND); + GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); + GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); + GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); + + 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_VIEWPORT, last_viewport); + glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + + // --- [2] ImGui 绘制逻辑 --- GameSnapshot snapshot; { std::lock_guard lock(g_SnapshotMutex); snapshot = g_CurrentSnapshot; } @@ -252,8 +211,8 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { ImGui::CreateContext(); ImGui_ImplOpenGL3_Init("#version 300 es"); ImGuiIO& io = ImGui::GetIO(); - const char* myFonts[] = { "/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++) { + const char* myFonts[] = { "/system/fonts/SysSans-Hans-Regular.ttf", "/system/fonts/NotoSansCJKjp-Regular.otc", "/system/fonts/NotoSansSC-Regular.otf" }; + for (int i = 0; i < 3; i++) { if (access(myFonts[i], R_OK) == 0) { io.Fonts->AddFontFromFileTTF(myFonts[i], 32.0f, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon()); g_FontLoaded = true; break; @@ -270,7 +229,6 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { float finalScale = (h / 1000.0f) * g_UserUIScale; ImGuiStyle& style = ImGui::GetStyle(); style.ScaleAllSizes(1.2f * finalScale); - style.WindowRounding = 10.0f; style.WindowTitleAlign = ImVec2(0.5f, 0.5f); io.FontGlobalScale = 1.2f * finalScale; @@ -278,52 +236,69 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { ImGui::SetNextWindowPos(ImVec2(50, 50), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(w * 0.4f, h * 0.3f), ImGuiCond_FirstUseEver); - - if (ImGui::Begin("自动对局控制台 (SGame/V3)")) { - ImGui::SliderFloat("菜单大小", &g_UserUIScale, 0.5f, 2.0f); - if (ImGui::Button(" 重置触控校准 (RESET) ")) { g_Touch.offsetX = 0; g_Touch.offsetY = 0; } - ImGui::Separator(); - ImGui::Text("数据读取状态: %s", snapshot.inMatch ? "读取中" : "待命中"); + if (ImGui::Begin(u8"自动对局控制台 (画面保护版)")) { + ImGui::SliderFloat(u8"UI 缩放", &g_UserUIScale, 0.5f, 2.0f); + ImGui::Text(u8"对局状态: %s", snapshot.inMatch ? u8"读取中" : u8"待命"); } ImGui::End(); DrawPointerDebugger(snapshot, w, h); ImGui::Render(); - GLint v[4]; glGetIntegerv(GL_VIEWPORT, v); glDisable(GL_DEPTH_TEST); - glViewport(0, 0, w, h); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); - glViewport(v[0], v[1], v[2], v[3]); + glViewport(0, 0, w, h); // 临时切换到全屏 Viewport 画菜单 + ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + + // --- [3] OpenGL 状态深度还原 (核心修复步骤) --- + glUseProgram(last_program); + glBindTexture(GL_TEXTURE_2D, last_texture); + glActiveTexture(last_active_texture); + glBindVertexArray(last_vertex_array); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); + 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]); + + 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); + return old_eglSwapBuffers(dpy, surface); } +// 触摸 Hook 逻辑 (同前) +typedef int (*p_consume)(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent); +static p_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) { + AInputEvent* ev = (AInputEvent*)(*outEvent); + if (AInputEvent_getType(ev) == AINPUT_EVENT_TYPE_MOTION) { + int32_t action = AMotionEvent_getAction(ev) & AMOTION_EVENT_ACTION_MASK; + float rawX = AMotionEvent_getX(ev, 0); float rawY = AMotionEvent_getY(ev, 0); + float scX = g_Touch.renderW / g_Touch.physW; float scY = g_Touch.renderH / g_Touch.physH; + g_Touch.x = (rawX * scX) + g_Touch.offsetX; g_Touch.y = (rawY * 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); + } + } + return res; +} + void* DelayedHookThread(void*) { InitSafePipe(); - - // 1. 立即挂载渲染 Hook,菜单秒弹 void* egl = DobbySymbolResolver("libEGL.so", "eglSwapBuffers"); if (egl) DobbyHook(egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers); - + void* ins = DobbySymbolResolver("libinput.so", "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE"); + if (ins) DobbyHook(ins, (void*)hook_consume, (void**)&old_consume); std::thread(DataWorkerThread).detach(); - - // 2. 后台循环等待并挂载 RVA Hook while (true) { uintptr_t base = GetModuleBase(GAME_MODULE); if (base) { g_GameBase = base; g_HookAddr_InitActor = base + 0x73507bc; - - // 尝试 Hook 并记录状态 int ret = DobbyHook((void*)g_HookAddr_InitActor, (void*)hook_InitActorParams, (void**)&old_InitActorParams); g_DobbyStatus.store(ret); - - if (ret == 0) { - LOGI("[+] libil2cpp Hook 成功挂载!"); - // 清理函数 Hook (非核心,顺带做) - void* old_tmp; - DobbyHook((void*)(base + 0x734bc10), (void*)hook_InitActorParams, &old_tmp); - } else { - LOGE("[-] libil2cpp Hook 挂载失败! Code: %d", ret); - } break; } std::this_thread::sleep_for(std::chrono::seconds(1));