Update main.cpp

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gggaa2152 2026-04-07 05:42:33 +08:00 committed by GitHub
parent 73b733d26b
commit 856301c096
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@ -103,7 +103,6 @@ std::mutex g_SnapshotMutex;
GameSnapshot g_CurrentSnapshot;
std::atomic<uintptr_t> g_ActorManager{0};
// 后台数据读取线程
void DataWorkerThread() {
while (true) {
GameSnapshot newSnap;
@ -187,25 +186,26 @@ uintptr_t GetModuleBase(const char* module_name) {
return base;
}
// ======================== DobbyInstrument 回调 ========================
#ifdef __aarch64__
void instrument_InitActorParams(RegisterContext* ctx, void* userdata) {
uintptr_t x0 = ctx->general.x0;
if (x0 != 0) {
LOGI("[Instrument] InitActorParams x0 = %p", (void*)x0);
g_ActorManager.store(x0);
} else {
LOGI("[Instrument] InitActorParams called with x0 = 0");
// ========== Hook 函数:单参数(匹配原函数) ==========
void (*old_InitActorParams)(void* x0);
void hook_InitActorParams(void* x0) {
LOGI("[Hook] InitActorParams called, x0 = %p", x0);
if (x0) {
g_ActorManager.store((uintptr_t)x0);
uintptr_t test = SafeRead<uintptr_t>((uintptr_t)x0 + g_Offsets.x0_to_addr1);
LOGI("[Hook] x0+0x%x = %p", g_Offsets.x0_to_addr1, (void*)test);
}
old_InitActorParams(x0);
}
void instrument_ClearActor(RegisterContext* ctx, void* userdata) {
LOGI("[Instrument] ClearActor called, x0 = %p", (void*)ctx->general.x0);
void (*old_ClearActor)(void* x0);
void hook_ClearActor(void* x0) {
LOGI("[Hook] ClearActor called, x0 = %p", x0);
g_ActorManager.store(0);
old_ClearActor(x0);
}
#endif
// ======================== 原有 UI 绘制函数(保持不变)========================
// ========== UI 绘制函数 ==========
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);
@ -297,6 +297,7 @@ void handle_android_event(AInputEvent* event) {
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));
@ -446,33 +447,28 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
return old_eglSwapBuffers(dpy, surface);
}
// 延迟 Hook 线程
// ========== 延迟初始化线程 ==========
void* DelayedHookThread(void*) {
// 1. 立即 Hook 渲染和输入
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);
// 2. 启动数据线程
std::thread(DataWorkerThread).detach();
// 3. 等待 libil2cpp.so 加载,注册 DobbyInstrument
while (true) {
uintptr_t base = GetModuleBase(GAME_MODULE);
if (base) {
g_GameBase = base;
g_HookAddr_InitActor = base + 0x734cd54; // 修正后的 InitActorParams 地址
g_HookAddr_InitActor = base + 0x734cd54; // 修正后的地址
g_HookAddr_ClearActor = base + 0x734bc10;
LOGI("[*] libil2cpp.so base = 0x%lx", base);
LOGI("[*] InitActor addr = 0x%lx", g_HookAddr_InitActor);
LOGI("[*] ClearActor addr = 0x%lx", g_HookAddr_ClearActor);
#ifdef __aarch64__
int ret1 = DobbyInstrument((void*)g_HookAddr_InitActor, instrument_InitActorParams);
int ret2 = DobbyInstrument((void*)g_HookAddr_ClearActor, instrument_ClearActor);
LOGI("[*] DobbyInstrument InitActor result: %d, ClearActor result: %d", ret1, ret2);
#endif
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("[*] Hook InitActor result: %d, ClearActor result: %d", ret1, ret2);
break;
}
sleep(1);