From 9931445697fa4d4a29d6ca32df438d61156b1982 Mon Sep 17 00:00:00 2001 From: gggaa2152 <60614405+gggaa2152@users.noreply.github.com> Date: Tue, 7 Apr 2026 01:50:14 +0800 Subject: [PATCH] Update main.cpp --- main.cpp | 178 ++++++++++++++++++++++++++++--------------------------- 1 file changed, 90 insertions(+), 88 deletions(-) diff --git a/main.cpp b/main.cpp index 24b09aadd..da39e977a 100644 --- a/main.cpp +++ b/main.cpp @@ -37,8 +37,6 @@ struct { float physW = 3392.0f; float physH = 2400.0f; bool isSizeAutoDetected = false; - - // 触控偏移 float offsetX = 0.0f; float offsetY = 0.0f; } g_Touch; @@ -52,11 +50,7 @@ static uintptr_t g_GameBase = 0; static uintptr_t g_HookAddr_InitActor = 0; static uintptr_t g_HookAddr_ClearActor = 0; -// ================================================================= -// 核心读取逻辑:使用 Pipe (管道) 模式 -// ================================================================= 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!"); @@ -73,7 +67,6 @@ T SafeRead(uintptr_t address) { return value; } -// 动态偏移配置 struct DynamicOffsets { uint32_t x0_to_addr1 = 32; uint32_t addr1_to_addr2 = 16; @@ -91,18 +84,14 @@ struct DynamicOffsets { DynamicOffsets g_Offsets; std::mutex g_OffsetMutex; -struct PlayerData { - int hp = 0, maxHp = 0, mana = 0, gold = 0, level = 0; - float worldX = 0, worldY = 0, worldZ = 0; - float mapX = 0, mapY = 0; -}; - struct DebugChain { uintptr_t baseX0 = 0; uintptr_t addr1 = 0; uintptr_t addr2 = 0; struct Item { uintptr_t base = 0, addr3 = 0, addr4 = 0, addr5 = 0, addr6 = 0; + // 最终数据存放地址,方便看哪一步断了 + uintptr_t gold_ptr = 0, hp_ptr = 0, level_ptr = 0; } items[15]; }; @@ -110,7 +99,6 @@ struct GameSnapshot { bool inMatch = false; DynamicOffsets offsets; DebugChain debug; - std::vector players; }; std::mutex g_SnapshotMutex; @@ -123,6 +111,7 @@ void DataWorkerThread() { DynamicOffsets currOff; { std::lock_guard lock(g_OffsetMutex); currOff = g_Offsets; } newSnap.offsets = currOff; + uintptr_t baseX0 = g_ActorManager.load(); if (baseX0 != 0) { newSnap.inMatch = true; @@ -137,18 +126,24 @@ void DataWorkerThread() { uintptr_t item = SafeRead(addr2 + (i * 0x8)); newSnap.debug.items[i].base = item; if (!item) continue; + uintptr_t addr3 = SafeRead(item + currOff.item_to_addr3); newSnap.debug.items[i].addr3 = addr3; if (!addr3) continue; - PlayerData p; + 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); - p.level = SafeRead(addr4 + currOff.prop_level); + newSnap.debug.items[i].gold_ptr = addr4 + currOff.prop_gold; + newSnap.debug.items[i].hp_ptr = addr4 + currOff.prop_hp; + newSnap.debug.items[i].level_ptr = addr4 + currOff.prop_level; } - if (p.maxHp > 0 && p.maxHp < 50000) newSnap.players.push_back(p); + + uintptr_t addr5 = SafeRead(addr3 + currOff.addr3_to_addr5); + newSnap.debug.items[i].addr5 = addr5; + + uintptr_t addr6 = SafeRead(addr3 + currOff.addr3_to_addr6); + newSnap.debug.items[i].addr6 = addr6; } } } @@ -186,32 +181,83 @@ void hook_ClearActor(void* x0) { old_ClearActor(x0); } -// 指针调试窗 +// ================================================================= +// 核心:输出所有捕获到的地址 +// ================================================================= void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) { ImGui::SetNextWindowPos(ImVec2(w * 0.4f, 100), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(w * 0.55f, h * 0.8f), ImGuiCond_FirstUseEver); - if (ImGui::Begin("内存指针链实时诊断", nullptr, ImGuiWindowFlags_None)) { - if (ImGui::CollapsingHeader("10进制偏移微调 (按 1 调节)", ImGuiTreeNodeFlags_DefaultOpen)) { + if (ImGui::Begin("内存地址链路全监控", nullptr, ImGuiWindowFlags_None)) { + if (ImGui::CollapsingHeader("偏移量实时微调面板", ImGuiTreeNodeFlags_DefaultOpen)) { std::lock_guard lock(g_OffsetMutex); auto drawOffsetBtn = [](const char* label, uint32_t& val) { ImGui::PushID(&val); - ImGui::Text("%s: %d", label, val); - if (ImGui::Button("-8")) val -= 8; ImGui::SameLine(); + ImGui::Text("%s: %d (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(); }; - drawOffsetBtn("地址1", g_Offsets.x0_to_addr1); - drawOffsetBtn("数组", g_Offsets.addr1_to_addr2); - drawOffsetBtn("实体", g_Offsets.item_to_addr3); + drawOffsetBtn("地址1 (x0 + ?)", g_Offsets.x0_to_addr1); + drawOffsetBtn("数组 (addr1 + ?)", g_Offsets.addr1_to_addr2); + drawOffsetBtn("实体 (item + ?)", g_Offsets.item_to_addr3); } ImGui::Separator(); + const auto& d = snap.debug; - ImGui::TextColored(d.baseX0 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), "X0 基址: 0x%lx (触发:%d)", d.baseX0, g_InitActorTriggerCount.load()); - ImGui::TextColored(d.addr1 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ 地址1: 0x%lx", d.addr1); - ImGui::TextColored(d.addr2 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ 数组: 0x%lx", d.addr2); + const auto& off = snap.offsets; + + // 顶层链路 + ImGui::TextColored(ImVec4(0,1,1,1), "模块基址: 0x%lx", g_GameBase); + ImGui::TextColored(d.baseX0 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), "起点 X0: 0x%lx (触发:%d)", d.baseX0, g_InitActorTriggerCount.load()); + ImGui::TextColored(d.addr1 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ 地址 1 (X0 + %d): 0x%lx", off.x0_to_addr1, d.addr1); + ImGui::TextColored(d.addr2 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ 英雄数组 (Addr1 + %d): 0x%lx", off.addr1_to_addr2, d.addr2); + + ImGui::Separator(); + ImGui::Text("---- 英雄单元详细内存树 ----"); + + if (d.addr2 != 0) { + for (int i = 0; i < 15; i++) { + if (d.items[i].base == 0) continue; + char nodeName[128]; + snprintf(nodeName, sizeof(nodeName), "玩家[%d] 实例地址: 0x%lx", i, d.items[i].base); + + if (ImGui::TreeNodeEx(nodeName, ImGuiTreeNodeFlags_Framed)) { + // 第一级跳转:实体数据 + ImGui::TextColored(d.items[i].addr3 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), + " └─ [+%d] 详细数据(Addr3): 0x%lx", off.item_to_addr3, d.items[i].addr3); + + if (d.items[i].addr3) { + // 第二级跳转:三个主要功能区 + if (ImGui::TreeNode("查看具体功能区与数据末端地址")) { + + // Addr4: 属性区 + ImGui::TextColored(d.items[i].addr4 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), + " ├─ Addr4 (属性区): 0x%lx", d.items[i].addr4); + if (d.items[i].addr4) { + ImGui::BulletText("HP 存放地址: 0x%lx", d.items[i].hp_ptr); + ImGui::BulletText("金币存放地址: 0x%lx", d.items[i].gold_ptr); + ImGui::BulletText("等级存放地址: 0x%lx", d.items[i].level_ptr); + } + + // Addr5: 坐标区 + ImGui::TextColored(d.items[i].addr5 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), + " ├─ Addr5 (世界坐标区): 0x%lx", d.items[i].addr5); + + // Addr6: 雷达区 + ImGui::TextColored(d.items[i].addr6 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), + " └─ Addr6 (雷达区): 0x%lx", d.items[i].addr6); + + ImGui::TreePop(); + } + } + ImGui::TreePop(); + } + } + } else { + ImGui::TextColored(ImVec4(1,0,0,1), "英雄数组为空,请进入对局触发 InitActor。"); + } } ImGui::End(); } @@ -225,18 +271,12 @@ static p_InputConsumer_consume old_consume = nullptr; 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 > 0) ? (g_Touch.renderW / g_Touch.physW) : 1.0f; float autoScaleY = (g_Touch.renderH > 0) ? (g_Touch.renderH / g_Touch.physH) : 1.0f; - 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); - } + 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); } } @@ -257,14 +297,8 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { 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" - }; + 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()); @@ -289,59 +323,29 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { style.ScaleAllSizes(1.2f * finalScale); style.WindowRounding = 12.0f; style.FramePadding = ImVec2(10, 10); - // 修正:将 TitleAlign 修改为 WindowTitleAlign style.WindowTitleAlign = ImVec2(0.5f, 0.5f); io.FontGlobalScale = 1.2f * finalScale; ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); - if (g_Touch.down.load()) ImGui::GetForegroundDrawList()->AddCircleFilled(io.MousePos, 22.0f, IM_COL32(0, 255, 0, 180)); - if (g_BaseWindowHeight == 0.0f) g_BaseWindowHeight = h * 0.45f; ImGui::SetNextWindowPos(ImVec2(50, 50), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(w * 0.6f, g_BaseWindowHeight), ImGuiCond_FirstUseEver); - static bool show_pointer_debugger = true; - - if (ImGui::Begin("全自动对局助手 (libil2cpp版)")) { - if (!g_FontLoaded) ImGui::TextColored(ImVec4(1,0,0,1), "警告: 无法加载字库,中文变问号!"); - - if (ImGui::CollapsingHeader("校准与设置", ImGuiTreeNodeFlags_DefaultOpen)) { - ImGui::SliderFloat("UI 缩放", &g_UserUIScale, 0.5f, 2.0f); - - ImGui::Text("当前触控偏移: X:%.1f Y:%.1f", g_Touch.offsetX, g_Touch.offsetY); - if (ImGui::Button(" 重置所有偏移量 (RESET) ", ImVec2(-1, 0))) { - g_Touch.offsetX = 0; - g_Touch.offsetY = 0; - } - - if (ImGui::Button("-10##x")) g_Touch.offsetX -= 10; ImGui::SameLine(); - if (ImGui::Button("+10##x")) g_Touch.offsetX += 10; ImGui::SameLine(); - ImGui::Text("微调 X"); - if (ImGui::Button("-10##y")) g_Touch.offsetY -= 10; ImGui::SameLine(); - if (ImGui::Button("+10##y")) g_Touch.offsetY += 10; - ImGui::Text("微调 Y"); - } - + if (ImGui::Begin("全自动对局助手 (调试模式)")) { + ImGui::SliderFloat("UI 缩放", &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::Text("触控偏移: 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("开启指针诊断窗", &show_pointer_debugger); - ImGui::Separator(); - ImGui::TextColored(ImVec4(0, 1, 0, 1), "对局状态: %s", snapshot.inMatch ? "正在对局" : "空闲中"); - - if (ImGui::BeginTable("PlayersTable", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg)) { - ImGui::TableSetupColumn("等级"); ImGui::TableSetupColumn("血量数据"); - 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::EndTable(); - } + ImGui::TextColored(ImVec4(0, 1, 0, 1), "状态: %s", snapshot.inMatch ? "正在对局" : "空闲"); } ImGui::End(); - if (show_pointer_debugger) DrawPointerDebugger(snapshot, w, h); + DrawPointerDebugger(snapshot, w, h); ImGui::Render(); GLint v[4]; glGetIntegerv(GL_VIEWPORT, v); @@ -357,9 +361,7 @@ void* DelayedHookThread(void*) { 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(); - while (true) { uintptr_t base = GetModuleBase(GAME_MODULE); if (base) {