Update main.cpp

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gggaa2152 2026-04-07 01:40:35 +08:00 committed by GitHub
parent b9551e3232
commit b02f8b70c3
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180
main.cpp
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@ -37,13 +37,15 @@ 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;
static float g_DynamicScale = 1.0f;
static float g_BaseWindowHeight = 0.0f;
static float g_UserUIScale = 1.2f;
static float g_UserUIScale = 1.1f;
static std::atomic<int> g_InitActorTriggerCount{0};
static uintptr_t g_GameBase = 0;
@ -51,12 +53,12 @@ static uintptr_t g_HookAddr_InitActor = 0;
static uintptr_t g_HookAddr_ClearActor = 0;
// =================================================================
// 核心升级:使用 Pipe (管道) 进行超安全内存读取
// 核心读取逻辑:使用 Pipe (管道) 模式
// =================================================================
static int g_SafePipe[2] = {-1, -1};
void InitSafePipe() {
if (pipe(g_SafePipe) == -1) {
if (g_SafePipe[0] == -1 && pipe(g_SafePipe) == -1) {
LOGE("[-] 管道创建失败!");
}
}
@ -66,20 +68,12 @@ T SafeRead(uintptr_t address) {
T value{};
if (address < 0x10000000 || address > 0x00007FFFFFFFFFFF) return value;
if (g_SafePipe[0] == -1) InitSafePipe();
// 1. 尝试将内存数据写入管道 (write 会在地址非法时安全返回 -1)
if (write(g_SafePipe[1], (void*)address, sizeof(T)) == -1) {
return value; // 野指针,安全返回空值
}
// 2. 从管道中读回数据到变量
if (write(g_SafePipe[1], (void*)address, sizeof(T)) == -1) return value;
read(g_SafePipe[0], &value, sizeof(T));
return value;
}
// =================================================================
// 动态偏移配置
// =================================================================
struct DynamicOffsets {
uint32_t x0_to_addr1 = 32;
uint32_t addr1_to_addr2 = 16;
@ -97,9 +91,6 @@ struct DynamicOffsets {
DynamicOffsets g_Offsets;
std::mutex g_OffsetMutex;
// =================================================================
// 数据快照逻辑
// =================================================================
struct PlayerData {
int hp = 0, maxHp = 0, mana = 0, gold = 0, level = 0;
float worldX = 0, worldY = 0, worldZ = 0;
@ -151,27 +142,12 @@ void DataWorkerThread() {
if (!addr3) continue;
PlayerData p;
uintptr_t addr4 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr4);
newSnap.debug.items[i].addr4 = addr4;
if (addr4) {
p.gold = SafeRead<int32_t>(addr4 + currOff.prop_gold);
p.hp = SafeRead<int32_t>(addr4 + currOff.prop_hp);
p.maxHp = SafeRead<int32_t>(addr4 + currOff.prop_maxhp);
p.level = SafeRead<int32_t>(addr4 + currOff.prop_level);
}
uintptr_t addr5 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr5);
newSnap.debug.items[i].addr5 = addr5;
if (addr5) {
p.worldX = SafeRead<float>(addr5 + 0x0);
p.worldZ = SafeRead<float>(addr5 + 0x4);
p.worldY = SafeRead<float>(addr5 + 0x8);
p.mana = SafeRead<int32_t>(addr5 + 0x28);
}
uintptr_t addr6 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr6);
newSnap.debug.items[i].addr6 = addr6;
if (addr6) {
p.mapX = SafeRead<float>(addr6 + 0x50);
p.mapY = SafeRead<float>(addr6 + 0x54);
}
if (p.maxHp > 0 && p.maxHp < 50000) newSnap.players.push_back(p);
}
}
@ -200,7 +176,6 @@ uintptr_t GetModuleBase(const char* module_name) {
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("[TRIGGER] InitActorParams (libil2cpp) Called! x0 = %p", x0);
g_ActorManager.store((uintptr_t)x0);
old_InitActorParams(x0, x1, x2, x3);
}
@ -211,51 +186,33 @@ void hook_ClearActor(void* x0) {
old_ClearActor(x0);
}
// 指针调试窗
void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) {
ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowPos(ImVec2(w * 0.4f, 100), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(w * 0.55f, h * 0.8f), ImGuiCond_FirstUseEver);
if (ImGui::Begin("指针断点排错器 (Pipe 模式)")) {
ImGui::TextColored(ImVec4(1, 1, 0, 1), "对局初始化 Hook 触发次数: %d", g_InitActorTriggerCount.load());
ImGui::Separator();
if (ImGui::CollapsingHeader("动态偏移修改面板 (十进制)", ImGuiTreeNodeFlags_DefaultOpen)) {
// 确保不带 NoMove 标志
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)) {
std::lock_guard<std::mutex> 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 -> 当前: %d", label, val);
if (ImGui::Button("-1")) { if (val >= 1) val -= 1; else val = 0; } ImGui::SameLine();
ImGui::Text("%s: %d", label, val);
if (ImGui::Button("-8")) val -= 8; ImGui::SameLine();
if (ImGui::Button("-1")) val -= 1; 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("地址1 (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("地址1", g_Offsets.x0_to_addr1);
drawOffsetBtn("数组", g_Offsets.addr1_to_addr2);
drawOffsetBtn("实体", g_Offsets.item_to_addr3);
}
ImGui::Separator();
ImGui::TextColored(ImVec4(0, 1, 1, 1), "[IL2CPP] 基址: 0x%lx", g_GameBase);
ImGui::TextColored(ImVec4(0, 1, 1, 1), "[Hook] InitActor (RVA 0x73507bc) -> 0x%lx", g_HookAddr_InitActor);
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), "[X0] 基准地址: 0x%lx", d.baseX0);
ImGui::TextColored(d.addr1 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] 层级 1: 0x%lx", off.x0_to_addr1, d.addr1);
ImGui::TextColored(d.addr2 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] 实体数组: 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), "玩家 [%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), " └─ [+%d] 详细数据: 0x%lx", off.item_to_addr3, d.items[i].addr3);
ImGui::TreePop();
}
}
}
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);
}
ImGui::End();
}
@ -263,6 +220,35 @@ void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) {
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 handle_android_event(AInputEvent* event) {
if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) {
int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK;
// 使用 renderW/physW 进行比例换算
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;
// 关键:实时更新 X/Y
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);
}
}
}
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;
}
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);
@ -274,8 +260,9 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
if (!g_Initialized) {
ImGui::CreateContext();
ImGui_ImplOpenGL3_Init("#version 300 es");
ImGuiIO& io = ImGui::GetIO();
// 加载字体逻辑
ImGuiIO& io = ImGui::GetIO();
const char* systemFonts[] = {
"/system/fonts/SysSans-Hans-Regular.ttf",
"/system/fonts/NotoSansCJKjp-Regular.otc",
@ -300,39 +287,60 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
if (deviceScale < 1.0f) deviceScale = 1.0f;
float finalScale = deviceScale * g_DynamicScale * g_UserUIScale;
// --- UI 样式优化:加厚标题栏以便于拖动 ---
static ImGuiStyle default_style = ImGui::GetStyle();
ImGuiStyle& style = ImGui::GetStyle(); style = default_style;
ImGuiStyle& style = ImGui::GetStyle();
style = default_style;
style.ScaleAllSizes(1.2f * finalScale);
style.WindowRounding = 12.0f; style.WindowMinSize = ImVec2(100.0f, 100.0f);
style.WindowRounding = 12.0f;
style.FramePadding = ImVec2(10, 10); // 加厚交互区域
style.TitleAlign = ImVec2(0.5f, 0.5f); // 标题居中
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));
// 准星调试圆点
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(30, 30), ImGuiCond_FirstUseEver);
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("全自动游戏对局诊断 (Pipe 模式)")) {
if (!g_FontLoaded) ImGui::TextColored(ImVec4(1,0,0,1), "警告: 无法加载手机字库!");
ImGui::SliderFloat("菜单缩放", &g_UserUIScale, 0.5f, 2.0f);
ImGui::Checkbox("指针断点调试窗", &show_pointer_debugger);
ImGui::Separator();
ImGui::TextColored(ImVec4(0, 1, 0, 1), "状态: %s", snapshot.inMatch ? "活跃对局中" : "大厅中");
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::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"); ImGui::TableHeadersRow();
if (ImGui::CollapsingHeader("校准与设置", ImGuiTreeNodeFlags_DefaultOpen)) {
ImGui::SliderFloat("UI 缩放", &g_UserUIScale, 0.5f, 2.0f);
// 解决“拖不了”的核心:重置偏移
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");
}
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::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();
}
@ -340,7 +348,7 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
ImGui::End();
if (show_pointer_debugger) DrawPointerDebugger(snapshot, w, h);
ImGui::Render();
GLint v[4]; glGetIntegerv(GL_VIEWPORT, v);
glDisable(GL_DEPTH_TEST); glViewport(0, 0, w, h);
@ -350,10 +358,11 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
}
void* DelayedHookThread(void*) {
InitSafePipe(); // 初始化管道
InitSafePipe();
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();
@ -365,7 +374,6 @@ void* DelayedHookThread(void*) {
g_HookAddr_ClearActor = base + 0x734bc10;
DobbyHook((void*)g_HookAddr_InitActor, (void*)hook_InitActorParams, (void**)&old_InitActorParams);
DobbyHook((void*)g_HookAddr_ClearActor, (void*)hook_ClearActor, (void**)&old_ClearActor);
LOGI("[*] libil2cpp.so 核心 Hook 已就绪 (Pipe 模式)!");
break;
}
std::this_thread::sleep_for(std::chrono::seconds(1));