From b02f8b70c327c5b34a35890fd592f2382ac96be1 Mon Sep 17 00:00:00 2001 From: gggaa2152 <60614405+gggaa2152@users.noreply.github.com> Date: Tue, 7 Apr 2026 01:40:35 +0800 Subject: [PATCH] Update main.cpp --- main.cpp | 180 +++++++++++++++++++++++++++++-------------------------- 1 file changed, 94 insertions(+), 86 deletions(-) diff --git a/main.cpp b/main.cpp index d2b446616..42883079e 100644 --- a/main.cpp +++ b/main.cpp @@ -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 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(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); } - uintptr_t addr5 = SafeRead(addr3 + currOff.addr3_to_addr5); - newSnap.debug.items[i].addr5 = addr5; - if (addr5) { - p.worldX = SafeRead(addr5 + 0x0); - p.worldZ = SafeRead(addr5 + 0x4); - p.worldY = SafeRead(addr5 + 0x8); - p.mana = SafeRead(addr5 + 0x28); - } - uintptr_t addr6 = SafeRead(addr3 + currOff.addr3_to_addr6); - newSnap.debug.items[i].addr6 = addr6; - if (addr6) { - p.mapX = SafeRead(addr6 + 0x50); - p.mapY = SafeRead(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 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));