From b27d6c7002385b9922847897057556b00830e396 Mon Sep 17 00:00:00 2001 From: gggaa2152 <60614405+gggaa2152@users.noreply.github.com> Date: Tue, 7 Apr 2026 04:32:30 +0800 Subject: [PATCH] Update main.cpp --- main.cpp | 575 +++++++++++++++++++------------------------------------ 1 file changed, 202 insertions(+), 373 deletions(-) diff --git a/main.cpp b/main.cpp index eae40df80..1720122bf 100644 --- a/main.cpp +++ b/main.cpp @@ -6,14 +6,11 @@ #include #include #include -#include #include -#include #include #include #include #include -#include #include #include #include "dobby.h" @@ -21,10 +18,11 @@ #include "imgui_impl_android.h" #include "imgui_impl_opengl3.h" -#define TAG "IL2CPP_Drive" -#define GAME_MODULE "libil2cpp.so" +#define TAG "IL2CPP_Hook" +#define LOGI(...) __android_log_print(ANDROID_LOG_INFO, TAG, __VA_ARGS__) +#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR, TAG, __VA_ARGS__) -// 日志缓冲区(线程安全,循环队列) +// ======================== 日志缓冲区(悬浮窗显示)======================== #define MAX_LOG_LINES 200 #define MAX_LOG_LEN 256 @@ -45,135 +43,98 @@ void AddLog(const char* fmt, ...) { g_LogBuffer[g_LogHead][MAX_LOG_LEN - 1] = '\0'; g_LogHead = (g_LogHead + 1) % MAX_LOG_LINES; if (g_LogCount < MAX_LOG_LINES) g_LogCount++; - // 同时也输出到 logcat,方便调试 - __android_log_print(ANDROID_LOG_INFO, TAG, "%s", buf); + LOGI("%s", buf); } -// 全局变量 -static bool g_Initialized = false; -static bool g_FontLoaded = false; -static bool g_ShowLogWindow = true; // 默认显示日志窗口 +// ======================== 全局变量 ======================== +static bool g_ImGuiReady = false; +static uintptr_t g_ActorManager = 0; +static int g_MemFd = -1; +// 偏移链(可动态调整) struct { - float x = 0.0f; - float y = 0.0f; - std::atomic down{false}; - float renderW = 0.0f; - float renderH = 0.0f; - float physW = 3392.0f; - float physH = 2400.0f; - bool isSizeAutoDetected = false; - 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 = 1.0f; - -static uintptr_t g_GameBase = 0; -static uintptr_t g_HookAddr_InitActor = 0; -static uintptr_t g_HookAddr_ClearActor = 0; - -struct DynamicOffsets { - uint32_t x0_to_addr1 = 0x20; + uint32_t x0_to_addr1 = 0x20; uint32_t addr1_to_addr2 = 0x10; - uint32_t item_to_addr3 = 0x18; + uint32_t item_to_addr3 = 0x18; uint32_t addr3_to_addr4 = 0x30; uint32_t addr3_to_addr5 = 0x100; uint32_t addr3_to_addr6 = 0x70; - uint32_t prop_gold = 0x20; - uint32_t prop_hp = 0x30; + uint32_t prop_gold = 0x20; + uint32_t prop_hp = 0x30; uint32_t prop_maxhp = 0x32; uint32_t prop_level = 0x50; - uint32_t prop_mana = 0x28; -}; -DynamicOffsets g_Offsets; -std::mutex g_OffsetMutex; + uint32_t prop_mana = 0x28; +} g_Offsets; -static int g_MemFd = -1; - -template -T SafeRead(uintptr_t address) { - T value{}; - if (address < 0x10000000 || address > 0x00007FFFFFFFFFFF) return value; +// ======================== 安全内存读取 ======================== +template +T SafeRead(uintptr_t addr) { + T val{}; + if (addr < 0x10000 || addr > 0x7fffffffffff) return val; if (g_MemFd == -1) g_MemFd = open("/proc/self/mem", O_RDONLY); - if (g_MemFd >= 0) pread(g_MemFd, &value, sizeof(T), address); - return value; + if (g_MemFd >= 0) pread(g_MemFd, &val, sizeof(T), addr); + return val; } +// ======================== 玩家数据结构 ======================== 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; - } items[15]; -}; - struct GameSnapshot { bool inMatch = false; - DynamicOffsets offsets; - DebugChain debug; std::vector players; + uintptr_t x0 = 0; + uintptr_t addr1 = 0; + uintptr_t addr2 = 0; }; -std::mutex g_SnapshotMutex; -GameSnapshot g_CurrentSnapshot; -std::atomic g_ActorManager{0}; -// 后台数据读取线程 +static GameSnapshot g_CurrentSnapshot; +static std::mutex g_SnapshotMutex; + +// ======================== 后台数据读取线程 ======================== void DataWorkerThread() { - AddLog("[DataThread] 启动数据线程"); + AddLog("[DataThread] 启动"); while (true) { GameSnapshot newSnap; - DynamicOffsets currOff; - { - std::lock_guard lock(g_OffsetMutex); - currOff = g_Offsets; - } - newSnap.offsets = currOff; - uintptr_t baseX0 = g_ActorManager.load(); + uintptr_t baseX0 = g_ActorManager; + if (baseX0 != 0) { newSnap.inMatch = true; - newSnap.debug.baseX0 = baseX0; - uintptr_t addr1 = SafeRead(baseX0 + currOff.x0_to_addr1); - newSnap.debug.addr1 = addr1; + newSnap.x0 = baseX0; + + uintptr_t addr1 = SafeRead(baseX0 + g_Offsets.x0_to_addr1); + newSnap.addr1 = addr1; if (addr1) { - uintptr_t addr2 = SafeRead(addr1 + currOff.addr1_to_addr2); - newSnap.debug.addr2 = addr2; + uintptr_t addr2 = SafeRead(addr1 + g_Offsets.addr1_to_addr2); + newSnap.addr2 = addr2; if (addr2) { + // 遍历玩家数组(最多15个) for (int i = 0; i < 15; ++i) { 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; + + uintptr_t addr3 = SafeRead(item + g_Offsets.item_to_addr3); if (!addr3) continue; + PlayerData p; - uintptr_t addr4 = SafeRead(addr3 + currOff.addr3_to_addr4); - newSnap.debug.items[i].addr4 = addr4; + uintptr_t addr4 = SafeRead(addr3 + g_Offsets.addr3_to_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); + p.gold = SafeRead(addr4 + g_Offsets.prop_gold); + p.hp = SafeRead(addr4 + g_Offsets.prop_hp); + p.maxHp = SafeRead(addr4 + g_Offsets.prop_maxhp); + p.level = SafeRead(addr4 + g_Offsets.prop_level); } - uintptr_t addr5 = SafeRead(addr3 + currOff.addr3_to_addr5); - newSnap.debug.items[i].addr5 = addr5; + uintptr_t addr5 = SafeRead(addr3 + g_Offsets.addr3_to_addr5); if (addr5) { p.worldX = SafeRead(addr5 + 0x0); p.worldZ = SafeRead(addr5 + 0x4); p.worldY = SafeRead(addr5 + 0x8); - p.mana = SafeRead(addr5 + currOff.prop_mana); + p.mana = SafeRead(addr5 + g_Offsets.prop_mana); } - uintptr_t addr6 = SafeRead(addr3 + currOff.addr3_to_addr6); - newSnap.debug.items[i].addr6 = addr6; + uintptr_t addr6 = SafeRead(addr3 + g_Offsets.addr3_to_addr6); if (addr6) { p.mapX = SafeRead(addr6 + 0x50); p.mapY = SafeRead(addr6 + 0x54); @@ -184,6 +145,7 @@ void DataWorkerThread() { } } } + { std::lock_guard lock(g_SnapshotMutex); g_CurrentSnapshot = newSnap; @@ -192,299 +154,136 @@ void DataWorkerThread() { } } -uintptr_t GetModuleBase(const char* module_name) { - FILE* fp = fopen("/proc/self/maps", "r"); - if (!fp) return 0; +// ======================== 模块基址获取 ======================== +uintptr_t GetModuleBase(const char* name) { + FILE* f = fopen("/proc/self/maps", "r"); + if (!f) return 0; char line[512]; uintptr_t base = 0; - while (fgets(line, sizeof(line), fp)) { - if (strstr(line, module_name) && strstr(line, "r-xp")) { + while (fgets(line, sizeof(line), f)) { + if (strstr(line, name) && strstr(line, "r-xp")) { sscanf(line, "%lx", &base); break; } } - fclose(fp); + fclose(f); return base; } -// 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) { - AddLog("[HOOK] InitActorParams called! x0 = %p", x0); +// ======================== Hook 函数(只有1个参数)======================== +void (*old_InitActorParams)(void* x0); +void hook_InitActorParams(void* x0) { + AddLog("[HOOK] InitActorParams called, x0 = %p", x0); if (x0 != nullptr) { - g_ActorManager.store((uintptr_t)x0); - uintptr_t test_addr = SafeRead((uintptr_t)x0 + g_Offsets.x0_to_addr1); - AddLog("[HOOK] x0+0x%x = %p", g_Offsets.x0_to_addr1, (void*)test_addr); + g_ActorManager = (uintptr_t)x0; + // 测试读取偏移验证 + uintptr_t test = SafeRead((uintptr_t)x0 + g_Offsets.x0_to_addr1); + AddLog("[HOOK] x0+0x%x = %p", g_Offsets.x0_to_addr1, (void*)test); } else { AddLog("[HOOK] x0 is null!"); } - old_InitActorParams(x0, x1, x2, x3); + old_InitActorParams(x0); } void (*old_ClearActor)(void* x0); void hook_ClearActor(void* x0) { - AddLog("[HOOK] ClearActor called! x0 = %p", x0); - g_ActorManager.store(0); + AddLog("[HOOK] ClearActor called, x0 = %p", x0); + g_ActorManager = 0; old_ClearActor(x0); } -// 辅助函数 -void AutoFetchDeviceResolution() { - FILE* pipe = popen("wm size", "r"); - if (!pipe) return; - char buffer[128]; - while (fgets(buffer, sizeof(buffer), pipe) != NULL) { - int w = 0, h = 0; - if (sscanf(buffer, "Physical size: %dx%d", &w, &h) == 2 || - sscanf(buffer, "Override size: %dx%d", &w, &h) == 2) { - g_Touch.physW = (float)std::max(w, h); - g_Touch.physH = (float)std::min(w, h); - g_Touch.isSizeAutoDetected = true; - AddLog("[Auto] 物理分辨率: %.0fx%.0f", g_Touch.physW, g_Touch.physH); - } - } - pclose(pipe); -} +// ======================== 触摸事件处理(ImGui 输入)======================== +static float touchX = 0, touchY = 0; +static std::atomic touchDown{false}; -void handle_android_event(AInputEvent* event) { +void HandleAndroidEvent(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 / g_Touch.physW; - float autoScaleY = g_Touch.renderH / g_Touch.physH; - 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 action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK; + touchX = AMotionEvent_getX(event, 0); + touchY = AMotionEvent_getY(event, 0); + touchDown = (action == AMOTION_EVENT_ACTION_DOWN); } } -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; +typedef int (*InputConsumer_consume_t)(void*, void*, bool, int64_t, uint32_t*, void**); +InputConsumer_consume_t 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)); + if (res == 0 && outEvent && *outEvent) + HandleAndroidEvent((AInputEvent*)*outEvent); return res; } -typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface); -static p_eglSwapBuffers old_eglSwapBuffers = nullptr; +// ======================== eglSwapBuffers Hook(ImGui 渲染)======================== +typedef EGLBoolean (*eglSwapBuffers_t)(EGLDisplay, EGLSurface); +eglSwapBuffers_t old_eglSwap = nullptr; -void DrawPointerDebugger(const GameSnapshot& snap, float w, float h); -void DrawLogWindow(); - -EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { +EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surf) { 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; - - GameSnapshot snapshot; - { - std::lock_guard lock(g_SnapshotMutex); - snapshot = g_CurrentSnapshot; - } - - if (!g_Initialized) { + eglQuerySurface(dpy, surf, EGL_WIDTH, &w); + eglQuerySurface(dpy, surf, EGL_HEIGHT, &h); + if (w <= 0 || h <= 0) return old_eglSwap(dpy, surf); + + static float last_w = 0, last_h = 0; + if (!g_ImGuiReady) { 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" - }; - 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()); - g_FontLoaded = true; - AddLog("[ImGui] 加载字体成功: %s", systemFonts[i]); - break; - } - } - g_Initialized = true; + io.Fonts->AddFontDefault(); // 使用默认字体,不折腾中文 + g_ImGuiReady = true; AddLog("[ImGui] 初始化完成"); } - + + // 获取快照 + GameSnapshot snap; + { + std::lock_guard lock(g_SnapshotMutex); + snap = g_CurrentSnapshot; + } + ImGuiIO& io = ImGui::GetIO(); - io.DisplaySize = ImVec2(g_Touch.renderW, g_Touch.renderH); - io.MousePos = ImVec2(g_Touch.x, g_Touch.y); - io.MouseDown[0] = g_Touch.down.load(); - - float deviceScale = (float)h / 1000.0f; - if (deviceScale < 1.0f) deviceScale = 1.0f; - float finalScale = deviceScale * g_DynamicScale * g_UserUIScale; - - static ImGuiStyle default_style = ImGui::GetStyle(); - ImGuiStyle& style = ImGui::GetStyle(); - style = default_style; - style.ScaleAllSizes(1.2f * finalScale); - style.WindowRounding = 12.0f; - style.WindowMinSize = ImVec2(100.0f, 100.0f); - io.FontGlobalScale = 1.2f * finalScale; - + io.DisplaySize = ImVec2(w, h); + io.MousePos = ImVec2(touchX, touchY); + io.MouseDown[0] = touchDown.load(); + ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); - - if (g_Touch.down.load()) - ImGui::GetForegroundDrawList()->AddCircleFilled(io.MousePos, 20.0f, IM_COL32(0, 255, 0, 200)); - - if (g_BaseWindowHeight == 0.0f) g_BaseWindowHeight = h * 0.45f; - ImGui::SetNextWindowPos(ImVec2(30, 30), ImGuiCond_FirstUseEver); - ImGui::SetNextWindowSize(ImVec2(w * 0.6f, g_BaseWindowHeight), ImGuiCond_FirstUseEver); - - static bool show_pointer_debugger = true; - static bool show_radar = true; - - if (ImGui::Begin("IL2CPP 透视框架 (偏移可调)")) { - if (!g_FontLoaded) ImGui::TextColored(ImVec4(1,0,0,1), "警告: 无法加载系统字库"); - float currentHeight = ImGui::GetWindowHeight(); - g_DynamicScale = currentHeight / g_BaseWindowHeight; - if (g_DynamicScale < 0.4f) g_DynamicScale = 0.4f; - if (g_DynamicScale > 3.0f) g_DynamicScale = 3.0f; - - if (ImGui::CollapsingHeader("基础校准")) { - ImGui::SliderFloat("菜单缩放", &g_UserUIScale, 0.5f, 2.0f); - ImGui::Text("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("雷达", &show_radar); ImGui::SameLine(); - ImGui::Checkbox("调试器", &show_pointer_debugger); ImGui::SameLine(); - ImGui::Checkbox("日志窗口", &g_ShowLogWindow); - ImGui::Separator(); - ImGui::TextColored(ImVec4(0,1,0,1), "状态: %s", snapshot.inMatch ? "局内" : "大厅"); - - 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("雷达坐标"); - 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(); + + // ========== 主窗口:显示玩家信息 ========== + ImGui::SetNextWindowPos(ImVec2(50, 50), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(400, 300), ImGuiCond_FirstUseEver); + ImGui::Begin("IL2CPP Hook Debug"); + ImGui::Text("状态: %s", snap.inMatch ? "对局中" : "大厅中"); + ImGui::Text("ActorManager x0: 0x%lx", snap.x0); + ImGui::Text("addr1: 0x%lx", snap.addr1); + ImGui::Text("addr2: 0x%lx", snap.addr2); + ImGui::Separator(); + ImGui::Text("玩家数量: %d", (int)snap.players.size()); + if (ImGui::BeginTable("Players", 5, ImGuiTableFlags_Borders)) { + ImGui::TableSetupColumn("等级"); + ImGui::TableSetupColumn("血量"); + ImGui::TableSetupColumn("蓝量"); + ImGui::TableSetupColumn("金币"); + ImGui::TableSetupColumn("小地图"); + ImGui::TableHeadersRow(); + for (const auto& p : snap.players) { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); ImGui::Text("%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(); } ImGui::End(); - - if (show_pointer_debugger) DrawPointerDebugger(snapshot, w, h); - if (show_radar && snapshot.inMatch) { - ImGui::SetNextWindowPos(ImVec2(w - 350, 30), ImGuiCond_FirstUseEver); - ImGui::SetNextWindowSize(ImVec2(300, 300), ImGuiCond_FirstUseEver); - ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0,0,0,0.5f)); - if (ImGui::Begin("Radar", nullptr, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize)) { - ImVec2 p0 = ImGui::GetCursorScreenPos(); - ImVec2 size = ImGui::GetContentRegionAvail(); - ImDrawList* dl = ImGui::GetWindowDrawList(); - dl->AddRect(p0, ImVec2(p0.x+size.x, p0.y+size.y), IM_COL32(255,255,255,100)); - for (const auto& p : snapshot.players) { - float nx = p.mapX / 10000.0f; - float ny = p.mapY / 10000.0f; - float rx = p0.x + nx * size.x; - float ry = p0.y + size.y - ny * size.y; - if (nx>0 && nx<1 && ny>0 && ny<1) - dl->AddCircleFilled(ImVec2(rx, ry), 5.0f*finalScale, IM_COL32(255,0,0,255)); - } - } - ImGui::End(); - ImGui::PopStyleColor(); - } - - if (g_ShowLogWindow) DrawLogWindow(); - - ImGui::Render(); - GLint v[4]; glGetIntegerv(GL_VIEWPORT, v); - GLint d; glGetIntegerv(GL_DEPTH_TEST, &d); - glDisable(GL_DEPTH_TEST); - glViewport(0, 0, w, h); - ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); - glViewport(v[0], v[1], v[2], v[3]); - if (d) glEnable(GL_DEPTH_TEST); - - return old_eglSwapBuffers(dpy, surface); -} - -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); - if (ImGui::Begin("指针断点排错器 (IL2CPP)")) { - if (ImGui::CollapsingHeader("动态偏移修改面板", 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 -> %d (0x%X)", label, val, val); - if (ImGui::Button("-8")) { if(val>=8) val-=8; else val=0; } ImGui::SameLine(); - if (ImGui::Button("-4")) { if(val>=4) val-=4; else val=0; } ImGui::SameLine(); - if (ImGui::Button("-1")) { if(val>=1) val-=1; else val=0; } 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("addr1 (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("属性区 (addr3+?)", g_Offsets.addr3_to_addr4); - drawOffsetBtn("坐标区 (addr3+?)", g_Offsets.addr3_to_addr5); - drawOffsetBtn("小地图 (addr3+?)", g_Offsets.addr3_to_addr6); - drawOffsetBtn("金币偏移", g_Offsets.prop_gold); - drawOffsetBtn("血量偏移", g_Offsets.prop_hp); - drawOffsetBtn("最大血量偏移", g_Offsets.prop_maxhp); - drawOffsetBtn("等级偏移", g_Offsets.prop_level); - drawOffsetBtn("蓝量偏移", g_Offsets.prop_mana); - } - ImGui::Separator(); - ImGui::TextColored(ImVec4(0,1,1,1), "[核心库] %s 基址: 0x%lx", GAME_MODULE, g_GameBase); - ImGui::TextColored(ImVec4(0,1,1,1), "[Hook] InitActor RVA 0x73507bc -> 0x%lx", g_HookAddr_InitActor); - ImGui::TextColored(ImVec4(0,1,1,1), "[Hook] ClearActor RVA 0x734bc10 -> 0x%lx", g_HookAddr_ClearActor); - 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), "[起点] x0: 0x%lx", d.baseX0); - ImGui::TextColored(d.addr1 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] addr1: 0x%lx", off.x0_to_addr1, d.addr1); - ImGui::TextColored(d.addr2 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] addr2: 0x%lx", off.addr1_to_addr2, d.addr2); - if (d.addr2) { - for (int i=0; i<15; i++) { - if (!d.items[i].base) continue; - char node[64]; snprintf(node, sizeof(node), "[%d] 0x%lx", i, d.items[i].base); - if (ImGui::TreeNodeEx(node, ImGuiTreeNodeFlags_Framed)) { - ImGui::TextColored(d.items[i].addr3 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] addr3: 0x%lx", off.item_to_addr3, d.items[i].addr3); - if (d.items[i].addr3) { - ImGui::TextColored(d.items[i].addr4 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " ├─ [+%d] addr4: 0x%lx", off.addr3_to_addr4, d.items[i].addr4); - ImGui::TextColored(d.items[i].addr5 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " ├─ [+%d] addr5: 0x%lx", off.addr3_to_addr5, d.items[i].addr5); - ImGui::TextColored(d.items[i].addr6 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] addr6: 0x%lx", off.addr3_to_addr6, d.items[i].addr6); - } - ImGui::TreePop(); - } - } - } - } - ImGui::End(); -} - -void DrawLogWindow() { - ImGui::SetNextWindowPos(ImVec2(50, 200), ImGuiCond_FirstUseEver); + + // ========== 日志窗口 ========== + ImGui::SetNextWindowPos(ImVec2(500, 50), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(500, 300), ImGuiCond_FirstUseEver); - if (!ImGui::Begin("调试日志", &g_ShowLogWindow)) { - ImGui::End(); - return; - } - ImGui::BeginChild("LogScroll", ImVec2(0, 0), false, ImGuiWindowFlags_HorizontalScrollbar); + ImGui::Begin("实时日志"); + ImGui::BeginChild("LogScroll", ImVec2(0, 0), false); { std::lock_guard lock(g_LogMutex); int start = (g_LogHead - g_LogCount + MAX_LOG_LINES) % MAX_LOG_LINES; @@ -497,50 +296,80 @@ void DrawLogWindow() { } ImGui::EndChild(); ImGui::End(); -} - -// 延迟初始化线程 -void* DelayedHookThread(void*) { - AddLog("[Init] 插件启动,开始 Hook 渲染与输入..."); - void* egl = DobbySymbolResolver("libEGL.so", "eglSwapBuffers"); - if (egl) { - int ret = DobbyHook(egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers); - AddLog("[EGL] DobbyHook 结果: %d", ret); - } else { - AddLog("[EGL] 未找到 eglSwapBuffers"); - } - void* ins = DobbySymbolResolver("libinput.so", "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE"); - if (ins) { - int ret = DobbyHook(ins, (void*)hook_consume, (void**)&old_consume); - AddLog("[Input] DobbyHook 结果: %d", ret); - } else { - AddLog("[Input] 未找到 InputConsumer::consume"); + + // ========== 小地图雷达(如果有坐标) ========== + if (snap.inMatch && !snap.players.empty()) { + ImGui::SetNextWindowPos(ImVec2(w - 250, 50), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(200, 200), ImGuiCond_FirstUseEver); + ImGui::Begin("雷达", nullptr, ImGuiWindowFlags_NoTitleBar); + ImVec2 p0 = ImGui::GetCursorScreenPos(); + ImVec2 sz = ImGui::GetContentRegionAvail(); + ImDrawList* dl = ImGui::GetWindowDrawList(); + dl->AddRect(p0, ImVec2(p0.x+sz.x, p0.y+sz.y), IM_COL32(255,255,255,100)); + for (const auto& p : snap.players) { + float nx = p.mapX / 10000.0f; + float ny = p.mapY / 10000.0f; + float rx = p0.x + nx * sz.x; + float ry = p0.y + sz.y - ny * sz.y; + if (nx>0 && nx<1 && ny>0 && ny<1) + dl->AddCircleFilled(ImVec2(rx, ry), 5.0f, IM_COL32(255,0,0,255)); + } + ImGui::End(); } - std::thread(DataWorkerThread).detach(); - AddLog("[Init] 等待游戏模块加载..."); + ImGui::Render(); + glViewport(0, 0, w, h); + ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + + return old_eglSwap(dpy, surf); +} + +// ======================== 延迟初始化线程 ======================== +void* DelayedHookThread(void*) { + AddLog("[Init] 插件加载,等待游戏模块..."); + + // 1. 等待 libil2cpp.so 加载并 Hook 游戏函数 while (true) { - uintptr_t base = GetModuleBase(GAME_MODULE); - if (base) { - g_GameBase = base; - g_HookAddr_InitActor = base + 0x73507bc; - g_HookAddr_ClearActor = base + 0x734bc10; - AddLog("[Game] libil2cpp.so 基址: 0x%lx", base); - AddLog("[Game] InitActor 绝对地址: 0x%lx", g_HookAddr_InitActor); - AddLog("[Game] ClearActor 绝对地址: 0x%lx", g_HookAddr_ClearActor); + uintptr_t base = GetModuleBase("libil2cpp.so"); + if (base != 0) { + uintptr_t initAddr = base + 0x73507bc; + uintptr_t clearAddr = base + 0x734bc10; + AddLog("[Game] libil2cpp.so base = 0x%lx", base); + AddLog("[Game] InitActor absolute = 0x%lx", initAddr); + AddLog("[Game] ClearActor absolute = 0x%lx", clearAddr); - 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); - AddLog("[Game] Hook InitActor 结果: %d, ClearActor: %d", ret1, ret2); + int ret1 = DobbyHook((void*)initAddr, (void*)hook_InitActorParams, (void**)&old_InitActorParams); + int ret2 = DobbyHook((void*)clearAddr, (void*)hook_ClearActor, (void**)&old_ClearActor); + AddLog("[Hook] InitActor result: %d, ClearActor result: %d", ret1, ret2); break; } sleep(1); } - AutoFetchDeviceResolution(); - AddLog("[Init] 所有初始化完成,等待对局..."); + + // 2. Hook EGL 和 Input(保证 UI 显示) + void* egl = DobbySymbolResolver("libEGL.so", "eglSwapBuffers"); + if (egl) { + int ret = DobbyHook(egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwap); + AddLog("[EGL] DobbyHook result: %d", ret); + } else { + AddLog("[EGL] eglSwapBuffers not found"); + } + + void* inp = DobbySymbolResolver("libinput.so", "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE"); + if (inp) { + int ret = DobbyHook(inp, (void*)hook_consume, (void**)&old_consume); + AddLog("[Input] DobbyHook result: %d", ret); + } else { + AddLog("[Input] InputConsumer::consume not found"); + } + + // 3. 启动后台数据线程 + std::thread(DataWorkerThread).detach(); + AddLog("[Init] 所有初始化完成"); return nullptr; } +// ======================== 入口 ======================== __attribute__((constructor)) void init_plugin() { pthread_t t; pthread_create(&t, nullptr, DelayedHookThread, nullptr);