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Update main.cpp
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main.cpp
146
main.cpp
@ -1,129 +1,77 @@
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#include <jni.h>
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#include <dlfcn.h>
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#include <pthread.h>
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#include <unistd.h>
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#include <android/log.h>
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#include <EGL/egl.h>
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#include <GLES3/gl3.h>
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#include "dobby.h"
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#include "imgui.h"
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#include "imgui_impl_android.h"
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#include "imgui_impl_opengl3.h"
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#include <string.h>
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#include <sys/mman.h>
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#include "dobby.h" // 确保项目中有 dobby.h
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#define TAG "JKMenu_SGame"
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#define LOGI(...) __android_log_print(ANDROID_LOG_INFO, TAG, __VA_ARGS__)
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#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR, TAG, __VA_ARGS__)
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static bool g_Initialized = false;
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static int g_Width = 0;
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static int g_Height = 0;
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typedef EGLBoolean (*eglSwapBuffers_t)(EGLDisplay, EGLSurface);
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static eglSwapBuffers_t old_eglSwapBuffers = nullptr;
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// 绘制菜单
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void DrawJKMenu() {
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if (!ImGui::GetCurrentContext()) return;
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// 设置默认位置和大小(仅第一次)
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ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(400, 300), ImGuiCond_FirstUseEver);
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ImGui::Begin("JKMenu for SGame", nullptr, ImGuiWindowFlags_None);
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ImGui::Text("Build Date: 2026-04-06");
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ImGui::Text("Viewport: %dx%d", g_Width, g_Height);
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ImGui::Separator();
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static bool hack_enabled = false;
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if (ImGui::Button("功能开关示例")) {
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hack_enabled = !hack_enabled;
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}
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ImGui::Text("状态: %s", hack_enabled ? "已开启" : "已关闭");
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if (ImGui::Button("卸载插件")) {
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// 可以在这里写卸载逻辑
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}
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ImGui::End();
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}
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EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surf) {
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// 获取屏幕分辨率
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eglQuerySurface(dpy, surf, EGL_WIDTH, &g_Width);
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eglQuerySurface(dpy, surf, EGL_HEIGHT, &g_Height);
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if (!g_Initialized) {
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if (g_Width > 0 && g_Height > 0) {
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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// 字体缩放自适应手机高分屏
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io.FontGlobalScale = 2.0f;
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// 初始化渲染后端
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// 注意:在 Hook 环境下不需要调用 ImGui_ImplAndroid_Init
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// 因为我们没有 NativeWindow,通常只用 OpenGL3 后端
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ImGui_ImplOpenGL3_Init("#version 300 es");
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g_Initialized = true;
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LOGI("ImGui Initialized! Screen: %dx%d", g_Width, g_Height);
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// 模拟你的 Hook 目标(请根据实际偏移修改)
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// 假设你要 Hook libUnity.so 或 libGameCore.so
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uintptr_t get_module_base(const char* name) {
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FILE* fp = fopen("/proc/self/maps", "r");
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char line[1024];
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uintptr_t base = 0;
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while (fp && fgets(line, sizeof(line), fp)) {
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if (strstr(line, name)) {
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base = strtoull(line, NULL, 16);
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break;
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}
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}
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if (g_Initialized) {
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ImGui_ImplOpenGL3_NewFrame();
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = ImVec2((float)g_Width, (float)g_Height);
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io.DeltaTime = 1.0f / 60.0f;
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ImGui::NewFrame();
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DrawJKMenu();
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ImGui::Render();
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// 渲染 ImGui
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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}
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return old_eglSwapBuffers(dpy, surf);
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if (fp) fclose(fp);
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return base;
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}
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void* init_thread(void*) {
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LOGI("Thread started, waiting for game load...");
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// 增加延迟确保 libEGL.so 已经完全加载到内存
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sleep(15);
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// 尝试寻找 eglSwapBuffers 地址
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void* egl_addr = dlsym(RTLD_DEFAULT, "eglSwapBuffers");
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if (!egl_addr) {
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egl_addr = DobbySymbolResolver("libEGL.so", "eglSwapBuffers");
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LOGI("Thread started, entering monitoring loop...");
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uintptr_t game_base = 0;
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int retry = 0;
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// 1. 等待游戏主核心库加载(王者荣耀通常是 libGameCore.so 或 libunity.so)
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while (game_base == 0 && retry < 60) {
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game_base = get_module_base("libGameCore.so"); // 尝试获取核心库
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if (game_base == 0) {
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if (retry % 5 == 0) LOGI("Waiting for libGameCore.so... (retry %d)", retry);
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sleep(1);
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retry++;
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}
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}
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if (egl_addr) {
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LOGI("Found eglSwapBuffers at %p, hooking...", egl_addr);
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DobbyHook(egl_addr, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
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if (old_eglSwapBuffers) {
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LOGI("Hook eglSwapBuffers Success!");
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} else {
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LOGE("DobbyHook failed to return original function.");
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}
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} else {
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LOGE("Failed to find eglSwapBuffers!");
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if (game_base == 0) {
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LOGE("Error: libGameCore.so not found after 60s, exiting thread.");
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return nullptr;
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}
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LOGI("Found libGameCore.so at: %p", (void*)game_base);
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// 2. 执行 Hook 逻辑
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// 建议先只 Hook 一个最简单的函数测试稳定性
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/*
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uintptr_t target_offset = 0x123456; // 你的偏移
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void* target_addr = (void*)(game_base + target_offset);
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LOGI("Attempting to Hook at %p", target_addr);
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// DobbyHook(target_addr, (void*)my_fake_func, (void**)&orig_func);
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*/
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LOGI("All initialization steps completed.");
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return nullptr;
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}
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// 当 SO 被 dlopen 加载时自动调用
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__attribute__((constructor))
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void _init() {
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pthread_t tid;
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// 创建分离线程,防止阻塞导致游戏启动黑屏
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pthread_create(&tid, nullptr, init_thread, nullptr);
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pthread_detach(tid);
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}
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// 也可以保留 JNI_OnLoad 作为双重保险
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JNIEXPORT jint JNICALL JNI_OnLoad(JavaVM* vm, void* reserved) {
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return JNI_VERSION_1_6;
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}
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