Update main.cpp

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gggaa2152 2026-07-26 15:04:27 +08:00 committed by GitHub
parent fc32d15a85
commit b815173e54
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194
main.cpp
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@ -4490,45 +4490,21 @@ void DrawMenu() {
ColoredSeparator();
// ===============================================
// 基址 & 监控面板(可折叠)
// 基址 & 监控面板(可折叠,平板适配竖向布局)
// ===============================================
{
static bool s_mon_open = false;
const GameSnapshot* snapBase = GetSnapshot();
float panelScale = g_autoScale * g_scale * 0.82f;
// --- 顶栏:基址一览 + 折叠按钮 ---
ImGui::PushStyleColor(ImGuiCol_ChildBg, ImVec4(0.07f, 0.10f, 0.13f, 0.92f));
ImGui::BeginChild("BaseAddrPanel", ImVec2(-1, 0), false,
ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_AlwaysAutoResize);
ImGui::SetWindowFontScale(panelScale);
ImGui::TextColored(ImVec4(0.55f, 0.55f, 0.55f, 1.0f), (const char*)u8"■ 基址");
ImGui::SameLine(0, 6);
if (g_il2cppBase != 0)
ImGui::TextColored(ImVec4(0.2f, 1.0f, 0.5f, 1.0f), "il2cpp:0x%lX", g_il2cppBase);
else
ImGui::TextColored(ImVec4(0.5f,0.5f,0.5f,0.6f), (const char*)u8"il2cpp:等待注入");
ImGui::SameLine(0, 8);
uintptr_t bm = snapBase ? snapBase->chessBattleModel : 0;
if (bm) ImGui::TextColored(ImVec4(0.4f,0.8f,1.0f,1.0f), "Battle:0x%lX", bm);
else ImGui::TextColored(ImVec4(0.5f,0.5f,0.5f,0.6f), (const char*)u8"Battle:无");
ImGui::SameLine(0, 8);
uintptr_t cso = snapBase ? snapBase->csoGame : 0;
if (cso) ImGui::TextColored(ImVec4(1.0f,0.7f,0.3f,1.0f), "CSO:0x%lX", cso);
else ImGui::TextColored(ImVec4(0.5f,0.5f,0.5f,0.6f), (const char*)u8"CSO:-");
ImGui::SameLine(0, 8);
uintptr_t poolB = g_debug_pool_base.load();
if (poolB) ImGui::TextColored(ImVec4(1.0f,0.5f,0.2f,1.0f), "Pool:0x%lX", poolB);
else ImGui::TextColored(ImVec4(0.5f,0.5f,0.5f,0.6f), (const char*)u8"Pool:-");
ImGui::SameLine(0, 8);
uintptr_t cam = snapBase ? snapBase->mainCamera : 0;
if (cam) ImGui::TextColored(ImVec4(0.8f,0.5f,1.0f,1.0f), "Cam:0x%lX", cam);
else ImGui::TextColored(ImVec4(0.5f,0.5f,0.5f,0.6f), (const char*)u8"Cam:-");
// 折叠/展开按钮
ImGui::SameLine(0, 14);
ImGui::SetWindowFontScale(panelScale * 0.9f);
// --- 基址第1行:标题 + 展开按钮 ---
ImGui::TextColored(ImVec4(0.55f, 0.55f, 0.55f, 1.0f), (const char*)u8"■ 基址监控");
ImGui::SameLine(0, 10);
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.18f,0.22f,0.30f,0.95f));
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(0.28f,0.38f,0.55f,1.0f));
ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImVec4(0.12f,0.20f,0.35f,1.0f));
@ -4536,99 +4512,161 @@ void DrawMenu() {
s_mon_open = !s_mon_open;
ImGui::PopStyleColor(3);
// --- 展开区域:调用次数 + 偏移链 ---
// --- 基址第2行:il2cpp + Battle ---
{
if (g_il2cppBase != 0)
ImGui::TextColored(ImVec4(0.2f,1.0f,0.5f,1.0f), "il2cpp: 0x%lX", g_il2cppBase);
else
ImGui::TextColored(ImVec4(0.5f,0.5f,0.5f,0.6f), (const char*)u8"il2cpp: 等待注入");
ImGui::SameLine(0, 12);
uintptr_t bm = snapBase ? snapBase->chessBattleModel : 0;
if (bm) ImGui::TextColored(ImVec4(0.4f,0.8f,1.0f,1.0f), "Battle: 0x%lX", bm);
else ImGui::TextColored(ImVec4(0.5f,0.5f,0.5f,0.6f), (const char*)u8"Battle: 无");
}
// --- 基址第3行:CSO + Pool + Cam ---
{
uintptr_t cso = snapBase ? snapBase->csoGame : 0;
if (cso) ImGui::TextColored(ImVec4(1.0f,0.7f,0.3f,1.0f), "CSO: 0x%lX", cso);
else ImGui::TextColored(ImVec4(0.5f,0.5f,0.5f,0.6f), (const char*)u8"CSO: -");
ImGui::SameLine(0, 12);
uintptr_t poolB = g_debug_pool_base.load();
if (poolB) ImGui::TextColored(ImVec4(1.0f,0.5f,0.2f,1.0f), "Pool: 0x%lX", poolB);
else ImGui::TextColored(ImVec4(0.5f,0.5f,0.5f,0.6f), (const char*)u8"Pool: -");
ImGui::SameLine(0, 12);
uintptr_t cam = snapBase ? snapBase->mainCamera : 0;
if (cam) ImGui::TextColored(ImVec4(0.8f,0.5f,1.0f,1.0f), "Cam: 0x%lX", cam);
else ImGui::TextColored(ImVec4(0.5f,0.5f,0.5f,0.6f), (const char*)u8"Cam: -");
// 把poolB存一份供下方用
(void)poolB;
}
// --- 展开区域(带滚动条) ---
if (s_mon_open) {
float expandH = 420.0f * g_autoScale;
ImGui::Separator();
ImGui::PushStyleColor(ImGuiCol_ChildBg, ImVec4(0.05f,0.07f,0.10f,0.80f));
ImGui::BeginChild("MonScrollArea", ImVec2(-1, expandH), false,
ImGuiWindowFlags_AlwaysVerticalScrollbar);
ImGui::SetWindowFontScale(panelScale);
// ---- 调用次数 ----
// ==== Hook 调用次数 ====
ImGui::TextColored(ImVec4(0.2f,0.85f,1.0f,1.0f), (const char*)u8"[ Hook 调用次数 ]");
ImGui::Columns(3, "HookCols", false);
ImGui::SetColumnWidth(0, 200.0f * panelScale);
ImGui::SetColumnWidth(1, 200.0f * panelScale);
ImGui::Separator();
// 2列自适应(用窗口宽度各50%)
float colW = ImGui::GetContentRegionAvail().x * 0.5f;
ImGui::Columns(2, "HookCols", false);
ImGui::SetColumnWidth(0, colW);
ImGui::SetColumnWidth(1, colW);
auto HookRow = [&](const char* name, int cnt) {
ImVec4 col = cnt > 0 ? ImVec4(0.3f,1.0f,0.6f,1.0f) : ImVec4(0.5f,0.5f,0.5f,0.7f);
ImGui::TextColored(col, "%s: %d", name, cnt);
ImGui::NextColumn();
};
HookRow("3Cd6058", g_debug_hook_3Cd6058_count);
HookRow("set_Money", g_debug_hook_set_Money_count);
HookRow("set_Level", g_debug_hook_set_Level_count);
HookRow("TurnStart", g_debug_TurnStartCalled);
HookRow("IsGameEnd", g_debug_set_IsGameEnd_count);
HookRow("UpdateTurnStart",g_debug_UpdateTurnStart_count);
HookRow("InitTurnDropCfg",g_debug_hook_InitTurnDropCfg_count);
HookRow("6A67e48(Pool)", g_debug_hook_6A67e48_count);
HookRow("RenderCanvases", g_debug_SendWillRenderCanvases_count);
HookRow("BgThread", g_debug_bg_thread_count);
HookRow("3Cd6058", g_debug_hook_3Cd6058_count);
HookRow("set_Money", g_debug_hook_set_Money_count);
HookRow("set_Level", g_debug_hook_set_Level_count);
HookRow("TurnStart", g_debug_TurnStartCalled);
HookRow("IsGameEnd", g_debug_set_IsGameEnd_count);
HookRow("UpdateTurnStart", g_debug_UpdateTurnStart_count);
HookRow("InitTurnDropCfg", g_debug_hook_InitTurnDropCfg_count);
HookRow("6A67e48(Pool)", g_debug_hook_6A67e48_count);
HookRow("RenderCanvases", g_debug_SendWillRenderCanvases_count);
HookRow("BgThread", g_debug_bg_thread_count);
ImGui::Columns(1);
// ---- 偏移链 ----
ImGui::Separator();
// ==== 偏移链监控(每节点独立一行)====
ImGui::Spacing();
ImGui::TextColored(ImVec4(1.0f,0.85f,0.2f,1.0f), (const char*)u8"[ 偏移链实时监控 ]");
uintptr_t myObj = 0, myLogicObj = 0;
uintptr_t myObj2 = 0, myLogicObj2 = 0;
if (snapBase) {
auto myIt2 = snapBase->players.find(snapBase->myPlayerId);
if (myIt2 != snapBase->players.end()) {
myObj = myIt2->second.objAddr;
myLogicObj = myIt2->second.logicObjAddr;
myObj2 = myIt2->second.objAddr;
myLogicObj2 = myIt2->second.logicObjAddr;
}
}
uintptr_t poolB2 = g_debug_pool_base.load();
// 辅助:地址若非零显示绿色,否则灰色
auto AddrLine = [&](const char* indent, const char* label, uintptr_t addr) {
if (addr)
ImGui::TextColored(ImVec4(0.3f,1.0f,0.6f,1.0f), "%s%s: 0x%lX", indent, label, addr);
else
ImGui::TextColored(ImVec4(0.5f,0.5f,0.5f,0.7f), "%s%s: (null)", indent, label);
};
ImGui::Separator();
// 商店链
ImGui::TextColored(ImVec4(0.2f,1.0f,0.5f,1.0f), (const char*)u8"▶ 商店链");
if (myObj) {
uintptr_t pBase = SAFE_READ_PTR(myObj, g_off_shop_base);
uintptr_t p20 = pBase ? SAFE_READ_PTR(pBase, g_off_shop_p20) : 0;
uintptr_t entries = p20 ? SAFE_READ_PTR(p20, g_off_shop_entries) : 0;
ImGui::Text(" PlayerObj:0x%lX +0x%X->0x%lX +0x%X->0x%lX +0x%X->0x%lX",
myObj, g_off_shop_base, pBase, g_off_shop_p20, p20, g_off_shop_entries, entries);
if (myObj2) {
uintptr_t pBase = SAFE_READ_PTR(myObj2, g_off_shop_base);
uintptr_t p20 = pBase ? SAFE_READ_PTR(pBase, g_off_shop_p20) : 0;
uintptr_t entries = p20 ? SAFE_READ_PTR(p20, g_off_shop_entries) : 0;
AddrLine(" ", "PlayerObj", myObj2);
ImGui::Text(" +0x%X ->", g_off_shop_base); ImGui::SameLine(0,4); AddrLine("","Base",pBase);
ImGui::Text(" +0x%X ->", g_off_shop_p20); ImGui::SameLine(0,4); AddrLine("","p20", p20);
ImGui::Text(" +0x%X ->", g_off_shop_entries); ImGui::SameLine(0,4); AddrLine("","Entries",entries);
} else { ImGui::TextColored(ImVec4(0.5f,0.5f,0.5f,0.7f), (const char*)u8" 等待对局..."); }
ImGui::Separator();
// 备战席链
ImGui::TextColored(ImVec4(0.2f,1.0f,0.5f,1.0f), (const char*)u8"▶ 备战席链");
if (myObj) {
uintptr_t pBase = SAFE_READ_PTR(myObj, g_off_bench_base);
uintptr_t p20 = pBase ? SAFE_READ_PTR(pBase, g_off_shop_p20) : 0;
uintptr_t entries = p20 ? SAFE_READ_PTR(p20, g_off_shop_entries) : 0;
ImGui::Text(" PlayerObj:0x%lX +0x%X->0x%lX +0x%X->0x%lX +0x%X->0x%lX",
myObj, g_off_bench_base, pBase, g_off_shop_p20, p20, g_off_shop_entries, entries);
if (myObj2) {
uintptr_t pBase = SAFE_READ_PTR(myObj2, g_off_bench_base);
uintptr_t p20 = pBase ? SAFE_READ_PTR(pBase, g_off_shop_p20) : 0;
uintptr_t entries = p20 ? SAFE_READ_PTR(p20, g_off_shop_entries) : 0;
AddrLine(" ", "PlayerObj", myObj2);
ImGui::Text(" +0x%X ->", g_off_bench_base); ImGui::SameLine(0,4); AddrLine("","Base",pBase);
ImGui::Text(" +0x%X ->", g_off_shop_p20); ImGui::SameLine(0,4); AddrLine("","p20", p20);
ImGui::Text(" +0x%X ->", g_off_shop_entries); ImGui::SameLine(0,4); AddrLine("","Entries",entries);
} else { ImGui::TextColored(ImVec4(0.5f,0.5f,0.5f,0.7f), (const char*)u8" 等待对局..."); }
ImGui::Separator();
// 卡池链
ImGui::TextColored(ImVec4(1.0f,0.5f,0.2f,1.0f), (const char*)u8"▶ 卡池链(Pool)");
if (poolB) {
uintptr_t heroku = SAFE_READ_PTR(poolB, g_off_pool_heroku);
uintptr_t aheroku = heroku ? SAFE_READ_PTR(heroku, g_off_pool_Aheroku) : 0;
uintptr_t entries1 = aheroku ? SAFE_READ_PTR(aheroku,g_off_pool_entries1) : 0;
ImGui::Text(" PoolBase:0x%lX +0x%X->0x%lX +0x%X->0x%lX +0x%X->0x%lX",
poolB, g_off_pool_heroku, heroku, g_off_pool_Aheroku, aheroku, g_off_pool_entries1, entries1);
ImGui::TextColored(ImVec4(1.0f,0.5f,0.2f,1.0f), (const char*)u8"▶ 卡池链 (Pool)");
if (poolB2) {
uintptr_t heroku = SAFE_READ_PTR(poolB2, g_off_pool_heroku);
uintptr_t aheroku = heroku ? SAFE_READ_PTR(heroku, g_off_pool_Aheroku) : 0;
uintptr_t entries1 = aheroku ? SAFE_READ_PTR(aheroku, g_off_pool_entries1) : 0;
AddrLine(" ", "PoolBase", poolB2);
ImGui::Text(" +0x%X ->", g_off_pool_heroku); ImGui::SameLine(0,4); AddrLine("","Heroku", heroku);
ImGui::Text(" +0x%X ->", g_off_pool_Aheroku); ImGui::SameLine(0,4); AddrLine("","AHeroku",aheroku);
ImGui::Text(" +0x%X ->", g_off_pool_entries1); ImGui::SameLine(0,4); AddrLine("","Entries1",entries1);
} else { ImGui::TextColored(ImVec4(0.5f,0.5f,0.5f,0.7f), (const char*)u8" 等待 hook_6A67e48 触发..."); }
ImGui::Separator();
// 装备链
ImGui::TextColored(ImVec4(1.0f,0.8f,0.2f,1.0f), (const char*)u8"▶ 装备链(Equip)");
if (myLogicObj) {
uintptr_t pEquipBase = SAFE_READ_PTR(myLogicObj, g_off_equip_base);
ImGui::TextColored(ImVec4(1.0f,0.8f,0.2f,1.0f), (const char*)u8"▶ 装备链 (Equip)");
if (myLogicObj2) {
uintptr_t pEquipBase = SAFE_READ_PTR(myLogicObj2, g_off_equip_base);
uintptr_t itemArr = pEquipBase ? SAFE_READ_PTR(pEquipBase, g_off_equip_arr) : 0;
ImGui::Text(" LogicObj:0x%lX +0x%X->0x%lX +0x%X->0x%lX",
myLogicObj, g_off_equip_base, pEquipBase, g_off_equip_arr, itemArr);
AddrLine(" ", "LogicObj", myLogicObj2);
ImGui::Text(" +0x%X ->", g_off_equip_base); ImGui::SameLine(0,4); AddrLine("","EquipBase",pEquipBase);
ImGui::Text(" +0x%X ->", g_off_equip_arr); ImGui::SameLine(0,4); AddrLine("","ItemArr", itemArr);
} else { ImGui::TextColored(ImVec4(0.5f,0.5f,0.5f,0.7f), (const char*)u8" 等待对局..."); }
ImGui::Separator();
// 英雄链
ImGui::TextColored(ImVec4(0.8f,0.5f,1.0f,1.0f), (const char*)u8"▶ 英雄实体链(Hero)");
if (myLogicObj) {
uintptr_t pDyn = SAFE_READ_PTR(myLogicObj, g_off_hero_dyn);
ImGui::TextColored(ImVec4(0.8f,0.5f,1.0f,1.0f), (const char*)u8"▶ 英雄实体链 (Hero)");
if (myLogicObj2) {
uintptr_t pDyn = SAFE_READ_PTR(myLogicObj2, g_off_hero_dyn);
uintptr_t heroArr = pDyn ? SAFE_READ_PTR(pDyn, g_off_hero_arr) : 0;
ImGui::Text(" LogicObj:0x%lX +0x%X->0x%lX +0x%X->0x%lX",
myLogicObj, g_off_hero_dyn, pDyn, g_off_hero_arr, heroArr);
AddrLine(" ", "LogicObj", myLogicObj2);
ImGui::Text(" +0x%X ->", g_off_hero_dyn); ImGui::SameLine(0,4); AddrLine("","HeroDyn", pDyn);
ImGui::Text(" +0x%X ->", g_off_hero_arr); ImGui::SameLine(0,4); AddrLine("","HeroArr", heroArr);
} else { ImGui::TextColored(ImVec4(0.5f,0.5f,0.5f,0.7f), (const char*)u8" 等待对局..."); }
ImGui::EndChild();
ImGui::PopStyleColor(); // ChildBg
}
ImGui::SetWindowFontScale(g_scale);
ImGui::EndChild();
ImGui::PopStyleColor();
ImGui::PopStyleColor(); // ChildBg outer
}
ColoredSeparator();