diff --git a/main.cpp b/main.cpp index eb4e7ffe5..d2b446616 100644 --- a/main.cpp +++ b/main.cpp @@ -45,19 +45,48 @@ static float g_DynamicScale = 1.0f; static float g_BaseWindowHeight = 0.0f; static float g_UserUIScale = 1.2f; -// 调试统计 static std::atomic g_InitActorTriggerCount{0}; static uintptr_t g_GameBase = 0; 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 +// ================================================================= +static int g_SafePipe[2] = {-1, -1}; + +void InitSafePipe() { + if (pipe(g_SafePipe) == -1) { + LOGE("[-] 管道创建失败!"); + } +} + +template +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 + read(g_SafePipe[0], &value, sizeof(T)); + return value; +} + +// ================================================================= +// 动态偏移配置 +// ================================================================= struct DynamicOffsets { - uint32_t x0_to_addr1 = 32; // 0x20 - uint32_t addr1_to_addr2 = 16; // 0x10 - uint32_t item_to_addr3 = 24; // 0x18 - uint32_t addr3_to_addr4 = 48; // 0x30 - uint32_t addr3_to_addr5 = 256; // 0x100 - uint32_t addr3_to_addr6 = 112; // 0x70 + uint32_t x0_to_addr1 = 32; + uint32_t addr1_to_addr2 = 16; + uint32_t item_to_addr3 = 24; + uint32_t addr3_to_addr4 = 48; + uint32_t addr3_to_addr5 = 256; + uint32_t addr3_to_addr6 = 112; uint32_t prop_gold = 32; uint32_t prop_hp = 48; @@ -68,17 +97,9 @@ struct DynamicOffsets { DynamicOffsets g_Offsets; std::mutex g_OffsetMutex; -static int g_MemFd = -1; - -template -T SafeRead(uintptr_t address) { - T value{}; - if (address < 0x10000000 || address > 0x00007FFFFFFFFFFF) return value; - 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; -} - +// ================================================================= +// 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; @@ -186,7 +207,6 @@ void hook_InitActorParams(void* x0, void* x1, void* x2, void* x3) { void (*old_ClearActor)(void* x0); void hook_ClearActor(void* x0) { - LOGI("[TRIGGER] ClearActor (libil2cpp) Called!"); g_ActorManager.store(0); old_ClearActor(x0); } @@ -194,7 +214,7 @@ void hook_ClearActor(void* x0) { 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 (Pointer Debugger)")) { + 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(); @@ -203,9 +223,7 @@ void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) { 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 (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(); + 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(); if (ImGui::Button("+1")) val += 1; ImGui::SameLine(); if (ImGui::Button("+4")) val += 4; ImGui::SameLine(); @@ -216,32 +234,24 @@ void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) { 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("血量属性 (addr3 + ?)", g_Offsets.addr3_to_addr4); - drawOffsetBtn("坐标数据 (addr3 + ?)", g_Offsets.addr3_to_addr5); - drawOffsetBtn("雷达坐标 (addr3 + ?)", g_Offsets.addr3_to_addr6); } 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) -> 实际地址: 0x%lx", g_HookAddr_InitActor); + 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), "[起点] InitActor x0: 0x%lx", d.baseX0); + 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), "英雄序号 [%d] - 内存: 0x%lx", i, d.items[i].base); + 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); - if (d.items[i].addr3) { - ImGui::TextColored(d.items[i].addr4 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " ├─ [+%d] 属性区: 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] 坐标区: 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] 雷达区: 0x%lx", off.addr3_to_addr6, d.items[i].addr6); - } ImGui::TreePop(); } } @@ -253,40 +263,6 @@ 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 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; - } - } - pclose(pipe); -} - -void handle_android_event(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 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); @@ -300,19 +276,16 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { ImGui_ImplOpenGL3_Init("#version 300 es"); ImGuiIO& io = ImGui::GetIO(); - // 自动适配你的 OPPO 手机中文字体 const char* systemFonts[] = { - "/system/fonts/SysSans-Hans-Regular.ttf", // 你的日志中的 OPPO Sans - "/system/fonts/NotoSansCJKjp-Regular.otc", + "/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; - LOGI("[*] 成功加载系统字体: %s", systemFonts[i]); - break; + g_FontLoaded = true; break; } } g_Initialized = true; @@ -342,22 +315,12 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { static bool show_pointer_debugger = true; - if (ImGui::Begin("全自动对局数据控制台 (Unity/IL2CPP版)")) { - if (!g_FontLoaded) ImGui::TextColored(ImVec4(1,0,0,1), "警告: 无法读取字库,请检查 /system/fonts/ 权限!"); - - if (ImGui::CollapsingHeader("基础设置 (校准与缩放)")) { - ImGui::SliderFloat("菜单缩放", &g_UserUIScale, 0.5f, 2.0f); - ImGui::Text("准星偏移 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; - } - + 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::Checkbox("显示断点排错窗 (Pointer Debugger)", &show_pointer_debugger); - ImGui::Separator(); - ImGui::TextColored(ImVec4(0, 1, 0, 1), "状态: %s", snapshot.inMatch ? "活跃对局中" : "大厅空闲"); + ImGui::TextColored(ImVec4(0, 1, 0, 1), "状态: %s", snapshot.inMatch ? "活跃对局中" : "大厅中"); if (ImGui::BeginTable("PlayersTable", 5, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg)) { ImGui::TableSetupColumn("等级"); ImGui::TableSetupColumn("血量"); @@ -387,16 +350,13 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { } void* DelayedHookThread(void*) { - // 1. 无延迟 Hook:渲染和输入必须秒挂,让菜单瞬间弹出 + InitSafePipe(); // 初始化管道 + 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); - // 2. 启动数据更新死循环线程 std::thread(DataWorkerThread).detach(); - // 3. 后台轮询:不卡主流程,慢慢等 libil2cpp.so 加载 while (true) { uintptr_t base = GetModuleBase(GAME_MODULE); if (base) { @@ -405,7 +365,7 @@ 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 已全部就绪!"); + LOGI("[*] libil2cpp.so 核心 Hook 已就绪 (Pipe 模式)!"); break; } std::this_thread::sleep_for(std::chrono::seconds(1));