Update main.cpp

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gggaa2152 2026-04-06 08:59:12 +08:00 committed by GitHub
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commit c06efb9c59
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148
main.cpp
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@ -5,7 +5,6 @@
#include <EGL/egl.h>
#include <GLES3/gl3.h>
#include <dlfcn.h>
#include <string>
#include "dobby.h"
#include "imgui.h"
#include "imgui_impl_android.h"
@ -17,59 +16,45 @@
static bool g_Initialized = false;
static bool g_ShowMenu = true;
// 状态追踪日志,用于在 UI 上显示
static char g_HookStatus[256] = "Waiting...";
// 触摸状态全局变量
struct {
float x;
float y;
bool down;
int count;
} g_TouchData = {0, 0, false, 0};
typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface);
static p_eglSwapBuffers old_eglSwapBuffers = nullptr;
// --- 触摸数据结构 ---
struct TouchState {
float x;
float y;
bool down;
int event_count; // 记录收到了多少次事件
} g_Touch;
// --- 针对 Unity 绕过导出的最强 Hook 方案 ---
// --- 核心 Hook 逻辑 ---
typedef int32_t (*p_AInputQueue_getEvent)(AInputQueue* queue, AInputEvent** outEvent);
static p_AInputQueue_getEvent old_getEvent = nullptr;
typedef float (*p_AMotionEvent_getRawX)(const AInputEvent* motion_event, size_t pointer_index);
static p_AMotionEvent_getRawX old_getRawX = nullptr;
typedef float (*p_AMotionEvent_getRawY)(const AInputEvent* motion_event, size_t pointer_index);
static p_AMotionEvent_getRawY old_getRawY = nullptr;
typedef int32_t (*p_AMotionEvent_getAction)(const AInputEvent* motion_event);
static p_AMotionEvent_getAction old_getAction = nullptr;
float hook_AMotionEvent_getRawX(const AInputEvent* motion_event, size_t pointer_index) {
float x = old_getRawX(motion_event, pointer_index);
if (g_ShowMenu && g_Initialized && pointer_index == 0) {
g_Touch.x = x;
g_Touch.event_count++;
}
return x;
}
float hook_AMotionEvent_getRawY(const AInputEvent* motion_event, size_t pointer_index) {
float y = old_getRawY(motion_event, pointer_index);
if (g_ShowMenu && g_Initialized && pointer_index == 0) {
g_Touch.y = y;
}
return y;
}
int32_t hook_AMotionEvent_getAction(const AInputEvent* motion_event) {
int32_t action = old_getAction(motion_event);
if (g_ShowMenu && g_Initialized) {
int32_t code = action & AMOTION_EVENT_ACTION_MASK;
if (code == AMOTION_EVENT_ACTION_DOWN || code == AMOTION_EVENT_ACTION_POINTER_DOWN) {
g_Touch.down = true;
} else if (code == AMOTION_EVENT_ACTION_UP || code == AMOTION_EVENT_ACTION_POINTER_UP || code == AMOTION_EVENT_ACTION_CANCEL) {
g_Touch.down = false;
int32_t hook_AInputQueue_getEvent(AInputQueue* queue, AInputEvent** outEvent) {
int32_t res = old_getEvent(queue, outEvent);
if (res >= 0 && outEvent && *outEvent) {
AInputEvent* event = *outEvent;
int32_t type = AInputEvent_getType(event);
if (type == AINPUT_EVENT_TYPE_MOTION) {
int32_t action = AMotionEvent_getAction(event);
int32_t code = action & AMOTION_EVENT_ACTION_MASK;
// 直接在这里调用系统函数读取(即使 Unity 自己不调用,我们可以在 Hook 里主动读)
g_TouchData.x = AMotionEvent_getX(event, 0);
g_TouchData.y = AMotionEvent_getY(event, 0);
if (code == AMOTION_EVENT_ACTION_DOWN || code == AMOTION_EVENT_ACTION_POINTER_DOWN) {
g_TouchData.down = true;
} else if (code == AMOTION_EVENT_ACTION_UP || code == AMOTION_EVENT_ACTION_POINTER_UP || code == AMOTION_EVENT_ACTION_CANCEL) {
g_TouchData.down = false;
}
g_TouchData.count++;
}
}
return action;
return res;
}
// 渲染钩子
@ -88,33 +73,31 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
ImGui_ImplOpenGL3_Init("#version 300 es");
g_Initialized = true;
LOGI("ImGui Initialized successfully.");
LOGI("ImGui Initialized: %d x %d", width, height);
}
if (g_ShowMenu) {
// 【核心】在渲染前强行同步触摸状态
ImGuiIO& io = ImGui::GetIO();
io.MousePos = ImVec2(g_Touch.x, g_Touch.y);
io.MouseDown[0] = g_Touch.down;
io.MousePos = ImVec2(g_TouchData.x, g_TouchData.y);
io.MouseDown[0] = g_TouchData.down;
ImGui_ImplOpenGL3_NewFrame();
ImGui::NewFrame();
ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(600, 450), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver);
if (ImGui::Begin("AndKitty SGame Debugger", &g_ShowMenu)) {
ImGui::TextColored(ImVec4(1, 1, 0, 1), "Hook Status: %s", g_HookStatus);
ImGui::Text("Touch Data: %s (%.1f, %.1f)", g_Touch.down ? "DOWN" : "UP", g_Touch.x, g_Touch.y);
ImGui::Text("Total Events Captured: %d", g_Touch.event_count);
ImGui::Text("Captured: %d", g_TouchData.count);
ImGui::Text("Pos: %.1f, %.1f", g_TouchData.x, g_TouchData.y);
ImGui::Text("Status: %s", g_TouchData.down ? "DOWN" : "UP");
ImGui::Separator();
if (ImGui::Button("Reset Touch State")) {
g_Touch.down = false;
g_Touch.event_count = 0;
}
ImGui::Checkbox("Menu Visible", &g_ShowMenu);
static bool test = false;
ImGui::Checkbox("Test Feature", &test);
if (ImGui::Button("Close Menu")) g_ShowMenu = false;
}
ImGui::End();
@ -126,44 +109,27 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
}
void* init_thread(void*) {
LOGI("Init thread started. Target: libunity.so");
// 持续检查模块加载情况
int retry = 0;
while (retry < 60) { // 最多等待 30 秒
if (dlopen("libunity.so", RTLD_NOLOAD)) {
LOGI("libunity.so found!");
break;
}
usleep(500000);
retry++;
}
// 既然日志显示 08:57 已经加载了 libunity.so,我们缩短等待
sleep(5);
// 1. Hook 渲染
void* swap_addr = dlsym(RTLD_DEFAULT, "eglSwapBuffers");
if (swap_addr) {
DobbyHook(swap_addr, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
LOGI("eglSwapBuffers Hooked.");
} else {
LOGI("FAILED to find eglSwapBuffers");
if (swap_addr) DobbyHook(swap_addr, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
// 2. Hook AInputQueue_getEvent
// 它是 Unity 拿事件的总阀门,不管 Unity 内部怎么读,只要它拿了,我们就拦
void* getEvent_addr = dlsym(RTLD_DEFAULT, "AInputQueue_getEvent");
if (!getEvent_addr) {
void* h_android = dlopen("libandroid.so", RTLD_NOW);
if (h_android) getEvent_addr = dlsym(h_android, "AInputQueue_getEvent");
}
// 2. Hook 触摸
void* getRawX_addr = dlsym(RTLD_DEFAULT, "AMotionEvent_getRawX");
void* getRawY_addr = dlsym(RTLD_DEFAULT, "AMotionEvent_getRawY");
void* getAction_addr = dlsym(RTLD_DEFAULT, "AMotionEvent_getAction");
if (getRawX_addr && getRawY_addr && getAction_addr) {
DobbyHook(getRawX_addr, (void*)hook_AMotionEvent_getRawX, (void**)&old_getRawX);
DobbyHook(getRawY_addr, (void*)hook_AMotionEvent_getRawY, (void**)&old_getRawY);
DobbyHook(getAction_addr, (void*)hook_AMotionEvent_getAction, (void**)&old_getAction);
snprintf(g_HookStatus, sizeof(g_HookStatus), "All Hooks OK (Unity Mode)");
LOGI("AMotionEvent Hooks applied successfully.");
} else {
snprintf(g_HookStatus, sizeof(g_HookStatus), "Hook FAILED: %p %p %p", getRawX_addr, getRawY_addr, getAction_addr);
LOGI("FAILED to find AMotionEvent symbols.");
if (getEvent_addr) {
LOGI("Hooking AInputQueue_getEvent...");
DobbyHook(getEvent_addr, (void*)hook_AInputQueue_getEvent, (void**)&old_getEvent);
}
LOGI("New Hook Strategy Applied.");
return nullptr;
}