diff --git a/main.cpp b/main.cpp index b55c13fae..8a45888dd 100644 --- a/main.cpp +++ b/main.cpp @@ -43,12 +43,15 @@ struct { static float g_DynamicScale = 1.0f; static float g_UserUIScale = 1.2f; +// Hook 状态实时监控 static std::atomic g_InitActorTriggerCount{0}; static std::atomic g_DobbyStatus{-99}; static uintptr_t g_GameBase = 0; static uintptr_t g_HookAddr_InitActor = 0; -// 安全 Pipe 读取 +// ================================================================= +// 核心读取:Pipe 安全管道模式 +// ================================================================= static int g_SafePipe[2] = {-1, -1}; void InitSafePipe() { if (g_SafePipe[0] == -1 && pipe(g_SafePipe) == -1) { @@ -151,19 +154,42 @@ uintptr_t GetModuleBase(const char* module_name) { void (*old_InitActorParams)(void* x0, void* x1, void* x2, void* x3); void hook_InitActorParams(void* x0, void* x1, void* x2, void* x3) { g_InitActorTriggerCount++; + LOGI("[TRIGGER] InitActorParams Hooked! x0 = %p", x0); g_ActorManager.store((uintptr_t)x0); old_InitActorParams(x0, x1, x2, x3); } +// ================================================================= +// UI 绘制与状态输出 +// ================================================================= void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) { ImGui::SetNextWindowPos(ImVec2(w * 0.45f, 50), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(w * 0.52f, h * 0.85f), ImGuiCond_FirstUseEver); - if (ImGui::Begin(u8"全量地址链路监控 (Debug Mode)")) { + if (ImGui::Begin(u8"地址链路全监控 (Debug Mode)")) { ImGui::TextColored(ImVec4(1, 1, 0, 1), u8"---- 核心 Hook 状态诊断 ----"); ImGui::Text(u8"Dobby 状态: %d (0成功)", (int)g_DobbyStatus); ImGui::Text(u8"触发次数: %d", (int)g_InitActorTriggerCount); + if (g_InitActorTriggerCount == 0) { + ImGui::TextColored(ImVec4(1, 0.2f, 0.2f, 1), u8"提示: 进局内加载时才触发捕获!"); + } ImGui::Separator(); + + if (ImGui::CollapsingHeader(u8"十进制偏移调节", ImGuiTreeNodeFlags_DefaultOpen)) { + std::lock_guard lock(g_OffsetMutex); + auto drawBtn = [](const char* label, uint32_t& val) { + ImGui::PushID(&val); + ImGui::Text("%s: %u", label, val); + if (ImGui::Button("-1")) val -= 1; ImGui::SameLine(); + if (ImGui::Button("+1")) val += 1; ImGui::SameLine(); + if (ImGui::Button("+8")) val += 8; + ImGui::PopID(); + ImGui::Separator(); + }; + drawBtn(u8"Addr1 (X0+?)", g_Offsets.x0_to_addr1); + drawBtn(u8"Array (A1+?)", g_Offsets.addr1_to_addr2); + } + const auto& d = snap.debug; ImGui::TextColored(ImVec4(0, 1, 1, 1), u8"基址: 0x%lx", g_GameBase); ImGui::TextColored(d.baseX0 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), u8"X0 (起点): 0x%lx", d.baseX0); @@ -179,20 +205,22 @@ typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface); static p_eglSwapBuffers old_eglSwapBuffers = nullptr; // ================================================================= -// 核心修复:防止画面“花了”的状态保护函数 +// 核心修复:极致 OpenGL 状态保护,防止画面花屏 // ================================================================= 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); g_Touch.renderW = (float)w; g_Touch.renderH = (float)h; - // --- [1] OpenGL 状态深度备份 --- + // --- [1] 深度备份所有可能影响画面的 OpenGL 状态 --- GLint last_program, last_texture, last_active_texture, last_array_buffer, last_element_array_buffer, last_vertex_array; GLint last_viewport[4], last_scissor_box[4]; + GLint last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha, last_blend_equation_rgb, last_blend_equation_alpha; GLboolean last_enable_blend = glIsEnabled(GL_BLEND); GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); + GLboolean last_depth_mask; glGetBooleanv(GL_DEPTH_WRITEMASK, &last_depth_mask); glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); @@ -202,8 +230,14 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); glGetIntegerv(GL_VIEWPORT, last_viewport); glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + glGetIntegerv(GL_BLEND_SRC_RGB, &last_blend_src_rgb); + glGetIntegerv(GL_BLEND_DST_RGB, &last_blend_dst_rgb); + glGetIntegerv(GL_BLEND_SRC_ALPHA, &last_blend_src_alpha); + glGetIntegerv(GL_BLEND_DST_ALPHA, &last_blend_dst_alpha); + glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb); + glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha); - // --- [2] ImGui 绘制逻辑 --- + // --- [2] 绘制 ImGui --- GameSnapshot snapshot; { std::lock_guard lock(g_SnapshotMutex); snapshot = g_CurrentSnapshot; } @@ -238,25 +272,29 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { ImGui::SetNextWindowSize(ImVec2(w * 0.4f, h * 0.3f), ImGuiCond_FirstUseEver); if (ImGui::Begin(u8"自动对局控制台 (画面保护版)")) { ImGui::SliderFloat(u8"UI 缩放", &g_UserUIScale, 0.5f, 2.0f); - ImGui::Text(u8"对局状态: %s", snapshot.inMatch ? u8"读取中" : u8"待命"); + if (ImGui::Button(u8"重置触控")) { g_Touch.offsetX = 0; g_Touch.offsetY = 0; } + ImGui::Text(u8"状态: %s", snapshot.inMatch ? u8"读取中" : u8"待命"); } ImGui::End(); DrawPointerDebugger(snapshot, w, h); ImGui::Render(); - glViewport(0, 0, w, h); // 临时切换到全屏 Viewport 画菜单 + glViewport(0, 0, w, h); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); - // --- [3] OpenGL 状态深度还原 (核心修复步骤) --- + // --- [3] 极致还原所有 OpenGL 状态 --- glUseProgram(last_program); glBindTexture(GL_TEXTURE_2D, last_texture); glActiveTexture(last_active_texture); glBindVertexArray(last_vertex_array); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); + glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); + glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); glViewport(last_viewport[0], last_viewport[1], last_viewport[2], last_viewport[3]); glScissor(last_scissor_box[0], last_scissor_box[1], last_scissor_box[2], last_scissor_box[3]); + glDepthMask(last_depth_mask); if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); @@ -266,7 +304,7 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { return old_eglSwapBuffers(dpy, surface); } -// 触摸 Hook 逻辑 (同前) +// 触摸 Hook (略) typedef int (*p_consume)(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent); static p_consume old_consume = nullptr; int hook_consume(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent) { @@ -275,9 +313,9 @@ int hook_consume(void* instance, void* factory, bool consumeBatches, int64_t fra AInputEvent* ev = (AInputEvent*)(*outEvent); if (AInputEvent_getType(ev) == AINPUT_EVENT_TYPE_MOTION) { int32_t action = AMotionEvent_getAction(ev) & AMOTION_EVENT_ACTION_MASK; - float rawX = AMotionEvent_getX(ev, 0); float rawY = AMotionEvent_getY(ev, 0); float scX = g_Touch.renderW / g_Touch.physW; float scY = g_Touch.renderH / g_Touch.physH; - g_Touch.x = (rawX * scX) + g_Touch.offsetX; g_Touch.y = (rawY * scY) + g_Touch.offsetY; + g_Touch.x = (AMotionEvent_getX(ev, 0) * scX) + g_Touch.offsetX; + g_Touch.y = (AMotionEvent_getY(ev, 0) * scY) + 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); }