Update main.cpp

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gggaa2152 2026-04-07 01:55:56 +08:00 committed by GitHub
parent 9931445697
commit d1aa7a48b2
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244
main.cpp
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@ -36,20 +36,22 @@ struct {
float renderH = 0.0f;
float physW = 3392.0f;
float physH = 2400.0f;
bool isSizeAutoDetected = false;
float offsetX = 0.0f;
float offsetY = 0.0f;
} g_Touch;
static float g_DynamicScale = 1.0f;
static float g_BaseWindowHeight = 0.0f;
static float g_UserUIScale = 1.1f;
static float g_UserUIScale = 1.2f;
// Hook 状态实时监控
static std::atomic<int> g_InitActorTriggerCount{0};
static std::atomic<int> g_DobbyStatus{-99}; // -99 表示尚未尝试
static uintptr_t g_GameBase = 0;
static uintptr_t g_HookAddr_InitActor = 0;
static uintptr_t g_HookAddr_ClearActor = 0;
// =================================================================
// 核心:使用管道进行安全内存读取
// =================================================================
static int g_SafePipe[2] = {-1, -1};
void InitSafePipe() {
if (g_SafePipe[0] == -1 && pipe(g_SafePipe) == -1) {
@ -72,13 +74,7 @@ struct DynamicOffsets {
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;
uint32_t prop_maxhp = 50;
uint32_t prop_level = 80;
uint32_t prop_hp = 48;
};
DynamicOffsets g_Offsets;
@ -89,10 +85,8 @@ struct DebugChain {
uintptr_t addr1 = 0;
uintptr_t addr2 = 0;
struct Item {
uintptr_t base = 0, addr3 = 0, addr4 = 0, addr5 = 0, addr6 = 0;
// 最终数据存放地址,方便看哪一步断了
uintptr_t gold_ptr = 0, hp_ptr = 0, level_ptr = 0;
} items[15];
uintptr_t base = 0, addr3 = 0, addr4 = 0, hp_final_ptr = 0;
} items[10];
};
struct GameSnapshot {
@ -105,6 +99,7 @@ std::mutex g_SnapshotMutex;
GameSnapshot g_CurrentSnapshot;
std::atomic<uintptr_t> g_ActorManager{0};
// 数据抓取后台线程
void DataWorkerThread() {
while (true) {
GameSnapshot newSnap;
@ -122,28 +117,17 @@ void DataWorkerThread() {
uintptr_t addr2 = SafeRead<uintptr_t>(addr1 + currOff.addr1_to_addr2);
newSnap.debug.addr2 = addr2;
if (addr2) {
for (int i = 0; i < 15; ++i) {
for (int i = 0; i < 10; ++i) {
uintptr_t item = SafeRead<uintptr_t>(addr2 + (i * 0x8));
newSnap.debug.items[i].base = item;
if (!item) continue;
uintptr_t addr3 = SafeRead<uintptr_t>(item + currOff.item_to_addr3);
newSnap.debug.items[i].addr3 = addr3;
if (!addr3) continue;
uintptr_t addr4 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr4);
newSnap.debug.items[i].addr4 = addr4;
if (addr4) {
newSnap.debug.items[i].gold_ptr = addr4 + currOff.prop_gold;
newSnap.debug.items[i].hp_ptr = addr4 + currOff.prop_hp;
newSnap.debug.items[i].level_ptr = addr4 + currOff.prop_level;
if (addr3) {
uintptr_t addr4 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr4);
newSnap.debug.items[i].addr4 = addr4;
if (addr4) newSnap.debug.items[i].hp_final_ptr = addr4 + currOff.prop_hp;
}
uintptr_t addr5 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr5);
newSnap.debug.items[i].addr5 = addr5;
uintptr_t addr6 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr6);
newSnap.debug.items[i].addr6 = addr6;
}
}
}
@ -168,95 +152,86 @@ uintptr_t GetModuleBase(const char* module_name) {
return base;
}
// =================================================================
// 目标 Hook 函数
// =================================================================
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("[****************] InitActorParams Hooked! x0 = %p [****************]", x0);
g_ActorManager.store((uintptr_t)x0);
old_InitActorParams(x0, x1, x2, x3);
}
void (*old_ClearActor)(void* x0);
void hook_ClearActor(void* x0) {
g_ActorManager.store(0);
old_ClearActor(x0);
}
// =================================================================
// 核心:输出所有捕获到的地址
// UI 渲染
// =================================================================
void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) {
ImGui::SetNextWindowPos(ImVec2(w * 0.4f, 100), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(w * 0.55f, h * 0.8f), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowPos(ImVec2(w * 0.45f, 50), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(w * 0.52f, h * 0.85f), ImGuiCond_FirstUseEver);
if (ImGui::Begin("内存地址链路全监控", nullptr, ImGuiWindowFlags_None)) {
if (ImGui::CollapsingHeader("偏移量实时微调面板", ImGuiTreeNodeFlags_DefaultOpen)) {
if (ImGui::Begin("全量地址链路监控 (Debug Mode)")) {
// 1. Hook 诊断区 (核心)
ImGui::TextColored(ImVec4(1, 1, 0, 1), "---- 核心 Hook 状态诊断 ----");
ImGui::Text("Dobby 挂载状态: "); ImGui::SameLine();
if (g_DobbyStatus == 0) ImGui::TextColored(ImVec4(0, 1, 0, 1), "已挂载 (Success)");
else if (g_DobbyStatus == -99) ImGui::TextColored(ImVec4(0.5f, 0.5f, 0.5f, 1), "尚未尝试...");
else ImGui::TextColored(ImVec4(1, 0, 0, 1), "挂载失败! 错误码: %d", (int)g_DobbyStatus);
ImGui::Text("Hook 触发次数: "); ImGui::SameLine();
ImGui::TextColored(g_InitActorTriggerCount > 0 ? ImVec4(0, 1, 0, 1) : ImVec4(1, 0.5f, 0, 1),
"%d 次", (int)g_InitActorTriggerCount);
if (g_InitActorTriggerCount == 0) {
ImGui::TextColored(ImVec4(1, 0, 0, 1), "注意: 如果你已在对局中但触发次数为0,说明 Hook 没生效!");
}
ImGui::Separator();
// 2. 偏移调节
if (ImGui::CollapsingHeader("偏移微调 (十进制按钮)", ImGuiTreeNodeFlags_DefaultOpen)) {
std::lock_guard<std::mutex> lock(g_OffsetMutex);
auto drawOffsetBtn = [](const char* label, uint32_t& val) {
ImGui::PushID(&val);
ImGui::Text("%s: %d (0x%X)", label, val, val);
ImGui::Text("%s: %u (0x%X)", label, val, 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();
};
drawOffsetBtn("地址1 (x0 + ?)", g_Offsets.x0_to_addr1);
drawOffsetBtn("数组 (addr1 + ?)", g_Offsets.addr1_to_addr2);
drawOffsetBtn("实体 (item + ?)", g_Offsets.item_to_addr3);
drawOffsetBtn("第一级 (X0 + ?)", g_Offsets.x0_to_addr1);
drawOffsetBtn("英雄数组 (Addr1 + ?)", g_Offsets.addr1_to_addr2);
drawOffsetBtn("英雄数据 (Item + ?)", g_Offsets.item_to_addr3);
}
ImGui::Separator();
// 3. 地址树
ImGui::Separator();
const auto& d = snap.debug;
const auto& off = snap.offsets;
// 顶层链路
ImGui::TextColored(ImVec4(0,1,1,1), "模块基址: 0x%lx", g_GameBase);
ImGui::TextColored(d.baseX0 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), "起点 X0: 0x%lx (触发:%d)", d.baseX0, g_InitActorTriggerCount.load());
ImGui::TextColored(d.addr1 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ 地址 1 (X0 + %d): 0x%lx", off.x0_to_addr1, d.addr1);
ImGui::TextColored(d.addr2 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ 英雄数组 (Addr1 + %d): 0x%lx", off.addr1_to_addr2, d.addr2);
ImGui::TextColored(ImVec4(0, 1, 1, 1), "libil2cpp 基址: 0x%lx", g_GameBase);
ImGui::TextColored(d.baseX0 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), "[起点] X0 基地址: 0x%lx", d.baseX0);
ImGui::Separator();
ImGui::Text("---- 英雄单元详细内存树 ----");
if (d.addr2 != 0) {
for (int i = 0; i < 15; i++) {
if (d.items[i].base == 0) continue;
char nodeName[128];
snprintf(nodeName, sizeof(nodeName), "玩家[%d] 实例地址: 0x%lx", i, d.items[i].base);
if (ImGui::TreeNodeEx(nodeName, ImGuiTreeNodeFlags_Framed)) {
// 第一级跳转:实体数据
ImGui::TextColored(d.items[i].addr3 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1),
" └─ [+%d] 详细数据(Addr3): 0x%lx", off.item_to_addr3, d.items[i].addr3);
if (d.items[i].addr3) {
// 第二级跳转:三个主要功能区
if (ImGui::TreeNode("查看具体功能区与数据末端地址")) {
// Addr4: 属性区
ImGui::TextColored(d.items[i].addr4 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1),
" ├─ Addr4 (属性区): 0x%lx", d.items[i].addr4);
if (d.items[i].addr4) {
ImGui::BulletText("HP 存放地址: 0x%lx", d.items[i].hp_ptr);
ImGui::BulletText("金币存放地址: 0x%lx", d.items[i].gold_ptr);
ImGui::BulletText("等级存放地址: 0x%lx", d.items[i].level_ptr);
}
// Addr5: 坐标区
ImGui::TextColored(d.items[i].addr5 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1),
" ├─ Addr5 (世界坐标区): 0x%lx", d.items[i].addr5);
// Addr6: 雷达区
ImGui::TextColored(d.items[i].addr6 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1),
" └─ Addr6 (雷达区): 0x%lx", d.items[i].addr6);
ImGui::TreePop();
}
if (d.baseX0) {
ImGui::TextColored(d.addr1 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1),
" └─ Addr1: 0x%lx (X0+%d)", d.addr1, off.x0_to_addr1);
ImGui::TextColored(d.addr2 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1),
" └─ 英雄数组: 0x%lx (Addr1+%d)", d.addr2, off.addr1_to_addr2);
if (d.addr2) {
ImGui::Separator();
for (int i = 0; i < 5; i++) {
if (d.items[i].base == 0) continue;
char lbl[128]; snprintf(lbl, 128, "英雄[%d] 实例: 0x%lx", i, d.items[i].base);
if (ImGui::TreeNode(lbl)) {
ImGui::Text("Addr3: 0x%lx", d.items[i].addr3);
ImGui::Text("Addr4: 0x%lx", d.items[i].addr4);
ImGui::TextColored(ImVec4(1, 0.8f, 0, 1), "最终数据存放点: 0x%lx", d.items[i].hp_final_ptr);
ImGui::TreePop();
}
ImGui::TreePop();
}
}
} else {
ImGui::TextColored(ImVec4(1,0,0,1), "英雄数组为空,请进入对局触发 InitActor。");
}
}
ImGui::End();
@ -265,27 +240,6 @@ 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 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 > 0) ? (g_Touch.renderW / g_Touch.physW) : 1.0f;
float autoScaleY = (g_Touch.renderH > 0) ? (g_Touch.renderH / g_Touch.physH) : 1.0f;
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);
@ -298,10 +252,10 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
ImGui::CreateContext();
ImGui_ImplOpenGL3_Init("#version 300 es");
ImGuiIO& io = ImGui::GetIO();
const char* systemFonts[] = { "/system/fonts/SysSans-Hans-Regular.ttf", "/system/fonts/NotoSansCJKjp-Regular.otc", "/system/fonts/NotoSansSC-Regular.otf", "/system/fonts/DroidSansFallback.ttf" };
const char* myFonts[] = { "/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());
if (access(myFonts[i], R_OK) == 0) {
io.Fonts->AddFontFromFileTTF(myFonts[i], 32.0f, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
g_FontLoaded = true; break;
}
}
@ -313,63 +267,63 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
io.MousePos = ImVec2(g_Touch.x, g_Touch.y);
io.MouseDown[0] = g_Touch.down.load();
float deviceScale = (float)h / 1000.0f;
if (deviceScale < 1.0f) deviceScale = 1.0f;
float finalScale = deviceScale * g_DynamicScale * g_UserUIScale;
static ImGuiStyle default_style = ImGui::GetStyle();
ImGuiStyle& style = ImGui::GetStyle();
style = default_style;
style.ScaleAllSizes(1.2f * finalScale);
style.WindowRounding = 12.0f;
style.FramePadding = ImVec2(10, 10);
style.WindowTitleAlign = ImVec2(0.5f, 0.5f);
float finalScale = (h / 1000.0f) * g_UserUIScale;
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(1.2f * finalScale);
style.WindowRounding = 10.0f;
style.WindowTitleAlign = ImVec2(0.5f, 0.5f);
io.FontGlobalScale = 1.2f * finalScale;
ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame();
if (g_BaseWindowHeight == 0.0f) g_BaseWindowHeight = h * 0.45f;
ImGui::SetNextWindowPos(ImVec2(50, 50), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(w * 0.6f, g_BaseWindowHeight), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(w * 0.4f, h * 0.3f), ImGuiCond_FirstUseEver);
if (ImGui::Begin("全自动对局助手 (调试模式)")) {
ImGui::SliderFloat("UI 缩放", &g_UserUIScale, 0.5f, 2.0f);
if (ImGui::Begin("自动对局控制台 (SGame/V3)")) {
ImGui::SliderFloat("菜单大小", &g_UserUIScale, 0.5f, 2.0f);
if (ImGui::Button(" 重置触控校准 (RESET) ")) { g_Touch.offsetX = 0; g_Touch.offsetY = 0; }
ImGui::Text("触控偏移: 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;
ImGui::Separator();
ImGui::TextColored(ImVec4(0, 1, 0, 1), "状态: %s", snapshot.inMatch ? "正在对局" : "空闲");
ImGui::Text("数据读取状态: %s", snapshot.inMatch ? "读取中" : "待命中");
}
ImGui::End();
DrawPointerDebugger(snapshot, w, h);
ImGui::Render();
GLint v[4]; glGetIntegerv(GL_VIEWPORT, v);
glDisable(GL_DEPTH_TEST); glViewport(0, 0, w, h);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
GLint v[4]; glGetIntegerv(GL_VIEWPORT, v); glDisable(GL_DEPTH_TEST);
glViewport(0, 0, w, h); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glViewport(v[0], v[1], v[2], v[3]);
return old_eglSwapBuffers(dpy, surface);
}
void* DelayedHookThread(void*) {
InitSafePipe();
// 1. 立即挂载渲染 Hook,菜单秒弹
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);
std::thread(DataWorkerThread).detach();
// 2. 后台循环等待并挂载 RVA Hook
while (true) {
uintptr_t base = GetModuleBase(GAME_MODULE);
if (base) {
g_GameBase = base;
g_HookAddr_InitActor = base + 0x73507bc;
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);
// 尝试 Hook 并记录状态
int ret = DobbyHook((void*)g_HookAddr_InitActor, (void*)hook_InitActorParams, (void**)&old_InitActorParams);
g_DobbyStatus.store(ret);
if (ret == 0) {
LOGI("[+] libil2cpp Hook 成功挂载!");
// 清理函数 Hook (非核心,顺带做)
void* old_tmp;
DobbyHook((void*)(base + 0x734bc10), (void*)hook_InitActorParams, &old_tmp);
} else {
LOGE("[-] libil2cpp Hook 挂载失败! Code: %d", ret);
}
break;
}
std::this_thread::sleep_for(std::chrono::seconds(1));