From d1aa7a48b26410d6624fd43cc006ce6b7cbc3acc Mon Sep 17 00:00:00 2001 From: gggaa2152 <60614405+gggaa2152@users.noreply.github.com> Date: Tue, 7 Apr 2026 01:55:56 +0800 Subject: [PATCH] Update main.cpp --- main.cpp | 244 ++++++++++++++++++++++--------------------------------- 1 file changed, 99 insertions(+), 145 deletions(-) diff --git a/main.cpp b/main.cpp index da39e977a..369285ba1 100644 --- a/main.cpp +++ b/main.cpp @@ -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 g_InitActorTriggerCount{0}; +static std::atomic 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 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(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(addr2 + (i * 0x8)); newSnap.debug.items[i].base = item; if (!item) continue; - uintptr_t addr3 = SafeRead(item + currOff.item_to_addr3); newSnap.debug.items[i].addr3 = addr3; - if (!addr3) continue; - - uintptr_t addr4 = SafeRead(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(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(addr3 + currOff.addr3_to_addr5); - newSnap.debug.items[i].addr5 = addr5; - - uintptr_t addr6 = SafeRead(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 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));