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Update main.cpp
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main.cpp
364
main.cpp
@ -8,32 +8,238 @@
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#include <stdio.h>
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#include <algorithm>
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#include <atomic>
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#include <vector>
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#include <mutex>
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#include <thread>
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#include <chrono>
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#include <fcntl.h>
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#include "dobby.h"
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#include "imgui.h"
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#include "imgui_impl_android.h"
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#include "imgui_impl_opengl3.h"
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#define TAG "ZeroConfig_Drive"
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#define GAME_MODULE "libGameCore.so"
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static bool g_Initialized = false;
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struct {
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float x = 0.0f;
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float y = 0.0f;
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std::atomic<bool> down{false}; // 引入原子锁,防止多线程同时读写状态导致崩溃
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std::atomic<bool> down{false};
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float renderW = 0.0f;
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float renderH = 0.0f;
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float physW = 3392.0f;
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float physH = 2400.0f;
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bool isSizeAutoDetected = false;
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} g_Touch;
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// 高度缩放基准
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static float g_DynamicScale = 1.0f;
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static float g_BaseWindowHeight = 0.0f;
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// =================================================================
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// 内核级安全读取 (文件描述符长期保持打开以提升性能)
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// =================================================================
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static int g_MemFd = -1;
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template <typename T>
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T SafeRead(uintptr_t address) {
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T value{};
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if (address < 0x10000000 || address > 0x00007FFFFFFFFFFF) return value;
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if (g_MemFd == -1) g_MemFd = open("/proc/self/mem", O_RDONLY);
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if (g_MemFd >= 0) pread(g_MemFd, &value, sizeof(T), address);
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return value;
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}
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// =================================================================
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// 核心架构升级:分离式快照数据结构 (Snapshot)
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// =================================================================
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struct PlayerData {
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int hp = 0, maxHp = 0, mana = 0, gold = 0, level = 0;
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float worldX = 0, worldY = 0, worldZ = 0;
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float mapX = 0, mapY = 0;
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};
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// 完整的指针链快照(用于排错)
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struct DebugChain {
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uintptr_t baseX0 = 0;
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uintptr_t addr1 = 0;
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uintptr_t addr2 = 0;
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struct Item {
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uintptr_t base = 0, addr3 = 0, addr4 = 0, addr5 = 0, addr6 = 0;
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} items[15];
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};
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// 全局快照包裹
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struct GameSnapshot {
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bool inMatch = false;
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DebugChain debug;
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std::vector<PlayerData> players;
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};
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// 线程间数据交换的核心锁
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std::mutex g_SnapshotMutex;
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GameSnapshot g_CurrentSnapshot;
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std::atomic<uintptr_t> g_ActorManager{0};
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// =================================================================
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// 后台数据工人线程 (与渲染彻底解耦,永不卡死画面)
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// =================================================================
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void DataWorkerThread() {
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while (true) {
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GameSnapshot newSnap;
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uintptr_t baseX0 = g_ActorManager.load();
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if (baseX0 != 0) {
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newSnap.inMatch = true;
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newSnap.debug.baseX0 = baseX0;
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uintptr_t addr1 = SafeRead<uintptr_t>(baseX0 + 0x20);
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newSnap.debug.addr1 = addr1;
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if (addr1) {
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uintptr_t addr2 = SafeRead<uintptr_t>(addr1 + 0x10);
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newSnap.debug.addr2 = addr2;
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if (addr2) {
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for (int i = 0; i < 15; ++i) {
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uintptr_t item = SafeRead<uintptr_t>(addr2 + (i * 0x8));
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newSnap.debug.items[i].base = item;
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if (!item) continue;
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uintptr_t addr3 = SafeRead<uintptr_t>(item + 0x18);
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newSnap.debug.items[i].addr3 = addr3;
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if (!addr3) continue;
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PlayerData p;
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uintptr_t addr4 = SafeRead<uintptr_t>(addr3 + 0x30);
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newSnap.debug.items[i].addr4 = addr4;
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if (addr4) {
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p.gold = SafeRead<int32_t>(addr4 + 0x20);
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p.hp = SafeRead<int32_t>(addr4 + 0x30);
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p.maxHp = SafeRead<int32_t>(addr4 + 0x32);
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p.level = SafeRead<int32_t>(addr4 + 0x50);
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}
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uintptr_t addr5 = SafeRead<uintptr_t>(addr3 + 0x100);
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newSnap.debug.items[i].addr5 = addr5;
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if (addr5) {
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p.worldX = SafeRead<float>(addr5 + 0x0);
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p.worldZ = SafeRead<float>(addr5 + 0x4);
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p.worldY = SafeRead<float>(addr5 + 0x8);
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p.mana = SafeRead<int32_t>(addr5 + 0x28);
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}
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uintptr_t addr6 = SafeRead<uintptr_t>(addr3 + 0x70);
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newSnap.debug.items[i].addr6 = addr6;
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if (addr6) {
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p.mapX = SafeRead<float>(addr6 + 0x50);
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p.mapY = SafeRead<float>(addr6 + 0x54);
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}
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if (p.maxHp > 0 && p.maxHp < 50000) {
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newSnap.players.push_back(p);
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}
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}
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}
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}
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}
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// 安全交换快照
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{
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std::lock_guard<std::mutex> lock(g_SnapshotMutex);
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g_CurrentSnapshot = newSnap;
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}
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// 休眠 16ms 限制性能消耗 (约 60FPS 刷新率)
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std::this_thread::sleep_for(std::chrono::milliseconds(16));
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}
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}
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// =================================================================
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// 基础环境准备
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// =================================================================
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uintptr_t GetModuleBase(const char* module_name) {
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uintptr_t base = 0;
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FILE* f = fopen("/proc/self/maps", "r");
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if (!f) return 0;
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char line[512];
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while (fgets(line, sizeof(line), f)) {
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if (strstr(line, module_name)) {
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sscanf(line, "%lx", &base);
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break;
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}
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}
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fclose(f);
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return base;
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}
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void (*old_InitActorParams)(void* x0, void* x1, void* x2, void* x3);
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void hook_InitActorParams(void* x0, void* x1, void* x2, void* x3) {
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g_ActorManager.store((uintptr_t)x0);
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old_InitActorParams(x0, x1, x2, x3);
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}
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void (*old_ClearActor)(void* x0);
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void hook_ClearActor(void* x0) {
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g_ActorManager.store(0);
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old_ClearActor(x0);
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}
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// =================================================================
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// 渲染循环与 UI 设计 (学习 2.txt)
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// =================================================================
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void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) {
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ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(w * 0.5f, h * 0.7f), ImGuiCond_FirstUseEver);
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if (ImGui::Begin("Pointer Debugger (Find Breakpoints)")) {
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ImGui::TextColored(ImVec4(1, 1, 0, 1), "Color Legend: Green = Valid | Red = Nullptr (Broken)");
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ImGui::Separator();
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const auto& d = snap.debug;
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// 顶级基址展示
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ImGui::TextColored(d.baseX0 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), "[Base] InitActor x0: 0x%lx", d.baseX0);
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ImGui::TextColored(d.addr1 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+0x20] Addr1: 0x%lx", d.addr1);
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ImGui::TextColored(d.addr2 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+0x10] HeroArray: 0x%lx", d.addr2);
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ImGui::Separator();
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if (d.addr2 != 0) {
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for (int i = 0; i < 15; i++) {
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if (d.items[i].base == 0) continue;
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char nodeName[64];
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snprintf(nodeName, sizeof(nodeName), "Hero Array Index [%d] - Addr: 0x%lx", i, d.items[i].base);
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// 使用 TreeNode 仿造类似 CE 的内存层级视图
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if (ImGui::TreeNodeEx(nodeName, ImGuiTreeNodeFlags_Framed)) {
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ImGui::TextColored(d.items[i].addr3 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1),
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" └─ [+0x18] EntityData: 0x%lx", d.items[i].addr3);
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if (d.items[i].addr3) {
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ImGui::TextColored(d.items[i].addr4 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1),
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" ├─ [+0x30] Props Addr: 0x%lx", d.items[i].addr4);
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ImGui::TextColored(d.items[i].addr5 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1),
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" ├─ [+0x100] World Addr: 0x%lx", d.items[i].addr5);
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ImGui::TextColored(d.items[i].addr6 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1),
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" └─ [+0x70] Radar Addr: 0x%lx", d.items[i].addr6);
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}
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ImGui::TreePop();
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}
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}
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} else {
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ImGui::TextColored(ImVec4(1, 0, 0, 1), "Waiting for Hero Array to initialize...");
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}
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}
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ImGui::End();
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}
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typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface);
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static p_eglSwapBuffers old_eglSwapBuffers = nullptr;
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@ -43,7 +249,6 @@ static p_InputConsumer_consume old_consume = nullptr;
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void AutoFetchDeviceResolution() {
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FILE* pipe = popen("wm size", "r");
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if (!pipe) return;
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char buffer[128];
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while (fgets(buffer, sizeof(buffer), pipe) != NULL) {
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int w = 0, h = 0;
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@ -60,35 +265,20 @@ void AutoFetchDeviceResolution() {
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void handle_android_event(AInputEvent* event) {
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if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) {
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int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK;
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float rawX = AMotionEvent_getX(event, 0);
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float rawY = AMotionEvent_getY(event, 0);
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float autoScaleX = g_Touch.renderW / g_Touch.physW;
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float autoScaleY = g_Touch.renderH / g_Touch.physH;
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g_Touch.x = AMotionEvent_getX(event, 0) * autoScaleX;
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g_Touch.y = AMotionEvent_getY(event, 0) * autoScaleY;
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g_Touch.x = rawX * autoScaleX;
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g_Touch.y = rawY * autoScaleY;
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if (action == AMOTION_EVENT_ACTION_DOWN) {
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g_Touch.down.store(true);
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} else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) {
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g_Touch.down.store(false);
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}
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if (action == AMOTION_EVENT_ACTION_DOWN) g_Touch.down.store(true);
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else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) g_Touch.down.store(false);
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}
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}
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// =================================================================
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// 修复核心:移除导致内存泄露闪退的防穿透代码
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// =================================================================
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int hook_consume(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent) {
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// 正常放行,绝对不拦截吞噬事件,防止底层的 InputEvent 缓冲池被耗尽!
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int res = old_consume(instance, factory, consumeBatches, frameTime, outSeq, outEvent);
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if (res == 0 && outEvent && *outEvent) {
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// 只做旁路监听,提取坐标给 ImGui,不干扰游戏本身的内存释放流程
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AInputEvent* event = (AInputEvent*)(*outEvent);
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handle_android_event(event);
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handle_android_event((AInputEvent*)(*outEvent));
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}
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return res;
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}
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@ -103,6 +293,13 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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g_Touch.renderW = (float)w;
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g_Touch.renderH = (float)h;
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// 【核心】从后台线程窃取一张"快照",渲染层永不参与真实内存读写
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GameSnapshot snapshot;
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{
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std::lock_guard<std::mutex> lock(g_SnapshotMutex);
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snapshot = g_CurrentSnapshot;
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}
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if (!g_Initialized) {
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ImGui::CreateContext();
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ImGui_ImplOpenGL3_Init("#version 300 es");
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@ -112,7 +309,7 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = ImVec2(g_Touch.renderW, g_Touch.renderH);
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io.MousePos = ImVec2(g_Touch.x, g_Touch.y);
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io.MouseDown[0] = g_Touch.down.load(); // 安全原子读取
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io.MouseDown[0] = g_Touch.down.load();
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float deviceScale = (float)h / 1000.0f;
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if (deviceScale < 1.0f) deviceScale = 1.0f;
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@ -143,46 +340,90 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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g_BaseWindowHeight = h * 0.45f;
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}
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// 菜单展示
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ImGui::SetNextWindowPos(ImVec2(30, 30), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(w * 0.7f, g_BaseWindowHeight), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(w * 0.6f, g_BaseWindowHeight), ImGuiCond_FirstUseEver);
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if (ImGui::Begin("Zero-Config Engine")) {
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static bool show_pointer_debugger = false;
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static bool show_radar = true;
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if (ImGui::Begin("Game Inspector (Auto-Adaptive)")) {
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float currentHeight = ImGui::GetWindowHeight();
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g_DynamicScale = currentHeight / g_BaseWindowHeight;
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if (g_DynamicScale < 0.4f) g_DynamicScale = 0.4f;
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if (g_DynamicScale > 3.0f) g_DynamicScale = 3.0f;
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ImGui::TextColored(ImVec4(0, 1, 1, 1), "[*] Magic Resize Active");
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ImGui::Separator();
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ImGui::Text("Render Surface: %.0f x %.0f", g_Touch.renderW, g_Touch.renderH);
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if (g_Touch.isSizeAutoDetected) {
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ImGui::TextColored(ImVec4(0, 1, 0, 1), "Physical Screen: %.0f x %.0f (Auto)", g_Touch.physW, g_Touch.physH);
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} else {
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ImGui::TextColored(ImVec4(1, 1, 0, 1), "Physical Screen: %.0f x %.0f (Fallback)", g_Touch.physW, g_Touch.physH);
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}
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ImGui::Checkbox("Show Radar (小地图透视)", &show_radar);
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ImGui::SameLine();
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ImGui::Checkbox("Pointer Debugger (指针调试器)", &show_pointer_debugger);
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ImGui::Separator();
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ImGui::TextColored(ImVec4(1, 1, 0, 1), "-> Drag RIGHT edge to show more text.");
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ImGui::TextColored(ImVec4(1, 1, 0, 1), "-> Drag BOTTOM edge to ZOOM IN/OUT.");
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ImGui::Separator();
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ImGui::TextColored(ImVec4(0, 1, 0, 1), "Game Status: %s", snapshot.inMatch ? "In Match (局内)" : "Waiting (大厅)");
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ImGui::Text("Players Count: %d", (int)snapshot.players.size());
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if (ImGui::BeginTable("PlayersTable", 5, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg)) {
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ImGui::TableSetupColumn("Level");
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ImGui::TableSetupColumn("HP / MaxHP");
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ImGui::TableSetupColumn("Mana");
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ImGui::TableSetupColumn("Gold");
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ImGui::TableSetupColumn("Map Coord");
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ImGui::TableHeadersRow();
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static bool esp_enabled = true;
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ImGui::Checkbox("Enable ESP (Demo)", &esp_enabled);
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static float test_slider = 50.0f;
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ImGui::SliderFloat("FOV Size", &test_slider, 0.0f, 100.0f);
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// 直接用 snapshot 的数据画图,0 消耗,0 崩溃风险
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for (const auto& p : snapshot.players) {
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ImGui::TableNextRow();
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ImGui::TableNextColumn(); ImGui::Text("Lv.%d", p.level);
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ImGui::TableNextColumn();
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ImVec4 hpColor = ((float)p.hp / (p.maxHp+1)) < 0.3f ? ImVec4(1, 0, 0, 1) : ImVec4(0, 1, 0, 1);
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ImGui::TextColored(hpColor, "%d / %d", p.hp, p.maxHp);
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ImGui::TableNextColumn(); ImGui::TextColored(ImVec4(0.2f, 0.6f, 1.0f, 1.0f), "%d", p.mana);
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ImGui::TableNextColumn(); ImGui::TextColored(ImVec4(1, 0.8f, 0, 1), "%d", p.gold);
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ImGui::TableNextColumn(); ImGui::Text("%.1f, %.1f", p.mapX, p.mapY);
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}
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ImGui::EndTable();
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}
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}
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ImGui::End();
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// 呼叫调试窗口
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if (show_pointer_debugger) {
|
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DrawPointerDebugger(snapshot, w, h);
|
||||
}
|
||||
|
||||
// 雷达绘制
|
||||
if (show_radar && snapshot.inMatch) {
|
||||
ImGui::SetNextWindowPos(ImVec2(w - 350, 30), ImGuiCond_FirstUseEver);
|
||||
ImGui::SetNextWindowSize(ImVec2(300, 300), ImGuiCond_FirstUseEver);
|
||||
|
||||
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0, 0, 0, 0.5f));
|
||||
if (ImGui::Begin("Radar", nullptr, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize)) {
|
||||
|
||||
ImVec2 p0 = ImGui::GetCursorScreenPos();
|
||||
ImVec2 size = ImGui::GetContentRegionAvail();
|
||||
ImDrawList* draw_list = ImGui::GetWindowDrawList();
|
||||
|
||||
draw_list->AddRect(p0, ImVec2(p0.x + size.x, p0.y + size.y), IM_COL32(255, 255, 255, 100));
|
||||
|
||||
for (const auto& p : snapshot.players) {
|
||||
float mapScale = 10000.0f;
|
||||
float normalizedX = p.mapX / mapScale;
|
||||
float normalizedY = p.mapY / mapScale;
|
||||
|
||||
float radarX = p0.x + (normalizedX * size.x);
|
||||
float radarY = p0.y + size.y - (normalizedY * size.y);
|
||||
|
||||
if (normalizedX > 0 && normalizedX < 1 && normalizedY > 0 && normalizedY < 1) {
|
||||
draw_list->AddCircleFilled(ImVec2(radarX, radarY), 4.0f * finalScale, IM_COL32(255, 0, 0, 255));
|
||||
}
|
||||
}
|
||||
}
|
||||
ImGui::End();
|
||||
ImGui::PopStyleColor();
|
||||
}
|
||||
|
||||
ImGui::Render();
|
||||
|
||||
// =================================================================
|
||||
// 保留:Viewport 渲染防污染机制 (这个安全且必不可少)
|
||||
// =================================================================
|
||||
GLint last_viewport[4];
|
||||
glGetIntegerv(GL_VIEWPORT, last_viewport);
|
||||
GLint last_depth;
|
||||
@ -198,11 +439,22 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
|
||||
return old_eglSwapBuffers(dpy, surface);
|
||||
}
|
||||
|
||||
void* init_thread(void*) {
|
||||
AutoFetchDeviceResolution();
|
||||
void* DelayedHookThread(void*) {
|
||||
sleep(15);
|
||||
|
||||
sleep(6);
|
||||
void* sym_egl = dlsym(RTLD_DEFAULT, "eglSwapBuffers");
|
||||
// 【核心】启动专门的后台查内存工人
|
||||
std::thread(DataWorkerThread).detach();
|
||||
|
||||
uintptr_t gameBase = GetModuleBase(GAME_MODULE);
|
||||
if (!gameBase) {
|
||||
LOGE("未找到 %s", GAME_MODULE);
|
||||
} else {
|
||||
DobbyHook((void*)(gameBase + 0x73507bc), (void*)hook_InitActorParams, (void**)&old_InitActorParams);
|
||||
DobbyHook((void*)(gameBase + 0x734bc10), (void*)hook_ClearActor, (void**)&old_ClearActor);
|
||||
LOGI("[*] 注入成功! 基址: %p", (void*)gameBase);
|
||||
}
|
||||
|
||||
void* sym_egl = DobbySymbolResolver("libEGL.so", "eglSwapBuffers");
|
||||
if (sym_egl) DobbyHook(sym_egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
|
||||
|
||||
void* consume_addr = DobbySymbolResolver("libinput.so", "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE");
|
||||
@ -213,5 +465,5 @@ void* init_thread(void*) {
|
||||
|
||||
__attribute__((constructor)) void init_plugin() {
|
||||
pthread_t t;
|
||||
pthread_create(&t, nullptr, init_thread, nullptr);
|
||||
pthread_create(&t, nullptr, DelayedHookThread, nullptr);
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user