diff --git a/main.cpp b/main.cpp index 35274cb98..53dc3407e 100644 --- a/main.cpp +++ b/main.cpp @@ -8,32 +8,238 @@ #include #include #include +#include +#include +#include +#include +#include #include "dobby.h" #include "imgui.h" #include "imgui_impl_android.h" #include "imgui_impl_opengl3.h" #define TAG "ZeroConfig_Drive" +#define GAME_MODULE "libGameCore.so" static bool g_Initialized = false; struct { float x = 0.0f; float y = 0.0f; - std::atomic down{false}; // 引入原子锁,防止多线程同时读写状态导致崩溃 - + std::atomic down{false}; float renderW = 0.0f; float renderH = 0.0f; - float physW = 3392.0f; float physH = 2400.0f; bool isSizeAutoDetected = false; } g_Touch; -// 高度缩放基准 static float g_DynamicScale = 1.0f; static float g_BaseWindowHeight = 0.0f; +// ================================================================= +// 内核级安全读取 (文件描述符长期保持打开以提升性能) +// ================================================================= +static int g_MemFd = -1; + +template +T SafeRead(uintptr_t address) { + T value{}; + if (address < 0x10000000 || address > 0x00007FFFFFFFFFFF) return value; + + if (g_MemFd == -1) g_MemFd = open("/proc/self/mem", O_RDONLY); + if (g_MemFd >= 0) pread(g_MemFd, &value, sizeof(T), address); + + return value; +} + +// ================================================================= +// 核心架构升级:分离式快照数据结构 (Snapshot) +// ================================================================= +struct PlayerData { + int hp = 0, maxHp = 0, mana = 0, gold = 0, level = 0; + float worldX = 0, worldY = 0, worldZ = 0; + float mapX = 0, mapY = 0; +}; + +// 完整的指针链快照(用于排错) +struct DebugChain { + uintptr_t baseX0 = 0; + uintptr_t addr1 = 0; + uintptr_t addr2 = 0; + struct Item { + uintptr_t base = 0, addr3 = 0, addr4 = 0, addr5 = 0, addr6 = 0; + } items[15]; +}; + +// 全局快照包裹 +struct GameSnapshot { + bool inMatch = false; + DebugChain debug; + std::vector players; +}; + +// 线程间数据交换的核心锁 +std::mutex g_SnapshotMutex; +GameSnapshot g_CurrentSnapshot; +std::atomic g_ActorManager{0}; + +// ================================================================= +// 后台数据工人线程 (与渲染彻底解耦,永不卡死画面) +// ================================================================= +void DataWorkerThread() { + while (true) { + GameSnapshot newSnap; + uintptr_t baseX0 = g_ActorManager.load(); + + if (baseX0 != 0) { + newSnap.inMatch = true; + newSnap.debug.baseX0 = baseX0; + + uintptr_t addr1 = SafeRead(baseX0 + 0x20); + newSnap.debug.addr1 = addr1; + + if (addr1) { + uintptr_t addr2 = SafeRead(addr1 + 0x10); + newSnap.debug.addr2 = addr2; + + if (addr2) { + for (int i = 0; i < 15; ++i) { + uintptr_t item = SafeRead(addr2 + (i * 0x8)); + newSnap.debug.items[i].base = item; + if (!item) continue; + + uintptr_t addr3 = SafeRead(item + 0x18); + newSnap.debug.items[i].addr3 = addr3; + if (!addr3) continue; + + PlayerData p; + + uintptr_t addr4 = SafeRead(addr3 + 0x30); + newSnap.debug.items[i].addr4 = addr4; + if (addr4) { + p.gold = SafeRead(addr4 + 0x20); + p.hp = SafeRead(addr4 + 0x30); + p.maxHp = SafeRead(addr4 + 0x32); + p.level = SafeRead(addr4 + 0x50); + } + + uintptr_t addr5 = SafeRead(addr3 + 0x100); + newSnap.debug.items[i].addr5 = addr5; + if (addr5) { + p.worldX = SafeRead(addr5 + 0x0); + p.worldZ = SafeRead(addr5 + 0x4); + p.worldY = SafeRead(addr5 + 0x8); + p.mana = SafeRead(addr5 + 0x28); + } + + uintptr_t addr6 = SafeRead(addr3 + 0x70); + newSnap.debug.items[i].addr6 = addr6; + if (addr6) { + p.mapX = SafeRead(addr6 + 0x50); + p.mapY = SafeRead(addr6 + 0x54); + } + + if (p.maxHp > 0 && p.maxHp < 50000) { + newSnap.players.push_back(p); + } + } + } + } + } + + // 安全交换快照 + { + std::lock_guard lock(g_SnapshotMutex); + g_CurrentSnapshot = newSnap; + } + + // 休眠 16ms 限制性能消耗 (约 60FPS 刷新率) + std::this_thread::sleep_for(std::chrono::milliseconds(16)); + } +} + +// ================================================================= +// 基础环境准备 +// ================================================================= +uintptr_t GetModuleBase(const char* module_name) { + uintptr_t base = 0; + FILE* f = fopen("/proc/self/maps", "r"); + if (!f) return 0; + char line[512]; + while (fgets(line, sizeof(line), f)) { + if (strstr(line, module_name)) { + sscanf(line, "%lx", &base); + break; + } + } + fclose(f); + return base; +} + +void (*old_InitActorParams)(void* x0, void* x1, void* x2, void* x3); +void hook_InitActorParams(void* x0, void* x1, void* x2, void* x3) { + 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); +} + +// ================================================================= +// 渲染循环与 UI 设计 (学习 2.txt) +// ================================================================= +void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) { + ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(w * 0.5f, h * 0.7f), ImGuiCond_FirstUseEver); + + if (ImGui::Begin("Pointer Debugger (Find Breakpoints)")) { + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Color Legend: Green = Valid | Red = Nullptr (Broken)"); + ImGui::Separator(); + + const auto& d = snap.debug; + + // 顶级基址展示 + ImGui::TextColored(d.baseX0 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), "[Base] InitActor x0: 0x%lx", d.baseX0); + ImGui::TextColored(d.addr1 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+0x20] Addr1: 0x%lx", d.addr1); + ImGui::TextColored(d.addr2 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+0x10] HeroArray: 0x%lx", d.addr2); + + ImGui::Separator(); + + if (d.addr2 != 0) { + for (int i = 0; i < 15; i++) { + if (d.items[i].base == 0) continue; + + char nodeName[64]; + snprintf(nodeName, sizeof(nodeName), "Hero Array Index [%d] - Addr: 0x%lx", i, d.items[i].base); + + // 使用 TreeNode 仿造类似 CE 的内存层级视图 + if (ImGui::TreeNodeEx(nodeName, ImGuiTreeNodeFlags_Framed)) { + + ImGui::TextColored(d.items[i].addr3 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), + " └─ [+0x18] EntityData: 0x%lx", d.items[i].addr3); + + if (d.items[i].addr3) { + ImGui::TextColored(d.items[i].addr4 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), + " ├─ [+0x30] Props Addr: 0x%lx", d.items[i].addr4); + ImGui::TextColored(d.items[i].addr5 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), + " ├─ [+0x100] World Addr: 0x%lx", d.items[i].addr5); + ImGui::TextColored(d.items[i].addr6 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), + " └─ [+0x70] Radar Addr: 0x%lx", d.items[i].addr6); + } + ImGui::TreePop(); + } + } + } else { + ImGui::TextColored(ImVec4(1, 0, 0, 1), "Waiting for Hero Array to initialize..."); + } + } + ImGui::End(); +} + typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface); static p_eglSwapBuffers old_eglSwapBuffers = nullptr; @@ -43,7 +249,6 @@ static p_InputConsumer_consume old_consume = nullptr; void AutoFetchDeviceResolution() { FILE* pipe = popen("wm size", "r"); if (!pipe) return; - char buffer[128]; while (fgets(buffer, sizeof(buffer), pipe) != NULL) { int w = 0, h = 0; @@ -60,35 +265,20 @@ void AutoFetchDeviceResolution() { 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 rawX = AMotionEvent_getX(event, 0); - float rawY = AMotionEvent_getY(event, 0); - float autoScaleX = g_Touch.renderW / g_Touch.physW; float autoScaleY = g_Touch.renderH / g_Touch.physH; + g_Touch.x = AMotionEvent_getX(event, 0) * autoScaleX; + g_Touch.y = AMotionEvent_getY(event, 0) * autoScaleY; - g_Touch.x = rawX * autoScaleX; - g_Touch.y = rawY * autoScaleY; - - 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); - } + 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); } } -// ================================================================= -// 修复核心:移除导致内存泄露闪退的防穿透代码 -// ================================================================= int hook_consume(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent) { - // 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! int res = old_consume(instance, factory, consumeBatches, frameTime, outSeq, outEvent); - if (res == 0 && outEvent && *outEvent) { - // 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 - AInputEvent* event = (AInputEvent*)(*outEvent); - handle_android_event(event); + handle_android_event((AInputEvent*)(*outEvent)); } return res; } @@ -103,6 +293,13 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { g_Touch.renderW = (float)w; g_Touch.renderH = (float)h; + // 【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 + GameSnapshot snapshot; + { + std::lock_guard lock(g_SnapshotMutex); + snapshot = g_CurrentSnapshot; + } + if (!g_Initialized) { ImGui::CreateContext(); ImGui_ImplOpenGL3_Init("#version 300 es"); @@ -112,7 +309,7 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { ImGuiIO& io = ImGui::GetIO(); io.DisplaySize = ImVec2(g_Touch.renderW, g_Touch.renderH); io.MousePos = ImVec2(g_Touch.x, g_Touch.y); - io.MouseDown[0] = g_Touch.down.load(); // 安全原子读取 + io.MouseDown[0] = g_Touch.down.load(); float deviceScale = (float)h / 1000.0f; if (deviceScale < 1.0f) deviceScale = 1.0f; @@ -143,46 +340,90 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { g_BaseWindowHeight = h * 0.45f; } + // 菜单展示 ImGui::SetNextWindowPos(ImVec2(30, 30), ImGuiCond_FirstUseEver); - ImGui::SetNextWindowSize(ImVec2(w * 0.7f, g_BaseWindowHeight), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(w * 0.6f, g_BaseWindowHeight), ImGuiCond_FirstUseEver); - if (ImGui::Begin("Zero-Config Engine")) { - + static bool show_pointer_debugger = false; + static bool show_radar = true; + + if (ImGui::Begin("Game Inspector (Auto-Adaptive)")) { float currentHeight = ImGui::GetWindowHeight(); g_DynamicScale = currentHeight / g_BaseWindowHeight; - if (g_DynamicScale < 0.4f) g_DynamicScale = 0.4f; if (g_DynamicScale > 3.0f) g_DynamicScale = 3.0f; - ImGui::TextColored(ImVec4(0, 1, 1, 1), "[*] Magic Resize Active"); - ImGui::Separator(); - - ImGui::Text("Render Surface: %.0f x %.0f", g_Touch.renderW, g_Touch.renderH); - - if (g_Touch.isSizeAutoDetected) { - ImGui::TextColored(ImVec4(0, 1, 0, 1), "Physical Screen: %.0f x %.0f (Auto)", g_Touch.physW, g_Touch.physH); - } else { - ImGui::TextColored(ImVec4(1, 1, 0, 1), "Physical Screen: %.0f x %.0f (Fallback)", g_Touch.physW, g_Touch.physH); - } + ImGui::Checkbox("Show Radar (小地图透视)", &show_radar); + ImGui::SameLine(); + ImGui::Checkbox("Pointer Debugger (指针调试器)", &show_pointer_debugger); ImGui::Separator(); - ImGui::TextColored(ImVec4(1, 1, 0, 1), "-> Drag RIGHT edge to show more text."); - ImGui::TextColored(ImVec4(1, 1, 0, 1), "-> Drag BOTTOM edge to ZOOM IN/OUT."); - ImGui::Separator(); + + ImGui::TextColored(ImVec4(0, 1, 0, 1), "Game Status: %s", snapshot.inMatch ? "In Match (局内)" : "Waiting (大厅)"); + ImGui::Text("Players Count: %d", (int)snapshot.players.size()); + + if (ImGui::BeginTable("PlayersTable", 5, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg)) { + ImGui::TableSetupColumn("Level"); + ImGui::TableSetupColumn("HP / MaxHP"); + ImGui::TableSetupColumn("Mana"); + ImGui::TableSetupColumn("Gold"); + ImGui::TableSetupColumn("Map Coord"); + ImGui::TableHeadersRow(); - static bool esp_enabled = true; - ImGui::Checkbox("Enable ESP (Demo)", &esp_enabled); - - static float test_slider = 50.0f; - ImGui::SliderFloat("FOV Size", &test_slider, 0.0f, 100.0f); + // 直接用 snapshot 的数据画图,0 消耗,0 崩溃风险 + for (const auto& p : snapshot.players) { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); ImGui::Text("Lv.%d", p.level); + ImGui::TableNextColumn(); + ImVec4 hpColor = ((float)p.hp / (p.maxHp+1)) < 0.3f ? ImVec4(1, 0, 0, 1) : ImVec4(0, 1, 0, 1); + ImGui::TextColored(hpColor, "%d / %d", p.hp, p.maxHp); + ImGui::TableNextColumn(); ImGui::TextColored(ImVec4(0.2f, 0.6f, 1.0f, 1.0f), "%d", p.mana); + ImGui::TableNextColumn(); ImGui::TextColored(ImVec4(1, 0.8f, 0, 1), "%d", p.gold); + ImGui::TableNextColumn(); ImGui::Text("%.1f, %.1f", p.mapX, p.mapY); + } + ImGui::EndTable(); + } } ImGui::End(); + // 呼叫调试窗口 + if (show_pointer_debugger) { + 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); }