Update main.cpp

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gggaa2152 2026-04-06 04:48:36 +08:00 committed by GitHub
parent f291ca3206
commit de3789bfb4
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101
main.cpp
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@ -4,14 +4,26 @@
#include <android/log.h>
#include <string.h>
#include <sys/mman.h>
#include <stdio.h> // 新增:修复 FILE, fopen 报错
#include <stdlib.h> // 新增:修复 strtoull 报错
#include <stdio.h>
#include <stdlib.h>
#include <EGL/egl.h>
#include <GLES3/gl3.h>
#include "dobby.h"
// ImGui 包含
#include "imgui.h"
#include "backends/imgui_impl_android.h"
#include "backends/imgui_impl_opengl3.h"
#define TAG "JKMenu_SGame"
#define LOGI(...) __android_log_print(ANDROID_LOG_INFO, TAG, __VA_ARGS__)
#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR, TAG, __VA_ARGS__)
// --- 全局变量 ---
bool g_Initialized = false;
bool g_ShowMenu = true;
EGLBoolean (*old_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface) = nullptr;
// 获取模块基址
uintptr_t get_module_base(const char* name) {
FILE* fp = fopen("/proc/self/maps", "r");
@ -27,45 +39,82 @@ uintptr_t get_module_base(const char* name) {
return base;
}
// --- ImGui 绘制逻辑 ---
void DrawImGui() {
if (!g_ShowMenu) return;
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplAndroid_NewFrame();
ImGui::NewFrame();
ImGui::SetNextWindowSize(ImVec2(400, 300), ImGuiCond_FirstUseEver);
if (ImGui::Begin("JKMenu v3.0 - Android 15 Stable", &g_ShowMenu)) {
ImGui::Text("Hello, SGame Player!");
ImGui::Separator();
static bool cheat1 = false;
ImGui::Checkbox("Enable ESP", &cheat1);
if (ImGui::Button("Close Menu")) {
g_ShowMenu = false;
}
}
ImGui::End();
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
}
// --- Hook 后的 eglSwapBuffers ---
EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
if (!g_Initialized) {
// 初始化 ImGui 上下文
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.IniFilename = nullptr; // 不保存配置文件
ImGui_ImplAndroid_Init(nullptr); // 王者荣耀通常不需要窗口句柄
ImGui_ImplOpenGL3_Init("#version 300 es");
ImGui::StyleColorsDark();
g_Initialized = true;
LOGI("ImGui Initialized inside eglSwapBuffers.");
}
DrawImGui();
return old_eglSwapBuffers(dpy, surface);
}
void* init_thread(void*) {
LOGI("Thread started, entering monitoring loop...");
uintptr_t game_base = 0;
int retry = 0;
// 王者荣耀核心库通常是 libGameCore.so 或 Unity 环境下的 libunity.so
// 我们先循环检测,直到库加载完成
while (game_base == 0 && retry < 60) {
game_base = get_module_base("libGameCore.so");
if (game_base == 0) {
game_base = get_module_base("libunity.so"); // 兼容性检测
}
if (game_base == 0) {
if (retry % 5 == 0) LOGI("Waiting for game libraries... (retry %d)", retry);
sleep(1);
retry++;
}
// 1. 等待 libEGL.so 加载(渲染菜单必须 Hook 它)
uintptr_t egl_base = 0;
while (egl_base == 0) {
egl_base = get_module_base("libEGL.so");
if (egl_base == 0) sleep(1);
}
LOGI("Found libEGL.so at: %p", (void*)egl_base);
if (game_base == 0) {
LOGE("Error: Game core library not found after 60s.");
// 2. 查找 eglSwapBuffers 符号地址
// 也可以直接用 dlsym(RTLD_NEXT, "eglSwapBuffers")
void* sym_eglSwapBuffers = dlsym(RTLD_DEFAULT, "eglSwapBuffers");
if (!sym_eglSwapBuffers) {
LOGE("Error: Cannot find eglSwapBuffers symbol!");
return nullptr;
}
LOGI("Found game base at: %p", (void*)game_base);
// 3. 执行 Hook
LOGI("Hooking eglSwapBuffers at %p", sym_eglSwapBuffers);
DobbyHook(sym_eglSwapBuffers, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
// TODO: 在此处添加你的 DobbyHook 逻辑
// 例如: DobbyHook((void*)(game_base + 0x123456), (void*)new_func, (void**)&orig_func);
LOGI("All initialization steps completed.");
LOGI("Hook applied. Waiting for frame render...");
return nullptr;
}
__attribute__((constructor))
void _init() {
pthread_t tid;
// 使用分离模式创建线程,确保不会阻塞游戏进程
pthread_create(&tid, nullptr, init_thread, nullptr);
pthread_detach(tid);
}