diff --git a/main.cpp b/main.cpp index 1720122bf..d59cab3ae 100644 --- a/main.cpp +++ b/main.cpp @@ -13,23 +13,21 @@ #include #include #include +#include // 必须包含 vector #include "dobby.h" #include "imgui.h" #include "imgui_impl_android.h" #include "imgui_impl_opengl3.h" -#define TAG "IL2CPP_Hook" +#define TAG "IL2CPP_Instrument" #define LOGI(...) __android_log_print(ANDROID_LOG_INFO, TAG, __VA_ARGS__) -#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR, TAG, __VA_ARGS__) -// ======================== 日志缓冲区(悬浮窗显示)======================== +// 日志缓冲区 #define MAX_LOG_LINES 200 #define MAX_LOG_LEN 256 - static std::mutex g_LogMutex; static char g_LogBuffer[MAX_LOG_LINES][MAX_LOG_LEN]; -static int g_LogHead = 0; -static int g_LogCount = 0; +static int g_LogHead = 0, g_LogCount = 0; void AddLog(const char* fmt, ...) { char buf[MAX_LOG_LEN]; @@ -37,21 +35,27 @@ void AddLog(const char* fmt, ...) { va_start(args, fmt); vsnprintf(buf, sizeof(buf), fmt, args); va_end(args); - std::lock_guard lock(g_LogMutex); - strncpy(g_LogBuffer[g_LogHead], buf, MAX_LOG_LEN - 1); - g_LogBuffer[g_LogHead][MAX_LOG_LEN - 1] = '\0'; + strncpy(g_LogBuffer[g_LogHead], buf, MAX_LOG_LEN-1); + g_LogBuffer[g_LogHead][MAX_LOG_LEN-1] = '\0'; g_LogHead = (g_LogHead + 1) % MAX_LOG_LINES; if (g_LogCount < MAX_LOG_LINES) g_LogCount++; LOGI("%s", buf); } -// ======================== 全局变量 ======================== -static bool g_ImGuiReady = false; static uintptr_t g_ActorManager = 0; static int g_MemFd = -1; -// 偏移链(可动态调整) +template +T SafeRead(uintptr_t addr) { + T val{}; + if (addr < 0x10000) return val; + if (g_MemFd == -1) g_MemFd = open("/proc/self/mem", O_RDONLY); + if (g_MemFd >= 0) pread(g_MemFd, &val, sizeof(T), addr); + return val; +} + +// 偏移链(可调整) struct { uint32_t x0_to_addr1 = 0x20; uint32_t addr1_to_addr2 = 0x10; @@ -66,96 +70,72 @@ struct { uint32_t prop_mana = 0x28; } g_Offsets; -// ======================== 安全内存读取 ======================== -template -T SafeRead(uintptr_t addr) { - T val{}; - if (addr < 0x10000 || addr > 0x7fffffffffff) return val; - if (g_MemFd == -1) g_MemFd = open("/proc/self/mem", O_RDONLY); - if (g_MemFd >= 0) pread(g_MemFd, &val, sizeof(T), addr); - return val; -} - -// ======================== 玩家数据结构 ======================== +// 玩家数据结构 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; }; +// 快照结构 struct GameSnapshot { bool inMatch = false; - std::vector players; uintptr_t x0 = 0; - uintptr_t addr1 = 0; - uintptr_t addr2 = 0; + std::vector players; }; -static GameSnapshot g_CurrentSnapshot; -static std::mutex g_SnapshotMutex; +static GameSnapshot g_Snapshot; +static std::mutex g_SnapMutex; -// ======================== 后台数据读取线程 ======================== -void DataWorkerThread() { - AddLog("[DataThread] 启动"); +// 后台数据读取线程 +void DataThread() { while (true) { - GameSnapshot newSnap; - uintptr_t baseX0 = g_ActorManager; - - if (baseX0 != 0) { - newSnap.inMatch = true; - newSnap.x0 = baseX0; - - uintptr_t addr1 = SafeRead(baseX0 + g_Offsets.x0_to_addr1); - newSnap.addr1 = addr1; + GameSnapshot snap; + uintptr_t base = g_ActorManager; + if (base) { + snap.inMatch = true; + snap.x0 = base; + uintptr_t addr1 = SafeRead(base + g_Offsets.x0_to_addr1); if (addr1) { uintptr_t addr2 = SafeRead(addr1 + g_Offsets.addr1_to_addr2); - newSnap.addr2 = addr2; if (addr2) { - // 遍历玩家数组(最多15个) - for (int i = 0; i < 15; ++i) { - uintptr_t item = SafeRead(addr2 + i * 0x8); + for (int i = 0; i < 15; i++) { + uintptr_t item = SafeRead(addr2 + i * 8); if (!item) continue; - uintptr_t addr3 = SafeRead(item + g_Offsets.item_to_addr3); if (!addr3) continue; - PlayerData p; uintptr_t addr4 = SafeRead(addr3 + g_Offsets.addr3_to_addr4); if (addr4) { p.gold = SafeRead(addr4 + g_Offsets.prop_gold); - p.hp = SafeRead(addr4 + g_Offsets.prop_hp); + p.hp = SafeRead(addr4 + g_Offsets.prop_hp); p.maxHp = SafeRead(addr4 + g_Offsets.prop_maxhp); p.level = SafeRead(addr4 + g_Offsets.prop_level); } uintptr_t addr5 = SafeRead(addr3 + g_Offsets.addr3_to_addr5); if (addr5) { - p.worldX = SafeRead(addr5 + 0x0); - p.worldZ = SafeRead(addr5 + 0x4); - p.worldY = SafeRead(addr5 + 0x8); - p.mana = SafeRead(addr5 + g_Offsets.prop_mana); + p.mana = SafeRead(addr5 + g_Offsets.prop_mana); } uintptr_t addr6 = SafeRead(addr3 + g_Offsets.addr3_to_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); + if (p.maxHp > 0) snap.players.push_back(p); } } } } - + // 替换快照(使用锁保护) { - std::lock_guard lock(g_SnapshotMutex); - g_CurrentSnapshot = newSnap; + std::lock_guard lock(g_SnapMutex); + g_Snapshot = std::move(snap); // 使用移动语义避免拷贝问题 } std::this_thread::sleep_for(std::chrono::milliseconds(16)); } } -// ======================== 模块基址获取 ======================== -uintptr_t GetModuleBase(const char* name) { +// 获取模块基址 +uintptr_t GetBase(const char* name) { FILE* f = fopen("/proc/self/maps", "r"); if (!f) return 0; char line[512]; @@ -170,207 +150,173 @@ uintptr_t GetModuleBase(const char* name) { return base; } -// ======================== Hook 函数(只有1个参数)======================== -void (*old_InitActorParams)(void* x0); -void hook_InitActorParams(void* x0) { - AddLog("[HOOK] InitActorParams called, x0 = %p", x0); - if (x0 != nullptr) { - g_ActorManager = (uintptr_t)x0; - // 测试读取偏移验证 - uintptr_t test = SafeRead((uintptr_t)x0 + g_Offsets.x0_to_addr1); - AddLog("[HOOK] x0+0x%x = %p", g_Offsets.x0_to_addr1, (void*)test); - } else { - AddLog("[HOOK] x0 is null!"); - } - old_InitActorParams(x0); +// ========== DobbyInstrument 回调(不需要知道参数个数)========== +#ifdef __aarch64__ +#include // RegisterContext 定义在此 +void instrument_InitActor(RegisterContext* ctx, void* userdata) { + uintptr_t x0 = ctx->general.x0; + AddLog("[Instrument] InitActor called, x0 = %p", (void*)x0); + if (x0) g_ActorManager = x0; } - -void (*old_ClearActor)(void* x0); -void hook_ClearActor(void* x0) { - AddLog("[HOOK] ClearActor called, x0 = %p", x0); +void instrument_ClearActor(RegisterContext* ctx, void* userdata) { + AddLog("[Instrument] ClearActor called, x0 = %p", (void*)ctx->general.x0); g_ActorManager = 0; - old_ClearActor(x0); } +#endif -// ======================== 触摸事件处理(ImGui 输入)======================== -static float touchX = 0, touchY = 0; +// ========== 触摸处理 ========== +static float touchX, touchY; static std::atomic touchDown{false}; - -void HandleAndroidEvent(AInputEvent* event) { - if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) { - int action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK; - touchX = AMotionEvent_getX(event, 0); - touchY = AMotionEvent_getY(event, 0); - touchDown = (action == AMOTION_EVENT_ACTION_DOWN); +void HandleEvent(AInputEvent* e) { + if (AInputEvent_getType(e) == AINPUT_EVENT_TYPE_MOTION) { + int act = AMotionEvent_getAction(e) & AMOTION_EVENT_ACTION_MASK; + touchX = AMotionEvent_getX(e, 0); + touchY = AMotionEvent_getY(e, 0); + touchDown = (act == AMOTION_EVENT_ACTION_DOWN); } } - -typedef int (*InputConsumer_consume_t)(void*, void*, bool, int64_t, uint32_t*, void**); -InputConsumer_consume_t old_consume = nullptr; - -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) - HandleAndroidEvent((AInputEvent*)*outEvent); - return res; +typedef int (*ConsumeFn)(void*, void*, bool, int64_t, uint32_t*, void**); +ConsumeFn oldConsume = nullptr; +int hookConsume(void* ins, void* fac, bool batch, int64_t time, uint32_t* seq, void** ev) { + int r = oldConsume(ins, fac, batch, time, seq, ev); + if (r == 0 && ev && *ev) HandleEvent((AInputEvent*)*ev); + return r; } -// ======================== eglSwapBuffers Hook(ImGui 渲染)======================== -typedef EGLBoolean (*eglSwapBuffers_t)(EGLDisplay, EGLSurface); -eglSwapBuffers_t old_eglSwap = nullptr; +// ========== eglSwapBuffers Hook ========== +typedef EGLBoolean (*SwapFn)(EGLDisplay, EGLSurface); +SwapFn oldSwap = nullptr; +static bool imguiInit = false; -EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surf) { +EGLBoolean hookSwap(EGLDisplay dpy, EGLSurface surf) { EGLint w, h; eglQuerySurface(dpy, surf, EGL_WIDTH, &w); eglQuerySurface(dpy, surf, EGL_HEIGHT, &h); - if (w <= 0 || h <= 0) return old_eglSwap(dpy, surf); - - static float last_w = 0, last_h = 0; - if (!g_ImGuiReady) { - ImGui::CreateContext(); - ImGui_ImplOpenGL3_Init("#version 300 es"); + if (w > 0 && h > 0) { + if (!imguiInit) { + ImGui::CreateContext(); + ImGui_ImplOpenGL3_Init("#version 300 es"); + ImGuiIO& io = ImGui::GetIO(); + io.Fonts->AddFontDefault(); + imguiInit = true; + AddLog("ImGui 初始化完成"); + } ImGuiIO& io = ImGui::GetIO(); - io.Fonts->AddFontDefault(); // 使用默认字体,不折腾中文 - g_ImGuiReady = true; - AddLog("[ImGui] 初始化完成"); - } - - // 获取快照 - GameSnapshot snap; - { - std::lock_guard lock(g_SnapshotMutex); - snap = g_CurrentSnapshot; - } - - ImGuiIO& io = ImGui::GetIO(); - io.DisplaySize = ImVec2(w, h); - io.MousePos = ImVec2(touchX, touchY); - io.MouseDown[0] = touchDown.load(); - - ImGui_ImplOpenGL3_NewFrame(); - ImGui::NewFrame(); - - // ========== 主窗口:显示玩家信息 ========== - ImGui::SetNextWindowPos(ImVec2(50, 50), ImGuiCond_FirstUseEver); - ImGui::SetNextWindowSize(ImVec2(400, 300), ImGuiCond_FirstUseEver); - ImGui::Begin("IL2CPP Hook Debug"); - ImGui::Text("状态: %s", snap.inMatch ? "对局中" : "大厅中"); - ImGui::Text("ActorManager x0: 0x%lx", snap.x0); - ImGui::Text("addr1: 0x%lx", snap.addr1); - ImGui::Text("addr2: 0x%lx", snap.addr2); - ImGui::Separator(); - ImGui::Text("玩家数量: %d", (int)snap.players.size()); - if (ImGui::BeginTable("Players", 5, ImGuiTableFlags_Borders)) { - ImGui::TableSetupColumn("等级"); - ImGui::TableSetupColumn("血量"); - ImGui::TableSetupColumn("蓝量"); - ImGui::TableSetupColumn("金币"); - ImGui::TableSetupColumn("小地图"); - ImGui::TableHeadersRow(); - for (const auto& p : snap.players) { - ImGui::TableNextRow(); - ImGui::TableNextColumn(); ImGui::Text("%d", p.level); - ImGui::TableNextColumn(); ImGui::Text("%d/%d", p.hp, p.maxHp); - ImGui::TableNextColumn(); ImGui::Text("%d", p.mana); - ImGui::TableNextColumn(); ImGui::Text("%d", p.gold); - ImGui::TableNextColumn(); ImGui::Text("%.0f,%.0f", p.mapX, p.mapY); + io.DisplaySize = ImVec2(w, h); + io.MousePos = ImVec2(touchX, touchY); + io.MouseDown[0] = touchDown.load(); + + ImGui_ImplOpenGL3_NewFrame(); + ImGui::NewFrame(); + + // 获取快照 + GameSnapshot snap; + { + std::lock_guard lock(g_SnapMutex); + snap = g_Snapshot; // 拷贝(vector 可拷贝) } - ImGui::EndTable(); - } - ImGui::End(); - - // ========== 日志窗口 ========== - ImGui::SetNextWindowPos(ImVec2(500, 50), ImGuiCond_FirstUseEver); - ImGui::SetNextWindowSize(ImVec2(500, 300), ImGuiCond_FirstUseEver); - ImGui::Begin("实时日志"); - ImGui::BeginChild("LogScroll", ImVec2(0, 0), false); - { - std::lock_guard lock(g_LogMutex); - int start = (g_LogHead - g_LogCount + MAX_LOG_LINES) % MAX_LOG_LINES; - for (int i = 0; i < g_LogCount; i++) { - int idx = (start + i) % MAX_LOG_LINES; - ImGui::TextUnformatted(g_LogBuffer[idx]); - } - if (ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) - ImGui::SetScrollHereY(1.0f); - } - ImGui::EndChild(); - ImGui::End(); - - // ========== 小地图雷达(如果有坐标) ========== - if (snap.inMatch && !snap.players.empty()) { - ImGui::SetNextWindowPos(ImVec2(w - 250, 50), ImGuiCond_FirstUseEver); - ImGui::SetNextWindowSize(ImVec2(200, 200), ImGuiCond_FirstUseEver); - ImGui::Begin("雷达", nullptr, ImGuiWindowFlags_NoTitleBar); - ImVec2 p0 = ImGui::GetCursorScreenPos(); - ImVec2 sz = ImGui::GetContentRegionAvail(); - ImDrawList* dl = ImGui::GetWindowDrawList(); - dl->AddRect(p0, ImVec2(p0.x+sz.x, p0.y+sz.y), IM_COL32(255,255,255,100)); - for (const auto& p : snap.players) { - float nx = p.mapX / 10000.0f; - float ny = p.mapY / 10000.0f; - float rx = p0.x + nx * sz.x; - float ry = p0.y + sz.y - ny * sz.y; - if (nx>0 && nx<1 && ny>0 && ny<1) - dl->AddCircleFilled(ImVec2(rx, ry), 5.0f, IM_COL32(255,0,0,255)); + + // 主窗口 + ImGui::Begin("IL2CPP Hook"); + ImGui::Text("状态: %s", snap.inMatch ? "对局中" : "大厅"); + ImGui::Text("ActorManager x0: 0x%lx", snap.x0); + ImGui::Text("玩家数量: %d", (int)snap.players.size()); + ImGui::Separator(); + if (ImGui::BeginTable("Players", 5, ImGuiTableFlags_Borders)) { + ImGui::TableSetupColumn("等级"); + ImGui::TableSetupColumn("血量"); + ImGui::TableSetupColumn("蓝量"); + ImGui::TableSetupColumn("金币"); + ImGui::TableSetupColumn("小地图"); + ImGui::TableHeadersRow(); + for (const auto& p : snap.players) { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); ImGui::Text("%d", p.level); + ImGui::TableNextColumn(); ImGui::Text("%d/%d", p.hp, p.maxHp); + ImGui::TableNextColumn(); ImGui::Text("%d", p.mana); + ImGui::TableNextColumn(); ImGui::Text("%d", p.gold); + ImGui::TableNextColumn(); ImGui::Text("%.0f,%.0f", p.mapX, p.mapY); + } + ImGui::EndTable(); } ImGui::End(); + + // 日志窗口 + ImGui::Begin("日志"); + ImGui::BeginChild("LogScroll", ImVec2(0, 0), false); + { + std::lock_guard lock(g_LogMutex); + int start = (g_LogHead - g_LogCount + MAX_LOG_LINES) % MAX_LOG_LINES; + for (int i = 0; i < g_LogCount; i++) { + int idx = (start + i) % MAX_LOG_LINES; + ImGui::TextUnformatted(g_LogBuffer[idx]); + } + if (ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) + ImGui::SetScrollHereY(1.0f); + } + ImGui::EndChild(); + ImGui::End(); + + // 小地图雷达 + if (snap.inMatch && !snap.players.empty()) { + ImGui::SetNextWindowPos(ImVec2(w - 250, 50), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(200, 200), ImGuiCond_FirstUseEver); + ImGui::Begin("雷达", nullptr, ImGuiWindowFlags_NoTitleBar); + ImVec2 p0 = ImGui::GetCursorScreenPos(); + ImVec2 sz = ImGui::GetContentRegionAvail(); + ImDrawList* dl = ImGui::GetWindowDrawList(); + dl->AddRect(p0, ImVec2(p0.x+sz.x, p0.y+sz.y), IM_COL32(255,255,255,100)); + for (const auto& p : snap.players) { + float nx = p.mapX / 10000.0f; + float ny = p.mapY / 10000.0f; + float rx = p0.x + nx * sz.x; + float ry = p0.y + sz.y - ny * sz.y; + if (nx>0 && nx<1 && ny>0 && ny<1) + dl->AddCircleFilled(ImVec2(rx, ry), 5.0f, IM_COL32(255,0,0,255)); + } + ImGui::End(); + } + + ImGui::Render(); + glViewport(0, 0, w, h); + ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); } - - ImGui::Render(); - glViewport(0, 0, w, h); - ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); - - return old_eglSwap(dpy, surf); + return oldSwap(dpy, surf); } -// ======================== 延迟初始化线程 ======================== +// ========== 延迟初始化线程 ========== void* DelayedHookThread(void*) { - AddLog("[Init] 插件加载,等待游戏模块..."); - - // 1. 等待 libil2cpp.so 加载并 Hook 游戏函数 + AddLog("插件启动,等待游戏模块..."); + // 等待 libil2cpp.so 加载并注册 Instrument while (true) { - uintptr_t base = GetModuleBase("libil2cpp.so"); - if (base != 0) { + uintptr_t base = GetBase("libil2cpp.so"); + if (base) { uintptr_t initAddr = base + 0x73507bc; uintptr_t clearAddr = base + 0x734bc10; - AddLog("[Game] libil2cpp.so base = 0x%lx", base); - AddLog("[Game] InitActor absolute = 0x%lx", initAddr); - AddLog("[Game] ClearActor absolute = 0x%lx", clearAddr); - - int ret1 = DobbyHook((void*)initAddr, (void*)hook_InitActorParams, (void**)&old_InitActorParams); - int ret2 = DobbyHook((void*)clearAddr, (void*)hook_ClearActor, (void**)&old_ClearActor); - AddLog("[Hook] InitActor result: %d, ClearActor result: %d", ret1, ret2); + AddLog("基址: 0x%lx, InitActor: 0x%lx, ClearActor: 0x%lx", base, initAddr, clearAddr); +#ifdef __aarch64__ + int ret1 = DobbyInstrument((void*)initAddr, instrument_InitActor); + int ret2 = DobbyInstrument((void*)clearAddr, instrument_ClearActor); + AddLog("DobbyInstrument 结果: InitActor=%d, ClearActor=%d", ret1, ret2); +#endif break; } sleep(1); } - - // 2. Hook EGL 和 Input(保证 UI 显示) + + // Hook EGL 和 Input void* egl = DobbySymbolResolver("libEGL.so", "eglSwapBuffers"); - if (egl) { - int ret = DobbyHook(egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwap); - AddLog("[EGL] DobbyHook result: %d", ret); - } else { - AddLog("[EGL] eglSwapBuffers not found"); - } - + if (egl) DobbyHook(egl, (void*)hookSwap, (void**)&oldSwap); void* inp = DobbySymbolResolver("libinput.so", "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE"); - if (inp) { - int ret = DobbyHook(inp, (void*)hook_consume, (void**)&old_consume); - AddLog("[Input] DobbyHook result: %d", ret); - } else { - AddLog("[Input] InputConsumer::consume not found"); - } - - // 3. 启动后台数据线程 - std::thread(DataWorkerThread).detach(); - AddLog("[Init] 所有初始化完成"); + if (inp) DobbyHook(inp, (void*)hookConsume, (void**)&oldConsume); + + // 启动后台数据线程 + std::thread(DataThread).detach(); + AddLog("所有初始化完成"); return nullptr; } -// ======================== 入口 ======================== -__attribute__((constructor)) void init_plugin() { +__attribute__((constructor)) void init() { pthread_t t; pthread_create(&t, nullptr, DelayedHookThread, nullptr); }