#include #include #include #include #include #include #include #include #include #include // 提供 dl_iterate_phdr 和 dl_phdr_info #include // 提供 mprotect 及 PROT_READ/WRITE/EXEC #include // 提供 va_list, va_start #include // 提供 strstr 等字符串操作 #include #include #include #include #include #include #include #include #include #include #include "dobby.h" #include "imgui.h" #include "imgui_impl_android.h" #include "imgui_impl_opengl3.h" namespace Overlay { // ============================================================================ // 常量定义 // ============================================================================ constexpr const char* kTag = "IL2CPP_Drive"; constexpr const char* kGameModule = "libil2cpp.so"; constexpr size_t kMaxLogSize = 30; constexpr size_t kMaxPlayers = 15; // ============================================================================ // 日志系统类 (封装) // ============================================================================ class Logger { public: static Logger& GetInstance() { static Logger instance; return instance; } void Print(const char* level, const char* fmt, ...) { char buf[1024]; va_list args; va_start(args, fmt); vsnprintf(buf, sizeof(buf), fmt, args); va_end(args); __android_log_print(ANDROID_LOG_INFO, kTag, "%s%s", level, buf); std::lock_guard lock(m_mutex); if (m_logs.size() >= kMaxLogSize) { m_logs.pop_front(); } m_logs.emplace_back(buf); } const std::deque& GetLogs() const { return m_logs; } std::mutex& GetMutex() { return m_mutex; } private: Logger() = default; std::deque m_logs; std::mutex m_mutex; }; #define LOG_INFO(...) Overlay::Logger::GetInstance().Print("", __VA_ARGS__) #define LOG_ERROR(...) Overlay::Logger::GetInstance().Print("[ERROR] ", __VA_ARGS__) // ============================================================================ // 内存读取工具类 (封装与安全保障) // ============================================================================ class MemoryReader { public: static bool IsValidAddress(uintptr_t address) { if (address < 0x10000000 || address > 0x00007FFFFFFFFFFF) return false; static int devRandomFd = open("/dev/random", O_WRONLY); if (devRandomFd < 0) { devRandomFd = open("/dev/null", O_WRONLY); } ssize_t ret = write(devRandomFd, reinterpret_cast(address), 4); return ret >= 0; } template static T SafeRead(uintptr_t address) { if (!IsValidAddress(address)) return T{}; return *reinterpret_cast(address); } template static T FastRead(uintptr_t address) { return *reinterpret_cast(address); } }; // ============================================================================ // 游戏数据结构定义 // ============================================================================ struct DynamicOffsets { uint32_t x0ToAddr1 = 0x20; uint32_t addr1ToAddr2 = 0x10; uint32_t itemToAddr3 = 0x18; uint32_t addr3ToAddr4 = 0x30; uint32_t addr3ToAddr5 = 0x100; uint32_t addr3ToAddr6 = 0x70; uint32_t propGold = 0x20; uint32_t propHp = 0x30; uint32_t propMaxHp = 0x32; uint32_t propLevel = 0x50; uint32_t propMana = 0x28; }; struct PlayerData { int32_t hp = 0; int16_t maxHp = 0; int32_t mana = 0; int32_t gold = 0; int32_t level = 0; float worldX = 0.0f, worldY = 0.0f, worldZ = 0.0f; float mapX = 0.0f, mapY = 0.0f; }; struct DebugItem { uintptr_t base = 0, addr3 = 0, addr4 = 0, addr5 = 0, addr6 = 0; }; struct DebugChain { uintptr_t baseX0 = 0, addr1 = 0, addr2 = 0; DebugItem items[kMaxPlayers]; }; struct GameSnapshot { bool inMatch = false; DynamicOffsets offsets; DebugChain debug; std::vector players; }; // ============================================================================ // 触控管理类 // ============================================================================ class TouchManager { public: static TouchManager& GetInstance() { static TouchManager instance; return instance; } void ProcessEvent(AInputEvent* event) { if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) { int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK; float autoScaleX = m_renderW / m_physW; float autoScaleY = m_renderH / m_physH; m_x = (AMotionEvent_getX(event, 0) * autoScaleX) + m_offsetX; m_y = (AMotionEvent_getY(event, 0) * autoScaleY) + m_offsetY; if (action == AMOTION_EVENT_ACTION_DOWN) m_isDown.store(true); else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) m_isDown.store(false); } } void UpdateRenderSize(float w, float h) { m_renderW = w; m_renderH = h; } float GetX() const { return m_x; } float GetY() const { return m_y; } bool IsDown() const { return m_isDown.load(); } float m_offsetX = 0.0f; float m_offsetY = 0.0f; float m_renderW = 0.0f; float m_renderH = 0.0f; private: TouchManager() = default; float m_x = 0.0f, m_y = 0.0f; std::atomic m_isDown{false}; float m_physW = 3392.0f; float m_physH = 2400.0f; }; // ============================================================================ // 核心引擎引擎类 (单例,管理整个外挂生命周期) // ============================================================================ class EngineCore { public: static EngineCore& GetInstance() { static EngineCore instance; return instance; } void InitWorkerThread() { std::thread(&EngineCore::DataWorkerLoop, this).detach(); } std::shared_ptr GetLatestSnapshot() { std::lock_guard lock(m_snapshotMutex); return m_currentSnapshot; } DynamicOffsets GetOffsets() { std::lock_guard lock(m_offsetMutex); return m_offsets; } void SetOffsets(const DynamicOffsets& offsets) { std::lock_guard lock(m_offsetMutex); m_offsets = offsets; } void SetActorManager(uintptr_t address) { m_actorManager.store(address); } std::mutex& GetOffsetMutex() { return m_offsetMutex; } DynamicOffsets& GetOffsetsRef() { return m_offsets; } private: EngineCore() : m_currentSnapshot(std::make_shared()) {} void DataWorkerLoop() { while (true) { auto newSnap = std::make_shared(); newSnap->offsets = GetOffsets(); uintptr_t baseX0 = m_actorManager.load(); if (baseX0 != 0 && MemoryReader::IsValidAddress(baseX0)) { newSnap->inMatch = true; newSnap->debug.baseX0 = baseX0; uintptr_t addr1 = MemoryReader::SafeRead(baseX0 + newSnap->offsets.x0ToAddr1); newSnap->debug.addr1 = addr1; if (addr1) { uintptr_t addr2 = MemoryReader::SafeRead(addr1 + newSnap->offsets.addr1ToAddr2); newSnap->debug.addr2 = addr2; if (addr2) { ParsePlayers(newSnap, addr2); } } } { std::lock_guard lock(m_snapshotMutex); m_currentSnapshot = newSnap; } std::this_thread::sleep_for(std::chrono::milliseconds(16)); } } void ParsePlayers(std::shared_ptr& snap, uintptr_t addr2) { for (size_t i = 0; i < kMaxPlayers; ++i) { uintptr_t item = MemoryReader::SafeRead(addr2 + 0x20 + (i * 0x8)); snap->debug.items[i].base = item; if (!item) continue; uintptr_t addr3 = MemoryReader::SafeRead(item + snap->offsets.itemToAddr3); snap->debug.items[i].addr3 = addr3; if (!addr3) continue; PlayerData p; uintptr_t addr4 = MemoryReader::SafeRead(addr3 + snap->offsets.addr3ToAddr4); snap->debug.items[i].addr4 = addr4; if (addr4) { p.gold = MemoryReader::FastRead(addr4 + snap->offsets.propGold); p.hp = MemoryReader::FastRead(addr4 + snap->offsets.propHp); p.maxHp = MemoryReader::FastRead(addr4 + snap->offsets.propMaxHp); p.level = MemoryReader::FastRead(addr4 + snap->offsets.propLevel); } uintptr_t addr5 = MemoryReader::SafeRead(addr3 + snap->offsets.addr3ToAddr5); snap->debug.items[i].addr5 = addr5; if (addr5) { p.worldX = MemoryReader::FastRead(addr5 + 0x0); p.worldZ = MemoryReader::FastRead(addr5 + 0x4); p.worldY = MemoryReader::FastRead(addr5 + 0x8); p.mana = MemoryReader::FastRead(addr5 + snap->offsets.propMana); } uintptr_t addr6 = MemoryReader::SafeRead(addr3 + snap->offsets.addr3ToAddr6); snap->debug.items[i].addr6 = addr6; if (addr6) { p.mapX = MemoryReader::FastRead(addr6 + 0x50); p.mapY = MemoryReader::FastRead(addr6 + 0x54); } if (p.maxHp > 0 && p.maxHp < 32000) { snap->players.push_back(p); } } } std::shared_ptr m_currentSnapshot; std::mutex m_snapshotMutex; DynamicOffsets m_offsets; std::mutex m_offsetMutex; std::atomic m_actorManager{0}; }; // ============================================================================ // UI 渲染器 (深蓝科技风重构版) // ============================================================================ class UIRenderer { public: static void RenderFrame(float w, float h, std::shared_ptr& snap) { static bool initialized = false; if (!initialized) { InitializeImGui(); initialized = true; } auto& touch = TouchManager::GetInstance(); ImGuiIO& io = ImGui::GetIO(); io.DisplaySize = ImVec2(w, h); io.MousePos = ImVec2(touch.GetX(), touch.GetY()); io.MouseDown[0] = touch.IsDown(); float finalScale = std::max(1.0f, h / 1000.0f) * m_userScale; ImGuiStyle& style = ImGui::GetStyle(); style = m_defaultStyle; // 每次绘制时重置为科技风基础样式 style.ScaleAllSizes(1.2f * finalScale); io.FontGlobalScale = 1.2f * finalScale; ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); // 点击时渲染赛博荧光绿的波纹触控点 if (touch.IsDown()) { ImGui::GetForegroundDrawList()->AddCircleFilled(io.MousePos, 20.0f * finalScale, IM_COL32(0, 255, 170, 150)); ImGui::GetForegroundDrawList()->AddCircle(io.MousePos, 28.0f * finalScale, IM_COL32(0, 255, 170, 200), 0, 2.0f); } DrawMainWindow(w, h, snap); if (m_showDebugger) DrawDebugger(w, h, snap); if (m_showRadar && snap->inMatch) DrawRadar(w, h, snap, finalScale); ImGui::Render(); } static bool m_isHookInstalled; static std::string m_hookStatusMsg; private: static float m_userScale; static ImGuiStyle m_defaultStyle; static bool m_showDebugger; static bool m_showRadar; // --- 应用赛博朋克深蓝科技风调色板 --- static void ApplyTechStyle(ImGuiStyle& style) { ImVec4* colors = style.Colors; colors[ImGuiCol_Text] = ImVec4(0.85f, 0.95f, 1.00f, 1.00f); colors[ImGuiCol_TextDisabled] = ImVec4(0.40f, 0.50f, 0.60f, 1.00f); colors[ImGuiCol_WindowBg] = ImVec4(0.06f, 0.06f, 0.09f, 0.96f); colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.25f); colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.12f, 0.98f); colors[ImGuiCol_Border] = ImVec4(0.15f, 0.55f, 0.85f, 0.60f); colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); colors[ImGuiCol_FrameBg] = ImVec4(0.10f, 0.14f, 0.22f, 0.80f); colors[ImGuiCol_FrameBgHovered] = ImVec4(0.18f, 0.35f, 0.58f, 0.80f); colors[ImGuiCol_FrameBgActive] = ImVec4(0.22f, 0.45f, 0.75f, 1.00f); colors[ImGuiCol_TitleBg] = ImVec4(0.04f, 0.04f, 0.06f, 1.00f); colors[ImGuiCol_TitleBgActive] = ImVec4(0.08f, 0.20f, 0.38f, 1.00f); colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.00f, 0.00f, 0.51f); colors[ImGuiCol_MenuBarBg] = ImVec4(0.05f, 0.05f, 0.08f, 1.00f); colors[ImGuiCol_ScrollbarBg] = ImVec4(0.02f, 0.02f, 0.04f, 0.50f); colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.15f, 0.35f, 0.60f, 1.00f); colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.20f, 0.45f, 0.75f, 1.00f); colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.25f, 0.55f, 0.90f, 1.00f); colors[ImGuiCol_CheckMark] = ImVec4(0.20f, 0.85f, 1.00f, 1.00f); // 亮青色选中标记 colors[ImGuiCol_SliderGrab] = ImVec4(0.20f, 0.55f, 0.85f, 1.00f); colors[ImGuiCol_SliderGrabActive] = ImVec4(0.30f, 0.70f, 1.00f, 1.00f); colors[ImGuiCol_Button] = ImVec4(0.10f, 0.30f, 0.55f, 0.80f); colors[ImGuiCol_ButtonHovered] = ImVec4(0.15f, 0.40f, 0.70f, 1.00f); colors[ImGuiCol_ButtonActive] = ImVec4(0.25f, 0.55f, 0.85f, 1.00f); colors[ImGuiCol_Header] = ImVec4(0.12f, 0.25f, 0.45f, 0.80f); colors[ImGuiCol_HeaderHovered] = ImVec4(0.18f, 0.35f, 0.60f, 1.00f); colors[ImGuiCol_HeaderActive] = ImVec4(0.22f, 0.45f, 0.75f, 1.00f); colors[ImGuiCol_Separator] = ImVec4(0.20f, 0.45f, 0.75f, 0.60f); colors[ImGuiCol_SeparatorHovered] = ImVec4(0.30f, 0.60f, 0.90f, 0.80f); colors[ImGuiCol_SeparatorActive] = ImVec4(0.40f, 0.75f, 1.00f, 1.00f); colors[ImGuiCol_ResizeGrip] = ImVec4(0.15f, 0.35f, 0.60f, 0.30f); colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.20f, 0.45f, 0.75f, 0.70f); colors[ImGuiCol_ResizeGripActive] = ImVec4(0.25f, 0.55f, 0.90f, 0.95f); colors[ImGuiCol_Tab] = ImVec4(0.10f, 0.25f, 0.45f, 0.85f); colors[ImGuiCol_TabHovered] = ImVec4(0.20f, 0.45f, 0.75f, 1.00f); colors[ImGuiCol_TabActive] = ImVec4(0.15f, 0.35f, 0.65f, 1.00f); colors[ImGuiCol_TableHeaderBg] = ImVec4(0.12f, 0.18f, 0.28f, 1.00f); colors[ImGuiCol_TableBorderStrong] = ImVec4(0.20f, 0.45f, 0.75f, 0.80f); style.WindowPadding = ImVec2(12.0f, 12.0f); style.FramePadding = ImVec2(10.0f, 6.0f); style.CellPadding = ImVec2(8.0f, 6.0f); style.ItemSpacing = ImVec2(10.0f, 8.0f); style.ItemInnerSpacing = ImVec2(8.0f, 6.0f); style.ScrollbarSize = 10.0f; style.GrabMinSize = 12.0f; // 工业风硬朗切角设计 (移除原本12.0f臃肿圆角) style.WindowBorderSize = 1.0f; style.ChildBorderSize = 1.0f; style.FrameBorderSize = 1.0f; style.WindowRounding = 4.0f; style.ChildRounding = 2.0f; style.FrameRounding = 2.0f; style.PopupRounding = 2.0f; style.ScrollbarRounding = 2.0f; style.GrabRounding = 2.0f; style.TabRounding = 2.0f; } static void InitializeImGui() { ImGui::CreateContext(); ImGui_ImplOpenGL3_Init("#version 300 es"); ImGuiIO& io = ImGui::GetIO(); m_defaultStyle = ImGui::GetStyle(); ApplyTechStyle(m_defaultStyle); const char* systemFonts[] = { "/system/fonts/SysSans-Hans-Regular.ttf", "/system/fonts/NotoSansCJKjp-Regular.otc" }; for (const char* fontPath : systemFonts) { if (access(fontPath, R_OK) == 0) { io.Fonts->AddFontFromFileTTF(fontPath, 32.0f, nullptr, io.Fonts->GetGlyphRangesChineseSimplifiedCommon()); break; } } } static void DrawMainWindow(float w, float h, std::shared_ptr& snap) { ImGui::SetNextWindowPos(ImVec2(30, 30), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(w * 0.6f, h * 0.45f), ImGuiCond_FirstUseEver); if (ImGui::Begin("CYBER-CORE 战术覆写终端 v2.5")) { // 模块挂载状态面板 ImGui::BeginChild("HookController", ImVec2(0, 85), true); ImGui::TextColored(ImVec4(0.4f, 0.8f, 1.0f, 1.0f), "SYS_STATUS // 系统内核状态"); ImGui::Separator(); if (!m_isHookInstalled) { ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.7f, 0.1f, 0.2f, 1.0f)); ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(0.9f, 0.2f, 0.3f, 1.0f)); if (ImGui::Button("[ ⚠ ] 建立核心态神经链路 (Kernel Hook)", ImVec2(-1, 35))) { extern void InstallHooks(); InstallHooks(); } ImGui::PopStyleColor(2); } else { ImGui::TextColored(ImVec4(0.0f, 1.0f, 0.4f, 1.0f), "[ ONLINE ] 核心链路稳定连接中..."); } ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "日志回复: %s", m_hookStatusMsg.c_str()); ImGui::EndChild(); if (ImGui::CollapsingHeader("TACTICAL_CALIBRATION // 基础校准", ImGuiTreeNodeFlags_DefaultOpen)) { ImGui::SliderFloat("终端UI缩放比例", &m_userScale, 0.5f, 2.0f); ImGui::Checkbox("启用全息雷达 (HUD Radar)", &m_showRadar); ImGui::SameLine(); ImGui::Checkbox("启用内存探针 (Memory Debug)", &m_showDebugger); } ImGui::Spacing(); ImGui::TextColored(ImVec4(0.0f, 1.0f, 1.0f, 1.0f), "DATA_STREAM // 实战数据流"); ImGui::SameLine(ImGui::GetWindowWidth() - 150); ImGui::TextColored(snap->inMatch ? ImVec4(0, 1, 0, 1) : ImVec4(1, 0.5f, 0, 1), snap->inMatch ? "[ LIVE_SYNC_ON ]" : "[ SYNC_WAITING ]"); if (ImGui::BeginTable("PlayersTable", 5, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg)) { ImGui::TableSetupColumn("等级 (LVL)"); ImGui::TableSetupColumn("装甲值 (HP)"); ImGui::TableSetupColumn("能量值 (MP)"); ImGui::TableSetupColumn("晶体 (GOLD)"); ImGui::TableSetupColumn("坐标系 (X,Y)"); ImGui::TableHeadersRow(); for (const auto& p : snap->players) { ImGui::TableNextRow(); ImGui::TableNextColumn(); ImGui::TextColored(ImVec4(1, 0.8f, 0, 1), "Lv.%d", p.level); ImGui::TableNextColumn(); ImGui::Text("%d / %d", p.hp, p.maxHp); ImGui::TableNextColumn(); ImGui::TextColored(ImVec4(0, 0.8f, 1, 1), "%d", p.mana); ImGui::TableNextColumn(); ImGui::TextColored(ImVec4(0.8f, 0.8f, 0.8f, 1), "%d", p.gold); ImGui::TableNextColumn(); ImGui::Text("%.0f, %.0f", p.mapX, p.mapY); } ImGui::EndTable(); } } ImGui::End(); } static void DrawRadar(float w, float h, std::shared_ptr& snap, float finalScale) { ImGui::SetNextWindowPos(ImVec2(w - 380, 50), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(320, 320), ImGuiCond_FirstUseEver); ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0.02f, 0.05f, 0.08f, 0.85f)); ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0.0f, 0.8f, 1.0f, 0.6f)); if (ImGui::Begin("HUD_Radar", nullptr, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize)) { ImVec2 p0 = ImGui::GetCursorScreenPos(); ImVec2 size = ImGui::GetContentRegionAvail(); ImDrawList* dl = ImGui::GetWindowDrawList(); ImVec2 center = ImVec2(p0.x + size.x * 0.5f, p0.y + size.y * 0.5f); // 1. 绘制带有科技感的背板和外边框 dl->AddRectFilled(p0, ImVec2(p0.x + size.x, p0.y + size.y), IM_COL32(10, 15, 25, 200), 8.0f); dl->AddRect(p0, ImVec2(p0.x + size.x, p0.y + size.y), IM_COL32(0, 180, 255, 150), 8.0f, 0, 1.5f); // 2. 绘制战术十字辅助线 (Crosshair) dl->AddLine(ImVec2(center.x, p0.y), ImVec2(center.x, p0.y + size.y), IM_COL32(0, 150, 255, 80)); dl->AddLine(ImVec2(p0.x, center.y), ImVec2(p0.x + size.x, center.y), IM_COL32(0, 150, 255, 80)); // 3. 绘制雷达同心圆扫描环 dl->AddCircle(center, size.x * 0.25f, IM_COL32(0, 200, 255, 60), 32, 1.0f); dl->AddCircle(center, size.x * 0.45f, IM_COL32(0, 200, 255, 60), 32, 1.0f); // 4. 绘制敌军坐标点位 (荧光特效) for (const auto& p : snap->players) { float nX = p.mapX / 10000.0f; float nY = p.mapY / 10000.0f; float rX = p0.x + (nX * size.x); float rY = p0.y + size.y - (nY * size.y); if (nX > 0 && nX < 1 && nY > 0 && nY < 1) { ImVec2 point(rX, rY); // 外发光层 dl->AddCircleFilled(point, 8.0f * finalScale, IM_COL32(255, 50, 50, 80)); // 内核实体 dl->AddCircleFilled(point, 4.0f * finalScale, IM_COL32(255, 80, 80, 255)); // 坐标连线(可选科技感) dl->AddLine(center, point, IM_COL32(255, 50, 50, 40), 1.0f); } } } ImGui::End(); ImGui::PopStyleColor(2); } static void DrawDebugger(float w, float h, std::shared_ptr& snap) { ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(w * 0.65f, h * 0.85f), ImGuiCond_FirstUseEver); if (ImGui::Begin("MEMORY_PROBE // 内存深度探针探查器")) { if (ImGui::CollapsingHeader("OFFSET_MATRIX // 动态基址偏移修改矩阵", ImGuiTreeNodeFlags_DefaultOpen)) { auto& engine = EngineCore::GetInstance(); std::lock_guard lock(engine.GetOffsetMutex()); auto& offsets = engine.GetOffsetsRef(); auto drawOffsetBtn = [](const char* label, uint32_t& val) { ImGui::PushID(&val); ImGui::TextColored(ImVec4(0.4f, 0.9f, 1.0f, 1.0f), "[ %s ] -> 当前十进制: %d (0x%X)", label, val, val); if (ImGui::Button(" - 4 ", ImVec2(50, 0))) { if (val >= 4) val -= 4; else val = 0; } ImGui::SameLine(); if (ImGui::Button(" + 4 ", ImVec2(50, 0))) val += 4; ImGui::Separator(); ImGui::PopID(); }; drawOffsetBtn("地址1 (Lvl.1)", offsets.x0ToAddr1); drawOffsetBtn("英雄数组 (Array)", offsets.addr1ToAddr2); drawOffsetBtn("实体数据 (Entity)", offsets.itemToAddr3); } ImGui::Spacing(); if (ImGui::CollapsingHeader("SYSTEM_LOG // 终端底层执行回执", ImGuiTreeNodeFlags_DefaultOpen)) { ImGui::BeginChild("LogRegion", ImVec2(0, 150), true, ImGuiWindowFlags_AlwaysVerticalScrollbar); auto& logger = Logger::GetInstance(); std::lock_guard lock(logger.GetMutex()); for (const auto& log : logger.GetLogs()) { ImGui::TextColored(ImVec4(0.6f, 0.8f, 0.6f, 1.0f), "> %s", log.c_str()); } if (ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) ImGui::SetScrollHereY(1.0f); ImGui::EndChild(); } } ImGui::End(); } }; float UIRenderer::m_userScale = 1.0f; ImGuiStyle UIRenderer::m_defaultStyle; bool UIRenderer::m_showDebugger = false; bool UIRenderer::m_showRadar = true; bool UIRenderer::m_isHookInstalled = false; std::string UIRenderer::m_hookStatusMsg = "等待用户指令..."; // ============================================================================ // Dobby Hook 回调函数与模块基址寻找 (C 风格回调区) // ============================================================================ struct ModuleInfo { const char* name; uintptr_t base; }; int DlIterateCallback(struct dl_phdr_info *info, size_t size, void *data) { auto* modInfo = reinterpret_cast(data); if (info->dlpi_name && strstr(info->dlpi_name, modInfo->name)) { modInfo->base = info->dlpi_addr; return 1; } return 0; } uintptr_t GetModuleBase(const char* moduleName) { ModuleInfo info = {moduleName, 0}; dl_iterate_phdr(DlIterateCallback, &info); if (info.base == 0) { if (FILE* f = fopen("/proc/self/maps", "r")) { char line[512]; while (fgets(line, sizeof(line), f)) { if (strstr(line, moduleName)) { uintptr_t start; if (sscanf(line, "%lx", &start) == 1) { info.base = start; break; } } } fclose(f); } } return info.base; } typedef void (*InitActorParamsFunc)(void* x0, void* x1, void* x2, void* x3, void* x4, void* x5, void* x6, void* x7); static InitActorParamsFunc g_oldInitActorParams = nullptr; void HookInitActorParams(void* x0, void* x1, void* x2, void* x3, void* x4, void* x5, void* x6, void* x7) { if (x0 != nullptr && reinterpret_cast(x0) > 0x10000000) { EngineCore::GetInstance().SetActorManager(reinterpret_cast(x0)); } if (g_oldInitActorParams) { g_oldInitActorParams(x0, x1, x2, x3, x4, x5, x6, x7); } } void InstallHooks() { if (UIRenderer::m_isHookInstalled) return; uintptr_t base = GetModuleBase(kGameModule); if (!base) { UIRenderer::m_hookStatusMsg = "ERR: 未找到目标模块 libil2cpp.so"; LOG_ERROR("未找到目标游戏模块模块!"); return; } uintptr_t targetAddr = base + 0x73507bc; LOG_INFO("SYS_BASE: 0x%lx, TARGET: 0x%lx", base, targetAddr); void* pageStart = reinterpret_cast(targetAddr & ~0xFFF); mprotect(pageStart, 0x2000, PROT_READ | PROT_WRITE | PROT_EXEC); int ret = DobbyHook(reinterpret_cast(targetAddr), reinterpret_cast(HookInitActorParams), reinterpret_cast(&g_oldInitActorParams)); if (ret == 0) { UIRenderer::m_isHookInstalled = true; UIRenderer::m_hookStatusMsg = "OK: 神经链路挂载完毕。"; LOG_INFO("手动安装 Hook 成功!"); } else { UIRenderer::m_hookStatusMsg = "FATAL: 挂载被拒绝或发生崩溃"; LOG_ERROR("挂钩失败, 返回码: %d", ret); } } // ---------------- EGL & Input Hook ---------------- typedef int (*InputConsumerConsumeFunc)(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent); static InputConsumerConsumeFunc g_oldConsume = nullptr; int HookConsume(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent) { int res = g_oldConsume(instance, factory, consumeBatches, frameTime, outSeq, outEvent); if (res == 0 && outEvent && *outEvent) { TouchManager::GetInstance().ProcessEvent(reinterpret_cast(*outEvent)); } return res; } typedef EGLBoolean (*EglSwapBuffersFunc)(EGLDisplay dpy, EGLSurface surface); static EglSwapBuffersFunc g_oldEglSwapBuffers = nullptr; EGLBoolean HookEglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { EGLint w = 0, h = 0; eglQuerySurface(dpy, surface, EGL_WIDTH, &w); eglQuerySurface(dpy, surface, EGL_HEIGHT, &h); if (w <= 0 || h <= 0) return g_oldEglSwapBuffers(dpy, surface); TouchManager::GetInstance().UpdateRenderSize(static_cast(w), static_cast(h)); auto snapshot = EngineCore::GetInstance().GetLatestSnapshot(); GLint viewport[4]; glGetIntegerv(GL_VIEWPORT, viewport); GLint depthTest; glGetIntegerv(GL_DEPTH_TEST, &depthTest); glDisable(GL_DEPTH_TEST); glViewport(0, 0, w, h); UIRenderer::RenderFrame(static_cast(w), static_cast(h), snapshot); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); glViewport(viewport[0], viewport[1], viewport[2], viewport[3]); if (depthTest) glEnable(GL_DEPTH_TEST); return g_oldEglSwapBuffers(dpy, surface); } void* BootstrapThread(void*) { void* eglSym = nullptr; while (!(eglSym = DobbySymbolResolver("libEGL.so", "eglSwapBuffers"))) { sleep(1); } DobbyHook(eglSym, reinterpret_cast(HookEglSwapBuffers), reinterpret_cast(&g_oldEglSwapBuffers)); void* inputSym = nullptr; while (!(inputSym = DobbySymbolResolver("libinput.so", "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE"))) { sleep(1); } DobbyHook(inputSym, reinterpret_cast(HookConsume), reinterpret_cast(&g_oldConsume)); EngineCore::GetInstance().InitWorkerThread(); return nullptr; } } // namespace Overlay // ============================================================================ // 模块入口点 // ============================================================================ __attribute__((constructor)) void InitializePlugin() { pthread_t threadId; pthread_create(&threadId, nullptr, Overlay::BootstrapThread, nullptr); }