#include #include #include #include #include #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" #define TAG "ZeroConfig_Drive" #define GAME_MODULE "libGameCore.so" #define LOGI(...) __android_log_print(ANDROID_LOG_INFO, TAG, __VA_ARGS__) #define LOGE(...) __android_log_print(ANDROID_LOG_ERROR, TAG, __VA_ARGS__) static bool g_Initialized = false; struct { float x = 0.0f; float y = 0.0f; std::atomic down{false}; float renderW = 0.0f; float renderH = 0.0f; float physW = 3392.0f; float physH = 2400.0f; bool isSizeAutoDetected = false; // 手动触控偏移 float offsetX = 0.0f; float offsetY = 0.0f; } g_Touch; // 缩放与 UI 控制 static float g_DynamicScale = 1.0f; static float g_BaseWindowHeight = 0.0f; static float g_UserUIScale = 1.0f; // Hook 调试信息全局存储 static uintptr_t g_GameBase = 0; static uintptr_t g_HookAddr_InitActor = 0; static uintptr_t g_HookAddr_ClearActor = 0; // ================================================================= // 动态偏移量配置 (可在 UI 中实时修改) // ================================================================= struct DynamicOffsets { uint32_t x0_to_addr1 = 0x20; uint32_t addr1_to_addr2 = 0x10; uint32_t item_to_addr3 = 0x18; uint32_t addr3_to_addr4 = 0x30; uint32_t addr3_to_addr5 = 0x100; uint32_t addr3_to_addr6 = 0x70; // 数据属性的偏移也可以视需要动态化,这里先固定常用的 uint32_t prop_gold = 0x20; uint32_t prop_hp = 0x30; uint32_t prop_maxhp = 0x32; uint32_t prop_level = 0x50; }; DynamicOffsets g_Offsets; std::mutex g_OffsetMutex; // ================================================================= // 内核级安全读取 // ================================================================= 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; } // ================================================================= // 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; }; 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]; }; struct GameSnapshot { bool inMatch = false; DynamicOffsets offsets; // 记录生成这份快照时使用的偏移 DebugChain debug; std::vector players; }; std::mutex g_SnapshotMutex; GameSnapshot g_CurrentSnapshot; std::atomic g_ActorManager{0}; // ================================================================= // 后台数据工人线程 (热更新读取) // ================================================================= void DataWorkerThread() { while (true) { GameSnapshot newSnap; // 读取最新的动态偏移 DynamicOffsets currOff; { std::lock_guard lock(g_OffsetMutex); currOff = g_Offsets; } newSnap.offsets = currOff; uintptr_t baseX0 = g_ActorManager.load(); if (baseX0 != 0) { newSnap.inMatch = true; newSnap.debug.baseX0 = baseX0; // 按照最新的动态偏移进行抓取 uintptr_t addr1 = SafeRead(baseX0 + currOff.x0_to_addr1); newSnap.debug.addr1 = addr1; if (addr1) { uintptr_t addr2 = SafeRead(addr1 + currOff.addr1_to_addr2); newSnap.debug.addr2 = addr2; if (addr2) { for (int i = 0; i < 15; ++i) { uintptr_t item = SafeRead(addr2 + (i * 0x8)); // 假设指针数组大小为 8 字节 newSnap.debug.items[i].base = item; if (!item) continue; uintptr_t addr3 = SafeRead(item + currOff.item_to_addr3); newSnap.debug.items[i].addr3 = addr3; if (!addr3) continue; PlayerData p; uintptr_t addr4 = SafeRead(addr3 + currOff.addr3_to_addr4); newSnap.debug.items[i].addr4 = addr4; if (addr4) { p.gold = SafeRead(addr4 + currOff.prop_gold); p.hp = SafeRead(addr4 + currOff.prop_hp); p.maxHp = SafeRead(addr4 + currOff.prop_maxhp); p.level = SafeRead(addr4 + currOff.prop_level); } uintptr_t addr5 = SafeRead(addr3 + currOff.addr3_to_addr5); 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 + currOff.addr3_to_addr6); newSnap.debug.items[i].addr6 = addr6; if (addr6) { p.mapX = SafeRead(addr6 + 0x50); p.mapY = SafeRead(addr6 + 0x54); } // 有效性过滤 if (p.maxHp > 0 && p.maxHp < 50000) { newSnap.players.push_back(p); } } } } } { std::lock_guard lock(g_SnapshotMutex); g_CurrentSnapshot = newSnap; } 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 // ================================================================= void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) { ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(w * 0.55f, h * 0.8f), ImGuiCond_FirstUseEver); if (ImGui::Begin("Pointer Debugger (实时指针诊断)")) { // --- 1. 运行时偏移量实时修改面板 (按钮微调版) --- if (ImGui::CollapsingHeader("Live Offset Editor (手动调节偏移量)", ImGuiTreeNodeFlags_DefaultOpen)) { std::lock_guard lock(g_OffsetMutex); ImGui::TextColored(ImVec4(1, 1, 0, 1), "注:点击下方按钮直接微调,步长为 10 进制"); ImGui::Separator(); // 封装一个画大号加减按钮的 Lambda 表达式,改为 ±1, ±4, ±8 步长 auto drawOffsetBtn = [](const char* label, uint32_t& val) { ImGui::PushID(&val); // 显示十进制,同时也保留十六进制方便核对 ImGui::TextColored(ImVec4(0.5f, 0.8f, 1.0f, 1.0f), "%s -> 当前: %d (0x%X)", label, val, val); // 防溢出保护的减法 if (ImGui::Button("-8")) { if (val >= 8) val -= 8; else val = 0; } ImGui::SameLine(); if (ImGui::Button("-4")) { if (val >= 4) val -= 4; else val = 0; } ImGui::SameLine(); if (ImGui::Button("-1")) { if (val >= 1) val -= 1; else val = 0; } ImGui::SameLine(); // 加法 if (ImGui::Button("+1")) val += 1; ImGui::SameLine(); if (ImGui::Button("+4")) val += 4; ImGui::SameLine(); if (ImGui::Button("+8")) val += 8; ImGui::Separator(); ImGui::PopID(); }; // 绘制 6 个地址的加减调节器 drawOffsetBtn("X0 -> Addr1 (地址1)", g_Offsets.x0_to_addr1); drawOffsetBtn("Addr1 -> Addr2 (英雄数组)", g_Offsets.addr1_to_addr2); drawOffsetBtn("Hero Item -> Addr3", g_Offsets.item_to_addr3); drawOffsetBtn("Addr3 -> Addr4 (血量属性)", g_Offsets.addr3_to_addr4); drawOffsetBtn("Addr3 -> Addr5 (世界坐标)", g_Offsets.addr3_to_addr5); drawOffsetBtn("Addr3 -> Addr6 (小地图)", g_Offsets.addr3_to_addr6); } ImGui::Separator(); // --- 2. 核心模块与 RVA 展示 --- ImGui::TextColored(ImVec4(0, 1, 1, 1), "[Module] %s Base: 0x%lx", GAME_MODULE, g_GameBase); ImGui::TextColored(ImVec4(0, 1, 1, 1), "[Hook 1] InitActorParams (RVA 0x73507bc) -> 实际地址: 0x%lx", g_HookAddr_InitActor); ImGui::TextColored(ImVec4(0, 1, 1, 1), "[Hook 2] ClearActor (RVA 0x734bc10) -> 实际地址: 0x%lx", g_HookAddr_ClearActor); ImGui::Separator(); ImGui::TextColored(ImVec4(1, 1, 0, 1), "断点图例: 绿色 = 有效地址 | 红色 = 0x0 (请排查上方该级偏移是否正确)"); ImGui::Separator(); // --- 3. 动态实时断点树 (改为十进制显示) --- const auto& d = snap.debug; const auto& off = snap.offsets; // 渲染所用的正是当前这帧对应的偏移量 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), " └─ [+%d] Addr1: 0x%lx", off.x0_to_addr1, d.addr1); ImGui::TextColored(d.addr2 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] Addr2 (HeroArray): 0x%lx", off.addr1_to_addr2, 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] - ItemAddr: 0x%lx", i, d.items[i].base); if (ImGui::TreeNodeEx(nodeName, ImGuiTreeNodeFlags_Framed)) { ImGui::TextColored(d.items[i].addr3 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] Addr3 (EntityData): 0x%lx", off.item_to_addr3, 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), " ├─ [+%d] Addr4 (Props) : 0x%lx", off.addr3_to_addr4, d.items[i].addr4); ImGui::TextColored(d.items[i].addr5 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " ├─ [+%d] Addr5 (World) : 0x%lx", off.addr3_to_addr5, d.items[i].addr5); ImGui::TextColored(d.items[i].addr6 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] Addr6 (Radar) : 0x%lx", off.addr3_to_addr6, d.items[i].addr6); } ImGui::TreePop(); } } } else { ImGui::TextColored(ImVec4(1, 0, 0, 1), "等待英雄数组初始化..."); } } ImGui::End(); } typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface); static p_eglSwapBuffers old_eglSwapBuffers = nullptr; typedef int (*p_InputConsumer_consume)(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent); 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; if (sscanf(buffer, "Physical size: %dx%d", &w, &h) == 2 || sscanf(buffer, "Override size: %dx%d", &w, &h) == 2) { g_Touch.physW = (float)std::max(w, h); g_Touch.physH = (float)std::min(w, h); g_Touch.isSizeAutoDetected = true; } } pclose(pipe); } 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 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.offsetX; g_Touch.y = (AMotionEvent_getY(event, 0) * autoScaleY) + g_Touch.offsetY; 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); } } 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) { handle_android_event((AInputEvent*)(*outEvent)); } return res; } EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { EGLint w, h; eglQuerySurface(dpy, surface, EGL_WIDTH, &w); eglQuerySurface(dpy, surface, EGL_HEIGHT, &h); if (w <= 0 || h <= 0) return old_eglSwapBuffers(dpy, surface); g_Touch.renderW = (float)w; g_Touch.renderH = (float)h; GameSnapshot snapshot; { std::lock_guard lock(g_SnapshotMutex); snapshot = g_CurrentSnapshot; } if (!g_Initialized) { ImGui::CreateContext(); ImGui_ImplOpenGL3_Init("#version 300 es"); g_Initialized = true; } 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(); float deviceScale = (float)h / 1000.0f; if (deviceScale < 1.0f) deviceScale = 1.0f; float finalScale = deviceScale * g_DynamicScale * g_UserUIScale; static ImGuiStyle default_style; static bool style_backed_up = false; if (!style_backed_up) { default_style = ImGui::GetStyle(); style_backed_up = true; } ImGuiStyle& style = ImGui::GetStyle(); style = default_style; style.ScaleAllSizes(1.2f * finalScale); style.WindowRounding = 12.0f; style.WindowMinSize = ImVec2(100.0f, 100.0f); io.FontGlobalScale = 1.2f * finalScale; ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); if (g_Touch.down.load()) { ImGui::GetForegroundDrawList()->AddCircleFilled(io.MousePos, 20.0f, IM_COL32(0, 255, 0, 200)); } if (g_BaseWindowHeight == 0.0f) { g_BaseWindowHeight = h * 0.45f; } ImGui::SetNextWindowPos(ImVec2(30, 30), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(w * 0.6f, g_BaseWindowHeight), ImGuiCond_FirstUseEver); static bool show_pointer_debugger = true; // 默认打开调试窗方便你排查 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; if (ImGui::CollapsingHeader("Calibration Settings (菜单缩放与触控校准)")) { ImGui::SliderFloat("UI Scale (菜单大小)", &g_UserUIScale, 0.5f, 2.5f, "%.2f"); ImGui::Text("Touch Offset X: %.1f px", g_Touch.offsetX); ImGui::SameLine(); if (ImGui::Button("-50##x")) g_Touch.offsetX -= 50; ImGui::SameLine(); if (ImGui::Button("-10##x")) g_Touch.offsetX -= 10; ImGui::SameLine(); if (ImGui::Button("+10##x")) g_Touch.offsetX += 10; ImGui::SameLine(); if (ImGui::Button("+50##x")) g_Touch.offsetX += 50; ImGui::Text("Touch Offset Y: %.1f px", g_Touch.offsetY); ImGui::SameLine(); if (ImGui::Button("-50##y")) g_Touch.offsetY -= 50; ImGui::SameLine(); if (ImGui::Button("-10##y")) g_Touch.offsetY -= 10; ImGui::SameLine(); if (ImGui::Button("+10##y")) g_Touch.offsetY += 10; ImGui::SameLine(); if (ImGui::Button("+50##y")) g_Touch.offsetY += 50; } ImGui::Separator(); 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(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(); 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(); if (show_pointer_debugger) { DrawPointerDebugger(snapshot, w, h); } 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(); GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); GLint last_depth; glGetIntegerv(GL_DEPTH_TEST, &last_depth); glDisable(GL_DEPTH_TEST); glViewport(0, 0, w, h); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); glViewport(last_viewport[0], last_viewport[1], last_viewport[2], last_viewport[3]); if (last_depth) glEnable(GL_DEPTH_TEST); return old_eglSwapBuffers(dpy, surface); } void* DelayedHookThread(void*) { sleep(15); std::thread(DataWorkerThread).detach(); uintptr_t gameBase = GetModuleBase(GAME_MODULE); if (!gameBase) { LOGE("未找到 %s", GAME_MODULE); } else { g_GameBase = gameBase; g_HookAddr_InitActor = gameBase + 0x73507bc; g_HookAddr_ClearActor = gameBase + 0x734bc10; LOGI("[*] 准备 Hook InitActorParams, RVA: 0x73507bc, 绝对地址: 0x%lx", g_HookAddr_InitActor); DobbyHook((void*)g_HookAddr_InitActor, (void*)hook_InitActorParams, (void**)&old_InitActorParams); LOGI("[*] 准备 Hook ClearActor, RVA: 0x734bc10, 绝对地址: 0x%lx", g_HookAddr_ClearActor); DobbyHook((void*)g_HookAddr_ClearActor, (void*)hook_ClearActor, (void**)&old_ClearActor); LOGI("[*] 注入成功! 模块基址: %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"); if (consume_addr) DobbyHook(consume_addr, (void*)hook_consume, (void**)&old_consume); return nullptr; } __attribute__((constructor)) void init_plugin() { pthread_t t; pthread_create(&t, nullptr, DelayedHookThread, nullptr); }