#include #include #include #include #include #include #include #include #include #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" 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 = 10; // 根据要求修改为 10 个英雄玩家 // ============================================================================ // 日志系统类 // ============================================================================ 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 (无视 SELinux 的 mincore 极速安全方案) // ============================================================================ class MemoryReader { public: static bool IsValidAddress(uintptr_t address) { if (address < 0x10000000 || address > 0x00007FFFFFFFFFFF) return false; unsigned char vec[1]; uintptr_t pageStart = address & ~0xFFF; if (mincore(reinterpret_cast(pageStart), 4096, vec) != 0) { return false; } return true; } 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); } }; // ============================================================================ // 最新基址偏移结构体 // ============================================================================ struct DynamicOffsets { uint32_t x0ToAddr1 = 0x18; // x0偏移18 -> 地址1 uint32_t addr1ToAddr2 = 0x8; // 地址1偏移8 -> 地址2 uint32_t arrayStart = 0x20; // 数组首个数据偏移 uint32_t arrayStep = 0x10; // 数组步长 uint32_t itemToAddr3 = 0x0; // 每条元素偏移0x0 -> 地址3(英雄指针) uint32_t addr3ToWorld = 0x4C4; // 地址3偏移4c4 -> 世界坐标 uint32_t addr3ToAddr4 = 0x3B8; // 地址3偏移3B8 -> 地址4 uint32_t addr4ToGold = 0x30; // 地址4偏移30 -> 金币 uint32_t addr4ToHp = 0x38; // 地址4偏移38 -> 血量 uint32_t addr4ToMaxHp = 0x3C; // 地址4偏移3C -> 最大血量 uint32_t addr4ToLevel = 0x58; // 地址4偏移58 -> 等级 uint32_t addr4ToAddr5 = 0x50; // 地址4偏移50 -> 地址5 uint32_t addr5ToMana = 0x24; // 地址5偏移24 -> 蓝量 uint32_t addr5ToMaxMana = 0x28;// 地址5偏移28 -> 最大蓝量 }; struct PlayerData { int32_t hp = 0; int32_t maxHp = 0; int32_t mana = 0; int32_t maxMana = 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; }; 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, m_offsetY = 0.0f; float m_renderW = 0.0f, 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, m_physH = 2400.0f; }; // ============================================================================ // 核心数据引擎 (依照新规则遍历) // ============================================================================ 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 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; // x0 -> Addr1 uintptr_t addr1 = MemoryReader::SafeRead(baseX0 + newSnap->offsets.x0ToAddr1); newSnap->debug.addr1 = addr1; if (addr1) { // Addr1 -> Addr2 (英雄数组) 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) { // 遍历 10 个英雄玩家 // 数组步长 0x10, 首个数据 0x20 开始 uintptr_t itemAddr = addr2 + snap->offsets.arrayStart + (i * snap->offsets.arrayStep); snap->debug.items[i].base = itemAddr; // 读每一条里面 0x0 位置,获得地址3 (英雄实例指针) uintptr_t addr3 = MemoryReader::SafeRead(itemAddr + snap->offsets.itemToAddr3); snap->debug.items[i].addr3 = addr3; if (!addr3) continue; PlayerData p; // 地址3偏移4c4获得此玩家世界坐标 p.worldX = MemoryReader::SafeRead(addr3 + snap->offsets.addr3ToWorld + 0x0); p.worldY = MemoryReader::SafeRead(addr3 + snap->offsets.addr3ToWorld + 0x4); p.worldZ = MemoryReader::SafeRead(addr3 + snap->offsets.addr3ToWorld + 0x8); // 将世界坐标映射至小地图雷达坐标 (平面雷达通常是 X,Z) p.mapX = p.worldX; p.mapY = p.worldZ; // 偏移0x3B8获得地址4 uintptr_t addr4 = MemoryReader::SafeRead(addr3 + snap->offsets.addr3ToAddr4); snap->debug.items[i].addr4 = addr4; if (addr4) { // 地址4里面的各项属性 p.gold = MemoryReader::FastRead(addr4 + snap->offsets.addr4ToGold); p.hp = MemoryReader::FastRead(addr4 + snap->offsets.addr4ToHp); p.maxHp = MemoryReader::FastRead(addr4 + snap->offsets.addr4ToMaxHp); p.level = MemoryReader::FastRead(addr4 + snap->offsets.addr4ToLevel); // 偏移50获得地址5 uintptr_t addr5 = MemoryReader::FastRead(addr4 + snap->offsets.addr4ToAddr5); snap->debug.items[i].addr5 = addr5; if (addr5) { // 地址5里的蓝量属性 p.mana = MemoryReader::FastRead(addr5 + snap->offsets.addr5ToMana); p.maxMana = MemoryReader::FastRead(addr5 + snap->offsets.addr5ToMaxMana); } } // 过滤无效实体 if (p.maxHp > 0 && p.maxHp < 50000) { 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 渲染引擎 (包含原生右下角缩放及宽容布局) // ============================================================================ 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; style.ScaleAllSizes(1.2f * finalScale); io.FontGlobalScale = 1.2f * finalScale; ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); 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, finalScale); 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; static void ApplyTechStyle(ImGuiStyle& style) { ImVec4* colors = style.Colors; colors[ImGuiCol_Text] = ImVec4(0.85f, 0.95f, 1.00f, 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_Border] = ImVec4(0.15f, 0.55f, 0.85f, 0.60f); 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_SliderGrab] = ImVec4(0.20f, 0.55f, 0.85f, 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); style.WindowRounding = 4.0f; style.ChildRounding = 2.0f; style.FrameRounding = 2.0f; style.WindowBorderSize = 1.0f; style.FrameBorderSize = 1.0f; } static void InitializeImGui() { ImGui::CreateContext(); ImGui_ImplOpenGL3_Init("#version 300 es"); ImGuiIO& io = ImGui::GetIO(); io.IniFilename = nullptr; // 禁用缓存防溢出 m_defaultStyle = ImGui::GetStyle(); ApplyTechStyle(m_defaultStyle); io.Fonts->AddFontDefault(); ImFontConfig config; config.MergeMode = true; 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, &config, io.Fonts->GetGlyphRangesChineseSimplifiedCommon()); break; } } } static void DrawMainWindow(float w, float h, std::shared_ptr& snap, float finalScale) { ImGui::SetNextWindowPos(ImVec2(50, 50), ImGuiCond_FirstUseEver); // 使用宽容模式布局:AlwaysAutoResize if (ImGui::Begin("CYBER-CORE 战术终端 // HERO_RADAR", nullptr, ImGuiWindowFlags_AlwaysAutoResize)) { 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(360 * finalScale, 45 * finalScale))) { 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), "LOG: %s", m_hookStatusMsg.c_str()); ImGui::Separator(); ImGui::Checkbox("全息雷达 (HUD Radar)", &m_showRadar); ImGui::SameLine(); ImGui::Checkbox("内存探针 (Memory Debug)", &m_showDebugger); ImGui::Separator(); ImGui::TextColored(ImVec4(0.0f, 1.0f, 1.0f, 1.0f), "DATA_STREAM // 战场英雄数据流"); if (!snap->inMatch) { ImGui::TextColored(ImVec4(1, 0.5f, 0, 1), ">> 等待数据同步..."); } else { for (const auto& p : snap->players) { ImGui::Text("Lv.%-2d | HP: %4d/%-4d | MP: %4d/%-4d | Gold: %-4d | MAP: %.0f, %.0f", p.level, p.hp, p.maxHp, p.mana, p.maxMana, p.gold, p.mapX, p.mapY); } } // ===================================== // 底部安全全局缩放滑块 (右对齐) // ===================================== ImGui::Spacing(); ImGui::Separator(); ImGui::AlignTextToFramePadding(); ImGui::TextColored(ImVec4(0.0f, 1.0f, 0.8f, 1.0f), "[ SYS_OPT: STABLE ]"); float sliderWidth = 250.0f * finalScale; float rightPos = ImGui::GetWindowWidth() - sliderWidth - ImGui::GetStyle().WindowPadding.x; if (rightPos > ImGui::GetCursorPosX()) { ImGui::SameLine(rightPos); } else { ImGui::SameLine(); } ImGui::SetNextItemWidth(sliderWidth); ImGui::PushStyleColor(ImGuiCol_FrameBg, ImVec4(0.0f, 0.4f, 0.6f, 0.4f)); ImGui::PushStyleColor(ImGuiCol_SliderGrab, ImVec4(0.0f, 0.9f, 1.0f, 1.0f)); ImGui::SliderFloat("##GlobalScale", &m_userScale, 0.5f, 2.5f, "UI ZOOM: %.2fx"); ImGui::PopStyleColor(2); } ImGui::End(); } static void DrawRadar(float w, float h, std::shared_ptr& snap, float finalScale) { ImGui::SetNextWindowPos(ImVec2(w - 380, 50), 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_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar)) { ImGui::Dummy(ImVec2(260 * finalScale, 260 * finalScale)); ImVec2 p0 = ImGui::GetItemRectMin(); ImVec2 size = ImGui::GetItemRectSize(); ImDrawList* dl = ImGui::GetWindowDrawList(); ImVec2 center = ImVec2(p0.x + size.x * 0.5f, p0.y + size.y * 0.5f); 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); 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)); 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); 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); dl->AddCircleFilled(point, 8.0f * finalScale, IM_COL32(255, 50, 50, 80)); dl->AddCircleFilled(point, 4.0f * finalScale, IM_COL32(255, 80, 80, 255)); } } } ImGui::End(); ImGui::PopStyleColor(2); } static void DrawDebugger(float w, float h, std::shared_ptr& snap) { ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver); if (ImGui::Begin("MEMORY_PROBE // 内存深度探查", nullptr, ImGuiWindowFlags_AlwaysAutoResize)) { 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 : %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("x0_to_addr1 (x0 + ?)", offsets.x0ToAddr1); drawOffsetBtn("addr1_to_addr2 (addr1 + ?)", offsets.addr1ToAddr2); drawOffsetBtn("arrayStart (首个数据偏移)", offsets.arrayStart); drawOffsetBtn("item_to_addr3 (实体指针偏移)", offsets.itemToAddr3); drawOffsetBtn("addr3ToAddr4", offsets.addr3ToAddr4); drawOffsetBtn("addr4ToAddr5", offsets.addr4ToAddr5); ImGui::Separator(); auto& logger = Logger::GetInstance(); std::lock_guard logLock(logger.GetMutex()); for (const auto& log : logger.GetLogs()) { ImGui::TextColored(ImVec4(0.6f, 0.8f, 0.6f, 1.0f), "> %s", log.c_str()); } } 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; system("su -c 'setenforce 0'"); 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!"); 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(SELinux限制)"; 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*) { system("su -c 'setenforce 0'"); sleep(2); void* eglSym = nullptr; void* eglHandle = dlopen("libEGL.so", RTLD_LAZY); if (eglHandle) { eglSym = dlsym(eglHandle, "eglSwapBuffers"); } if (!eglSym) { int eglRetries = 0; while (!(eglSym = DobbySymbolResolver("libEGL.so", "eglSwapBuffers")) && eglRetries < 5) { sleep(1); eglRetries++; } } if (eglSym) { DobbyHook(eglSym, reinterpret_cast(HookEglSwapBuffers), reinterpret_cast(&g_oldEglSwapBuffers)); } void* inputSym = nullptr; int inputRetries = 0; while (!(inputSym = DobbySymbolResolver("libinput.so", "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE")) && inputRetries < 5) { sleep(1); inputRetries++; } if (inputSym) { DobbyHook(inputSym, reinterpret_cast(HookConsume), reinterpret_cast(&g_oldConsume)); } EngineCore::GetInstance().InitWorkerThread(); return nullptr; } } // namespace Overlay __attribute__((constructor)) void InitializePlugin() { pthread_t threadId; pthread_create(&threadId, nullptr, Overlay::BootstrapThread, nullptr); }