#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" #define TAG "IL2CPP_Hook" #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 static std::atomic g_ActorManager{0}; static int g_MemFd = -1; static bool g_ImGuiReady = false; static float g_touchX = 0, g_touchY = 0; static std::atomic g_touchDown{false}; // 偏移结构(可动态调整) struct Offsets { 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; uint32_t prop_gold = 0x20; uint32_t prop_hp = 0x30; uint32_t prop_maxhp = 0x32; uint32_t prop_level = 0x50; uint32_t prop_mana = 0x28; } g_Offsets; // 玩家数据结构 struct PlayerData { int hp = 0, maxHp = 0, mana = 0, gold = 0, level = 0; float mapX = 0, mapY = 0; }; // 快照 struct GameSnapshot { bool inMatch = false; uintptr_t x0 = 0; uintptr_t addr1 = 0; uintptr_t addr2 = 0; std::vector players; }; static GameSnapshot g_Snapshot; static std::mutex g_SnapMutex; // 安全读取 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; } // 获取模块基址 uintptr_t GetModuleBase(const char* name) { FILE* f = fopen("/proc/self/maps", "r"); if (!f) return 0; char line[512]; uintptr_t base = 0; while (fgets(line, sizeof(line), f)) { if (strstr(line, name) && strstr(line, "r-xp")) { sscanf(line, "%lx", &base); break; } } fclose(f); return base; } // 后台数据读取线程 void DataWorkerThread() { while (true) { GameSnapshot snap; uintptr_t baseX0 = g_ActorManager.load(); if (baseX0 != 0) { snap.inMatch = true; snap.x0 = baseX0; uintptr_t addr1 = SafeRead(baseX0 + g_Offsets.x0_to_addr1); snap.addr1 = addr1; if (addr1) { uintptr_t addr2 = SafeRead(addr1 + g_Offsets.addr1_to_addr2); snap.addr2 = addr2; if (addr2) { for (int i = 0; i < 15; ++i) { uintptr_t item = SafeRead(addr2 + i * 0x8); 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.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.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) snap.players.push_back(p); } } } } { std::lock_guard lock(g_SnapMutex); g_Snapshot = std::move(snap); } std::this_thread::sleep_for(std::chrono::milliseconds(16)); } } // ======================== Hook 函数(只有 1 个参数)======================== void (*old_InitActorParams)(void* x0); void hook_InitActorParams(void* x0) { LOGI("[HOOK] InitActorParams called! x0 = %p", x0); if (x0) { g_ActorManager.store((uintptr_t)x0); uintptr_t test = SafeRead((uintptr_t)x0 + g_Offsets.x0_to_addr1); LOGI("[HOOK] x0+0x%x = %p", g_Offsets.x0_to_addr1, (void*)test); } old_InitActorParams(x0); } void (*old_ClearActor)(void* x0); void hook_ClearActor(void* x0) { LOGI("[HOOK] ClearActor called! x0 = %p", x0); g_ActorManager.store(0); old_ClearActor(x0); } // ======================== 触摸事件处理(ImGui 输入)======================== void HandleAndroidEvent(AInputEvent* event) { if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) { int action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK; g_touchX = AMotionEvent_getX(event, 0); g_touchY = AMotionEvent_getY(event, 0); g_touchDown = (action == 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; } // ======================== eglSwapBuffers Hook(ImGui 渲染)======================== typedef EGLBoolean (*eglSwapBuffers_t)(EGLDisplay, EGLSurface); eglSwapBuffers_t old_eglSwap = nullptr; 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("指针调试器")) { // 动态偏移修改面板 auto drawOffset = [](const char* label, uint32_t& val) { ImGui::PushID(&val); ImGui::Text("%s: %d (0x%X)", label, val, val); if (ImGui::Button("-8")) { if(val>=8) val-=8; } ImGui::SameLine(); if (ImGui::Button("-4")) { if(val>=4) val-=4; } ImGui::SameLine(); if (ImGui::Button("-1")) { if(val>=1) val-=1; } ImGui::SameLine(); if (ImGui::Button("+1")) val+=1; ImGui::SameLine(); if (ImGui::Button("+4")) val+=4; ImGui::SameLine(); if (ImGui::Button("+8")) val+=8; ImGui::PopID(); }; drawOffset("x0->addr1", g_Offsets.x0_to_addr1); drawOffset("addr1->addr2", g_Offsets.addr1_to_addr2); drawOffset("item->addr3", g_Offsets.item_to_addr3); drawOffset("addr3->addr4", g_Offsets.addr3_to_addr4); drawOffset("addr3->addr5", g_Offsets.addr3_to_addr5); drawOffset("addr3->addr6", g_Offsets.addr3_to_addr6); ImGui::Separator(); ImGui::Text("x0: 0x%lx", snap.x0); ImGui::Text("addr1: 0x%lx", snap.addr1); ImGui::Text("addr2: 0x%lx", snap.addr2); } ImGui::End(); } EGLBoolean hook_eglSwapBuffers(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); GameSnapshot snap; { std::lock_guard lock(g_SnapMutex); snap = g_Snapshot; } if (!g_ImGuiReady) { ImGui::CreateContext(); ImGui_ImplOpenGL3_Init("#version 300 es"); ImGui::GetIO().Fonts->AddFontDefault(); g_ImGuiReady = true; } ImGuiIO& io = ImGui::GetIO(); io.DisplaySize = ImVec2(w, h); io.MousePos = ImVec2(g_touchX, g_touchY); io.MouseDown[0] = g_touchDown.load(); ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); // 主窗口 ImGui::Begin("IL2CPP Hook"); ImGui::Text("状态: %s", snap.inMatch ? "对局中" : "大厅"); ImGui::Text("ActorManager: 0x%lx", snap.x0); 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); } ImGui::EndTable(); } ImGui::End(); // 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(); } // 调试器 DrawPointerDebugger(snap, w, h); ImGui::Render(); glViewport(0, 0, w, h); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); return old_eglSwap(dpy, surf); } // 延迟初始化线程 void* DelayedHookThread(void*) { // 等待 libil2cpp.so 加载 uintptr_t base; while (!(base = GetModuleBase("libil2cpp.so"))) sleep(1); uintptr_t initAddr = base + 0x73507bc; uintptr_t clearAddr = base + 0x734bc10; LOGI("Base: 0x%lx, InitActor: 0x%lx, ClearActor: 0x%lx", base, initAddr, clearAddr); DobbyHook((void*)initAddr, (void*)hook_InitActorParams, (void**)&old_InitActorParams); DobbyHook((void*)clearAddr, (void*)hook_ClearActor, (void**)&old_ClearActor); LOGI("Hooks installed"); // Hook EGL 和 Input void* egl = DobbySymbolResolver("libEGL.so", "eglSwapBuffers"); if (egl) DobbyHook(egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwap); void* inp = DobbySymbolResolver("libinput.so", "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE"); if (inp) DobbyHook(inp, (void*)hook_consume, (void**)&old_consume); // 启动数据线程 std::thread(DataWorkerThread).detach(); return nullptr; } __attribute__((constructor)) void init_plugin() { pthread_t t; pthread_create(&t, nullptr, DelayedHookThread, nullptr); }