#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_Drive" #define GAME_MODULE "libil2cpp.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; static bool g_FontLoaded = 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; float offsetX = 0.0f; float offsetY = 0.0f; } g_Touch; static float g_DynamicScale = 1.0f; static float g_BaseWindowHeight = 0.0f; static float g_UserUIScale = 1.0f; static uintptr_t g_GameBase = 0; static uintptr_t g_HookAddr_InitActor = 0; static uintptr_t g_HookAddr_ClearActor = 0; 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; 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; }; DynamicOffsets g_Offsets; std::mutex g_OffsetMutex; 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; } 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; DebugChain debug; std::vector players; }; std::mutex g_SnapshotMutex; GameSnapshot g_CurrentSnapshot; std::atomic g_ActorManager{0}; void DataWorkerThread() { while (true) { GameSnapshot newSnap; 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; 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)); 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 + currOff.prop_mana); } 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); } 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)); } } 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; } // ========================================== // 严格按照 1 个参数进行 Hook // 此时参数必定存在于 x0 / r0 寄存器中 // ========================================== typedef void* (*t_InitActorParams)(void* arg0); t_InitActorParams old_InitActorParams = nullptr; void* hook_InitActorParams(void* arg0) { uintptr_t target_ptr = (uintptr_t)arg0; if (target_ptr != 0) { g_ActorManager.store(target_ptr); LOGI("[InitActor] 成功触发! 获取到指针 arg0 = %p", arg0); } return old_InitActorParams(arg0); } typedef void* (*t_ClearActor)(void* arg0); t_ClearActor old_ClearActor = nullptr; void* hook_ClearActor(void* arg0) { g_ActorManager.store(0); LOGI("[ClearActor] 游戏清理完毕, 清空指针"); return old_ClearActor(arg0); } 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("指针断点排错器 (IL2CPP)")) { if (ImGui::CollapsingHeader("动态偏移修改面板 (十进制)", ImGuiTreeNodeFlags_DefaultOpen)) { std::lock_guard lock(g_OffsetMutex); auto drawOffsetBtn = [](const char* label, uint32_t& val) { ImGui::PushID(&val); ImGui::TextColored(ImVec4(0.5f, 0.8f, 1.0f, 1.0f), "%s -> 当前: %d (0x%X)", label, val, val); 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(); 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(); }; drawOffsetBtn("地址1 (x0 + ?)", g_Offsets.x0_to_addr1); drawOffsetBtn("英雄数组 (addr1 + ?)", g_Offsets.addr1_to_addr2); drawOffsetBtn("实体数据 (item + ?)", g_Offsets.item_to_addr3); drawOffsetBtn("血量属性 (addr3 + ?)", g_Offsets.addr3_to_addr4); drawOffsetBtn("坐标数据 (addr3 + ?)", g_Offsets.addr3_to_addr5); drawOffsetBtn("雷达坐标 (addr3 + ?)", g_Offsets.addr3_to_addr6); ImGui::Separator(); drawOffsetBtn("金币偏移", g_Offsets.prop_gold); drawOffsetBtn("血量偏移", g_Offsets.prop_hp); drawOffsetBtn("最大血量偏移", g_Offsets.prop_maxhp); drawOffsetBtn("等级偏移", g_Offsets.prop_level); drawOffsetBtn("蓝量偏移", g_Offsets.prop_mana); } ImGui::Separator(); ImGui::TextColored(ImVec4(0, 1, 1, 1), "[核心库] %s 基址: 0x%lx", GAME_MODULE, g_GameBase); ImGui::TextColored(ImVec4(0, 1, 1, 1), "[Hook 1] InitActor (RVA 0x73507bc) -> 0x%lx", g_HookAddr_InitActor); ImGui::TextColored(ImVec4(0, 1, 1, 1), "[Hook 2] ClearActor (RVA 0x734bc10) -> 0x%lx", g_HookAddr_ClearActor); ImGui::Separator(); const auto& d = snap.debug; const auto& off = snap.offsets; ImGui::TextColored(d.baseX0 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), "[起点] InitActor x0: 0x%lx", d.baseX0); ImGui::TextColored(d.addr1 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] 地址 1: 0x%lx", off.x0_to_addr1, d.addr1); ImGui::TextColored(d.addr2 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] 英雄数组: 0x%lx", off.addr1_to_addr2, d.addr2); 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), "数组序号 [%d] - 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] 实体数据: 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] 属性区: 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] 坐标区: 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] 小地图: 0x%lx", off.addr3_to_addr6, d.items[i].addr6); } ImGui::TreePop(); } } } } ImGui::End(); } 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); } } 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; 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; } typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface); static p_eglSwapBuffers old_eglSwapBuffers = nullptr; 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"); ImGuiIO& io = ImGui::GetIO(); const char* systemFonts[] = { "/system/fonts/SysSans-Hans-Regular.ttf", "/system/fonts/NotoSansCJKjp-Regular.otc", "/system/fonts/NotoSansSC-Regular.otf", "/system/fonts/DroidSansFallback.ttf" }; for (int i = 0; i < 4; i++) { if (access(systemFonts[i], R_OK) == 0) { io.Fonts->AddFontFromFileTTF(systemFonts[i], 32.0f, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon()); g_FontLoaded = true; LOGI("[*] 加载字体成功: %s", systemFonts[i]); break; } } 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 = ImGui::GetStyle(); 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; static bool show_radar = true; if (ImGui::Begin("IL2CPP 透视框架 (偏移可调)")) { if (!g_FontLoaded) ImGui::TextColored(ImVec4(1,0,0,1), "警告: 无法加载系统字库,将显示为问号!"); 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("基础校准 (触控与缩放)")) { ImGui::SliderFloat("菜单缩放", &g_UserUIScale, 0.5f, 2.0f); ImGui::Text("坐标偏移 X:%.1f Y:%.1f", g_Touch.offsetX, g_Touch.offsetY); 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("-10##y")) g_Touch.offsetY -= 10; ImGui::SameLine(); if (ImGui::Button("+10##y")) g_Touch.offsetY += 10; } ImGui::Separator(); ImGui::Checkbox("雷达 (Radar)", &show_radar); ImGui::SameLine(); ImGui::Checkbox("指针断点调试", &show_pointer_debugger); ImGui::Separator(); ImGui::TextColored(ImVec4(0, 1, 0, 1), "状态: %s", snapshot.inMatch ? "局内" : "大厅"); if (ImGui::BeginTable("PlayersTable", 5, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg)) { ImGui::TableSetupColumn("等级"); ImGui::TableSetupColumn("血量"); ImGui::TableSetupColumn("蓝量"); ImGui::TableSetupColumn("金币"); ImGui::TableSetupColumn("雷达坐标"); ImGui::TableHeadersRow(); for (const auto& p : snapshot.players) { ImGui::TableNextRow(); ImGui::TableNextColumn(); ImGui::Text("Lv.%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(); 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* dl = ImGui::GetWindowDrawList(); dl->AddRect(p0, ImVec2(p0.x + size.x, p0.y + size.y), IM_COL32(255, 255, 255, 100)); for (const auto& p : snapshot.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) dl->AddCircleFilled(ImVec2(rX, rY), 5.0f * finalScale, IM_COL32(255, 0, 0, 255)); } } ImGui::End(); ImGui::PopStyleColor(); } ImGui::Render(); GLint v[4]; glGetIntegerv(GL_VIEWPORT, v); GLint d; glGetIntegerv(GL_DEPTH_TEST, &d); glDisable(GL_DEPTH_TEST); glViewport(0, 0, w, h); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); glViewport(v[0], v[1], v[2], v[3]); if (d) glEnable(GL_DEPTH_TEST); return old_eglSwapBuffers(dpy, surface); } void* DelayedHookThread(void*) { void* egl = DobbySymbolResolver("libEGL.so", "eglSwapBuffers"); if (egl) DobbyHook(egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers); void* ins = DobbySymbolResolver("libinput.so", "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE"); if (ins) DobbyHook(ins, (void*)hook_consume, (void**)&old_consume); std::thread(DataWorkerThread).detach(); while (true) { uintptr_t base = GetModuleBase(GAME_MODULE); if (base) { g_GameBase = base; // ========================================== // FIX 2: 架构检测,防止 32 位 Thumb 指令集崩溃 // 32 位 (armeabi-v7a) Hook IL2CPP 函数时由于是 Thumb 指令,地址必须 +1 // 64 位 (arm64-v8a) 保持原样即可 // ========================================== #if defined(__arm__) g_HookAddr_InitActor = base + 0x73507bc + 1; g_HookAddr_ClearActor = base + 0x734bc10 + 1; LOGI("[*] 检测到 32 位架构,已自动处理 Thumb 指令集 (+1)"); #else g_HookAddr_InitActor = base + 0x73507bc; g_HookAddr_ClearActor = base + 0x734bc10; LOGI("[*] 检测到 64 位架构,无需处理 Thumb"); #endif LOGI("[*] libil2cpp.so base = 0x%lx", base); LOGI("[*] InitActor addr = 0x%lx", g_HookAddr_InitActor); LOGI("[*] ClearActor addr = 0x%lx", g_HookAddr_ClearActor); int ret1 = DobbyHook((void*)g_HookAddr_InitActor, (void*)hook_InitActorParams, (void**)&old_InitActorParams); int ret2 = DobbyHook((void*)g_HookAddr_ClearActor, (void*)hook_ClearActor, (void**)&old_ClearActor); if (ret1 != 0 || ret2 != 0) { LOGI("[*] Dobby Hook 成功! InitActor: %d, ClearActor: %d", ret1, ret2); } else { LOGE("[!] Dobby Hook 失败!请检查地址或内存权限!"); } break; } sleep(1); } return nullptr; } __attribute__((constructor)) void init_plugin() { pthread_t t; pthread_create(&t, nullptr, DelayedHookThread, nullptr); }