#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 "ZeroConfig_Drive" // 目标模块 #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; 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; // 【已更新】根据您的描述精确填充了所有偏移 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; uint32_t radar_map_x = 0x50; uint32_t radar_map_y = 0x54; }; 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; }; // 【已更新】调试器结构,与您的指针链一一对应 struct DebugChain { uintptr_t baseX0 = 0; uintptr_t addr1 = 0; uintptr_t addr2 = 0; struct Item { uintptr_t base; // 英雄item uintptr_t addr3, addr4, addr5, addr6; } items[15]; }; struct GameSnapshot { bool inMatch = false; DynamicOffsets offsets; DebugChain debug; std::vector players; }; std::mutex g_SnapshotMutex; GameSnapshot g_CurrentSnapshot; // 我们要找的起始指针,从 InitActorParams 的 x0 参数获得 std::atomic g_ActorManager{0}; // 【已更新】数据抓取线程,严格按照您的描述实现 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(); newSnap.debug.baseX0 = baseX0; if (baseX0 != 0) { newSnap.inMatch = true; 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) { // 假设最多15个单位 uintptr_t item = SafeRead(addr2 + (i * 0x8)); // 遍历英雄数组 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; // 读取世界坐标和蓝量 (通过 addr5) 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); // Z/Y 取决于游戏引擎坐标系 p.worldY = SafeRead(addr5 + 0x8); p.mana = SafeRead(addr5 + currOff.prop_mana); } // 读取金币、血量、等级 (通过 addr4) 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); // maxhp是16位 p.level = SafeRead(addr4 + currOff.prop_level); } // 读取小地图坐标 (通过 addr6) uintptr_t addr6 = SafeRead(addr3 + currOff.addr3_to_addr6); newSnap.debug.items[i].addr6 = addr6; if (addr6) { p.mapX = SafeRead(addr6 + currOff.radar_map_x); p.mapY = SafeRead(addr6 + currOff.radar_map_y); } if (p.maxHp > 100 && 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) && strstr(line, "x")) { // 确保是可执行段 sscanf(line, "%lx", &base); break; } } fclose(f); return base; } // Hook InitActorParams,目的是获取它的第一个参数 x0 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); } // Hook ClearActor,目的是知道游戏结束 void (*old_ClearActor)(void* x0); void hook_ClearActor(void* x0) { g_ActorManager.store(0); // 游戏结束,清空指针 old_ClearActor(x0); } // 【已更新】指针调试器,完全匹配您的指针链 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 (Pointer Debugger)")) { // 动态偏移修改面板... (代码不变) 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), " └─ [+0x%X] 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), " └─ [+0x%X] 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), " └─ [+0x%X] 实体数据 (addr3): 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), " ├─ [+0x%X] 属性区 (addr4): 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), " ├─ [+0x%X] 坐标/蓝量区 (addr5): 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), " └─ [+0x%X] 小地图区 (addr6): 0x%lx", off.addr3_to_addr6, d.items[i].addr6); } ImGui::TreePop(); } } } } ImGui::End(); } // // ========================================================================= // 以下是渲染、输入、UI主窗口等通用代码,无需修改 // ========================================================================= // 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() { /* ... */ } void handle_android_event(AInputEvent* event) { /* ... */ } int hook_consume(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent) { /* ... */ return 0;} 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 初始化和字体加载 ... (代码不变) g_Initialized = true; } ImGuiIO& io = ImGui::GetIO(); // ... ImGui NewFrame, Style, etc. ... (代码不变) ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); // 主窗口UI if (ImGui::Begin("全自动游戏透视框架 (OPPO/适配版)")) { // ... (UI代码不变) 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)) { // ... (表格代码不变) } } ImGui::End(); DrawPointerDebugger(snapshot, w, h); // ... Radar, ImGui::Render 等 ... (代码不变) ImGui::Render(); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); return old_eglSwapBuffers(dpy, surface); } // 【已更新】Hook线程,填入您的RVA void* DelayedHookThread(void*) { // 1. 无延迟 Hook:渲染和输入 (代码不变) // 2. 启动数据线程 std::thread(DataWorkerThread).detach(); // 3. 后台轮询,等待 libGameCore.so 加载 while (true) { uintptr_t base = GetModuleBase(GAME_MODULE); if (base) { g_GameBase = base; // Hook InitActorParams g_HookAddr_InitActor = base + 0x73507bc; DobbyHook((void*)g_HookAddr_InitActor, (void*)hook_InitActorParams, (void**)&old_InitActorParams); // Hook ClearActor g_HookAddr_ClearActor = base + 0x734bc10; DobbyHook((void*)g_HookAddr_ClearActor, (void*)hook_ClearActor, (void**)&old_ClearActor); LOGI("[*] 核心 Hook 成功! (目标: %s)", GAME_MODULE); break; } sleep(1); } return nullptr; } __attribute__((constructor)) void init_plugin() { pthread_t t; pthread_create(&t, nullptr, DelayedHookThread, nullptr); }