#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" // 修改为目标模块 libil2cpp.so #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 = 1.2f; // 调试统计 static std::atomic g_InitActorTriggerCount{0}; 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 = 32; uint32_t addr1_to_addr2 = 16; uint32_t item_to_addr3 = 24; uint32_t addr3_to_addr4 = 48; uint32_t addr3_to_addr5 = 256; uint32_t addr3_to_addr6 = 112; uint32_t prop_gold = 32; uint32_t prop_hp = 48; uint32_t prop_maxhp = 50; uint32_t prop_level = 80; }; 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 + 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); } 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; } void (*old_InitActorParams)(void* x0, void* x1, void* x2, void* x3); void hook_InitActorParams(void* x0, void* x1, void* x2, void* x3) { g_InitActorTriggerCount++; LOGI("[TRIGGER] InitActorParams 被调用 (libil2cpp)! x0 = %p", x0); g_ActorManager.store((uintptr_t)x0); old_InitActorParams(x0, x1, x2, x3); } void (*old_ClearActor)(void* x0); void hook_ClearActor(void* x0) { LOGI("[TRIGGER] ClearActor 被调用! 对局结束重置。"); g_ActorManager.store(0); old_ClearActor(x0); } 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("对局指针诊断 (IL2CPP Debugger)")) { ImGui::TextColored(ImVec4(1, 1, 0, 1), "函数触发次数: %d", g_InitActorTriggerCount.load()); if (g_InitActorTriggerCount == 0) { ImGui::TextColored(ImVec4(1, 0.2f, 0.2f, 1), "状态: 等待进入对局 (尚未触发 Hook)"); } ImGui::Separator(); if (ImGui::CollapsingHeader("偏移量微调面板", 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("-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("基址偏移 (x0 + ?)", g_Offsets.x0_to_addr1); drawOffsetBtn("数组偏移 (addr1 + ?)", g_Offsets.addr1_to_addr2); drawOffsetBtn("实体数据 (item + ?)", g_Offsets.item_to_addr3); } ImGui::Separator(); ImGui::TextColored(ImVec4(0, 1, 1, 1), "[库基址] 0x%lx (libil2cpp)", g_GameBase); ImGui::TextColored(ImVec4(0, 1, 1, 1), "[Hook点] 0x%lx", g_HookAddr_InitActor); 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), "[X0] 基准地址: 0x%lx", d.baseX0); ImGui::TextColored(d.addr1 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] 层级 1: 0x%lx", off.x0_to_addr1, d.addr1); ImGui::TextColored(d.addr2 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] 实体数组: 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), "玩家 [%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] 详细数据: 0x%lx", off.item_to_addr3, d.items[i].addr3); ImGui::TreePop(); } } } } ImGui::End(); } 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(); // 自动检测系统中的中文字体 (优先寻找 OPPO SysSans) 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; 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; ImGuiStyle& style = ImGui::GetStyle(); style.ScaleAllSizes(1.1f * finalScale); io.FontGlobalScale = 1.1f * 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; if (ImGui::Begin("Unity/IL2CPP 数据诊断控制台")) { if (!g_FontLoaded) ImGui::TextColored(ImVec4(1,0,0,1), "警告: 无法加载手机字库,请检查权限!"); ImGui::SliderFloat("菜单缩放", &g_UserUIScale, 0.5f, 2.0f); ImGui::Checkbox("指针断点调试窗", &show_pointer_debugger); ImGui::Separator(); ImGui::TextColored(ImVec4(0, 1, 0, 1), "对局状态: %s", snapshot.inMatch ? "活跃对局中" : "大厅空闲"); ImGui::Text("英雄单位数量: %d", (int)snapshot.players.size()); } ImGui::End(); if (show_pointer_debugger) DrawPointerDebugger(snapshot, w, h); ImGui::Render(); GLint v[4]; glGetIntegerv(GL_VIEWPORT, v); glDisable(GL_DEPTH_TEST); glViewport(0, 0, w, h); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); glViewport(v[0], v[1], v[2], v[3]); return old_eglSwapBuffers(dpy, surface); } void* DelayedHookThread(void*) { // 渲染和输入立即挂钩,确保菜单秒弹 void* egl = DobbySymbolResolver("libEGL.so", "eglSwapBuffers"); if (egl) DobbyHook(egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers); std::thread(DataWorkerThread).detach(); // 在后台轮询等待 libil2cpp.so 加载 while (true) { uintptr_t base = GetModuleBase(GAME_MODULE); if (base) { g_GameBase = base; g_HookAddr_InitActor = base + 0x73507bc; // 挂钩对局初始化函数 DobbyHook((void*)g_HookAddr_InitActor, (void*)hook_InitActorParams, (void**)&old_InitActorParams); // 挂钩对局清理函数 DobbyHook((void*)(base + 0x734bc10), (void*)hook_ClearActor, (void**)&old_ClearActor); LOGI("[*] libil2cpp.so 挂钩任务已完成!"); break; } sleep(1); } return nullptr; } __attribute__((constructor)) void init_plugin() { pthread_t t; pthread_create(&t, nullptr, DelayedHookThread, nullptr); }