#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" #define TAG "IL2CPP_Drive" #define GAME_MODULE "libil2cpp.so" // --- 新增:实时日志与计数器系统 --- std::atomic g_InitCallCount{0}; std::atomic g_ClearCallCount{0}; std::vector g_AppLogs; std::mutex g_LogMutex; void AddLog(const char* fmt, ...) { char buf[1024]; va_list args; va_start(args, fmt); vsnprintf(buf, sizeof(buf), fmt, args); va_end(args); // 输出到安卓标准日志 __android_log_print(ANDROID_LOG_INFO, TAG, "%s", buf); // 同时输出到 ImGui 悬浮窗 std::lock_guard lock(g_LogMutex); if (g_AppLogs.size() > 30) g_AppLogs.erase(g_AppLogs.begin()); g_AppLogs.push_back(buf); } // 覆盖原本的宏,使其同时输出到屏幕上 #undef LOGI #undef LOGE #define LOGI(...) AddLog(__VA_ARGS__) #define LOGE(...) AddLog("[ERROR] " __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; // --- 新增:寄存器动态切换器与状态保存 --- static int g_RootRegister = 0; // 0=x0, 1=x1, 2=x2 static std::atomic g_CapturedX0{0}; static std::atomic g_CapturedX1{0}; static std::atomic g_CapturedX2{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; } // 辅助函数:将内存读取为 Hex 字符串用于排错 std::string ReadMemoryHex(uintptr_t address, size_t size) { if (address == 0) return "null"; unsigned char buffer[32] = {0}; if (g_MemFd == -1) g_MemFd = open("/proc/self/mem", O_RDONLY); if (g_MemFd >= 0) { ssize_t bytes_read = pread(g_MemFd, buffer, std::min(size, sizeof(buffer)), address); if (bytes_read > 0) { std::stringstream ss; for (ssize_t i = 0; i < bytes_read; ++i) { ss << std::hex << std::setw(2) << std::setfill('0') << (int)buffer[i] << " "; } return ss.str(); } } return "read_failed"; } 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; } typedef void (*t_InitActorParams)(void* x0, void* x1, void* x2, void* x3, void* x4, void* x5, void* x6, void* x7); t_InitActorParams old_InitActorParams = nullptr; void hook_InitActorParams(void* x0, void* x1, void* x2, void* x3, void* x4, void* x5, void* x6, void* x7) { g_InitCallCount++; if (x0 != nullptr) g_CapturedX0.store((uintptr_t)x0); if (x1 != nullptr) g_CapturedX1.store((uintptr_t)x1); if (x2 != nullptr) g_CapturedX2.store((uintptr_t)x2); uintptr_t target_ptr = 0; if (g_RootRegister == 0) target_ptr = (uintptr_t)x0; else if (g_RootRegister == 1) target_ptr = (uintptr_t)x1; else target_ptr = (uintptr_t)x2; if (target_ptr != 0 && target_ptr > 0x10000000) { g_ActorManager.store(target_ptr); LOGI("[Hook-Init] 拦截到了! 次数:%d, 设定的基址: 0x%lx", g_InitCallCount.load(), target_ptr); } if (old_InitActorParams) { old_InitActorParams(x0, x1, x2, x3, x4, x5, x6, x7); } } typedef void (*t_ClearActor)(void* x0, void* x1, void* x2, void* x3, void* x4, void* x5, void* x6, void* x7); t_ClearActor old_ClearActor = nullptr; void hook_ClearActor(void* x0, void* x1, void* x2, void* x3, void* x4, void* x5, void* x6, void* x7) { g_ClearCallCount++; uintptr_t clearing_ptr = 0; if (g_RootRegister == 0) clearing_ptr = (uintptr_t)x0; else if (g_RootRegister == 1) clearing_ptr = (uintptr_t)x1; else clearing_ptr = (uintptr_t)x2; if (clearing_ptr != 0 && clearing_ptr == g_ActorManager.load()) { LOGI("[Hook-Clear] 侦测到英雄对象销毁,清空基址 (0x%lx)", clearing_ptr); } if (old_ClearActor) { old_ClearActor(x0, x1, x2, x3, x4, x5, x6, x7); } } 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("拦截寄存器选择 (基址来源)", ImGuiTreeNodeFlags_DefaultOpen)) { ImGui::TextColored(ImVec4(1, 1, 0, 1), "当前捕获的值:"); ImGui::Text("x0 (通常是 this): 0x%lx", g_CapturedX0.load()); ImGui::Text("x1 (通常是 参数1): 0x%lx", g_CapturedX1.load()); ImGui::Text("x2 (MethodInfo): 0x%lx", g_CapturedX2.load()); ImGui::Separator(); ImGui::Text("动态切换起点 (改完后下次生成英雄生效,或立即生效):"); if (ImGui::RadioButton("使用 x0", &g_RootRegister, 0)) g_ActorManager.store(g_CapturedX0.load()); ImGui::SameLine(); if (ImGui::RadioButton("使用 x1", &g_RootRegister, 1)) g_ActorManager.store(g_CapturedX1.load()); ImGui::SameLine(); if (ImGui::RadioButton("使用 x2", &g_RootRegister, 2)) g_ActorManager.store(g_CapturedX2.load()); } ImGui::Separator(); 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(); if (ImGui::CollapsingHeader("实时运行日志 (排错必看)", ImGuiTreeNodeFlags_DefaultOpen)) { ImGui::TextColored(g_InitCallCount > 0 ? ImVec4(0, 1, 0, 1) : ImVec4(1, 0, 0, 1), "> InitActor 函数被拦截次数: %d", g_InitCallCount.load()); ImGui::TextColored(ImVec4(1, 1, 0, 1), "> ClearActor 函数被拦截次数: %d", g_ClearCallCount.load()); // 【修改点】:将警告变为友好的逻辑状态提示 if (g_InitCallCount == 0) { ImGui::TextColored(ImVec4(1, 1, 0, 1), "[状态] 正在等待进入对局...\n提示: 因为 InitActor 只在生成实体时触发,大厅为0是正常现象。\n请进入对局/训练营。如果进对局后仍为0,则说明地址找错了。"); } else { ImGui::TextColored(ImVec4(0, 1, 0, 1), "[状态] 成功拦截!请根据需要在上方切换使用 x0/x1/x2 作为基址测试数据。"); } ImGui::BeginChild("LogRegion", ImVec2(0, 120), true, ImGuiWindowFlags_AlwaysVerticalScrollbar); std::lock_guard lock(g_LogMutex); for (const auto& log : g_AppLogs) { ImGui::TextUnformatted(log.c_str()); } if (ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) ImGui::SetScrollHereY(1.0f); ImGui::EndChild(); } 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/x1/x2: 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; 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*) { // 界面与输入的 Hook 不需要等待游戏逻辑 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; LOGI("[*] 发现 libil2cpp.so 内存基址: 0x%lx", base); // ======================================================== // 【核心修复】:注入太早会导致 Hook 被引擎初始化过程覆盖! // 发现模块后,强制挂起 5 秒,等待游戏彻底解密、释放和初始化完毕。 // ======================================================== LOGI("[*] 等待 5 秒,确保引擎彻底解密和初始化内存..."); sleep(5); #if defined(__arm__) g_HookAddr_InitActor = base + 0x73507bc + 1; g_HookAddr_ClearActor = base + 0x734bc10 + 1; LOGI("[*] 架构: 32位 (Thumb +1)"); #else g_HookAddr_InitActor = base + 0x73507bc; g_HookAddr_ClearActor = base + 0x734bc10; LOGI("[*] 架构: 64位"); #endif // 安装前自检:如果读出来的内存全是 0,说明地址还是空的,游戏根本没释放这块代码 std::string hexInit = ReadMemoryHex(g_HookAddr_InitActor & ~1, 8); LOGI("[*] 内存自检 InitActor(0x%lx) 前 8 字节: %s", g_HookAddr_InitActor, hexInit.c_str()); if (hexInit == "00 00 00 00 00 00 00 00 ") { LOGE("[!] 致命警告: 目标内存仍然全是00!说明地址被加密、未初始化,或者找错偏移了!"); } 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 下发成功! (ret1:%d, ret2:%d) 现在进游戏测试...", ret1, ret2); } else { LOGE("[!] Dobby Hook 下发失败!请检查地址或保护机制 (ret1:%d, ret2:%d)", ret1, ret2); } break; // 跳出循环 } sleep(1); } return nullptr; } __attribute__((constructor)) void init_plugin() { pthread_t t; pthread_create(&t, nullptr, DelayedHookThread, nullptr); }