#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include // 第三方库 #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__) // ===================== [1. 针对 ARM64 的寄存器定义] ===================== #ifndef RegisterContext typedef struct { union { uint64_t x[29]; struct { uint64_t x0,x1,x2,x3,x4,x5,x6,x7,x8,x9,x10,x11,x12,x13,x14,x15,x16,x17,x18,x19,x20,x21,x22,x23,x24,x25,x26,x27,x28; }; } general; uint64_t fp; uint64_t lr; uint64_t sp; uint64_t pc; } RegisterContext; #endif // ===================== [2. 数据结构定义] ===================== 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; }; 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, addr1 = 0, 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; }; // ===================== [3. 前置声明] ===================== void handle_android_event(AInputEvent* event); void DrawPointerDebugger(const GameSnapshot& snap, float w, float h); void DrawRadar(const GameSnapshot& snap, float w, float h, float finalScale); void instrument_InitActorParams(RegisterContext *ctx, const HookEntryInfo *info); void instrument_ClearActor(RegisterContext *ctx, const HookEntryInfo *info); uintptr_t GetModuleBase(const char* module_name); // ===================== [4. 全局变量] ===================== static bool g_Initialized = false, g_FontLoaded = false; static int g_MemFd = -1; static uintptr_t g_GameBase = 0, g_HookAddr_InitActor = 0, g_HookAddr_ClearActor = 0; static float g_DynamicScale = 1.0f, g_BaseWindowHeight = 0.0f, g_UserUIScale = 1.0f; struct { float x = 0.0f, y = 0.0f; std::atomic down{false}; float renderW = 0.0f, renderH = 0.0f; float physW = 3392.0f, physH = 2400.0f; float offsetX = 0.0f, offsetY = 0.0f; } g_Touch; DynamicOffsets g_Offsets; std::mutex g_OffsetMutex, g_SnapshotMutex; GameSnapshot g_CurrentSnapshot; std::atomic g_ActorManager{0}; // ===================== [5. 内存读取与数据线程] ===================== 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; } void DataWorkerThread() { while (true) { GameSnapshot newSnap; { std::lock_guard lock(g_OffsetMutex); newSnap.offsets = g_Offsets; } uintptr_t baseX0 = g_ActorManager.load(); if (baseX0 != 0) { newSnap.inMatch = true; newSnap.debug.baseX0 = baseX0; uintptr_t a1 = SafeRead(baseX0 + newSnap.offsets.x0_to_addr1); newSnap.debug.addr1 = a1; if (a1) { uintptr_t a2 = SafeRead(a1 + newSnap.offsets.addr1_to_addr2); newSnap.debug.addr2 = a2; if (a2) { for (int i = 0; i < 15; ++i) { uintptr_t item = SafeRead(a2 + (i * 0x8)); newSnap.debug.items[i].base = item; if (!item) continue; uintptr_t a3 = SafeRead(item + newSnap.offsets.item_to_addr3); newSnap.debug.items[i].addr3 = a3; if (!a3) continue; PlayerData p; uintptr_t a4 = SafeRead(a3 + newSnap.offsets.addr3_to_addr4); newSnap.debug.items[i].addr4 = a4; if (a4) { p.gold = SafeRead(a4 + newSnap.offsets.prop_gold); p.hp = SafeRead(a4 + newSnap.offsets.prop_hp); p.maxHp = (int)SafeRead(a4 + newSnap.offsets.prop_maxhp); p.level = SafeRead(a4 + newSnap.offsets.prop_level); } uintptr_t a5 = SafeRead(a3 + newSnap.offsets.addr3_to_addr5); newSnap.debug.items[i].addr5 = a5; if (a5) { p.worldX = SafeRead(a5 + 0x0); p.worldZ = SafeRead(a5 + 0x4); p.worldY = SafeRead(a5 + 0x8); p.mana = SafeRead(a5 + newSnap.offsets.prop_mana); } uintptr_t a6 = SafeRead(a3 + newSnap.offsets.addr3_to_addr6); newSnap.debug.items[i].addr6 = a6; if (a6) { p.mapX = SafeRead(a6 + 0x50); p.mapY = SafeRead(a6 + 0x54); } if (p.maxHp > 0) newSnap.players.push_back(p); } } } } { std::lock_guard lock(g_SnapshotMutex); g_CurrentSnapshot = newSnap; } std::this_thread::sleep_for(std::chrono::milliseconds(16)); } } // ===================== [6. 绘制逻辑 (找回被删的功能)] ===================== void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) { ImGui::SetNextWindowSize(ImVec2(w * 0.5f, h * 0.7f), ImGuiCond_FirstUseEver); if (ImGui::Begin("指针断点排错器 (IL2CPP)")) { if (ImGui::CollapsingHeader("动态偏移修改面板", ImGuiTreeNodeFlags_DefaultOpen)) { std::lock_guard lock(g_OffsetMutex); auto btn = [](const char* l, uint32_t& v) { ImGui::PushID(&v); ImGui::Text("%s: %d (0x%X)", l, v, v); ImGui::SameLine(); if(ImGui::Button("-1")) v--; ImGui::SameLine(); if(ImGui::Button("+1")) v++; ImGui::PopID(); }; btn("Addr1", g_Offsets.x0_to_addr1); btn("Array", g_Offsets.addr1_to_addr2); btn("Entity", g_Offsets.item_to_addr3); btn("Attr", g_Offsets.addr3_to_addr4); } ImGui::Separator(); ImGui::Text("BaseX0: 0x%lx", snap.debug.baseX0); // ... (此处可以遍历 snap.debug.items 显示更多地址) } ImGui::End(); } void DrawRadar(const GameSnapshot& snap, float w, float h, float finalScale) { ImGui::SetNextWindowPos(ImVec2(w - 320, 50), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(300, 300)); ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0, 0, 0, 0.4f)); if (ImGui::Begin("Radar", nullptr, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize)) { 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), 6.0f * finalScale, IM_COL32(255,0,0,200)); } } ImGui::End(); ImGui::PopStyleColor(); } // ===================== [7. Hook & Event 逻辑] ===================== 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 scX = g_Touch.renderW / g_Touch.physW; float scY = g_Touch.renderH / g_Touch.physH; g_Touch.x = (AMotionEvent_getX(event, 0) * scX) + g_Touch.offsetX; g_Touch.y = (AMotionEvent_getY(event, 0) * scY) + 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_consume)(void*, void*, bool, int64_t, uint32_t*, void**); static p_consume old_consume = nullptr; int hook_consume(void* a, void* b, bool c, int64_t d, uint32_t* e, void** f) { int res = old_consume(a,b,c,d,e,f); if (res == 0 && f && *f) handle_android_event((AInputEvent*)*f); return res; } typedef EGLBoolean (*p_swap)(EGLDisplay, EGLSurface); static p_swap old_swap = nullptr; 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_swap(dpy, surf); g_Touch.renderW = (float)w; g_Touch.renderH = (float)h; if (!g_Initialized) { ImGui::CreateContext(); ImGui_ImplOpenGL3_Init("#version 300 es"); ImGuiIO& io = ImGui::GetIO(); const char* fonts[] = {"/system/fonts/NotoSansCJKjp-Regular.otc", "/system/fonts/DroidSansFallback.ttf"}; for (auto f : fonts) { if(access(f, R_OK)==0) { io.Fonts->AddFontFromFileTTF(f, 32.0f, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon()); g_FontLoaded=true; break; }} g_Initialized = true; } GameSnapshot snap; { std::lock_guard lock(g_SnapshotMutex); snap = g_CurrentSnapshot; } 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 finalScale = ((float)h / 1000.0f) * g_DynamicScale * g_UserUIScale; ImGui::GetStyle().ScaleAllSizes(finalScale); io.FontGlobalScale = finalScale; ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); static bool show_db = true, show_rd = true; if (ImGui::Begin("IL2CPP 菜单 (满血版)")) { ImGui::Checkbox("调试器", &show_db); ImGui::SameLine(); ImGui::Checkbox("雷达", &show_rd); ImGui::SliderFloat("UI 缩放", &g_UserUIScale, 0.5f, 2.0f); if (ImGui::BeginTable("PT", 4, ImGuiTableFlags_Borders)) { ImGui::TableSetupColumn("等级"); ImGui::TableSetupColumn("血量"); ImGui::TableSetupColumn("金币"); ImGui::TableSetupColumn("坐标"); ImGui::TableHeadersRow(); for (const auto& p : snap.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.gold); ImGui::TableNextColumn(); ImGui::Text("%.0f,%.0f", p.mapX, p.mapY); } ImGui::EndTable(); } } ImGui::End(); if(show_db) DrawPointerDebugger(snap, w, h); if(show_rd && snap.inMatch) DrawRadar(snap, w, h, finalScale); ImGui::Render(); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); return old_swap(dpy, surf); } // ===================== [8. 核心入口] ===================== void instrument_InitActorParams(RegisterContext *ctx, const HookEntryInfo *info) { g_ActorManager.store(ctx->general.x[0]); } void instrument_ClearActor(RegisterContext *ctx, const HookEntryInfo *info) { g_ActorManager.store(0); } uintptr_t GetModuleBase(const char* m) { uintptr_t b = 0; FILE* f = fopen("/proc/self/maps", "r"); if(!f) return 0; char l[512]; while(fgets(l, 512, f)) { if(strstr(l, m)) { sscanf(l, "%lx", &b); break; } } fclose(f); return b; } void* DelayedHookThread(void*) { void* egl = DobbySymbolResolver("libEGL.so", "eglSwapBuffers"); if (egl) DobbyHook(egl, (void*)hook_eglSwapBuffers, (void**)&old_swap); 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 b = GetModuleBase(GAME_MODULE); if (b) { g_GameBase = b; DobbyInstrument((void*)(b + 0x73507bc), instrument_InitActorParams); DobbyInstrument((void*)(b + 0x734bc10), instrument_ClearActor); break; } sleep(1); } return nullptr; } __attribute__((constructor)) void init_plugin() { pthread_t t; pthread_create(&t, nullptr, DelayedHookThread, nullptr); }