#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_Hook" #define LOGI(...) __android_log_print(ANDROID_LOG_INFO, TAG, __VA_ARGS__) #define LOGE(...) __android_log_print(ANDROID_LOG_ERROR, TAG, __VA_ARGS__) // ======================== 日志缓冲区(悬浮窗显示)======================== #define MAX_LOG_LINES 200 #define MAX_LOG_LEN 256 static std::mutex g_LogMutex; static char g_LogBuffer[MAX_LOG_LINES][MAX_LOG_LEN]; static int g_LogHead = 0; static int g_LogCount = 0; void AddLog(const char* fmt, ...) { char buf[MAX_LOG_LEN]; va_list args; va_start(args, fmt); vsnprintf(buf, sizeof(buf), fmt, args); va_end(args); std::lock_guard lock(g_LogMutex); strncpy(g_LogBuffer[g_LogHead], buf, MAX_LOG_LEN - 1); g_LogBuffer[g_LogHead][MAX_LOG_LEN - 1] = '\0'; g_LogHead = (g_LogHead + 1) % MAX_LOG_LINES; if (g_LogCount < MAX_LOG_LINES) g_LogCount++; LOGI("%s", buf); } // ======================== 全局变量 ======================== static bool g_ImGuiReady = false; static uintptr_t g_ActorManager = 0; static int g_MemFd = -1; // 偏移链(可动态调整) struct { 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; } g_Offsets; // ======================== 安全内存读取 ======================== template T SafeRead(uintptr_t addr) { T val{}; if (addr < 0x10000 || addr > 0x7fffffffffff) return val; if (g_MemFd == -1) g_MemFd = open("/proc/self/mem", O_RDONLY); if (g_MemFd >= 0) pread(g_MemFd, &val, sizeof(T), addr); return val; } // ======================== 玩家数据结构 ======================== 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 GameSnapshot { bool inMatch = false; std::vector players; uintptr_t x0 = 0; uintptr_t addr1 = 0; uintptr_t addr2 = 0; }; static GameSnapshot g_CurrentSnapshot; static std::mutex g_SnapshotMutex; // ======================== 后台数据读取线程 ======================== void DataWorkerThread() { AddLog("[DataThread] 启动"); while (true) { GameSnapshot newSnap; uintptr_t baseX0 = g_ActorManager; if (baseX0 != 0) { newSnap.inMatch = true; newSnap.x0 = baseX0; uintptr_t addr1 = SafeRead(baseX0 + g_Offsets.x0_to_addr1); newSnap.addr1 = addr1; if (addr1) { uintptr_t addr2 = SafeRead(addr1 + g_Offsets.addr1_to_addr2); newSnap.addr2 = addr2; if (addr2) { // 遍历玩家数组(最多15个) for (int i = 0; i < 15; ++i) { uintptr_t item = SafeRead(addr2 + i * 0x8); if (!item) continue; uintptr_t addr3 = SafeRead(item + g_Offsets.item_to_addr3); if (!addr3) continue; PlayerData p; uintptr_t addr4 = SafeRead(addr3 + g_Offsets.addr3_to_addr4); if (addr4) { p.gold = SafeRead(addr4 + g_Offsets.prop_gold); p.hp = SafeRead(addr4 + g_Offsets.prop_hp); p.maxHp = SafeRead(addr4 + g_Offsets.prop_maxhp); p.level = SafeRead(addr4 + g_Offsets.prop_level); } uintptr_t addr5 = SafeRead(addr3 + g_Offsets.addr3_to_addr5); if (addr5) { p.worldX = SafeRead(addr5 + 0x0); p.worldZ = SafeRead(addr5 + 0x4); p.worldY = SafeRead(addr5 + 0x8); p.mana = SafeRead(addr5 + g_Offsets.prop_mana); } uintptr_t addr6 = SafeRead(addr3 + g_Offsets.addr3_to_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)); } } // ======================== 模块基址获取 ======================== uintptr_t GetModuleBase(const char* name) { FILE* f = fopen("/proc/self/maps", "r"); if (!f) return 0; char line[512]; uintptr_t base = 0; while (fgets(line, sizeof(line), f)) { if (strstr(line, name) && strstr(line, "r-xp")) { sscanf(line, "%lx", &base); break; } } fclose(f); return base; } // ======================== Hook 函数(只有1个参数)======================== void (*old_InitActorParams)(void* x0); void hook_InitActorParams(void* x0) { AddLog("[HOOK] InitActorParams called, x0 = %p", x0); if (x0 != nullptr) { g_ActorManager = (uintptr_t)x0; // 测试读取偏移验证 uintptr_t test = SafeRead((uintptr_t)x0 + g_Offsets.x0_to_addr1); AddLog("[HOOK] x0+0x%x = %p", g_Offsets.x0_to_addr1, (void*)test); } else { AddLog("[HOOK] x0 is null!"); } old_InitActorParams(x0); } void (*old_ClearActor)(void* x0); void hook_ClearActor(void* x0) { AddLog("[HOOK] ClearActor called, x0 = %p", x0); g_ActorManager = 0; old_ClearActor(x0); } // ======================== 触摸事件处理(ImGui 输入)======================== static float touchX = 0, touchY = 0; static std::atomic touchDown{false}; void HandleAndroidEvent(AInputEvent* event) { if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) { int action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK; touchX = AMotionEvent_getX(event, 0); touchY = AMotionEvent_getY(event, 0); touchDown = (action == AMOTION_EVENT_ACTION_DOWN); } } typedef int (*InputConsumer_consume_t)(void*, void*, bool, int64_t, uint32_t*, void**); InputConsumer_consume_t 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) HandleAndroidEvent((AInputEvent*)*outEvent); return res; } // ======================== eglSwapBuffers Hook(ImGui 渲染)======================== typedef EGLBoolean (*eglSwapBuffers_t)(EGLDisplay, EGLSurface); eglSwapBuffers_t old_eglSwap = 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_eglSwap(dpy, surf); static float last_w = 0, last_h = 0; if (!g_ImGuiReady) { ImGui::CreateContext(); ImGui_ImplOpenGL3_Init("#version 300 es"); ImGuiIO& io = ImGui::GetIO(); io.Fonts->AddFontDefault(); // 使用默认字体,不折腾中文 g_ImGuiReady = true; AddLog("[ImGui] 初始化完成"); } // 获取快照 GameSnapshot snap; { std::lock_guard lock(g_SnapshotMutex); snap = g_CurrentSnapshot; } ImGuiIO& io = ImGui::GetIO(); io.DisplaySize = ImVec2(w, h); io.MousePos = ImVec2(touchX, touchY); io.MouseDown[0] = touchDown.load(); ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); // ========== 主窗口:显示玩家信息 ========== ImGui::SetNextWindowPos(ImVec2(50, 50), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(400, 300), ImGuiCond_FirstUseEver); ImGui::Begin("IL2CPP Hook Debug"); ImGui::Text("状态: %s", snap.inMatch ? "对局中" : "大厅中"); ImGui::Text("ActorManager x0: 0x%lx", snap.x0); ImGui::Text("addr1: 0x%lx", snap.addr1); ImGui::Text("addr2: 0x%lx", snap.addr2); ImGui::Separator(); ImGui::Text("玩家数量: %d", (int)snap.players.size()); if (ImGui::BeginTable("Players", 5, ImGuiTableFlags_Borders)) { ImGui::TableSetupColumn("等级"); ImGui::TableSetupColumn("血量"); ImGui::TableSetupColumn("蓝量"); ImGui::TableSetupColumn("金币"); ImGui::TableSetupColumn("小地图"); ImGui::TableHeadersRow(); for (const auto& p : snap.players) { ImGui::TableNextRow(); ImGui::TableNextColumn(); ImGui::Text("%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(); // ========== 日志窗口 ========== ImGui::SetNextWindowPos(ImVec2(500, 50), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(500, 300), ImGuiCond_FirstUseEver); ImGui::Begin("实时日志"); ImGui::BeginChild("LogScroll", ImVec2(0, 0), false); { std::lock_guard lock(g_LogMutex); int start = (g_LogHead - g_LogCount + MAX_LOG_LINES) % MAX_LOG_LINES; for (int i = 0; i < g_LogCount; i++) { int idx = (start + i) % MAX_LOG_LINES; ImGui::TextUnformatted(g_LogBuffer[idx]); } if (ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) ImGui::SetScrollHereY(1.0f); } ImGui::EndChild(); ImGui::End(); // ========== 小地图雷达(如果有坐标) ========== if (snap.inMatch && !snap.players.empty()) { ImGui::SetNextWindowPos(ImVec2(w - 250, 50), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(200, 200), ImGuiCond_FirstUseEver); ImGui::Begin("雷达", nullptr, ImGuiWindowFlags_NoTitleBar); 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), 5.0f, IM_COL32(255,0,0,255)); } ImGui::End(); } ImGui::Render(); glViewport(0, 0, w, h); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); return old_eglSwap(dpy, surf); } // ======================== 延迟初始化线程 ======================== void* DelayedHookThread(void*) { AddLog("[Init] 插件加载,等待游戏模块..."); // 1. 等待 libil2cpp.so 加载并 Hook 游戏函数 while (true) { uintptr_t base = GetModuleBase("libil2cpp.so"); if (base != 0) { uintptr_t initAddr = base + 0x73507bc; uintptr_t clearAddr = base + 0x734bc10; AddLog("[Game] libil2cpp.so base = 0x%lx", base); AddLog("[Game] InitActor absolute = 0x%lx", initAddr); AddLog("[Game] ClearActor absolute = 0x%lx", clearAddr); int ret1 = DobbyHook((void*)initAddr, (void*)hook_InitActorParams, (void**)&old_InitActorParams); int ret2 = DobbyHook((void*)clearAddr, (void*)hook_ClearActor, (void**)&old_ClearActor); AddLog("[Hook] InitActor result: %d, ClearActor result: %d", ret1, ret2); break; } sleep(1); } // 2. Hook EGL 和 Input(保证 UI 显示) void* egl = DobbySymbolResolver("libEGL.so", "eglSwapBuffers"); if (egl) { int ret = DobbyHook(egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwap); AddLog("[EGL] DobbyHook result: %d", ret); } else { AddLog("[EGL] eglSwapBuffers not found"); } void* inp = DobbySymbolResolver("libinput.so", "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE"); if (inp) { int ret = DobbyHook(inp, (void*)hook_consume, (void**)&old_consume); AddLog("[Input] DobbyHook result: %d", ret); } else { AddLog("[Input] InputConsumer::consume not found"); } // 3. 启动后台数据线程 std::thread(DataWorkerThread).detach(); AddLog("[Init] 所有初始化完成"); return nullptr; } // ======================== 入口 ======================== __attribute__((constructor)) void init_plugin() { pthread_t t; pthread_create(&t, nullptr, DelayedHookThread, nullptr); }