#include #include #include #include #include #include #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" namespace Overlay { // ============================================================================ // 常量定义 // ============================================================================ constexpr const char* kTag = "IL2CPP_Drive"; constexpr const char* kGameModule = "libil2cpp.so"; constexpr size_t kMaxLogSize = 30; constexpr size_t kMaxPlayers = 10; // ============================================================================ // ★ W2S 核心数学引擎 (列优先 Column-Major) // ============================================================================ struct Vector2 { float x, y; }; struct Vector3 { float x, y, z; }; // 采用一维数组存储 16 个浮点数,完美契合 Unity 列优先内存布局 struct Matrix4x4 { float m[16]; }; // 矩阵乘法:计算 Proj * View Matrix4x4 MultiplyMatrix(const Matrix4x4& a, const Matrix4x4& b) { Matrix4x4 res; for (int c = 0; c < 4; c++) { for (int r = 0; r < 4; r++) { res.m[c * 4 + r] = a.m[0 * 4 + r] * b.m[c * 4 + 0] + a.m[1 * 4 + r] * b.m[c * 4 + 1] + a.m[2 * 4 + r] * b.m[c * 4 + 2] + a.m[3 * 4 + r] * b.m[c * 4 + 3]; } } return res; } // 核心 W2S 算法:世界 3D 坐标转换为屏幕 2D 像素坐标 (严格列优先计算) bool WorldToScreen(const Vector3& pos, const Matrix4x4& viewProj, Vector2& screenPos, float screenW, float screenH) { // 1. 计算裁剪空间的 W (深度/Z轴) float clipW = pos.x * viewProj.m[3] + pos.y * viewProj.m[7] + pos.z * viewProj.m[11] + viewProj.m[15]; // 如果 W < 0.1,说明物体在摄像机背面或紧贴镜头,不进行绘制 if (clipW < 0.1f) return false; // 2. 计算裁剪空间的 X 和 Y float clipX = pos.x * viewProj.m[0] + pos.y * viewProj.m[4] + pos.z * viewProj.m[8] + viewProj.m[12]; float clipY = pos.x * viewProj.m[1] + pos.y * viewProj.m[5] + pos.z * viewProj.m[9] + viewProj.m[13]; // 3. 透视除法,转换为 NDC (标准化设备坐标) [-1.0, 1.0] float ndcX = clipX / clipW; float ndcY = clipY / clipW; // 4. 映射到屏幕物理像素坐标 screenPos.x = (screenW / 2.0f) * (ndcX + 1.0f); // Unity 和大多数引擎中,屏幕 Y 轴向下递增,NDC Y 轴向上递增,所以用 1.0f - ndcY 反转 screenPos.y = (screenH / 2.0f) * (1.0f - ndcY); return true; } // ============================================================================ // 日志系统类 // ============================================================================ class Logger { public: static Logger& GetInstance() { static Logger instance; return instance; } void Print(const char* level, const char* fmt, ...) { char buf[1024]; va_list args; va_start(args, fmt); vsnprintf(buf, sizeof(buf), fmt, args); va_end(args); __android_log_print(ANDROID_LOG_INFO, kTag, "%s%s", level, buf); std::lock_guard lock(m_mutex); if (m_logs.size() >= kMaxLogSize) m_logs.pop_front(); m_logs.emplace_back(buf); } const std::deque& GetLogs() const { return m_logs; } std::mutex& GetMutex() { return m_mutex; } private: Logger() = default; std::deque m_logs; std::mutex m_mutex; }; #define LOG_INFO(...) Overlay::Logger::GetInstance().Print("", __VA_ARGS__) #define LOG_ERROR(...) Overlay::Logger::GetInstance().Print("[ERROR] ", __VA_ARGS__) // ============================================================================ // 内存读取工具类 (Mincore 防闪退方案) // ============================================================================ class MemoryReader { public: static bool IsValidAddress(uintptr_t address) { if (address < 0x10000000 || address > 0x00007FFFFFFFFFFF) return false; unsigned char vec[1]; uintptr_t pageStart = address & ~0xFFF; if (mincore(reinterpret_cast(pageStart), 4096, vec) != 0) return false; return true; } template static T SafeRead(uintptr_t address) { if (!IsValidAddress(address)) return T{}; return *reinterpret_cast(address); } template static T FastRead(uintptr_t address) { return *reinterpret_cast(address); } }; // ============================================================================ // 偏移结构体 // ============================================================================ struct DynamicOffsets { uint32_t x0ToAddr1 = 0x18; uint32_t addr1ToAddr2 = 0x8; uint32_t arrayStart = 0x20; uint32_t arrayStep = 0x10; uint32_t itemToAddr3 = 0x0; uint32_t addr3ToWorld = 0x4C4; uint32_t addr3ToAddr4 = 0x3B8; uint32_t addr4ToGold = 0x30; uint32_t addr4ToHp = 0x38; uint32_t addr4ToMaxHp = 0x3C; uint32_t addr4ToLevel = 0x58; uint32_t addr4ToAddr5 = 0x50; uint32_t addr5ToMana = 0x24; uint32_t addr5ToMaxMana = 0x28; // ★ 同步你提供的最新相机矩阵偏移 uint32_t cameraViewOffset = 0x4C; // WorldToCameraMatrix uint32_t cameraProjOffset = 0x8C; // ProjectionMatrix }; struct PlayerData { int32_t hp = 0, maxHp = 0, mana = 0, maxMana = 0, gold = 0, level = 0; Vector3 worldPos; float mapX = 0.0f, mapY = 0.0f; }; struct DebugItem { uintptr_t base = 0, addr3 = 0, addr4 = 0, addr5 = 0; }; struct DebugChain { uintptr_t baseX0 = 0, addr1 = 0, addr2 = 0; DebugItem items[kMaxPlayers]; }; struct GameSnapshot { bool inMatch = false; DynamicOffsets offsets; DebugChain debug; std::vector players; Matrix4x4 viewMatrix; Matrix4x4 rawViewMatrix; // ★ 新增:保存原始 View 矩阵用于格式化打印 Matrix4x4 rawProjMatrix; // ★ 新增:保存原始 Proj 矩阵用于格式化打印 }; // ============================================================================ // 触控管理类 // ============================================================================ class TouchManager { public: static TouchManager& GetInstance() { static TouchManager instance; return instance; } void ProcessEvent(AInputEvent* event) { if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) { int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK; float autoScaleX = m_renderW / m_physW; float autoScaleY = m_renderH / m_physH; m_x = (AMotionEvent_getX(event, 0) * autoScaleX) + m_offsetX; m_y = (AMotionEvent_getY(event, 0) * autoScaleY) + m_offsetY; if (action == AMOTION_EVENT_ACTION_DOWN) m_isDown.store(true); else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) m_isDown.store(false); } } void UpdateRenderSize(float w, float h) { m_renderW = w; m_renderH = h; } float GetX() const { return m_x; } float GetY() const { return m_y; } bool IsDown() const { return m_isDown.load(); } float m_offsetX = 0.0f, m_offsetY = 0.0f; float m_renderW = 0.0f, m_renderH = 0.0f; private: TouchManager() = default; float m_x = 0.0f, m_y = 0.0f; std::atomic m_isDown{false}; float m_physW = 3392.0f, m_physH = 2400.0f; }; // ============================================================================ // 核心数据引擎 // ============================================================================ class EngineCore { public: static EngineCore& GetInstance() { static EngineCore instance; return instance; } void InitWorkerThread() { std::thread(&EngineCore::DataWorkerLoop, this).detach(); } std::shared_ptr GetLatestSnapshot() { std::lock_guard lock(m_snapshotMutex); return m_currentSnapshot; } DynamicOffsets GetOffsets() { std::lock_guard lock(m_offsetMutex); return m_offsets; } void SetActorManager(uintptr_t address) { m_actorManager.store(address); } void SetCameraMatrixPtr(uintptr_t address) { m_cameraMatrixPtr.store(address); } uintptr_t GetCameraMatrixPtr() { return m_cameraMatrixPtr.load(); } std::mutex& GetOffsetMutex() { return m_offsetMutex; } DynamicOffsets& GetOffsetsRef() { return m_offsets; } private: EngineCore() : m_currentSnapshot(std::make_shared()) {} void DataWorkerLoop() { while (true) { auto newSnap = std::make_shared(); newSnap->offsets = GetOffsets(); // 1. 读取并融合摄像机矩阵 (自动获取) uintptr_t camBase = m_cameraMatrixPtr.load(); if (camBase != 0 && MemoryReader::IsValidAddress(camBase)) { // 根据你提供的偏移读取列优先矩阵 Matrix4x4 view = MemoryReader::SafeRead(camBase + newSnap->offsets.cameraViewOffset); Matrix4x4 proj = MemoryReader::SafeRead(camBase + newSnap->offsets.cameraProjOffset); // ★ 记录原始矩阵用于 UI 完美复刻截图输出 newSnap->rawViewMatrix = view; newSnap->rawProjMatrix = proj; // 矩阵乘法:Projection * View newSnap->viewMatrix = MultiplyMatrix(proj, view); } else { memset(&newSnap->viewMatrix, 0, sizeof(Matrix4x4)); memset(&newSnap->rawViewMatrix, 0, sizeof(Matrix4x4)); memset(&newSnap->rawProjMatrix, 0, sizeof(Matrix4x4)); } // 2. 读取游戏英雄数据 uintptr_t baseX0 = m_actorManager.load(); if (baseX0 != 0 && MemoryReader::IsValidAddress(baseX0)) { newSnap->inMatch = true; newSnap->debug.baseX0 = baseX0; uintptr_t addr1 = MemoryReader::SafeRead(baseX0 + newSnap->offsets.x0ToAddr1); newSnap->debug.addr1 = addr1; if (addr1) { uintptr_t addr2 = MemoryReader::SafeRead(addr1 + newSnap->offsets.addr1ToAddr2); newSnap->debug.addr2 = addr2; if (addr2) ParsePlayers(newSnap, addr2); } } { std::lock_guard lock(m_snapshotMutex); m_currentSnapshot = newSnap; } std::this_thread::sleep_for(std::chrono::milliseconds(16)); // 60Hz 刷新率 } } void ParsePlayers(std::shared_ptr& snap, uintptr_t addr2) { for (size_t i = 0; i < kMaxPlayers; ++i) { uintptr_t itemAddr = addr2 + snap->offsets.arrayStart + (i * snap->offsets.arrayStep); snap->debug.items[i].base = itemAddr; uintptr_t addr3 = MemoryReader::SafeRead(itemAddr + snap->offsets.itemToAddr3); snap->debug.items[i].addr3 = addr3; if (!addr3) continue; PlayerData p; p.worldPos.x = MemoryReader::SafeRead(addr3 + snap->offsets.addr3ToWorld + 0x0); p.worldPos.y = MemoryReader::SafeRead(addr3 + snap->offsets.addr3ToWorld + 0x4); p.worldPos.z = MemoryReader::SafeRead(addr3 + snap->offsets.addr3ToWorld + 0x8); p.mapX = p.worldPos.x; p.mapY = p.worldPos.z; uintptr_t addr4 = MemoryReader::SafeRead(addr3 + snap->offsets.addr3ToAddr4); snap->debug.items[i].addr4 = addr4; if (addr4) { p.gold = MemoryReader::FastRead(addr4 + snap->offsets.addr4ToGold); p.hp = MemoryReader::FastRead(addr4 + snap->offsets.addr4ToHp); p.maxHp = MemoryReader::FastRead(addr4 + snap->offsets.addr4ToMaxHp); p.level = MemoryReader::FastRead(addr4 + snap->offsets.addr4ToLevel); uintptr_t addr5 = MemoryReader::FastRead(addr4 + snap->offsets.addr4ToAddr5); snap->debug.items[i].addr5 = addr5; if (addr5) { p.mana = MemoryReader::FastRead(addr5 + snap->offsets.addr5ToMana); p.maxMana = MemoryReader::FastRead(addr5 + snap->offsets.addr5ToMaxMana); } } if (p.maxHp > 0 && p.maxHp < 50000) snap->players.push_back(p); } } std::shared_ptr m_currentSnapshot; std::mutex m_snapshotMutex; DynamicOffsets m_offsets; std::mutex m_offsetMutex; std::atomic m_actorManager{0}; std::atomic m_cameraMatrixPtr{0}; }; // ============================================================================ // UI 渲染引擎 // ============================================================================ class UIRenderer { public: static void RenderFrame(float w, float h, std::shared_ptr& snap) { static bool initialized = false; if (!initialized) { InitializeImGui(); initialized = true; } auto& touch = TouchManager::GetInstance(); ImGuiIO& io = ImGui::GetIO(); io.DisplaySize = ImVec2(w, h); io.MousePos = ImVec2(touch.GetX(), touch.GetY()); io.MouseDown[0] = touch.IsDown(); float deviceScale = std::min(2.0f, std::max(0.5f, h / 1080.0f)); float finalScale = deviceScale * m_userScale; ImGuiStyle& style = ImGui::GetStyle(); style = m_defaultStyle; style.ScaleAllSizes(finalScale); io.FontGlobalScale = finalScale; ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); // === 3D 屏幕透视绘制引擎 (Draw ESP) === // m[15] (第四行第四列) 不为0说明矩阵已经成功读取并融合 if (m_showESP && snap->inMatch && snap->viewMatrix.m[15] != 0.0f) { DrawESP(w, h, snap, finalScale); } if (touch.IsDown()) { ImGui::GetForegroundDrawList()->AddCircleFilled(io.MousePos, 15.0f * finalScale, IM_COL32(0, 255, 255, 120)); ImGui::GetForegroundDrawList()->AddCircle(io.MousePos, 22.0f * finalScale, IM_COL32(0, 255, 255, 200), 0, 2.0f); } if (m_showMenu) DrawMainWindow(w, h, snap, finalScale); if (m_showDebugger) DrawDebugger(w, h, snap, finalScale); if (m_showRadar && snap->inMatch) DrawRadar(w, h, snap, finalScale); ImGui::Render(); } static bool m_isHookInstalled; static std::string m_hookStatusMsg; private: static float m_userScale; static ImGuiStyle m_defaultStyle; static bool m_showDebugger; static bool m_showRadar; static bool m_showESP; static bool m_showMenu; static void ApplyTechStyle(ImGuiStyle& style) { ImVec4* colors = style.Colors; colors[ImGuiCol_Text] = ImVec4(0.90f, 0.95f, 1.00f, 1.00f); colors[ImGuiCol_TextDisabled] = ImVec4(0.40f, 0.50f, 0.60f, 1.00f); colors[ImGuiCol_WindowBg] = ImVec4(0.05f, 0.05f, 0.08f, 0.94f); colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.20f); colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.12f, 0.98f); colors[ImGuiCol_Border] = ImVec4(0.00f, 0.60f, 0.80f, 0.60f); colors[ImGuiCol_FrameBg] = ImVec4(0.10f, 0.14f, 0.22f, 0.70f); colors[ImGuiCol_FrameBgHovered] = ImVec4(0.15f, 0.35f, 0.55f, 0.80f); colors[ImGuiCol_FrameBgActive] = ImVec4(0.20f, 0.45f, 0.75f, 1.00f); colors[ImGuiCol_TitleBg] = ImVec4(0.03f, 0.03f, 0.05f, 1.00f); colors[ImGuiCol_TitleBgActive] = ImVec4(0.05f, 0.15f, 0.30f, 1.00f); colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.00f, 0.00f, 0.51f); colors[ImGuiCol_CheckMark] = ImVec4(0.00f, 0.95f, 1.00f, 1.00f); colors[ImGuiCol_SliderGrab] = ImVec4(0.00f, 0.75f, 1.00f, 1.00f); colors[ImGuiCol_SliderGrabActive] = ImVec4(0.00f, 0.95f, 1.00f, 1.00f); colors[ImGuiCol_Button] = ImVec4(0.08f, 0.25f, 0.45f, 0.80f); colors[ImGuiCol_ButtonHovered] = ImVec4(0.12f, 0.40f, 0.65f, 1.00f); colors[ImGuiCol_ButtonActive] = ImVec4(0.20f, 0.55f, 0.85f, 1.00f); colors[ImGuiCol_Header] = ImVec4(0.10f, 0.25f, 0.45f, 0.80f); colors[ImGuiCol_HeaderHovered] = ImVec4(0.15f, 0.35f, 0.60f, 1.00f); colors[ImGuiCol_HeaderActive] = ImVec4(0.20f, 0.45f, 0.75f, 1.00f); colors[ImGuiCol_Separator] = ImVec4(0.15f, 0.30f, 0.50f, 0.80f); colors[ImGuiCol_TableHeaderBg] = ImVec4(0.08f, 0.15f, 0.25f, 1.00f); colors[ImGuiCol_TableBorderStrong] = ImVec4(0.10f, 0.30f, 0.50f, 1.00f); colors[ImGuiCol_TableBorderLight] = ImVec4(0.10f, 0.20f, 0.35f, 0.50f); style.WindowPadding = ImVec2(16.0f, 16.0f); style.FramePadding = ImVec2(12.0f, 8.0f); style.CellPadding = ImVec2(10.0f, 8.0f); style.ItemSpacing = ImVec2(12.0f, 10.0f); style.WindowRounding = 4.0f; style.ChildRounding = 2.0f; style.FrameRounding = 2.0f; style.WindowBorderSize = 1.0f; style.FrameBorderSize = 0.0f; } static void InitializeImGui() { ImGui::CreateContext(); ImGui_ImplOpenGL3_Init("#version 300 es"); ImGuiIO& io = ImGui::GetIO(); io.IniFilename = nullptr; m_defaultStyle = ImGui::GetStyle(); ApplyTechStyle(m_defaultStyle); io.Fonts->Clear(); bool fontLoaded = false; const char* systemFonts[] = { "/system/fonts/MiSans-Regular.ttf", "/system/fonts/SysSans-Hans-Regular.ttf", "/system/fonts/NotoSansCJKjp-Regular.otc", "/system/fonts/NotoSansSC-Regular.otf", "/system/fonts/DroidSansFallback.ttf" }; for (const char* fontPath : systemFonts) { if (access(fontPath, R_OK) == 0) { io.Fonts->AddFontFromFileTTF(fontPath, 24.0f, nullptr, io.Fonts->GetGlyphRangesChineseSimplifiedCommon()); fontLoaded = true; break; } } if (!fontLoaded) io.Fonts->AddFontDefault(); } static void DrawESP(float w, float h, std::shared_ptr& snap, float scale) { ImDrawList* drawList = ImGui::GetBackgroundDrawList(); ImVec2 screenBottomCenter(w / 2.0f, h); for (const auto& p : snap->players) { if (p.hp <= 0 || p.maxHp <= 0) continue; // 1. 底端坐标转换为屏幕坐标 Vector2 screenFoot; if (!WorldToScreen(p.worldPos, snap->viewMatrix, screenFoot, w, h)) continue; // 2. 头部坐标转换 (此处假设人物高度是 2.0f,你可以根据游戏实际模型适当调整) Vector3 headPos = { p.worldPos.x, p.worldPos.y + 2.0f, p.worldPos.z }; Vector2 screenHead; if (!WorldToScreen(headPos, snap->viewMatrix, screenHead, w, h)) continue; // 3. 计算方框大小 float boxHeight = screenFoot.y - screenHead.y; float boxWidth = boxHeight / 1.5f; // 高宽比 1.5:1 if (screenFoot.y < 0 || screenHead.y > h || screenFoot.x + boxWidth/2 < 0 || screenFoot.x - boxWidth/2 > w) continue; ImVec2 topLeft(screenHead.x - boxWidth / 2, screenHead.y); ImVec2 bottomRight(screenFoot.x + boxWidth / 2, screenFoot.y); // 绘制科幻青色边框 drawList->AddRect(topLeft, bottomRight, IM_COL32(0, 255, 255, 200), 0.0f, 0, 1.5f * scale); drawList->AddRect(topLeft, bottomRight, IM_COL32(0, 0, 0, 255), 0.0f, 0, 3.0f * scale); // 外阴影 // 射线连线 drawList->AddLine(screenBottomCenter, ImVec2(screenFoot.x, screenFoot.y), IM_COL32(255, 255, 255, 80), 1.0f * scale); // 血条渲染 float hpRatio = (float)p.hp / (float)p.maxHp; ImVec2 hpTopLeft(topLeft.x - 10.0f * scale, bottomRight.y - boxHeight * hpRatio); ImVec2 hpBottomRight(topLeft.x - 4.0f * scale, bottomRight.y); drawList->AddRectFilled(ImVec2(topLeft.x - 10.0f * scale, topLeft.y), ImVec2(topLeft.x - 4.0f * scale, bottomRight.y), IM_COL32(0, 0, 0, 180)); ImU32 hpColor = hpRatio > 0.5f ? IM_COL32(0, 255, 0, 255) : (hpRatio > 0.2f ? IM_COL32(255, 255, 0, 255) : IM_COL32(255, 0, 0, 255)); drawList->AddRectFilled(hpTopLeft, hpBottomRight, hpColor); // 顶部信息 char info[64]; snprintf(info, sizeof(info), "Lv.%d | G:%d", p.level, p.gold); ImVec2 textSize = ImGui::CalcTextSize(info); drawList->AddRectFilled(ImVec2(screenHead.x - textSize.x/2 - 4, screenHead.y - textSize.y - 6), ImVec2(screenHead.x + textSize.x/2 + 4, screenHead.y - 2), IM_COL32(0, 0, 0, 180)); drawList->AddText(ImVec2(screenHead.x - textSize.x / 2, screenHead.y - textSize.y - 4), IM_COL32(255, 255, 255, 255), info); } } static void DrawMainWindow(float w, float h, std::shared_ptr& snap, float finalScale) { ImGui::SetNextWindowPos(ImVec2(50, 50), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(w * 0.50f, h * 0.55f), ImGuiCond_FirstUseEver); if (ImGui::Begin("CYBER-CORE // 战术数据终端", &m_showMenu, ImGuiWindowFlags_NoCollapse)) { float footerHeight = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing() + 5.0f; ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footerHeight), false, ImGuiWindowFlags_HorizontalScrollbar); ImGui::BeginChild("HookController", ImVec2(0, 85), true); ImGui::TextColored(ImVec4(0.4f, 0.8f, 1.0f, 1.0f), "SYS_STATUS // 系统内核状态"); ImGui::Separator(); if (!m_isHookInstalled) { ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.8f, 0.15f, 0.25f, 1.0f)); if (ImGui::Button("[ ⚠ ] 建立核心态神经链路 (Kernel Hook)", ImVec2(-1, 0))) { extern void InstallHooks(); InstallHooks(); } ImGui::PopStyleColor(1); } else { ImGui::TextColored(ImVec4(0.0f, 1.0f, 0.4f, 1.0f), "✅ [ ONLINE ] 核心链路稳定连接中..."); } ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "LOG: %s", m_hookStatusMsg.c_str()); ImGui::EndChild(); if (ImGui::CollapsingHeader("TACTICAL_CALIBRATION // 模块校准", ImGuiTreeNodeFlags_DefaultOpen)) { ImGui::Checkbox("屏幕 ESP 透视", &m_showESP); ImGui::SameLine(0, 30.0f * finalScale); ImGui::Checkbox("HUD 小雷达", &m_showRadar); ImGui::SameLine(0, 30.0f * finalScale); ImGui::Checkbox("DBG 内存探针", &m_showDebugger); // 动态显示相机矩阵挂载状态 if (snap->viewMatrix.m[15] == 0.0f) { ImGui::TextColored(ImVec4(1, 0.4f, 0.4f, 1), "[!] 警告: ESP 等待相机矩阵抓取 (等待15秒自动同步)..."); } else { ImGui::TextColored(ImVec4(0, 1.0f, 0, 1), "[√] 相机矩阵已自动链接,W2S (ESP透视) 在线。"); } } ImGui::Spacing(); ImGui::TextColored(ImVec4(0.0f, 1.0f, 1.0f, 1.0f), "DATA_STREAM // 实战数据解析"); if (!snap->inMatch || snap->players.empty()) { ImGui::TextColored(ImVec4(1, 0.5f, 0, 1), ">> 等待战场实体同步..."); } else { if (ImGui::BeginTable("PlayersTable", 5, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingStretchProp)) { ImGui::TableSetupColumn("LVL", ImGuiTableColumnFlags_WidthFixed); ImGui::TableSetupColumn("HP"); ImGui::TableSetupColumn("MP"); ImGui::TableSetupColumn("GOLD"); ImGui::TableSetupColumn("POS(X, Y, Z)"); ImGui::TableHeadersRow(); for (const auto& p : snap->players) { ImGui::TableNextRow(); ImGui::TableNextColumn(); ImGui::TextColored(ImVec4(1, 0.8f, 0, 1), "%d", p.level); ImGui::TableNextColumn(); ImGui::Text("%d/%d", p.hp, p.maxHp); ImGui::TableNextColumn(); ImGui::TextColored(ImVec4(0, 0.8f, 1, 1), "%d/%d", p.mana, p.maxMana); ImGui::TableNextColumn(); ImGui::TextColored(ImVec4(0.9f, 0.9f, 0.9f, 1), "%d", p.gold); ImGui::TableNextColumn(); ImGui::TextColored(ImVec4(0.8f, 0.8f, 0.8f, 1), "%.1f, %.1f, %.1f", p.worldPos.x, p.worldPos.y, p.worldPos.z); } ImGui::EndTable(); } } ImGui::EndChild(); ImGui::Dummy(ImVec2(0.0f, ImGui::GetContentRegionAvail().y - ImGui::GetFrameHeightWithSpacing() - ImGui::GetStyle().ItemSpacing.y)); ImGui::Separator(); ImGui::AlignTextToFramePadding(); ImGui::TextColored(ImVec4(0.0f, 1.0f, 0.8f, 1.0f), "[ STABLE ]"); ImGui::SameLine(); ImGui::TextDisabled("|"); ImGui::SameLine(); ImGui::PushItemWidth(-1); ImGui::PushStyleColor(ImGuiCol_FrameBg, ImVec4(0.0f, 0.4f, 0.6f, 0.4f)); ImGui::PushStyleColor(ImGuiCol_SliderGrab, ImVec4(0.0f, 0.9f, 1.0f, 1.0f)); ImGui::SliderFloat("##GlobalScale", &m_userScale, 0.5f, 2.5f, "UI ZOOM: %.2fx"); ImGui::PopStyleColor(2); ImGui::PopItemWidth(); } ImGui::End(); } static void DrawRadar(float w, float h, std::shared_ptr& snap, float finalScale) { float radarSize = 300.0f * finalScale; ImGui::SetNextWindowPos(ImVec2(w - radarSize - 40, 50), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(radarSize, radarSize), ImGuiCond_Always); ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0.02f, 0.05f, 0.08f, 0.85f)); ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0.0f, 0.8f, 1.0f, 0.6f)); if (ImGui::Begin("HUD_Radar", nullptr, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize)) { ImVec2 p0 = ImGui::GetWindowPos(); ImVec2 size = ImGui::GetWindowSize(); ImDrawList* dl = ImGui::GetWindowDrawList(); ImVec2 center = ImVec2(p0.x + size.x * 0.5f, p0.y + size.y * 0.5f); dl->AddLine(ImVec2(center.x, p0.y), ImVec2(center.x, p0.y + size.y), IM_COL32(0, 150, 255, 80)); dl->AddLine(ImVec2(p0.x, center.y), ImVec2(p0.x + size.x, center.y), IM_COL32(0, 150, 255, 80)); dl->AddCircle(center, size.x * 0.25f, IM_COL32(0, 200, 255, 60), 32, 1.0f); dl->AddCircle(center, size.x * 0.45f, IM_COL32(0, 200, 255, 60), 32, 1.0f); for (const auto& p : snap->players) { float nX = p.mapX / 10000.0f; float nY = p.mapY / 10000.0f; if (nX > 0 && nX < 1 && nY > 0 && nY < 1) { float rX = p0.x + (nX * size.x); float rY = p0.y + size.y - (nY * size.y); ImVec2 point(rX, rY); dl->AddCircleFilled(point, 6.0f * finalScale, IM_COL32(255, 50, 50, 80)); dl->AddCircleFilled(point, 3.0f * finalScale, IM_COL32(255, 80, 80, 255)); } } } ImGui::End(); ImGui::PopStyleColor(2); } static void DrawDebugger(float w, float h, std::shared_ptr& snap, float finalScale) { ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(w * 0.50f, h * 0.7f), ImGuiCond_FirstUseEver); if (ImGui::Begin("MEMORY_PROBE // 内存深度探查", &m_showDebugger)) { auto& engine = EngineCore::GetInstance(); std::lock_guard lock(engine.GetOffsetMutex()); auto& offsets = engine.GetOffsetsRef(); auto drawOffsetBtn = [](const char* label, uint32_t& val) { ImGui::PushID(&val); ImGui::TextColored(ImVec4(0.4f, 0.9f, 1.0f, 1.0f), "%-20s: %d (0x%X)", label, val, val); ImGui::SameLine(ImGui::GetWindowWidth() - 120.0f); if (ImGui::Button("-4", ImVec2(40, 0))) { if (val >= 4) val -= 4; else val = 0; } ImGui::SameLine(); if (ImGui::Button("+4", ImVec2(40, 0))) val += 4; ImGui::PopID(); }; if (ImGui::CollapsingHeader("OFFSET_MATRIX // 数据指针树", ImGuiTreeNodeFlags_DefaultOpen)) { ImGui::TextColored(ImVec4(1, 0.8f, 0, 1), "当前 x0 基址: 0x%lx", snap->debug.baseX0); drawOffsetBtn("x0_to_addr1", offsets.x0ToAddr1); drawOffsetBtn("addr1_to_addr2", offsets.addr1ToAddr2); drawOffsetBtn("arrayStart", offsets.arrayStart); drawOffsetBtn("item_to_addr3", offsets.itemToAddr3); drawOffsetBtn("addr3ToAddr4", offsets.addr3ToAddr4); drawOffsetBtn("addr4ToAddr5", offsets.addr4ToAddr5); ImGui::Separator(); ImGui::TextColored(ImVec4(1, 0.8f, 0, 1), "当前 Camera 基址: 0x%lx", engine.GetCameraMatrixPtr()); drawOffsetBtn("cameraViewOffset", offsets.cameraViewOffset); drawOffsetBtn("cameraProjOffset", offsets.cameraProjOffset); } // ★ 新增:完全还原截图里的矩阵格式化输出 if (ImGui::CollapsingHeader("MATRIX_DUMP // 内存矩阵专项测试输出", ImGuiTreeNodeFlags_DefaultOpen)) { auto drawMatrix = [](const char* title, const Matrix4x4& mat, uint32_t offset) { ImGui::TextColored(ImVec4(0.4f, 0.9f, 1.0f, 1.0f), "[专项测试] 偏移 0x%X (疑似 %s)", offset, title); // 按内存顺序(每4个浮点数一行)输出,完美复刻截图日志格式 for (int i = 0; i < 4; ++i) { ImGui::Text(" %9.5f %9.5f %9.5f %9.5f", mat.m[i*4 + 0], mat.m[i*4 + 1], mat.m[i*4 + 2], mat.m[i*4 + 3]); } ImGui::Spacing(); }; drawMatrix("m_prevWorldToCameraMatrix", snap->rawViewMatrix, offsets.cameraViewOffset); drawMatrix("m_prevProjectionMatrix", snap->rawProjMatrix, offsets.cameraProjOffset); } ImGui::Separator(); ImGui::TextColored(ImVec4(0.0f, 1.0f, 1.0f, 1.0f), "SYS_LOG // 终端底层回执"); auto& logger = Logger::GetInstance(); std::lock_guard logLock(logger.GetMutex()); ImGui::BeginChild("LogArea", ImVec2(0, 0), true, ImGuiWindowFlags_AlwaysVerticalScrollbar); for (const auto& log : logger.GetLogs()) { ImGui::TextColored(ImVec4(0.6f, 0.8f, 0.6f, 1.0f), "> %s", log.c_str()); } if (ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) ImGui::SetScrollHereY(1.0f); ImGui::EndChild(); } ImGui::End(); } }; float UIRenderer::m_userScale = 1.0f; ImGuiStyle UIRenderer::m_defaultStyle; bool UIRenderer::m_showDebugger = false; bool UIRenderer::m_showRadar = true; bool UIRenderer::m_showESP = true; bool UIRenderer::m_showMenu = true; bool UIRenderer::m_isHookInstalled = false; std::string UIRenderer::m_hookStatusMsg = "等待用户指令..."; // ============================================================================ // Dobby Hook 回调区 // ============================================================================ struct ModuleInfo { const char* name; uintptr_t base; }; int DlIterateCallback(struct dl_phdr_info *info, size_t size, void *data) { auto* modInfo = reinterpret_cast(data); if (info->dlpi_name && strstr(info->dlpi_name, modInfo->name)) { modInfo->base = info->dlpi_addr; return 1; } return 0; } uintptr_t GetModuleBase(const char* moduleName) { ModuleInfo info = {moduleName, 0}; dl_iterate_phdr(DlIterateCallback, &info); if (info.base == 0) { if (FILE* f = fopen("/proc/self/maps", "r")) { char line[512]; while (fgets(line, sizeof(line), f)) { if (strstr(line, moduleName)) { uintptr_t start; if (sscanf(line, "%lx", &start) == 1) { info.base = start; break; } } } fclose(f); } } return info.base; } // === 核心数据 Hook === typedef void (*InitActorParamsFunc)(void* x0, void* x1, void* x2, void* x3, void* x4, void* x5, void* x6, void* x7); static InitActorParamsFunc g_oldInitActorParams = nullptr; void HookInitActorParams(void* x0, void* x1, void* x2, void* x3, void* x4, void* x5, void* x6, void* x7) { if (x0 != nullptr && reinterpret_cast(x0) > 0x10000000) { EngineCore::GetInstance().SetActorManager(reinterpret_cast(x0)); } if (g_oldInitActorParams) { g_oldInitActorParams(x0, x1, x2, x3, x4, x5, x6, x7); } } // === 【新增】相机矩阵抓取 Hook === typedef void (*CameraUpdateFunc)(void* x0); static CameraUpdateFunc g_oldCameraUpdate = nullptr; void HookCameraUpdate(void* x0) { if (x0 != nullptr && reinterpret_cast(x0) > 0x10000000) { EngineCore::GetInstance().SetCameraMatrixPtr(reinterpret_cast(x0)); } if (g_oldCameraUpdate) { g_oldCameraUpdate(x0); } } // === 延时 15 秒后自动挂载相机矩阵 === void DelayedCameraHookTask() { LOG_INFO("等待 15 秒后执行相机 (0xC4B5CD4) 拦截..."); sleep(15); uintptr_t base = GetModuleBase(kGameModule); if (!base) return; uintptr_t targetAddr = base + 0xC4B5CD4; LOG_INFO("开始挂载 CameraData: 0x%lx", targetAddr); void* pageStart = reinterpret_cast(targetAddr & ~0xFFF); mprotect(pageStart, 0x2000, PROT_READ | PROT_WRITE | PROT_EXEC); int ret = DobbyHook(reinterpret_cast(targetAddr), reinterpret_cast(HookCameraUpdate), reinterpret_cast(&g_oldCameraUpdate)); if (ret == 0) { LOG_INFO("CameraData Hook 挂载成功!(15秒等待完成)"); } else { LOG_ERROR("CameraData Hook 挂载失败!"); } } void InstallHooks() { if (UIRenderer::m_isHookInstalled) return; system("su -c 'setenforce 0'"); uintptr_t base = GetModuleBase(kGameModule); if (!base) { UIRenderer::m_hookStatusMsg = "ERR: 未找到目标模块 libil2cpp.so"; LOG_ERROR("未找到目标游戏模块!"); return; } uintptr_t targetAddr = base + 0x73507bc; LOG_INFO("SYS_BASE: 0x%lx, TARGET: 0x%lx", base, targetAddr); void* pageStart = reinterpret_cast(targetAddr & ~0xFFF); mprotect(pageStart, 0x2000, PROT_READ | PROT_WRITE | PROT_EXEC); int ret = DobbyHook(reinterpret_cast(targetAddr), reinterpret_cast(HookInitActorParams), reinterpret_cast(&g_oldInitActorParams)); if (ret == 0) { UIRenderer::m_isHookInstalled = true; UIRenderer::m_hookStatusMsg = "OK: 神经链路挂载完毕。"; LOG_INFO("核心数据 Hook 成功!"); // ★ 核心 Hook 成功后,启动 15 秒倒计时去勾取相机矩阵 std::thread(DelayedCameraHookTask).detach(); } else { UIRenderer::m_hookStatusMsg = "FATAL: 挂载被拒绝(SELinux限制)"; LOG_ERROR("挂钩失败, 返回码: %d", ret); } } // ---------------- EGL & Input Hook ---------------- typedef int (*InputConsumerConsumeFunc)(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent); static InputConsumerConsumeFunc g_oldConsume = nullptr; int HookConsume(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent) { int res = g_oldConsume(instance, factory, consumeBatches, frameTime, outSeq, outEvent); if (res == 0 && outEvent && *outEvent) { TouchManager::GetInstance().ProcessEvent(reinterpret_cast(*outEvent)); } return res; } typedef EGLBoolean (*EglSwapBuffersFunc)(EGLDisplay dpy, EGLSurface surface); static EglSwapBuffersFunc g_oldEglSwapBuffers = nullptr; EGLBoolean HookEglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { EGLint w = 0, h = 0; eglQuerySurface(dpy, surface, EGL_WIDTH, &w); eglQuerySurface(dpy, surface, EGL_HEIGHT, &h); if (w <= 0 || h <= 0) return g_oldEglSwapBuffers(dpy, surface); TouchManager::GetInstance().UpdateRenderSize(static_cast(w), static_cast(h)); auto snapshot = EngineCore::GetInstance().GetLatestSnapshot(); GLint viewport[4]; glGetIntegerv(GL_VIEWPORT, viewport); GLint depthTest; glGetIntegerv(GL_DEPTH_TEST, &depthTest); glDisable(GL_DEPTH_TEST); glViewport(0, 0, w, h); UIRenderer::RenderFrame(static_cast(w), static_cast(h), snapshot); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); glViewport(viewport[0], viewport[1], viewport[2], viewport[3]); if (depthTest) glEnable(GL_DEPTH_TEST); return g_oldEglSwapBuffers(dpy, surface); } void* BootstrapThread(void*) { system("su -c 'setenforce 0'"); sleep(2); void* eglSym = nullptr; void* eglHandle = dlopen("libEGL.so", RTLD_LAZY); if (eglHandle) { eglSym = dlsym(eglHandle, "eglSwapBuffers"); } if (!eglSym) { int eglRetries = 0; while (!(eglSym = DobbySymbolResolver("libEGL.so", "eglSwapBuffers")) && eglRetries < 5) { sleep(1); eglRetries++; } } if (eglSym) { DobbyHook(eglSym, reinterpret_cast(HookEglSwapBuffers), reinterpret_cast(&g_oldEglSwapBuffers)); } void* inputSym = nullptr; int inputRetries = 0; while (!(inputSym = DobbySymbolResolver("libinput.so", "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE")) && inputRetries < 5) { sleep(1); inputRetries++; } if (inputSym) { DobbyHook(inputSym, reinterpret_cast(HookConsume), reinterpret_cast(&g_oldConsume)); } EngineCore::GetInstance().InitWorkerThread(); return nullptr; } } // namespace Overlay __attribute__((constructor)) void InitializePlugin() { pthread_t threadId; pthread_create(&threadId, nullptr, Overlay::BootstrapThread, nullptr); }