#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" #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; float offsetX = 0.0f; float offsetY = 0.0f; } g_Touch; static float g_DynamicScale = 1.0f; static float g_UserUIScale = 1.2f; // Hook 状态实时监控 static std::atomic g_InitActorTriggerCount{0}; static std::atomic g_DobbyStatus{-99}; static uintptr_t g_GameBase = 0; static uintptr_t g_HookAddr_InitActor = 0; // ================================================================= // 核心读取:Pipe 安全管道模式 // ================================================================= static int g_SafePipe[2] = {-1, -1}; void InitSafePipe() { if (g_SafePipe[0] == -1 && pipe(g_SafePipe) == -1) { LOGE("[-] Pipeline Create Failed!"); } } template T SafeRead(uintptr_t address) { T value{}; if (address < 0x10000000 || address > 0x00007FFFFFFFFFFF) return value; if (g_SafePipe[0] == -1) InitSafePipe(); if (write(g_SafePipe[1], (void*)address, sizeof(T)) == -1) return value; read(g_SafePipe[0], &value, sizeof(T)); return value; } 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 prop_hp = 48; }; DynamicOffsets g_Offsets; std::mutex g_OffsetMutex; struct DebugChain { uintptr_t baseX0 = 0; uintptr_t addr1 = 0; uintptr_t addr2 = 0; struct Item { uintptr_t base = 0, addr3 = 0, addr4 = 0, hp_final_ptr = 0; } items[10]; }; struct GameSnapshot { bool inMatch = false; DynamicOffsets offsets; DebugChain debug; }; 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 < 10; ++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) { uintptr_t addr4 = SafeRead(addr3 + currOff.addr3_to_addr4); newSnap.debug.items[i].addr4 = addr4; if (addr4) newSnap.debug.items[i].hp_final_ptr = addr4 + currOff.prop_hp; } } } } } { 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 Hooked! x0 = %p", x0); g_ActorManager.store((uintptr_t)x0); old_InitActorParams(x0, x1, x2, x3); } // ================================================================= // UI 绘制与状态输出 // ================================================================= void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) { ImGui::SetNextWindowPos(ImVec2(w * 0.45f, 50), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(w * 0.52f, h * 0.85f), ImGuiCond_FirstUseEver); if (ImGui::Begin(u8"地址链路全监控 (Debug Mode)")) { ImGui::TextColored(ImVec4(1, 1, 0, 1), u8"---- 核心 Hook 状态诊断 ----"); ImGui::Text(u8"Dobby 状态: %d (0成功)", (int)g_DobbyStatus); ImGui::Text(u8"触发次数: %d", (int)g_InitActorTriggerCount); if (g_InitActorTriggerCount == 0) { ImGui::TextColored(ImVec4(1, 0.2f, 0.2f, 1), u8"提示: 进局内加载时才触发捕获!"); } ImGui::Separator(); if (ImGui::CollapsingHeader(u8"十进制偏移调节", ImGuiTreeNodeFlags_DefaultOpen)) { std::lock_guard lock(g_OffsetMutex); auto drawBtn = [](const char* label, uint32_t& val) { ImGui::PushID(&val); ImGui::Text("%s: %u", label, val); if (ImGui::Button("-1")) val -= 1; ImGui::SameLine(); if (ImGui::Button("+1")) val += 1; ImGui::SameLine(); if (ImGui::Button("+8")) val += 8; ImGui::PopID(); ImGui::Separator(); }; drawBtn(u8"Addr1 (X0+?)", g_Offsets.x0_to_addr1); drawBtn(u8"Array (A1+?)", g_Offsets.addr1_to_addr2); } const auto& d = snap.debug; ImGui::TextColored(ImVec4(0, 1, 1, 1), u8"基址: 0x%lx", g_GameBase); ImGui::TextColored(d.baseX0 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), u8"X0 (起点): 0x%lx", d.baseX0); if (d.baseX0) { ImGui::TextColored(d.addr1 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), u8" └─ Addr1: 0x%lx", d.addr1); ImGui::TextColored(d.addr2 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), u8" └─ Array: 0x%lx", d.addr2); } } ImGui::End(); } typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface); static p_eglSwapBuffers old_eglSwapBuffers = nullptr; // ================================================================= // 核心修复:极致 OpenGL 状态保护,防止画面花屏 // ================================================================= 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; // --- [1] 深度备份所有可能影响画面的 OpenGL 状态 --- GLint last_program, last_texture, last_active_texture, last_array_buffer, last_element_array_buffer, last_vertex_array; GLint last_viewport[4], last_scissor_box[4]; GLint last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha, last_blend_equation_rgb, last_blend_equation_alpha; GLboolean last_enable_blend = glIsEnabled(GL_BLEND); GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); GLboolean last_depth_mask; glGetBooleanv(GL_DEPTH_WRITEMASK, &last_depth_mask); glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_texture); glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); glGetIntegerv(GL_VIEWPORT, last_viewport); glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); glGetIntegerv(GL_BLEND_SRC_RGB, &last_blend_src_rgb); glGetIntegerv(GL_BLEND_DST_RGB, &last_blend_dst_rgb); glGetIntegerv(GL_BLEND_SRC_ALPHA, &last_blend_src_alpha); glGetIntegerv(GL_BLEND_DST_ALPHA, &last_blend_dst_alpha); glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb); glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha); // --- [2] 绘制 ImGui --- 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* myFonts[] = { "/system/fonts/SysSans-Hans-Regular.ttf", "/system/fonts/NotoSansCJKjp-Regular.otc", "/system/fonts/NotoSansSC-Regular.otf" }; for (int i = 0; i < 3; i++) { if (access(myFonts[i], R_OK) == 0) { io.Fonts->AddFontFromFileTTF(myFonts[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 finalScale = (h / 1000.0f) * g_UserUIScale; ImGuiStyle& style = ImGui::GetStyle(); style.ScaleAllSizes(1.2f * finalScale); style.WindowTitleAlign = ImVec2(0.5f, 0.5f); io.FontGlobalScale = 1.2f * finalScale; ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); ImGui::SetNextWindowPos(ImVec2(50, 50), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(w * 0.4f, h * 0.3f), ImGuiCond_FirstUseEver); if (ImGui::Begin(u8"自动对局控制台 (画面保护版)")) { ImGui::SliderFloat(u8"UI 缩放", &g_UserUIScale, 0.5f, 2.0f); if (ImGui::Button(u8"重置触控")) { g_Touch.offsetX = 0; g_Touch.offsetY = 0; } ImGui::Text(u8"状态: %s", snapshot.inMatch ? u8"读取中" : u8"待命"); } ImGui::End(); DrawPointerDebugger(snapshot, w, h); ImGui::Render(); glViewport(0, 0, w, h); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); // --- [3] 极致还原所有 OpenGL 状态 --- glUseProgram(last_program); glBindTexture(GL_TEXTURE_2D, last_texture); glActiveTexture(last_active_texture); glBindVertexArray(last_vertex_array); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); glViewport(last_viewport[0], last_viewport[1], last_viewport[2], last_viewport[3]); glScissor(last_scissor_box[0], last_scissor_box[1], last_scissor_box[2], last_scissor_box[3]); glDepthMask(last_depth_mask); if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); return old_eglSwapBuffers(dpy, surface); } // 触摸 Hook (略) typedef int (*p_consume)(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent); static p_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) { AInputEvent* ev = (AInputEvent*)(*outEvent); if (AInputEvent_getType(ev) == AINPUT_EVENT_TYPE_MOTION) { int32_t action = AMotionEvent_getAction(ev) & 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(ev, 0) * scX) + g_Touch.offsetX; g_Touch.y = (AMotionEvent_getY(ev, 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); } } return res; } void* DelayedHookThread(void*) { InitSafePipe(); 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; g_HookAddr_InitActor = base + 0x73507bc; int ret = DobbyHook((void*)g_HookAddr_InitActor, (void*)hook_InitActorParams, (void**)&old_InitActorParams); g_DobbyStatus.store(ret); break; } std::this_thread::sleep_for(std::chrono::seconds(1)); } return nullptr; } __attribute__((constructor)) void init_plugin() { pthread_t t; pthread_create(&t, nullptr, DelayedHookThread, nullptr); }