#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}; // -99 表示尚未尝试 static uintptr_t g_GameBase = 0; static uintptr_t g_HookAddr_InitActor = 0; // ================================================================= // 核心:使用管道进行安全内存读取 // ================================================================= static int g_SafePipe[2] = {-1, -1}; void InitSafePipe() { if (g_SafePipe[0] == -1 && pipe(g_SafePipe) == -1) { LOGE("[-] 管道创建失败!"); } } 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}; // 数据抓取后台线程 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; } // ================================================================= // 目标 Hook 函数 // ================================================================= 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("[****************] InitActorParams Hooked! x0 = %p [****************]", x0); g_ActorManager.store((uintptr_t)x0); old_InitActorParams(x0, x1, x2, x3); } // ================================================================= // UI 渲染 // ================================================================= 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("全量地址链路监控 (Debug Mode)")) { // 1. Hook 诊断区 (核心) ImGui::TextColored(ImVec4(1, 1, 0, 1), "---- 核心 Hook 状态诊断 ----"); ImGui::Text("Dobby 挂载状态: "); ImGui::SameLine(); if (g_DobbyStatus == 0) ImGui::TextColored(ImVec4(0, 1, 0, 1), "已挂载 (Success)"); else if (g_DobbyStatus == -99) ImGui::TextColored(ImVec4(0.5f, 0.5f, 0.5f, 1), "尚未尝试..."); else ImGui::TextColored(ImVec4(1, 0, 0, 1), "挂载失败! 错误码: %d", (int)g_DobbyStatus); ImGui::Text("Hook 触发次数: "); ImGui::SameLine(); ImGui::TextColored(g_InitActorTriggerCount > 0 ? ImVec4(0, 1, 0, 1) : ImVec4(1, 0.5f, 0, 1), "%d 次", (int)g_InitActorTriggerCount); if (g_InitActorTriggerCount == 0) { ImGui::TextColored(ImVec4(1, 0, 0, 1), "注意: 如果你已在对局中但触发次数为0,说明 Hook 没生效!"); } ImGui::Separator(); // 2. 偏移调节 if (ImGui::CollapsingHeader("偏移微调 (十进制按钮)", ImGuiTreeNodeFlags_DefaultOpen)) { std::lock_guard lock(g_OffsetMutex); auto drawOffsetBtn = [](const char* label, uint32_t& val) { ImGui::PushID(&val); ImGui::Text("%s: %u (0x%X)", label, val, 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(); }; drawOffsetBtn("第一级 (X0 + ?)", g_Offsets.x0_to_addr1); drawOffsetBtn("英雄数组 (Addr1 + ?)", g_Offsets.addr1_to_addr2); drawOffsetBtn("英雄数据 (Item + ?)", g_Offsets.item_to_addr3); } // 3. 地址树 ImGui::Separator(); const auto& d = snap.debug; const auto& off = snap.offsets; ImGui::TextColored(ImVec4(0, 1, 1, 1), "libil2cpp 基址: 0x%lx", g_GameBase); ImGui::TextColored(d.baseX0 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), "[起点] X0 基地址: 0x%lx", d.baseX0); if (d.baseX0) { ImGui::TextColored(d.addr1 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ Addr1: 0x%lx (X0+%d)", d.addr1, off.x0_to_addr1); ImGui::TextColored(d.addr2 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ 英雄数组: 0x%lx (Addr1+%d)", d.addr2, off.addr1_to_addr2); if (d.addr2) { ImGui::Separator(); for (int i = 0; i < 5; i++) { if (d.items[i].base == 0) continue; char lbl[128]; snprintf(lbl, 128, "英雄[%d] 实例: 0x%lx", i, d.items[i].base); if (ImGui::TreeNode(lbl)) { ImGui::Text("Addr3: 0x%lx", d.items[i].addr3); ImGui::Text("Addr4: 0x%lx", d.items[i].addr4); ImGui::TextColored(ImVec4(1, 0.8f, 0, 1), "最终数据存放点: 0x%lx", d.items[i].hp_final_ptr); ImGui::TreePop(); } } } } } ImGui::End(); } 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* myFonts[] = { "/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(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.WindowRounding = 10.0f; 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("自动对局控制台 (SGame/V3)")) { ImGui::SliderFloat("菜单大小", &g_UserUIScale, 0.5f, 2.0f); if (ImGui::Button(" 重置触控校准 (RESET) ")) { g_Touch.offsetX = 0; g_Touch.offsetY = 0; } ImGui::Separator(); ImGui::Text("数据读取状态: %s", snapshot.inMatch ? "读取中" : "待命中"); } ImGui::End(); DrawPointerDebugger(snapshot, w, h); ImGui::Render(); GLint v[4]; glGetIntegerv(GL_VIEWPORT, v); glDisable(GL_DEPTH_TEST); glViewport(0, 0, w, h); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); glViewport(v[0], v[1], v[2], v[3]); return old_eglSwapBuffers(dpy, surface); } void* DelayedHookThread(void*) { InitSafePipe(); // 1. 立即挂载渲染 Hook,菜单秒弹 void* egl = DobbySymbolResolver("libEGL.so", "eglSwapBuffers"); if (egl) DobbyHook(egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers); std::thread(DataWorkerThread).detach(); // 2. 后台循环等待并挂载 RVA Hook while (true) { uintptr_t base = GetModuleBase(GAME_MODULE); if (base) { g_GameBase = base; g_HookAddr_InitActor = base + 0x73507bc; // 尝试 Hook 并记录状态 int ret = DobbyHook((void*)g_HookAddr_InitActor, (void*)hook_InitActorParams, (void**)&old_InitActorParams); g_DobbyStatus.store(ret); if (ret == 0) { LOGI("[+] libil2cpp Hook 成功挂载!"); // 清理函数 Hook (非核心,顺带做) void* old_tmp; DobbyHook((void*)(base + 0x734bc10), (void*)hook_InitActorParams, &old_tmp); } else { LOGE("[-] libil2cpp Hook 挂载失败! Code: %d", 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); }