imgui-mirror/main.cpp
2026-04-08 00:52:11 +08:00

738 lines
30 KiB
C++

#include <pthread.h>
#include <unistd.h>
#include <android/log.h>
#include <EGL/egl.h>
#include <GLES3/gl3.h>
#include <dlfcn.h>
#include <android/input.h>
#include <fcntl.h>
#include <dirent.h>
#include <link.h> // 提供 dl_iterate_phdr 和 dl_phdr_info
#include <sys/mman.h> // 提供 mprotect 及 PROT_READ/WRITE/EXEC
#include <cstdarg> // 提供 va_list, va_start
#include <cstring> // 提供 strstr 等字符串操作
#include <cstdio>
#include <algorithm>
#include <atomic>
#include <vector>
#include <deque>
#include <mutex>
#include <thread>
#include <chrono>
#include <memory>
#include <string>
#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 = 15;
// ============================================================================
// 日志系统类 (封装)
// ============================================================================
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<std::mutex> lock(m_mutex);
if (m_logs.size() >= kMaxLogSize) {
m_logs.pop_front();
}
m_logs.emplace_back(buf);
}
const std::deque<std::string>& GetLogs() const { return m_logs; }
std::mutex& GetMutex() { return m_mutex; }
private:
Logger() = default;
std::deque<std::string> 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 (封装与安全保障)
// ============================================================================
class MemoryReader {
public:
static bool IsValidAddress(uintptr_t address) {
if (address < 0x10000000 || address > 0x00007FFFFFFFFFFF) return false;
static int devRandomFd = open("/dev/random", O_WRONLY);
if (devRandomFd < 0) {
devRandomFd = open("/dev/null", O_WRONLY);
}
ssize_t ret = write(devRandomFd, reinterpret_cast<void*>(address), 4);
return ret >= 0;
}
template <typename T>
static T SafeRead(uintptr_t address) {
if (!IsValidAddress(address)) return T{};
return *reinterpret_cast<volatile T*>(address);
}
template <typename T>
static T FastRead(uintptr_t address) {
return *reinterpret_cast<volatile T*>(address);
}
};
// ============================================================================
// 游戏数据结构定义
// ============================================================================
struct DynamicOffsets {
uint32_t x0ToAddr1 = 0x20;
uint32_t addr1ToAddr2 = 0x10;
uint32_t itemToAddr3 = 0x18;
uint32_t addr3ToAddr4 = 0x30;
uint32_t addr3ToAddr5 = 0x100;
uint32_t addr3ToAddr6 = 0x70;
uint32_t propGold = 0x20;
uint32_t propHp = 0x30;
uint32_t propMaxHp = 0x32;
uint32_t propLevel = 0x50;
uint32_t propMana = 0x28;
};
struct PlayerData {
int32_t hp = 0;
int16_t maxHp = 0;
int32_t mana = 0;
int32_t gold = 0;
int32_t level = 0;
float worldX = 0.0f, worldY = 0.0f, worldZ = 0.0f;
float mapX = 0.0f, mapY = 0.0f;
};
struct DebugItem {
uintptr_t base = 0, addr3 = 0, addr4 = 0, addr5 = 0, addr6 = 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<PlayerData> players;
};
// ============================================================================
// 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;
float m_offsetY = 0.0f;
float m_renderW = 0.0f;
float m_renderH = 0.0f;
private:
TouchManager() = default;
float m_x = 0.0f, m_y = 0.0f;
std::atomic<bool> m_isDown{false};
float m_physW = 3392.0f;
float m_physH = 2400.0f;
};
// ============================================================================
// 核心引擎引擎类 (单例,管理整个外挂生命周期)
// ============================================================================
class EngineCore {
public:
static EngineCore& GetInstance() {
static EngineCore instance;
return instance;
}
void InitWorkerThread() {
std::thread(&EngineCore::DataWorkerLoop, this).detach();
}
std::shared_ptr<GameSnapshot> GetLatestSnapshot() {
std::lock_guard<std::mutex> lock(m_snapshotMutex);
return m_currentSnapshot;
}
DynamicOffsets GetOffsets() {
std::lock_guard<std::mutex> lock(m_offsetMutex);
return m_offsets;
}
void SetOffsets(const DynamicOffsets& offsets) {
std::lock_guard<std::mutex> lock(m_offsetMutex);
m_offsets = offsets;
}
void SetActorManager(uintptr_t address) {
m_actorManager.store(address);
}
std::mutex& GetOffsetMutex() { return m_offsetMutex; }
DynamicOffsets& GetOffsetsRef() { return m_offsets; }
private:
EngineCore() : m_currentSnapshot(std::make_shared<GameSnapshot>()) {}
void DataWorkerLoop() {
while (true) {
auto newSnap = std::make_shared<GameSnapshot>();
newSnap->offsets = GetOffsets();
uintptr_t baseX0 = m_actorManager.load();
if (baseX0 != 0 && MemoryReader::IsValidAddress(baseX0)) {
newSnap->inMatch = true;
newSnap->debug.baseX0 = baseX0;
uintptr_t addr1 = MemoryReader::SafeRead<uintptr_t>(baseX0 + newSnap->offsets.x0ToAddr1);
newSnap->debug.addr1 = addr1;
if (addr1) {
uintptr_t addr2 = MemoryReader::SafeRead<uintptr_t>(addr1 + newSnap->offsets.addr1ToAddr2);
newSnap->debug.addr2 = addr2;
if (addr2) {
ParsePlayers(newSnap, addr2);
}
}
}
{
std::lock_guard<std::mutex> lock(m_snapshotMutex);
m_currentSnapshot = newSnap;
}
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
}
void ParsePlayers(std::shared_ptr<GameSnapshot>& snap, uintptr_t addr2) {
for (size_t i = 0; i < kMaxPlayers; ++i) {
uintptr_t item = MemoryReader::SafeRead<uintptr_t>(addr2 + 0x20 + (i * 0x8));
snap->debug.items[i].base = item;
if (!item) continue;
uintptr_t addr3 = MemoryReader::SafeRead<uintptr_t>(item + snap->offsets.itemToAddr3);
snap->debug.items[i].addr3 = addr3;
if (!addr3) continue;
PlayerData p;
uintptr_t addr4 = MemoryReader::SafeRead<uintptr_t>(addr3 + snap->offsets.addr3ToAddr4);
snap->debug.items[i].addr4 = addr4;
if (addr4) {
p.gold = MemoryReader::FastRead<int32_t>(addr4 + snap->offsets.propGold);
p.hp = MemoryReader::FastRead<int32_t>(addr4 + snap->offsets.propHp);
p.maxHp = MemoryReader::FastRead<int16_t>(addr4 + snap->offsets.propMaxHp);
p.level = MemoryReader::FastRead<int32_t>(addr4 + snap->offsets.propLevel);
}
uintptr_t addr5 = MemoryReader::SafeRead<uintptr_t>(addr3 + snap->offsets.addr3ToAddr5);
snap->debug.items[i].addr5 = addr5;
if (addr5) {
p.worldX = MemoryReader::FastRead<float>(addr5 + 0x0);
p.worldZ = MemoryReader::FastRead<float>(addr5 + 0x4);
p.worldY = MemoryReader::FastRead<float>(addr5 + 0x8);
p.mana = MemoryReader::FastRead<int32_t>(addr5 + snap->offsets.propMana);
}
uintptr_t addr6 = MemoryReader::SafeRead<uintptr_t>(addr3 + snap->offsets.addr3ToAddr6);
snap->debug.items[i].addr6 = addr6;
if (addr6) {
p.mapX = MemoryReader::FastRead<float>(addr6 + 0x50);
p.mapY = MemoryReader::FastRead<float>(addr6 + 0x54);
}
if (p.maxHp > 0 && p.maxHp < 32000) {
snap->players.push_back(p);
}
}
}
std::shared_ptr<GameSnapshot> m_currentSnapshot;
std::mutex m_snapshotMutex;
DynamicOffsets m_offsets;
std::mutex m_offsetMutex;
std::atomic<uintptr_t> m_actorManager{0};
};
// ============================================================================
// UI 渲染器 (深蓝科技风重构版)
// ============================================================================
class UIRenderer {
public:
static void RenderFrame(float w, float h, std::shared_ptr<GameSnapshot>& 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 finalScale = std::max(1.0f, h / 1000.0f) * m_userScale;
ImGuiStyle& style = ImGui::GetStyle();
style = m_defaultStyle; // 每次绘制时重置为科技风基础样式
style.ScaleAllSizes(1.2f * finalScale);
io.FontGlobalScale = 1.2f * finalScale;
ImGui_ImplOpenGL3_NewFrame();
ImGui::NewFrame();
// 点击时渲染赛博荧光绿的波纹触控点
if (touch.IsDown()) {
ImGui::GetForegroundDrawList()->AddCircleFilled(io.MousePos, 20.0f * finalScale, IM_COL32(0, 255, 170, 150));
ImGui::GetForegroundDrawList()->AddCircle(io.MousePos, 28.0f * finalScale, IM_COL32(0, 255, 170, 200), 0, 2.0f);
}
DrawMainWindow(w, h, snap);
if (m_showDebugger) DrawDebugger(w, h, snap);
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;
// --- 应用赛博朋克深蓝科技风调色板 ---
static void ApplyTechStyle(ImGuiStyle& style) {
ImVec4* colors = style.Colors;
colors[ImGuiCol_Text] = ImVec4(0.85f, 0.95f, 1.00f, 1.00f);
colors[ImGuiCol_TextDisabled] = ImVec4(0.40f, 0.50f, 0.60f, 1.00f);
colors[ImGuiCol_WindowBg] = ImVec4(0.06f, 0.06f, 0.09f, 0.96f);
colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.25f);
colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.12f, 0.98f);
colors[ImGuiCol_Border] = ImVec4(0.15f, 0.55f, 0.85f, 0.60f);
colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_FrameBg] = ImVec4(0.10f, 0.14f, 0.22f, 0.80f);
colors[ImGuiCol_FrameBgHovered] = ImVec4(0.18f, 0.35f, 0.58f, 0.80f);
colors[ImGuiCol_FrameBgActive] = ImVec4(0.22f, 0.45f, 0.75f, 1.00f);
colors[ImGuiCol_TitleBg] = ImVec4(0.04f, 0.04f, 0.06f, 1.00f);
colors[ImGuiCol_TitleBgActive] = ImVec4(0.08f, 0.20f, 0.38f, 1.00f);
colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.00f, 0.00f, 0.51f);
colors[ImGuiCol_MenuBarBg] = ImVec4(0.05f, 0.05f, 0.08f, 1.00f);
colors[ImGuiCol_ScrollbarBg] = ImVec4(0.02f, 0.02f, 0.04f, 0.50f);
colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.15f, 0.35f, 0.60f, 1.00f);
colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.20f, 0.45f, 0.75f, 1.00f);
colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.25f, 0.55f, 0.90f, 1.00f);
colors[ImGuiCol_CheckMark] = ImVec4(0.20f, 0.85f, 1.00f, 1.00f); // 亮青色选中标记
colors[ImGuiCol_SliderGrab] = ImVec4(0.20f, 0.55f, 0.85f, 1.00f);
colors[ImGuiCol_SliderGrabActive] = ImVec4(0.30f, 0.70f, 1.00f, 1.00f);
colors[ImGuiCol_Button] = ImVec4(0.10f, 0.30f, 0.55f, 0.80f);
colors[ImGuiCol_ButtonHovered] = ImVec4(0.15f, 0.40f, 0.70f, 1.00f);
colors[ImGuiCol_ButtonActive] = ImVec4(0.25f, 0.55f, 0.85f, 1.00f);
colors[ImGuiCol_Header] = ImVec4(0.12f, 0.25f, 0.45f, 0.80f);
colors[ImGuiCol_HeaderHovered] = ImVec4(0.18f, 0.35f, 0.60f, 1.00f);
colors[ImGuiCol_HeaderActive] = ImVec4(0.22f, 0.45f, 0.75f, 1.00f);
colors[ImGuiCol_Separator] = ImVec4(0.20f, 0.45f, 0.75f, 0.60f);
colors[ImGuiCol_SeparatorHovered] = ImVec4(0.30f, 0.60f, 0.90f, 0.80f);
colors[ImGuiCol_SeparatorActive] = ImVec4(0.40f, 0.75f, 1.00f, 1.00f);
colors[ImGuiCol_ResizeGrip] = ImVec4(0.15f, 0.35f, 0.60f, 0.30f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.20f, 0.45f, 0.75f, 0.70f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.25f, 0.55f, 0.90f, 0.95f);
colors[ImGuiCol_Tab] = ImVec4(0.10f, 0.25f, 0.45f, 0.85f);
colors[ImGuiCol_TabHovered] = ImVec4(0.20f, 0.45f, 0.75f, 1.00f);
colors[ImGuiCol_TabActive] = ImVec4(0.15f, 0.35f, 0.65f, 1.00f);
colors[ImGuiCol_TableHeaderBg] = ImVec4(0.12f, 0.18f, 0.28f, 1.00f);
colors[ImGuiCol_TableBorderStrong] = ImVec4(0.20f, 0.45f, 0.75f, 0.80f);
style.WindowPadding = ImVec2(12.0f, 12.0f);
style.FramePadding = ImVec2(10.0f, 6.0f);
style.CellPadding = ImVec2(8.0f, 6.0f);
style.ItemSpacing = ImVec2(10.0f, 8.0f);
style.ItemInnerSpacing = ImVec2(8.0f, 6.0f);
style.ScrollbarSize = 10.0f;
style.GrabMinSize = 12.0f;
// 工业风硬朗切角设计 (移除原本12.0f臃肿圆角)
style.WindowBorderSize = 1.0f;
style.ChildBorderSize = 1.0f;
style.FrameBorderSize = 1.0f;
style.WindowRounding = 4.0f;
style.ChildRounding = 2.0f;
style.FrameRounding = 2.0f;
style.PopupRounding = 2.0f;
style.ScrollbarRounding = 2.0f;
style.GrabRounding = 2.0f;
style.TabRounding = 2.0f;
}
static void InitializeImGui() {
ImGui::CreateContext();
ImGui_ImplOpenGL3_Init("#version 300 es");
ImGuiIO& io = ImGui::GetIO();
m_defaultStyle = ImGui::GetStyle();
ApplyTechStyle(m_defaultStyle);
const char* systemFonts[] = { "/system/fonts/SysSans-Hans-Regular.ttf", "/system/fonts/NotoSansCJKjp-Regular.otc" };
for (const char* fontPath : systemFonts) {
if (access(fontPath, R_OK) == 0) {
io.Fonts->AddFontFromFileTTF(fontPath, 32.0f, nullptr, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
break;
}
}
}
static void DrawMainWindow(float w, float h, std::shared_ptr<GameSnapshot>& snap) {
ImGui::SetNextWindowPos(ImVec2(30, 30), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(w * 0.6f, h * 0.45f), ImGuiCond_FirstUseEver);
if (ImGui::Begin("CYBER-CORE 战术覆写终端 v2.5")) {
// 模块挂载状态面板
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(0.7f, 0.1f, 0.2f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(0.9f, 0.2f, 0.3f, 1.0f));
if (ImGui::Button("[ ⚠ ] 建立核心态神经链路 (Kernel Hook)", ImVec2(-1, 35))) {
extern void InstallHooks();
InstallHooks();
}
ImGui::PopStyleColor(2);
} 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), "日志回复: %s", m_hookStatusMsg.c_str());
ImGui::EndChild();
if (ImGui::CollapsingHeader("TACTICAL_CALIBRATION // 基础校准", ImGuiTreeNodeFlags_DefaultOpen)) {
ImGui::SliderFloat("终端UI缩放比例", &m_userScale, 0.5f, 2.0f);
ImGui::Checkbox("启用全息雷达 (HUD Radar)", &m_showRadar); ImGui::SameLine();
ImGui::Checkbox("启用内存探针 (Memory Debug)", &m_showDebugger);
}
ImGui::Spacing();
ImGui::TextColored(ImVec4(0.0f, 1.0f, 1.0f, 1.0f), "DATA_STREAM // 实战数据流");
ImGui::SameLine(ImGui::GetWindowWidth() - 150);
ImGui::TextColored(snap->inMatch ? ImVec4(0, 1, 0, 1) : ImVec4(1, 0.5f, 0, 1),
snap->inMatch ? "[ LIVE_SYNC_ON ]" : "[ SYNC_WAITING ]");
if (ImGui::BeginTable("PlayersTable", 5, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg)) {
ImGui::TableSetupColumn("等级 (LVL)"); ImGui::TableSetupColumn("装甲值 (HP)");
ImGui::TableSetupColumn("能量值 (MP)"); ImGui::TableSetupColumn("晶体 (GOLD)");
ImGui::TableSetupColumn("坐标系 (X,Y)"); ImGui::TableHeadersRow();
for (const auto& p : snap->players) {
ImGui::TableNextRow();
ImGui::TableNextColumn(); ImGui::TextColored(ImVec4(1, 0.8f, 0, 1), "Lv.%d", p.level);
ImGui::TableNextColumn(); ImGui::Text("%d / %d", p.hp, p.maxHp);
ImGui::TableNextColumn(); ImGui::TextColored(ImVec4(0, 0.8f, 1, 1), "%d", p.mana);
ImGui::TableNextColumn(); ImGui::TextColored(ImVec4(0.8f, 0.8f, 0.8f, 1), "%d", p.gold);
ImGui::TableNextColumn(); ImGui::Text("%.0f, %.0f", p.mapX, p.mapY);
}
ImGui::EndTable();
}
}
ImGui::End();
}
static void DrawRadar(float w, float h, std::shared_ptr<GameSnapshot>& snap, float finalScale) {
ImGui::SetNextWindowPos(ImVec2(w - 380, 50), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(320, 320), ImGuiCond_FirstUseEver);
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::GetCursorScreenPos();
ImVec2 size = ImGui::GetContentRegionAvail();
ImDrawList* dl = ImGui::GetWindowDrawList();
ImVec2 center = ImVec2(p0.x + size.x * 0.5f, p0.y + size.y * 0.5f);
// 1. 绘制带有科技感的背板和外边框
dl->AddRectFilled(p0, ImVec2(p0.x + size.x, p0.y + size.y), IM_COL32(10, 15, 25, 200), 8.0f);
dl->AddRect(p0, ImVec2(p0.x + size.x, p0.y + size.y), IM_COL32(0, 180, 255, 150), 8.0f, 0, 1.5f);
// 2. 绘制战术十字辅助线 (Crosshair)
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));
// 3. 绘制雷达同心圆扫描环
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);
// 4. 绘制敌军坐标点位 (荧光特效)
for (const auto& p : snap->players) {
float nX = p.mapX / 10000.0f;
float nY = p.mapY / 10000.0f;
float rX = p0.x + (nX * size.x);
float rY = p0.y + size.y - (nY * size.y);
if (nX > 0 && nX < 1 && nY > 0 && nY < 1) {
ImVec2 point(rX, rY);
// 外发光层
dl->AddCircleFilled(point, 8.0f * finalScale, IM_COL32(255, 50, 50, 80));
// 内核实体
dl->AddCircleFilled(point, 4.0f * finalScale, IM_COL32(255, 80, 80, 255));
// 坐标连线(可选科技感)
dl->AddLine(center, point, IM_COL32(255, 50, 50, 40), 1.0f);
}
}
}
ImGui::End();
ImGui::PopStyleColor(2);
}
static void DrawDebugger(float w, float h, std::shared_ptr<GameSnapshot>& snap) {
ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(w * 0.65f, h * 0.85f), ImGuiCond_FirstUseEver);
if (ImGui::Begin("MEMORY_PROBE // 内存深度探针探查器")) {
if (ImGui::CollapsingHeader("OFFSET_MATRIX // 动态基址偏移修改矩阵", ImGuiTreeNodeFlags_DefaultOpen)) {
auto& engine = EngineCore::GetInstance();
std::lock_guard<std::mutex> 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), "[ %s ] -> 当前十进制: %d (0x%X)", label, val, val);
if (ImGui::Button(" - 4 ", ImVec2(50, 0))) { if (val >= 4) val -= 4; else val = 0; } ImGui::SameLine();
if (ImGui::Button(" + 4 ", ImVec2(50, 0))) val += 4;
ImGui::Separator();
ImGui::PopID();
};
drawOffsetBtn("地址1 (Lvl.1)", offsets.x0ToAddr1);
drawOffsetBtn("英雄数组 (Array)", offsets.addr1ToAddr2);
drawOffsetBtn("实体数据 (Entity)", offsets.itemToAddr3);
}
ImGui::Spacing();
if (ImGui::CollapsingHeader("SYSTEM_LOG // 终端底层执行回执", ImGuiTreeNodeFlags_DefaultOpen)) {
ImGui::BeginChild("LogRegion", ImVec2(0, 150), true, ImGuiWindowFlags_AlwaysVerticalScrollbar);
auto& logger = Logger::GetInstance();
std::lock_guard<std::mutex> lock(logger.GetMutex());
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_isHookInstalled = false;
std::string UIRenderer::m_hookStatusMsg = "等待用户指令...";
// ============================================================================
// Dobby Hook 回调函数与模块基址寻找 (C 风格回调区)
// ============================================================================
struct ModuleInfo {
const char* name;
uintptr_t base;
};
int DlIterateCallback(struct dl_phdr_info *info, size_t size, void *data) {
auto* modInfo = reinterpret_cast<ModuleInfo*>(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;
}
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<uintptr_t>(x0) > 0x10000000) {
EngineCore::GetInstance().SetActorManager(reinterpret_cast<uintptr_t>(x0));
}
if (g_oldInitActorParams) {
g_oldInitActorParams(x0, x1, x2, x3, x4, x5, x6, x7);
}
}
void InstallHooks() {
if (UIRenderer::m_isHookInstalled) return;
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模块!");
return;
}
uintptr_t targetAddr = base + 0x73507bc;
LOG_INFO("SYS_BASE: 0x%lx, TARGET: 0x%lx", base, targetAddr);
void* pageStart = reinterpret_cast<void*>(targetAddr & ~0xFFF);
mprotect(pageStart, 0x2000, PROT_READ | PROT_WRITE | PROT_EXEC);
int ret = DobbyHook(reinterpret_cast<void*>(targetAddr),
reinterpret_cast<void*>(HookInitActorParams),
reinterpret_cast<void**>(&g_oldInitActorParams));
if (ret == 0) {
UIRenderer::m_isHookInstalled = true;
UIRenderer::m_hookStatusMsg = "OK: 神经链路挂载完毕。";
LOG_INFO("手动安装 Hook 成功!");
} else {
UIRenderer::m_hookStatusMsg = "FATAL: 挂载被拒绝或发生崩溃";
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<AInputEvent*>(*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<float>(w), static_cast<float>(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<float>(w), static_cast<float>(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*) {
void* eglSym = nullptr;
while (!(eglSym = DobbySymbolResolver("libEGL.so", "eglSwapBuffers"))) { sleep(1); }
DobbyHook(eglSym, reinterpret_cast<void*>(HookEglSwapBuffers), reinterpret_cast<void**>(&g_oldEglSwapBuffers));
void* inputSym = nullptr;
while (!(inputSym = DobbySymbolResolver("libinput.so", "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE"))) { sleep(1); }
DobbyHook(inputSym, reinterpret_cast<void*>(HookConsume), reinterpret_cast<void**>(&g_oldConsume));
EngineCore::GetInstance().InitWorkerThread();
return nullptr;
}
} // namespace Overlay
// ============================================================================
// 模块入口点
// ============================================================================
__attribute__((constructor)) void InitializePlugin() {
pthread_t threadId;
pthread_create(&threadId, nullptr, Overlay::BootstrapThread, nullptr);
}