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https://github.com/ocornut/imgui.git
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321 lines
12 KiB
C++
321 lines
12 KiB
C++
#include <pthread.h>
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#include <unistd.h>
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#include <android/log.h>
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#include <EGL/egl.h>
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#include <GLES3/gl3.h>
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#include <dlfcn.h>
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#include <android/input.h>
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#include <stdio.h>
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#include <algorithm>
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#include <atomic>
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#include <vector>
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#include <mutex>
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#include <thread>
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#include <chrono>
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#include <fcntl.h>
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#include <cstdarg>
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#include <cstring>
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#include "dobby.h"
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#include "imgui.h"
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#include "imgui_impl_android.h"
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#include "imgui_impl_opengl3.h"
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#define TAG "IL2CPP_Hook"
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#define LOGI(...) __android_log_print(ANDROID_LOG_INFO, TAG, __VA_ARGS__)
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#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR, TAG, __VA_ARGS__)
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// 全局变量
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static std::atomic<uintptr_t> g_ActorManager{0};
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static int g_MemFd = -1;
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static bool g_ImGuiReady = false;
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static float g_touchX = 0, g_touchY = 0;
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static std::atomic<bool> g_touchDown{false};
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// 偏移结构(可动态调整)
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struct Offsets {
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uint32_t x0_to_addr1 = 0x20;
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uint32_t addr1_to_addr2 = 0x10;
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uint32_t item_to_addr3 = 0x18;
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uint32_t addr3_to_addr4 = 0x30;
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uint32_t addr3_to_addr5 = 0x100;
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uint32_t addr3_to_addr6 = 0x70;
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uint32_t prop_gold = 0x20;
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uint32_t prop_hp = 0x30;
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uint32_t prop_maxhp = 0x32;
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uint32_t prop_level = 0x50;
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uint32_t prop_mana = 0x28;
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} g_Offsets;
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// 玩家数据结构
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struct PlayerData {
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int hp = 0, maxHp = 0, mana = 0, gold = 0, level = 0;
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float mapX = 0, mapY = 0;
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};
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// 快照
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struct GameSnapshot {
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bool inMatch = false;
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uintptr_t x0 = 0;
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uintptr_t addr1 = 0;
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uintptr_t addr2 = 0;
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std::vector<PlayerData> players;
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};
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static GameSnapshot g_Snapshot;
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static std::mutex g_SnapMutex;
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// 安全读取
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template<typename T>
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T SafeRead(uintptr_t addr) {
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T val{};
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if (addr < 0x10000 || addr > 0x7fffffffffff) return val;
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if (g_MemFd == -1) g_MemFd = open("/proc/self/mem", O_RDONLY);
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if (g_MemFd >= 0) pread(g_MemFd, &val, sizeof(T), addr);
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return val;
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}
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// 获取模块基址
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uintptr_t GetModuleBase(const char* name) {
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FILE* f = fopen("/proc/self/maps", "r");
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if (!f) return 0;
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char line[512];
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uintptr_t base = 0;
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while (fgets(line, sizeof(line), f)) {
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if (strstr(line, name) && strstr(line, "r-xp")) {
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sscanf(line, "%lx", &base);
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break;
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}
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}
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fclose(f);
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return base;
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}
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// 后台数据读取线程
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void DataWorkerThread() {
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while (true) {
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GameSnapshot snap;
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uintptr_t baseX0 = g_ActorManager.load();
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if (baseX0 != 0) {
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snap.inMatch = true;
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snap.x0 = baseX0;
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uintptr_t addr1 = SafeRead<uintptr_t>(baseX0 + g_Offsets.x0_to_addr1);
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snap.addr1 = addr1;
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if (addr1) {
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uintptr_t addr2 = SafeRead<uintptr_t>(addr1 + g_Offsets.addr1_to_addr2);
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snap.addr2 = addr2;
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if (addr2) {
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for (int i = 0; i < 15; ++i) {
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uintptr_t item = SafeRead<uintptr_t>(addr2 + i * 0x8);
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if (!item) continue;
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uintptr_t addr3 = SafeRead<uintptr_t>(item + g_Offsets.item_to_addr3);
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if (!addr3) continue;
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PlayerData p;
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uintptr_t addr4 = SafeRead<uintptr_t>(addr3 + g_Offsets.addr3_to_addr4);
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if (addr4) {
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p.gold = SafeRead<int32_t>(addr4 + g_Offsets.prop_gold);
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p.hp = SafeRead<int32_t>(addr4 + g_Offsets.prop_hp);
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p.maxHp = SafeRead<int16_t>(addr4 + g_Offsets.prop_maxhp);
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p.level = SafeRead<int32_t>(addr4 + g_Offsets.prop_level);
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}
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uintptr_t addr5 = SafeRead<uintptr_t>(addr3 + g_Offsets.addr3_to_addr5);
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if (addr5) p.mana = SafeRead<int32_t>(addr5 + g_Offsets.prop_mana);
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uintptr_t addr6 = SafeRead<uintptr_t>(addr3 + g_Offsets.addr3_to_addr6);
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if (addr6) {
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p.mapX = SafeRead<float>(addr6 + 0x50);
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p.mapY = SafeRead<float>(addr6 + 0x54);
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}
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if (p.maxHp > 0 && p.maxHp < 50000)
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snap.players.push_back(p);
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}
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}
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}
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}
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{
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std::lock_guard<std::mutex> lock(g_SnapMutex);
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g_Snapshot = std::move(snap);
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}
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std::this_thread::sleep_for(std::chrono::milliseconds(16));
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}
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}
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// ======================== Hook 函数(只有 1 个参数)========================
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void (*old_InitActorParams)(void* x0);
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void hook_InitActorParams(void* x0) {
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LOGI("[HOOK] InitActorParams called! x0 = %p", x0);
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if (x0) {
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g_ActorManager.store((uintptr_t)x0);
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uintptr_t test = SafeRead<uintptr_t>((uintptr_t)x0 + g_Offsets.x0_to_addr1);
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LOGI("[HOOK] x0+0x%x = %p", g_Offsets.x0_to_addr1, (void*)test);
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}
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old_InitActorParams(x0);
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}
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void (*old_ClearActor)(void* x0);
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void hook_ClearActor(void* x0) {
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LOGI("[HOOK] ClearActor called! x0 = %p", x0);
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g_ActorManager.store(0);
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old_ClearActor(x0);
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}
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// ======================== 触摸事件处理(ImGui 输入)========================
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void HandleAndroidEvent(AInputEvent* event) {
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if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) {
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int action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK;
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g_touchX = AMotionEvent_getX(event, 0);
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g_touchY = AMotionEvent_getY(event, 0);
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g_touchDown = (action == AMOTION_EVENT_ACTION_DOWN);
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}
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}
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typedef int (*InputConsumer_consume_t)(void*, void*, bool, int64_t, uint32_t*, void**);
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InputConsumer_consume_t old_consume = nullptr;
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int hook_consume(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent) {
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int res = old_consume(instance, factory, consumeBatches, frameTime, outSeq, outEvent);
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if (res == 0 && outEvent && *outEvent)
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HandleAndroidEvent((AInputEvent*)*outEvent);
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return res;
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}
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// ======================== eglSwapBuffers Hook(ImGui 渲染)========================
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typedef EGLBoolean (*eglSwapBuffers_t)(EGLDisplay, EGLSurface);
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eglSwapBuffers_t old_eglSwap = nullptr;
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void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) {
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ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(w * 0.55f, h * 0.8f), ImGuiCond_FirstUseEver);
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if (ImGui::Begin("指针调试器")) {
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// 动态偏移修改面板
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auto drawOffset = [](const char* label, uint32_t& val) {
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ImGui::PushID(&val);
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ImGui::Text("%s: %d (0x%X)", label, val, val);
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if (ImGui::Button("-8")) { if(val>=8) val-=8; } ImGui::SameLine();
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if (ImGui::Button("-4")) { if(val>=4) val-=4; } ImGui::SameLine();
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if (ImGui::Button("-1")) { if(val>=1) val-=1; } ImGui::SameLine();
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if (ImGui::Button("+1")) val+=1; ImGui::SameLine();
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if (ImGui::Button("+4")) val+=4; ImGui::SameLine();
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if (ImGui::Button("+8")) val+=8;
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ImGui::PopID();
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};
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drawOffset("x0->addr1", g_Offsets.x0_to_addr1);
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drawOffset("addr1->addr2", g_Offsets.addr1_to_addr2);
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drawOffset("item->addr3", g_Offsets.item_to_addr3);
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drawOffset("addr3->addr4", g_Offsets.addr3_to_addr4);
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drawOffset("addr3->addr5", g_Offsets.addr3_to_addr5);
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drawOffset("addr3->addr6", g_Offsets.addr3_to_addr6);
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ImGui::Separator();
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ImGui::Text("x0: 0x%lx", snap.x0);
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ImGui::Text("addr1: 0x%lx", snap.addr1);
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ImGui::Text("addr2: 0x%lx", snap.addr2);
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}
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ImGui::End();
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}
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EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surf) {
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EGLint w, h;
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eglQuerySurface(dpy, surf, EGL_WIDTH, &w);
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eglQuerySurface(dpy, surf, EGL_HEIGHT, &h);
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if (w <= 0 || h <= 0) return old_eglSwap(dpy, surf);
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GameSnapshot snap;
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{
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std::lock_guard<std::mutex> lock(g_SnapMutex);
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snap = g_Snapshot;
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}
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if (!g_ImGuiReady) {
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ImGui::CreateContext();
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ImGui_ImplOpenGL3_Init("#version 300 es");
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ImGui::GetIO().Fonts->AddFontDefault();
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g_ImGuiReady = true;
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}
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = ImVec2(w, h);
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io.MousePos = ImVec2(g_touchX, g_touchY);
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io.MouseDown[0] = g_touchDown.load();
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ImGui_ImplOpenGL3_NewFrame();
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ImGui::NewFrame();
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// 主窗口
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ImGui::Begin("IL2CPP Hook");
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ImGui::Text("状态: %s", snap.inMatch ? "对局中" : "大厅");
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ImGui::Text("ActorManager: 0x%lx", snap.x0);
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ImGui::Text("玩家数量: %d", (int)snap.players.size());
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if (ImGui::BeginTable("Players", 5, ImGuiTableFlags_Borders)) {
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ImGui::TableSetupColumn("等级");
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ImGui::TableSetupColumn("血量");
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ImGui::TableSetupColumn("蓝量");
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ImGui::TableSetupColumn("金币");
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ImGui::TableSetupColumn("小地图");
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ImGui::TableHeadersRow();
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for (const auto& p : snap.players) {
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ImGui::TableNextRow();
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ImGui::TableNextColumn(); ImGui::Text("%d", p.level);
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ImGui::TableNextColumn(); ImGui::Text("%d/%d", p.hp, p.maxHp);
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ImGui::TableNextColumn(); ImGui::Text("%d", p.mana);
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ImGui::TableNextColumn(); ImGui::Text("%d", p.gold);
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ImGui::TableNextColumn(); ImGui::Text("%.0f,%.0f", p.mapX, p.mapY);
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}
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ImGui::EndTable();
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}
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ImGui::End();
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// 雷达
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if (snap.inMatch && !snap.players.empty()) {
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ImGui::SetNextWindowPos(ImVec2(w - 250, 50), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(200, 200), ImGuiCond_FirstUseEver);
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ImGui::Begin("雷达", nullptr, ImGuiWindowFlags_NoTitleBar);
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ImVec2 p0 = ImGui::GetCursorScreenPos();
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ImVec2 sz = ImGui::GetContentRegionAvail();
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ImDrawList* dl = ImGui::GetWindowDrawList();
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dl->AddRect(p0, ImVec2(p0.x+sz.x, p0.y+sz.y), IM_COL32(255,255,255,100));
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for (const auto& p : snap.players) {
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float nx = p.mapX / 10000.0f;
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float ny = p.mapY / 10000.0f;
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float rx = p0.x + nx * sz.x;
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float ry = p0.y + sz.y - ny * sz.y;
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if (nx>0 && nx<1 && ny>0 && ny<1)
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dl->AddCircleFilled(ImVec2(rx, ry), 5.0f, IM_COL32(255,0,0,255));
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}
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ImGui::End();
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}
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// 调试器
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DrawPointerDebugger(snap, w, h);
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ImGui::Render();
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glViewport(0, 0, w, h);
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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return old_eglSwap(dpy, surf);
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}
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// 延迟初始化线程
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void* DelayedHookThread(void*) {
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// 等待 libil2cpp.so 加载
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uintptr_t base;
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while (!(base = GetModuleBase("libil2cpp.so"))) sleep(1);
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uintptr_t initAddr = base + 0x73507bc;
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uintptr_t clearAddr = base + 0x734bc10;
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LOGI("Base: 0x%lx, InitActor: 0x%lx, ClearActor: 0x%lx", base, initAddr, clearAddr);
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DobbyHook((void*)initAddr, (void*)hook_InitActorParams, (void**)&old_InitActorParams);
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DobbyHook((void*)clearAddr, (void*)hook_ClearActor, (void**)&old_ClearActor);
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LOGI("Hooks installed");
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// Hook EGL 和 Input
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void* egl = DobbySymbolResolver("libEGL.so", "eglSwapBuffers");
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if (egl) DobbyHook(egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwap);
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void* inp = DobbySymbolResolver("libinput.so", "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE");
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if (inp) DobbyHook(inp, (void*)hook_consume, (void**)&old_consume);
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// 启动数据线程
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std::thread(DataWorkerThread).detach();
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return nullptr;
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}
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__attribute__((constructor)) void init_plugin() {
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pthread_t t;
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pthread_create(&t, nullptr, DelayedHookThread, nullptr);
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}
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