imgui-mirror/main.cpp
2026-04-07 08:53:02 +08:00

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#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 <stdio.h>
#include <algorithm>
#include <atomic>
#include <vector>
#include <mutex>
#include <thread>
#include <chrono>
#include <fcntl.h>
#include <dirent.h>
#include "dobby.h"
#include "imgui.h"
#include "imgui_impl_android.h"
#include "imgui_impl_opengl3.h"
#define TAG "IL2CPP_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<bool> down{false};
float renderW = 0.0f;
float renderH = 0.0f;
float physW = 3392.0f;
float physH = 2400.0f;
bool isSizeAutoDetected = false;
float offsetX = 0.0f;
float offsetY = 0.0f;
} g_Touch;
static float g_DynamicScale = 1.0f;
static float g_BaseWindowHeight = 0.0f;
static float g_UserUIScale = 1.0f;
static uintptr_t g_GameBase = 0;
static uintptr_t g_HookAddr_InitActor = 0;
static uintptr_t g_HookAddr_ClearActor = 0;
struct DynamicOffsets {
// 指针链偏移
uint32_t x0_to_addr1 = 0x20;
uint32_t addr1_to_addr2 = 0x10;
uint32_t item_to_addr3 = 0x18;
uint32_t addr3_to_addr4 = 0x30;
uint32_t addr3_to_addr5 = 0x100;
uint32_t addr3_to_addr6 = 0x70;
// 属性偏移 (addr4 内)
uint32_t prop_gold = 0x20;
uint32_t prop_hp = 0x30;
uint32_t prop_maxhp = 0x32; // 注意:可能是 int16
uint32_t prop_level = 0x50;
// 世界坐标区内偏移 (addr5 内)
uint32_t prop_mana = 0x28; // 蓝量偏移
// 世界坐标 XYZ 固定 0,4,8
};
DynamicOffsets g_Offsets;
std::mutex g_OffsetMutex;
static int g_MemFd = -1;
template <typename T>
T SafeRead(uintptr_t address) {
T value{};
if (address < 0x10000000 || address > 0x00007FFFFFFFFFFF) return value;
if (g_MemFd == -1) g_MemFd = open("/proc/self/mem", O_RDONLY);
if (g_MemFd >= 0) pread(g_MemFd, &value, sizeof(T), address);
return value;
}
struct PlayerData {
int hp = 0, maxHp = 0, mana = 0, gold = 0, level = 0;
float worldX = 0, worldY = 0, worldZ = 0;
float mapX = 0, mapY = 0;
};
struct DebugChain {
uintptr_t baseX0 = 0;
uintptr_t addr1 = 0;
uintptr_t addr2 = 0;
struct Item {
uintptr_t base = 0, addr3 = 0, addr4 = 0, addr5 = 0, addr6 = 0;
} items[15];
};
struct GameSnapshot {
bool inMatch = false;
DynamicOffsets offsets;
DebugChain debug;
std::vector<PlayerData> players;
};
std::mutex g_SnapshotMutex;
GameSnapshot g_CurrentSnapshot;
std::atomic<uintptr_t> g_ActorManager{0};
// 后台数据读取线程
void DataWorkerThread() {
while (true) {
GameSnapshot newSnap;
DynamicOffsets currOff;
{
std::lock_guard<std::mutex> 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<uintptr_t>(baseX0 + currOff.x0_to_addr1);
newSnap.debug.addr1 = addr1;
if (addr1) {
uintptr_t addr2 = SafeRead<uintptr_t>(addr1 + currOff.addr1_to_addr2);
newSnap.debug.addr2 = addr2;
if (addr2) {
// 遍历玩家数组(每个槽位8字节指针,最大15个)
for (int i = 0; i < 15; ++i) {
uintptr_t item = SafeRead<uintptr_t>(addr2 + (i * 0x8));
newSnap.debug.items[i].base = item;
if (!item) continue;
uintptr_t addr3 = SafeRead<uintptr_t>(item + currOff.item_to_addr3);
newSnap.debug.items[i].addr3 = addr3;
if (!addr3) continue;
PlayerData p;
// 属性区 addr4
uintptr_t addr4 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr4);
newSnap.debug.items[i].addr4 = addr4;
if (addr4) {
p.gold = SafeRead<int32_t>(addr4 + currOff.prop_gold);
p.hp = SafeRead<int32_t>(addr4 + currOff.prop_hp);
// maxhp 偏移 0x32,可能是 int16,安全读取后转为 int32
p.maxHp = SafeRead<int16_t>(addr4 + currOff.prop_maxhp);
p.level = SafeRead<int32_t>(addr4 + currOff.prop_level);
}
// 世界坐标区 addr5
uintptr_t addr5 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr5);
newSnap.debug.items[i].addr5 = addr5;
if (addr5) {
p.worldX = SafeRead<float>(addr5 + 0x0);
p.worldZ = SafeRead<float>(addr5 + 0x4);
p.worldY = SafeRead<float>(addr5 + 0x8);
p.mana = SafeRead<int32_t>(addr5 + currOff.prop_mana);
}
// 小地图坐标区 addr6
uintptr_t addr6 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr6);
newSnap.debug.items[i].addr6 = addr6;
if (addr6) {
p.mapX = SafeRead<float>(addr6 + 0x50);
p.mapY = SafeRead<float>(addr6 + 0x54);
}
if (p.maxHp > 0 && p.maxHp < 50000)
newSnap.players.push_back(p);
}
}
}
}
{
std::lock_guard<std::mutex> 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;
}
// Hook 函数声明
void (*old_InitActorParams)(void* x0, void* x1, void* x2, void* x3);
void hook_InitActorParams(void* x0, void* x1, void* x2, void* x3) {
g_ActorManager.store((uintptr_t)x0);
LOGI("[InitActor] x0 = %p", x0);
old_InitActorParams(x0, x1, x2, x3);
}
void (*old_ClearActor)(void* x0);
void hook_ClearActor(void* x0) {
g_ActorManager.store(0);
LOGI("[ClearActor] Game ended");
old_ClearActor(x0);
}
// 指针调试器窗口(与原代码类似,但偏移面板已适配新偏移)
void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) {
ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(w * 0.55f, h * 0.8f), ImGuiCond_FirstUseEver);
if (ImGui::Begin("指针断点排错器 (IL2CPP)")) {
if (ImGui::CollapsingHeader("动态偏移修改面板 (十进制)", ImGuiTreeNodeFlags_DefaultOpen)) {
std::lock_guard<std::mutex> lock(g_OffsetMutex);
auto drawOffsetBtn = [](const char* label, uint32_t& val) {
ImGui::PushID(&val);
ImGui::TextColored(ImVec4(0.5f, 0.8f, 1.0f, 1.0f), "%s -> 当前: %d (0x%X)", label, val, val);
if (ImGui::Button("-8")) { if (val >= 8) val -= 8; else val = 0; } ImGui::SameLine();
if (ImGui::Button("-4")) { if (val >= 4) val -= 4; else val = 0; } ImGui::SameLine();
if (ImGui::Button("-1")) { if (val >= 1) val -= 1; else val = 0; } ImGui::SameLine();
if (ImGui::Button("+1")) val += 1; ImGui::SameLine();
if (ImGui::Button("+4")) val += 4; ImGui::SameLine();
if (ImGui::Button("+8")) val += 8;
ImGui::Separator();
ImGui::PopID();
};
drawOffsetBtn("地址1 (x0 + ?)", g_Offsets.x0_to_addr1);
drawOffsetBtn("英雄数组 (addr1 + ?)", g_Offsets.addr1_to_addr2);
drawOffsetBtn("实体数据 (item + ?)", g_Offsets.item_to_addr3);
drawOffsetBtn("血量属性 (addr3 + ?)", g_Offsets.addr3_to_addr4);
drawOffsetBtn("坐标数据 (addr3 + ?)", g_Offsets.addr3_to_addr5);
drawOffsetBtn("雷达坐标 (addr3 + ?)", g_Offsets.addr3_to_addr6);
ImGui::Separator();
drawOffsetBtn("金币偏移", g_Offsets.prop_gold);
drawOffsetBtn("血量偏移", g_Offsets.prop_hp);
drawOffsetBtn("最大血量偏移", g_Offsets.prop_maxhp);
drawOffsetBtn("等级偏移", g_Offsets.prop_level);
drawOffsetBtn("蓝量偏移", g_Offsets.prop_mana);
}
ImGui::Separator();
ImGui::TextColored(ImVec4(0, 1, 1, 1), "[核心库] %s 基址: 0x%lx", GAME_MODULE, g_GameBase);
ImGui::TextColored(ImVec4(0, 1, 1, 1), "[Hook 1] InitActor (RVA 0x73507bc) -> 0x%lx", g_HookAddr_InitActor);
ImGui::TextColored(ImVec4(0, 1, 1, 1), "[Hook 2] ClearActor (RVA 0x734bc10) -> 0x%lx", g_HookAddr_ClearActor);
ImGui::Separator();
const auto& d = snap.debug;
const auto& off = snap.offsets;
ImGui::TextColored(d.baseX0 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), "[起点] InitActor x0: 0x%lx", d.baseX0);
ImGui::TextColored(d.addr1 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] 地址 1: 0x%lx", off.x0_to_addr1, d.addr1);
ImGui::TextColored(d.addr2 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] 英雄数组: 0x%lx", off.addr1_to_addr2, d.addr2);
if (d.addr2 != 0) {
for (int i = 0; i < 15; i++) {
if (d.items[i].base == 0) continue;
char nodeName[64];
snprintf(nodeName, sizeof(nodeName), "数组序号 [%d] - 0x%lx", i, d.items[i].base);
if (ImGui::TreeNodeEx(nodeName, ImGuiTreeNodeFlags_Framed)) {
ImGui::TextColored(d.items[i].addr3 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] 实体数据: 0x%lx", off.item_to_addr3, d.items[i].addr3);
if (d.items[i].addr3) {
ImGui::TextColored(d.items[i].addr4 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " ├─ [+%d] 属性区: 0x%lx", off.addr3_to_addr4, d.items[i].addr4);
ImGui::TextColored(d.items[i].addr5 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " ├─ [+%d] 坐标区: 0x%lx", off.addr3_to_addr5, d.items[i].addr5);
ImGui::TextColored(d.items[i].addr6 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] 小地图: 0x%lx", off.addr3_to_addr6, d.items[i].addr6);
}
ImGui::TreePop();
}
}
}
}
ImGui::End();
}
// 触摸及分辨率辅助
void AutoFetchDeviceResolution() {
FILE* pipe = popen("wm size", "r");
if (!pipe) return;
char buffer[128];
while (fgets(buffer, sizeof(buffer), pipe) != NULL) {
int w = 0, h = 0;
if (sscanf(buffer, "Physical size: %dx%d", &w, &h) == 2 || sscanf(buffer, "Override size: %dx%d", &w, &h) == 2) {
g_Touch.physW = (float)std::max(w, h);
g_Touch.physH = (float)std::min(w, h);
g_Touch.isSizeAutoDetected = true;
}
}
pclose(pipe);
}
void handle_android_event(AInputEvent* event) {
if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) {
int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK;
float autoScaleX = g_Touch.renderW / g_Touch.physW;
float autoScaleY = g_Touch.renderH / g_Touch.physH;
g_Touch.x = (AMotionEvent_getX(event, 0) * autoScaleX) + g_Touch.offsetX;
g_Touch.y = (AMotionEvent_getY(event, 0) * autoScaleY) + 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);
}
}
// InputConsumer Hook
typedef int (*p_InputConsumer_consume)(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent);
static p_InputConsumer_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) handle_android_event((AInputEvent*)(*outEvent));
return res;
}
// eglSwapBuffers Hook
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<std::mutex> lock(g_SnapshotMutex);
snapshot = g_CurrentSnapshot;
}
if (!g_Initialized) {
ImGui::CreateContext();
ImGui_ImplOpenGL3_Init("#version 300 es");
ImGuiIO& io = ImGui::GetIO();
// 加载中文字体(根据你的系统字体路径)
const char* systemFonts[] = {
"/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(systemFonts[i], R_OK) == 0) {
io.Fonts->AddFontFromFileTTF(systemFonts[i], 32.0f, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
g_FontLoaded = true;
LOGI("[*] 加载字体成功: %s", systemFonts[i]);
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 deviceScale = (float)h / 1000.0f;
if (deviceScale < 1.0f) deviceScale = 1.0f;
float finalScale = deviceScale * g_DynamicScale * g_UserUIScale;
static ImGuiStyle default_style = ImGui::GetStyle();
ImGuiStyle& style = ImGui::GetStyle();
style = default_style;
style.ScaleAllSizes(1.2f * finalScale);
style.WindowRounding = 12.0f;
style.WindowMinSize = ImVec2(100.0f, 100.0f);
io.FontGlobalScale = 1.2f * finalScale;
ImGui_ImplOpenGL3_NewFrame();
ImGui::NewFrame();
if (g_Touch.down.load())
ImGui::GetForegroundDrawList()->AddCircleFilled(io.MousePos, 20.0f, IM_COL32(0, 255, 0, 200));
if (g_BaseWindowHeight == 0.0f) g_BaseWindowHeight = h * 0.45f;
ImGui::SetNextWindowPos(ImVec2(30, 30), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(w * 0.6f, g_BaseWindowHeight), ImGuiCond_FirstUseEver);
static bool show_pointer_debugger = true;
static bool show_radar = true;
if (ImGui::Begin("IL2CPP 透视框架 (偏移可调)")) {
if (!g_FontLoaded) ImGui::TextColored(ImVec4(1,0,0,1), "警告: 无法加载系统字库,将显示为问号!");
float currentHeight = ImGui::GetWindowHeight();
g_DynamicScale = currentHeight / g_BaseWindowHeight;
if (g_DynamicScale < 0.4f) g_DynamicScale = 0.4f;
if (g_DynamicScale > 3.0f) g_DynamicScale = 3.0f;
if (ImGui::CollapsingHeader("基础校准 (触控与缩放)")) {
ImGui::SliderFloat("菜单缩放", &g_UserUIScale, 0.5f, 2.0f);
ImGui::Text("坐标偏移 X:%.1f Y:%.1f", g_Touch.offsetX, g_Touch.offsetY);
if (ImGui::Button("-10##x")) g_Touch.offsetX -= 10; ImGui::SameLine();
if (ImGui::Button("+10##x")) g_Touch.offsetX += 10; ImGui::SameLine();
if (ImGui::Button("-10##y")) g_Touch.offsetY -= 10; ImGui::SameLine();
if (ImGui::Button("+10##y")) g_Touch.offsetY += 10;
}
ImGui::Separator();
ImGui::Checkbox("雷达 (Radar)", &show_radar); ImGui::SameLine();
ImGui::Checkbox("指针断点调试", &show_pointer_debugger);
ImGui::Separator();
ImGui::TextColored(ImVec4(0, 1, 0, 1), "状态: %s", snapshot.inMatch ? "局内" : "大厅");
if (ImGui::BeginTable("PlayersTable", 5, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg)) {
ImGui::TableSetupColumn("等级"); ImGui::TableSetupColumn("血量");
ImGui::TableSetupColumn("蓝量"); ImGui::TableSetupColumn("金币");
ImGui::TableSetupColumn("雷达坐标"); ImGui::TableHeadersRow();
for (const auto& p : snapshot.players) {
ImGui::TableNextRow();
ImGui::TableNextColumn(); ImGui::Text("Lv.%d", p.level);
ImGui::TableNextColumn(); ImGui::Text("%d/%d", p.hp, p.maxHp);
ImGui::TableNextColumn(); ImGui::Text("%d", p.mana);
ImGui::TableNextColumn(); ImGui::Text("%d", p.gold);
ImGui::TableNextColumn(); ImGui::Text("%.0f, %.0f", p.mapX, p.mapY);
}
ImGui::EndTable();
}
}
ImGui::End();
if (show_pointer_debugger) DrawPointerDebugger(snapshot, w, h);
if (show_radar && snapshot.inMatch) {
ImGui::SetNextWindowPos(ImVec2(w - 350, 30), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(300, 300), ImGuiCond_FirstUseEver);
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0, 0, 0, 0.5f));
if (ImGui::Begin("Radar", nullptr, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize)) {
ImVec2 p0 = ImGui::GetCursorScreenPos();
ImVec2 size = ImGui::GetContentRegionAvail();
ImDrawList* dl = ImGui::GetWindowDrawList();
dl->AddRect(p0, ImVec2(p0.x + size.x, p0.y + size.y), IM_COL32(255, 255, 255, 100));
for (const auto& p : snapshot.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)
dl->AddCircleFilled(ImVec2(rX, rY), 5.0f * finalScale, IM_COL32(255, 0, 0, 255));
}
}
ImGui::End();
ImGui::PopStyleColor();
}
ImGui::Render();
GLint v[4];
glGetIntegerv(GL_VIEWPORT, v);
GLint d;
glGetIntegerv(GL_DEPTH_TEST, &d);
glDisable(GL_DEPTH_TEST);
glViewport(0, 0, w, h);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glViewport(v[0], v[1], v[2], v[3]);
if (d) glEnable(GL_DEPTH_TEST);
return old_eglSwapBuffers(dpy, surface);
}
// 延迟 Hook 线程
void* DelayedHookThread(void*) {
// 1. 立即 Hook 渲染和输入,保证菜单能显示
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);
// 2. 启动数据线程(后台读取)
std::thread(DataWorkerThread).detach();
// 3. 等待 libil2cpp.so 加载,然后 Hook 游戏函数
while (true) {
uintptr_t base = GetModuleBase(GAME_MODULE);
if (base) {
g_GameBase = base;
g_HookAddr_InitActor = base + 0x73507bc;
g_HookAddr_ClearActor = base + 0x734bc10;
LOGI("[*] libil2cpp.so base = 0x%lx", base);
LOGI("[*] InitActor addr = 0x%lx", g_HookAddr_InitActor);
LOGI("[*] ClearActor addr = 0x%lx", g_HookAddr_ClearActor);
int ret1 = DobbyHook((void*)g_HookAddr_InitActor, (void*)hook_InitActorParams, (void**)&old_InitActorParams);
int ret2 = DobbyHook((void*)g_HookAddr_ClearActor, (void*)hook_ClearActor, (void**)&old_ClearActor);
LOGI("[*] Hook InitActor result: %d, ClearActor result: %d", ret1, ret2);
break;
}
sleep(1);
}
return nullptr;
}
__attribute__((constructor)) void init_plugin() {
pthread_t t;
pthread_create(&t, nullptr, DelayedHookThread, nullptr);
}