mirror of
https://github.com/ocornut/imgui.git
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339 lines
13 KiB
C++
339 lines
13 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 <dirent.h>
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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 "ZeroConfig_Drive"
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// 目标模块
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#define GAME_MODULE "libGameCore.so"
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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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static bool g_Initialized = false;
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static bool g_FontLoaded = false;
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struct {
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float x = 0.0f;
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float y = 0.0f;
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std::atomic<bool> down{false};
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float renderW = 0.0f;
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float renderH = 0.0f;
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float physW = 3392.0f;
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float physH = 2400.0f;
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bool isSizeAutoDetected = false;
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float offsetX = 0.0f;
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float offsetY = 0.0f;
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} g_Touch;
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static float g_DynamicScale = 1.0f;
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static float g_BaseWindowHeight = 0.0f;
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static float g_UserUIScale = 1.0f;
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static uintptr_t g_GameBase = 0;
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static uintptr_t g_HookAddr_InitActor = 0;
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static uintptr_t g_HookAddr_ClearActor = 0;
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// 【已更新】根据您的描述精确填充了所有偏移
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struct DynamicOffsets {
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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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uint32_t radar_map_x = 0x50;
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uint32_t radar_map_y = 0x54;
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};
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DynamicOffsets g_Offsets;
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std::mutex g_OffsetMutex;
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static int g_MemFd = -1;
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template <typename T>
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T SafeRead(uintptr_t address) {
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T value{};
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if (address < 0x10000000 || address > 0x00007FFFFFFFFFFF) return value;
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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, &value, sizeof(T), address);
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return value;
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}
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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 worldX = 0, worldY = 0, worldZ = 0;
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float mapX = 0, mapY = 0;
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};
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// 【已更新】调试器结构,与您的指针链一一对应
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struct DebugChain {
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uintptr_t baseX0 = 0;
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uintptr_t addr1 = 0;
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uintptr_t addr2 = 0;
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struct Item {
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uintptr_t base; // 英雄item
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uintptr_t addr3, addr4, addr5, addr6;
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} items[15];
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};
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struct GameSnapshot {
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bool inMatch = false;
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DynamicOffsets offsets;
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DebugChain debug;
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std::vector<PlayerData> players;
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};
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std::mutex g_SnapshotMutex;
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GameSnapshot g_CurrentSnapshot;
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// 我们要找的起始指针,从 InitActorParams 的 x0 参数获得
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std::atomic<uintptr_t> g_ActorManager{0};
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// 【已更新】数据抓取线程,严格按照您的描述实现
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void DataWorkerThread() {
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while (true) {
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GameSnapshot newSnap;
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DynamicOffsets currOff;
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{ std::lock_guard<std::mutex> lock(g_OffsetMutex); currOff = g_Offsets; }
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newSnap.offsets = currOff;
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uintptr_t baseX0 = g_ActorManager.load();
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newSnap.debug.baseX0 = baseX0;
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if (baseX0 != 0) {
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newSnap.inMatch = true;
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uintptr_t addr1 = SafeRead<uintptr_t>(baseX0 + currOff.x0_to_addr1);
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newSnap.debug.addr1 = addr1;
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if (addr1) {
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uintptr_t addr2 = SafeRead<uintptr_t>(addr1 + currOff.addr1_to_addr2);
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newSnap.debug.addr2 = addr2;
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if (addr2) {
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for (int i = 0; i < 15; ++i) { // 假设最多15个单位
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uintptr_t item = SafeRead<uintptr_t>(addr2 + (i * 0x8)); // 遍历英雄数组
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newSnap.debug.items[i].base = item;
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if (!item) continue;
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uintptr_t addr3 = SafeRead<uintptr_t>(item + currOff.item_to_addr3);
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newSnap.debug.items[i].addr3 = addr3;
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if (!addr3) continue;
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PlayerData p;
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// 读取世界坐标和蓝量 (通过 addr5)
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uintptr_t addr5 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr5);
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newSnap.debug.items[i].addr5 = addr5;
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if (addr5) {
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p.worldX = SafeRead<float>(addr5 + 0x0);
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p.worldZ = SafeRead<float>(addr5 + 0x4); // Z/Y 取决于游戏引擎坐标系
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p.worldY = SafeRead<float>(addr5 + 0x8);
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p.mana = SafeRead<int32_t>(addr5 + currOff.prop_mana);
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}
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// 读取金币、血量、等级 (通过 addr4)
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uintptr_t addr4 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr4);
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newSnap.debug.items[i].addr4 = addr4;
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if (addr4) {
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p.gold = SafeRead<int32_t>(addr4 + currOff.prop_gold);
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p.hp = SafeRead<int32_t>(addr4 + currOff.prop_hp);
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p.maxHp = SafeRead<int16_t>(addr4 + currOff.prop_maxhp); // maxhp是16位
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p.level = SafeRead<int32_t>(addr4 + currOff.prop_level);
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}
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// 读取小地图坐标 (通过 addr6)
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uintptr_t addr6 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr6);
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newSnap.debug.items[i].addr6 = addr6;
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if (addr6) {
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p.mapX = SafeRead<float>(addr6 + currOff.radar_map_x);
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p.mapY = SafeRead<float>(addr6 + currOff.radar_map_y);
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}
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if (p.maxHp > 100 && p.maxHp < 50000) {
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newSnap.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_SnapshotMutex); g_CurrentSnapshot = newSnap; }
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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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uintptr_t GetModuleBase(const char* module_name) {
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uintptr_t base = 0;
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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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while (fgets(line, sizeof(line), f)) {
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if (strstr(line, module_name) && strstr(line, "x")) { // 确保是可执行段
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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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// Hook InitActorParams,目的是获取它的第一个参数 x0
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void (*old_InitActorParams)(void* x0, void* x1, void* x2, void* x3);
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void hook_InitActorParams(void* x0, void* x1, void* x2, void* x3) {
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g_ActorManager.store((uintptr_t)x0);
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old_InitActorParams(x0, x1, x2, x3);
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}
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// Hook ClearActor,目的是知道游戏结束
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void (*old_ClearActor)(void* x0);
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void hook_ClearActor(void* x0) {
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g_ActorManager.store(0); // 游戏结束,清空指针
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old_ClearActor(x0);
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}
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// 【已更新】指针调试器,完全匹配您的指针链
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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("指针断点排错器 (Pointer Debugger)")) {
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// 动态偏移修改面板... (代码不变)
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ImGui::Separator();
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ImGui::TextColored(ImVec4(0, 1, 1, 1), "[核心库] %s 基址: 0x%lx", GAME_MODULE, g_GameBase);
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ImGui::TextColored(ImVec4(0, 1, 1, 1), "[Hook 1] InitActor (RVA 0x73507bc) -> 0x%lx", g_HookAddr_InitActor);
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ImGui::TextColored(ImVec4(0, 1, 1, 1), "[Hook 2] ClearActor (RVA 0x734bc10) -> 0x%lx", g_HookAddr_ClearActor);
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ImGui::Separator();
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const auto& d = snap.debug;
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const auto& off = snap.offsets;
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ImGui::TextColored(d.baseX0 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), "[起点] InitActor x0: 0x%lx", d.baseX0);
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ImGui::TextColored(d.addr1 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+0x%X] 地址 1: 0x%lx", off.x0_to_addr1, d.addr1);
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ImGui::TextColored(d.addr2 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+0x%X] 英雄数组: 0x%lx", off.addr1_to_addr2, d.addr2);
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if (d.addr2 != 0) {
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for (int i = 0; i < 15; i++) {
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if (d.items[i].base == 0) continue;
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char nodeName[64]; snprintf(nodeName, sizeof(nodeName), "数组序号 [%d] - 0x%lx", i, d.items[i].base);
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if (ImGui::TreeNodeEx(nodeName, ImGuiTreeNodeFlags_Framed)) {
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ImGui::TextColored(d.items[i].addr3 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+0x%X] 实体数据 (addr3): 0x%lx", off.item_to_addr3, d.items[i].addr3);
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if (d.items[i].addr3) {
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ImGui::TextColored(d.items[i].addr4 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " ├─ [+0x%X] 属性区 (addr4): 0x%lx", off.addr3_to_addr4, d.items[i].addr4);
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ImGui::TextColored(d.items[i].addr5 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " ├─ [+0x%X] 坐标/蓝量区 (addr5): 0x%lx", off.addr3_to_addr5, d.items[i].addr5);
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ImGui::TextColored(d.items[i].addr6 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+0x%X] 小地图区 (addr6): 0x%lx", off.addr3_to_addr6, d.items[i].addr6);
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}
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ImGui::TreePop();
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}
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}
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}
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}
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ImGui::End();
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}
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//
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// =========================================================================
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// 以下是渲染、输入、UI主窗口等通用代码,无需修改
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// =========================================================================
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//
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typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface);
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static p_eglSwapBuffers old_eglSwapBuffers = nullptr;
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typedef int (*p_InputConsumer_consume)(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent);
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static p_InputConsumer_consume old_consume = nullptr;
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void AutoFetchDeviceResolution() { /* ... */ }
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void handle_android_event(AInputEvent* event) { /* ... */ }
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int hook_consume(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent) { /* ... */ return 0;}
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EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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EGLint w, h; eglQuerySurface(dpy, surface, EGL_WIDTH, &w); eglQuerySurface(dpy, surface, EGL_HEIGHT, &h);
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if (w <= 0 || h <= 0) return old_eglSwapBuffers(dpy, surface);
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g_Touch.renderW = (float)w; g_Touch.renderH = (float)h;
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GameSnapshot snapshot;
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{ std::lock_guard<std::mutex> lock(g_SnapshotMutex); snapshot = g_CurrentSnapshot; }
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if (!g_Initialized) {
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// ... ImGui 初始化和字体加载 ... (代码不变)
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g_Initialized = true;
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}
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ImGuiIO& io = ImGui::GetIO();
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// ... ImGui NewFrame, Style, etc. ... (代码不变)
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ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame();
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// 主窗口UI
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if (ImGui::Begin("全自动游戏透视框架 (OPPO/适配版)")) {
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// ... (UI代码不变)
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ImGui::TextColored(ImVec4(0, 1, 0, 1), "状态: %s", snapshot.inMatch ? "局内" : "大厅");
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if (ImGui::BeginTable("PlayersTable", 5, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg)) {
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// ... (表格代码不变)
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}
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}
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ImGui::End();
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DrawPointerDebugger(snapshot, w, h);
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// ... Radar, ImGui::Render 等 ... (代码不变)
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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return old_eglSwapBuffers(dpy, surface);
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}
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// 【已更新】Hook线程,填入您的RVA
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void* DelayedHookThread(void*) {
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// 1. 无延迟 Hook:渲染和输入 (代码不变)
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// 2. 启动数据线程
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std::thread(DataWorkerThread).detach();
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// 3. 后台轮询,等待 libGameCore.so 加载
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while (true) {
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uintptr_t base = GetModuleBase(GAME_MODULE);
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if (base) {
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g_GameBase = base;
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// Hook InitActorParams
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g_HookAddr_InitActor = base + 0x73507bc;
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DobbyHook((void*)g_HookAddr_InitActor, (void*)hook_InitActorParams, (void**)&old_InitActorParams);
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// Hook ClearActor
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g_HookAddr_ClearActor = base + 0x734bc10;
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DobbyHook((void*)g_HookAddr_ClearActor, (void*)hook_ClearActor, (void**)&old_ClearActor);
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LOGI("[*] 核心 Hook 成功! (目标: %s)", GAME_MODULE);
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break;
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}
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sleep(1);
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}
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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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