imgui-mirror/main.cpp
2026-04-07 03:46:18 +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 "ZeroConfig_Drive"
// 目标模块
#define GAME_MODULE "libGameCore.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;
// 【已更新】根据您的描述精确填充了所有偏移
struct DynamicOffsets {
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;
uint32_t prop_gold = 0x20;
uint32_t prop_hp = 0x30;
uint32_t prop_maxhp = 0x32;
uint32_t prop_level = 0x50;
uint32_t prop_mana = 0x28;
uint32_t radar_map_x = 0x50;
uint32_t radar_map_y = 0x54;
};
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;
};
// 【已更新】调试器结构,与您的指针链一一对应
struct DebugChain {
uintptr_t baseX0 = 0;
uintptr_t addr1 = 0;
uintptr_t addr2 = 0;
struct Item {
uintptr_t base; // 英雄item
uintptr_t addr3, addr4, addr5, addr6;
} items[15];
};
struct GameSnapshot {
bool inMatch = false;
DynamicOffsets offsets;
DebugChain debug;
std::vector<PlayerData> players;
};
std::mutex g_SnapshotMutex;
GameSnapshot g_CurrentSnapshot;
// 我们要找的起始指针,从 InitActorParams 的 x0 参数获得
std::atomic<uintptr_t> g_ActorManager{0};
// 【已更新】数据抓取线程,严格按照您的描述实现
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();
newSnap.debug.baseX0 = baseX0;
if (baseX0 != 0) {
newSnap.inMatch = true;
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) {
for (int i = 0; i < 15; ++i) { // 假设最多15个单位
uintptr_t item = SafeRead<uintptr_t>(addr2 + (i * 0x8)); // 遍历英雄数组
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;
// 读取世界坐标和蓝量 (通过 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); // Z/Y 取决于游戏引擎坐标系
p.worldY = SafeRead<float>(addr5 + 0x8);
p.mana = SafeRead<int32_t>(addr5 + currOff.prop_mana);
}
// 读取金币、血量、等级 (通过 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);
p.maxHp = SafeRead<int16_t>(addr4 + currOff.prop_maxhp); // maxhp是16位
p.level = SafeRead<int32_t>(addr4 + currOff.prop_level);
}
// 读取小地图坐标 (通过 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 + currOff.radar_map_x);
p.mapY = SafeRead<float>(addr6 + currOff.radar_map_y);
}
if (p.maxHp > 100 && 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) && strstr(line, "x")) { // 确保是可执行段
sscanf(line, "%lx", &base);
break;
}
}
fclose(f);
return base;
}
// Hook InitActorParams,目的是获取它的第一个参数 x0
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);
old_InitActorParams(x0, x1, x2, x3);
}
// Hook ClearActor,目的是知道游戏结束
void (*old_ClearActor)(void* x0);
void hook_ClearActor(void* x0) {
g_ActorManager.store(0); // 游戏结束,清空指针
old_ClearActor(x0);
}
// 【已更新】指针调试器,完全匹配您的指针链
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 (Pointer Debugger)")) {
// 动态偏移修改面板... (代码不变)
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), " └─ [+0x%X] 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), " └─ [+0x%X] 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), " └─ [+0x%X] 实体数据 (addr3): 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), " ├─ [+0x%X] 属性区 (addr4): 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), " ├─ [+0x%X] 坐标/蓝量区 (addr5): 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), " └─ [+0x%X] 小地图区 (addr6): 0x%lx", off.addr3_to_addr6, d.items[i].addr6);
}
ImGui::TreePop();
}
}
}
}
ImGui::End();
}
//
// =========================================================================
// 以下是渲染、输入、UI主窗口等通用代码,无需修改
// =========================================================================
//
typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface);
static p_eglSwapBuffers old_eglSwapBuffers = nullptr;
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;
void AutoFetchDeviceResolution() { /* ... */ }
void handle_android_event(AInputEvent* event) { /* ... */ }
int hook_consume(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent) { /* ... */ return 0;}
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 初始化和字体加载 ... (代码不变)
g_Initialized = true;
}
ImGuiIO& io = ImGui::GetIO();
// ... ImGui NewFrame, Style, etc. ... (代码不变)
ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame();
// 主窗口UI
if (ImGui::Begin("全自动游戏透视框架 (OPPO/适配版)")) {
// ... (UI代码不变)
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)) {
// ... (表格代码不变)
}
}
ImGui::End();
DrawPointerDebugger(snapshot, w, h);
// ... Radar, ImGui::Render 等 ... (代码不变)
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
return old_eglSwapBuffers(dpy, surface);
}
// 【已更新】Hook线程,填入您的RVA
void* DelayedHookThread(void*) {
// 1. 无延迟 Hook:渲染和输入 (代码不变)
// 2. 启动数据线程
std::thread(DataWorkerThread).detach();
// 3. 后台轮询,等待 libGameCore.so 加载
while (true) {
uintptr_t base = GetModuleBase(GAME_MODULE);
if (base) {
g_GameBase = base;
// Hook InitActorParams
g_HookAddr_InitActor = base + 0x73507bc;
DobbyHook((void*)g_HookAddr_InitActor, (void*)hook_InitActorParams, (void**)&old_InitActorParams);
// Hook ClearActor
g_HookAddr_ClearActor = base + 0x734bc10;
DobbyHook((void*)g_HookAddr_ClearActor, (void*)hook_ClearActor, (void**)&old_ClearActor);
LOGI("[*] 核心 Hook 成功! (目标: %s)", GAME_MODULE);
break;
}
sleep(1);
}
return nullptr;
}
__attribute__((constructor)) void init_plugin() {
pthread_t t;
pthread_create(&t, nullptr, DelayedHookThread, nullptr);
}