imgui-mirror/main.cpp
2026-04-07 08:05:35 +08:00

299 lines
13 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 <stdio.h>
#include <algorithm>
#include <atomic>
#include <vector>
#include <mutex>
#include <thread>
#include <chrono>
#include <fcntl.h>
#include <dirent.h>
// 第三方库
#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__)
// ===================== [1. 针对 ARM64 的寄存器定义] =====================
#ifndef RegisterContext
typedef struct {
union {
uint64_t x[29];
struct { uint64_t x0,x1,x2,x3,x4,x5,x6,x7,x8,x9,x10,x11,x12,x13,x14,x15,x16,x17,x18,x19,x20,x21,x22,x23,x24,x25,x26,x27,x28; };
} general;
uint64_t fp; uint64_t lr; uint64_t sp; uint64_t pc;
} RegisterContext;
#endif
// ===================== [2. 数据结构定义] =====================
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;
};
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, addr1 = 0, 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;
};
// ===================== [3. 前置声明] =====================
void handle_android_event(AInputEvent* event);
void DrawPointerDebugger(const GameSnapshot& snap, float w, float h);
void DrawRadar(const GameSnapshot& snap, float w, float h, float finalScale);
void instrument_InitActorParams(RegisterContext *ctx, const HookEntryInfo *info);
void instrument_ClearActor(RegisterContext *ctx, const HookEntryInfo *info);
uintptr_t GetModuleBase(const char* module_name);
// ===================== [4. 全局变量] =====================
static bool g_Initialized = false, g_FontLoaded = false;
static int g_MemFd = -1;
static uintptr_t g_GameBase = 0, g_HookAddr_InitActor = 0, g_HookAddr_ClearActor = 0;
static float g_DynamicScale = 1.0f, g_BaseWindowHeight = 0.0f, g_UserUIScale = 1.0f;
struct {
float x = 0.0f, y = 0.0f; std::atomic<bool> down{false};
float renderW = 0.0f, renderH = 0.0f; float physW = 3392.0f, physH = 2400.0f;
float offsetX = 0.0f, offsetY = 0.0f;
} g_Touch;
DynamicOffsets g_Offsets;
std::mutex g_OffsetMutex, g_SnapshotMutex;
GameSnapshot g_CurrentSnapshot;
std::atomic<uintptr_t> g_ActorManager{0};
// ===================== [5. 内存读取与数据线程] =====================
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;
}
void DataWorkerThread() {
while (true) {
GameSnapshot newSnap;
{ std::lock_guard<std::mutex> lock(g_OffsetMutex); newSnap.offsets = g_Offsets; }
uintptr_t baseX0 = g_ActorManager.load();
if (baseX0 != 0) {
newSnap.inMatch = true; newSnap.debug.baseX0 = baseX0;
uintptr_t a1 = SafeRead<uintptr_t>(baseX0 + newSnap.offsets.x0_to_addr1);
newSnap.debug.addr1 = a1;
if (a1) {
uintptr_t a2 = SafeRead<uintptr_t>(a1 + newSnap.offsets.addr1_to_addr2);
newSnap.debug.addr2 = a2;
if (a2) {
for (int i = 0; i < 15; ++i) {
uintptr_t item = SafeRead<uintptr_t>(a2 + (i * 0x8));
newSnap.debug.items[i].base = item; if (!item) continue;
uintptr_t a3 = SafeRead<uintptr_t>(item + newSnap.offsets.item_to_addr3);
newSnap.debug.items[i].addr3 = a3; if (!a3) continue;
PlayerData p;
uintptr_t a4 = SafeRead<uintptr_t>(a3 + newSnap.offsets.addr3_to_addr4);
newSnap.debug.items[i].addr4 = a4;
if (a4) {
p.gold = SafeRead<int32_t>(a4 + newSnap.offsets.prop_gold);
p.hp = SafeRead<int32_t>(a4 + newSnap.offsets.prop_hp);
p.maxHp = (int)SafeRead<int16_t>(a4 + newSnap.offsets.prop_maxhp);
p.level = SafeRead<int32_t>(a4 + newSnap.offsets.prop_level);
}
uintptr_t a5 = SafeRead<uintptr_t>(a3 + newSnap.offsets.addr3_to_addr5);
newSnap.debug.items[i].addr5 = a5;
if (a5) {
p.worldX = SafeRead<float>(a5 + 0x0); p.worldZ = SafeRead<float>(a5 + 0x4); p.worldY = SafeRead<float>(a5 + 0x8);
p.mana = SafeRead<int32_t>(a5 + newSnap.offsets.prop_mana);
}
uintptr_t a6 = SafeRead<uintptr_t>(a3 + newSnap.offsets.addr3_to_addr6);
newSnap.debug.items[i].addr6 = a6;
if (a6) { p.mapX = SafeRead<float>(a6 + 0x50); p.mapY = SafeRead<float>(a6 + 0x54); }
if (p.maxHp > 0) 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));
}
}
// ===================== [6. 绘制逻辑 (找回被删的功能)] =====================
void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) {
ImGui::SetNextWindowSize(ImVec2(w * 0.5f, h * 0.7f), ImGuiCond_FirstUseEver);
if (ImGui::Begin("指针断点排错器 (IL2CPP)")) {
if (ImGui::CollapsingHeader("动态偏移修改面板", ImGuiTreeNodeFlags_DefaultOpen)) {
std::lock_guard<std::mutex> lock(g_OffsetMutex);
auto btn = [](const char* l, uint32_t& v) {
ImGui::PushID(&v); ImGui::Text("%s: %d (0x%X)", l, v, v); ImGui::SameLine();
if(ImGui::Button("-1")) v--; ImGui::SameLine(); if(ImGui::Button("+1")) v++; ImGui::PopID();
};
btn("Addr1", g_Offsets.x0_to_addr1); btn("Array", g_Offsets.addr1_to_addr2);
btn("Entity", g_Offsets.item_to_addr3); btn("Attr", g_Offsets.addr3_to_addr4);
}
ImGui::Separator();
ImGui::Text("BaseX0: 0x%lx", snap.debug.baseX0);
// ... (此处可以遍历 snap.debug.items 显示更多地址)
}
ImGui::End();
}
void DrawRadar(const GameSnapshot& snap, float w, float h, float finalScale) {
ImGui::SetNextWindowPos(ImVec2(w - 320, 50), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(300, 300));
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0, 0, 0, 0.4f));
if (ImGui::Begin("Radar", nullptr, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize)) {
ImVec2 p0 = ImGui::GetCursorScreenPos(); ImVec2 sz = ImGui::GetContentRegionAvail();
ImDrawList* dl = ImGui::GetWindowDrawList();
dl->AddRect(p0, ImVec2(p0.x + sz.x, p0.y + sz.y), IM_COL32(255,255,255,100));
for (const auto& p : snap.players) {
float nX = p.mapX / 10000.0f; float nY = p.mapY / 10000.0f;
float rX = p0.x + (nX * sz.x); float rY = p0.y + sz.y - (nY * sz.y);
if (nX > 0 && nX < 1 && nY > 0 && nY < 1)
dl->AddCircleFilled(ImVec2(rX, rY), 6.0f * finalScale, IM_COL32(255,0,0,200));
}
}
ImGui::End(); ImGui::PopStyleColor();
}
// ===================== [7. Hook & Event 逻辑] =====================
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 scX = g_Touch.renderW / g_Touch.physW; float scY = g_Touch.renderH / g_Touch.physH;
g_Touch.x = (AMotionEvent_getX(event, 0) * scX) + g_Touch.offsetX;
g_Touch.y = (AMotionEvent_getY(event, 0) * scY) + 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);
}
}
typedef int (*p_consume)(void*, void*, bool, int64_t, uint32_t*, void**);
static p_consume old_consume = nullptr;
int hook_consume(void* a, void* b, bool c, int64_t d, uint32_t* e, void** f) {
int res = old_consume(a,b,c,d,e,f);
if (res == 0 && f && *f) handle_android_event((AInputEvent*)*f);
return res;
}
typedef EGLBoolean (*p_swap)(EGLDisplay, EGLSurface);
static p_swap old_swap = nullptr;
EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surf) {
EGLint w, h; eglQuerySurface(dpy, surf, EGL_WIDTH, &w); eglQuerySurface(dpy, surf, EGL_HEIGHT, &h);
if (w <= 0 || h <= 0) return old_swap(dpy, surf);
g_Touch.renderW = (float)w; g_Touch.renderH = (float)h;
if (!g_Initialized) {
ImGui::CreateContext(); ImGui_ImplOpenGL3_Init("#version 300 es");
ImGuiIO& io = ImGui::GetIO();
const char* fonts[] = {"/system/fonts/NotoSansCJKjp-Regular.otc", "/system/fonts/DroidSansFallback.ttf"};
for (auto f : fonts) { if(access(f, R_OK)==0) { io.Fonts->AddFontFromFileTTF(f, 32.0f, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon()); g_FontLoaded=true; break; }}
g_Initialized = true;
}
GameSnapshot snap; { std::lock_guard<std::mutex> lock(g_SnapshotMutex); snap = g_CurrentSnapshot; }
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 finalScale = ((float)h / 1000.0f) * g_DynamicScale * g_UserUIScale;
ImGui::GetStyle().ScaleAllSizes(finalScale); io.FontGlobalScale = finalScale;
ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame();
static bool show_db = true, show_rd = true;
if (ImGui::Begin("IL2CPP 菜单 (满血版)")) {
ImGui::Checkbox("调试器", &show_db); ImGui::SameLine(); ImGui::Checkbox("雷达", &show_rd);
ImGui::SliderFloat("UI 缩放", &g_UserUIScale, 0.5f, 2.0f);
if (ImGui::BeginTable("PT", 4, ImGuiTableFlags_Borders)) {
ImGui::TableSetupColumn("等级"); ImGui::TableSetupColumn("血量"); ImGui::TableSetupColumn("金币"); ImGui::TableSetupColumn("坐标"); ImGui::TableHeadersRow();
for (const auto& p : snap.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.gold);
ImGui::TableNextColumn(); ImGui::Text("%.0f,%.0f", p.mapX, p.mapY);
}
ImGui::EndTable();
}
}
ImGui::End();
if(show_db) DrawPointerDebugger(snap, w, h);
if(show_rd && snap.inMatch) DrawRadar(snap, w, h, finalScale);
ImGui::Render(); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
return old_swap(dpy, surf);
}
// ===================== [8. 核心入口] =====================
void instrument_InitActorParams(RegisterContext *ctx, const HookEntryInfo *info) {
g_ActorManager.store(ctx->general.x[0]);
}
void instrument_ClearActor(RegisterContext *ctx, const HookEntryInfo *info) {
g_ActorManager.store(0);
}
uintptr_t GetModuleBase(const char* m) {
uintptr_t b = 0; FILE* f = fopen("/proc/self/maps", "r"); if(!f) return 0;
char l[512]; while(fgets(l, 512, f)) { if(strstr(l, m)) { sscanf(l, "%lx", &b); break; } }
fclose(f); return b;
}
void* DelayedHookThread(void*) {
void* egl = DobbySymbolResolver("libEGL.so", "eglSwapBuffers");
if (egl) DobbyHook(egl, (void*)hook_eglSwapBuffers, (void**)&old_swap);
void* ins = DobbySymbolResolver("libinput.so", "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE");
if (ins) DobbyHook(ins, (void*)hook_consume, (void**)&old_consume);
std::thread(DataWorkerThread).detach();
while (true) {
uintptr_t b = GetModuleBase(GAME_MODULE);
if (b) {
g_GameBase = b;
DobbyInstrument((void*)(b + 0x73507bc), instrument_InitActorParams);
DobbyInstrument((void*)(b + 0x734bc10), instrument_ClearActor);
break;
}
sleep(1);
}
return nullptr;
}
__attribute__((constructor)) void init_plugin() {
pthread_t t; pthread_create(&t, nullptr, DelayedHookThread, nullptr);
}