imgui-mirror/main.cpp
2026-04-07 01:50:14 +08:00

383 lines
16 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>
#include "dobby.h"
#include "imgui.h"
#include "imgui_impl_android.h"
#include "imgui_impl_opengl3.h"
#define TAG "ZeroConfig_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 = 1.1f;
static std::atomic<int> g_InitActorTriggerCount{0};
static uintptr_t g_GameBase = 0;
static uintptr_t g_HookAddr_InitActor = 0;
static uintptr_t g_HookAddr_ClearActor = 0;
static int g_SafePipe[2] = {-1, -1};
void InitSafePipe() {
if (g_SafePipe[0] == -1 && pipe(g_SafePipe) == -1) {
LOGE("[-] 管道创建失败!");
}
}
template <typename T>
T SafeRead(uintptr_t address) {
T value{};
if (address < 0x10000000 || address > 0x00007FFFFFFFFFFF) return value;
if (g_SafePipe[0] == -1) InitSafePipe();
if (write(g_SafePipe[1], (void*)address, sizeof(T)) == -1) return value;
read(g_SafePipe[0], &value, sizeof(T));
return value;
}
struct DynamicOffsets {
uint32_t x0_to_addr1 = 32;
uint32_t addr1_to_addr2 = 16;
uint32_t item_to_addr3 = 24;
uint32_t addr3_to_addr4 = 48;
uint32_t addr3_to_addr5 = 256;
uint32_t addr3_to_addr6 = 112;
uint32_t prop_gold = 32;
uint32_t prop_hp = 48;
uint32_t prop_maxhp = 50;
uint32_t prop_level = 80;
};
DynamicOffsets g_Offsets;
std::mutex g_OffsetMutex;
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;
// 最终数据存放地址,方便看哪一步断了
uintptr_t gold_ptr = 0, hp_ptr = 0, level_ptr = 0;
} items[15];
};
struct GameSnapshot {
bool inMatch = false;
DynamicOffsets offsets;
DebugChain debug;
};
std::mutex g_SnapshotMutex;
GameSnapshot g_CurrentSnapshot;
std::atomic<uintptr_t> g_ActorManager{0};
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) {
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;
uintptr_t addr4 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr4);
newSnap.debug.items[i].addr4 = addr4;
if (addr4) {
newSnap.debug.items[i].gold_ptr = addr4 + currOff.prop_gold;
newSnap.debug.items[i].hp_ptr = addr4 + currOff.prop_hp;
newSnap.debug.items[i].level_ptr = addr4 + currOff.prop_level;
}
uintptr_t addr5 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr5);
newSnap.debug.items[i].addr5 = addr5;
uintptr_t addr6 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr6);
newSnap.debug.items[i].addr6 = addr6;
}
}
}
}
{ 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;
}
void (*old_InitActorParams)(void* x0, void* x1, void* x2, void* x3);
void hook_InitActorParams(void* x0, void* x1, void* x2, void* x3) {
g_InitActorTriggerCount++;
g_ActorManager.store((uintptr_t)x0);
old_InitActorParams(x0, x1, x2, x3);
}
void (*old_ClearActor)(void* x0);
void hook_ClearActor(void* x0) {
g_ActorManager.store(0);
old_ClearActor(x0);
}
// =================================================================
// 核心:输出所有捕获到的地址
// =================================================================
void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) {
ImGui::SetNextWindowPos(ImVec2(w * 0.4f, 100), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(w * 0.55f, h * 0.8f), ImGuiCond_FirstUseEver);
if (ImGui::Begin("内存地址链路全监控", nullptr, ImGuiWindowFlags_None)) {
if (ImGui::CollapsingHeader("偏移量实时微调面板", ImGuiTreeNodeFlags_DefaultOpen)) {
std::lock_guard<std::mutex> lock(g_OffsetMutex);
auto drawOffsetBtn = [](const char* label, uint32_t& val) {
ImGui::PushID(&val);
ImGui::Text("%s: %d (0x%X)", label, val, val);
if (ImGui::Button("-1")) val -= 1; ImGui::SameLine();
if (ImGui::Button("+1")) val += 1; ImGui::SameLine();
if (ImGui::Button("+8")) val += 8;
ImGui::PopID();
};
drawOffsetBtn("地址1 (x0 + ?)", g_Offsets.x0_to_addr1);
drawOffsetBtn("数组 (addr1 + ?)", g_Offsets.addr1_to_addr2);
drawOffsetBtn("实体 (item + ?)", g_Offsets.item_to_addr3);
}
ImGui::Separator();
const auto& d = snap.debug;
const auto& off = snap.offsets;
// 顶层链路
ImGui::TextColored(ImVec4(0,1,1,1), "模块基址: 0x%lx", g_GameBase);
ImGui::TextColored(d.baseX0 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), "起点 X0: 0x%lx (触发:%d)", d.baseX0, g_InitActorTriggerCount.load());
ImGui::TextColored(d.addr1 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ 地址 1 (X0 + %d): 0x%lx", off.x0_to_addr1, d.addr1);
ImGui::TextColored(d.addr2 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ 英雄数组 (Addr1 + %d): 0x%lx", off.addr1_to_addr2, d.addr2);
ImGui::Separator();
ImGui::Text("---- 英雄单元详细内存树 ----");
if (d.addr2 != 0) {
for (int i = 0; i < 15; i++) {
if (d.items[i].base == 0) continue;
char nodeName[128];
snprintf(nodeName, sizeof(nodeName), "玩家[%d] 实例地址: 0x%lx", i, d.items[i].base);
if (ImGui::TreeNodeEx(nodeName, ImGuiTreeNodeFlags_Framed)) {
// 第一级跳转:实体数据
ImGui::TextColored(d.items[i].addr3 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1),
" └─ [+%d] 详细数据(Addr3): 0x%lx", off.item_to_addr3, d.items[i].addr3);
if (d.items[i].addr3) {
// 第二级跳转:三个主要功能区
if (ImGui::TreeNode("查看具体功能区与数据末端地址")) {
// Addr4: 属性区
ImGui::TextColored(d.items[i].addr4 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1),
" ├─ Addr4 (属性区): 0x%lx", d.items[i].addr4);
if (d.items[i].addr4) {
ImGui::BulletText("HP 存放地址: 0x%lx", d.items[i].hp_ptr);
ImGui::BulletText("金币存放地址: 0x%lx", d.items[i].gold_ptr);
ImGui::BulletText("等级存放地址: 0x%lx", d.items[i].level_ptr);
}
// Addr5: 坐标区
ImGui::TextColored(d.items[i].addr5 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1),
" ├─ Addr5 (世界坐标区): 0x%lx", d.items[i].addr5);
// Addr6: 雷达区
ImGui::TextColored(d.items[i].addr6 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1),
" └─ Addr6 (雷达区): 0x%lx", d.items[i].addr6);
ImGui::TreePop();
}
}
ImGui::TreePop();
}
}
} else {
ImGui::TextColored(ImVec4(1,0,0,1), "英雄数组为空,请进入对局触发 InitActor。");
}
}
ImGui::End();
}
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 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 > 0) ? (g_Touch.renderW / g_Touch.physW) : 1.0f;
float autoScaleY = (g_Touch.renderH > 0) ? (g_Touch.renderH / g_Touch.physH) : 1.0f;
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);
}
}
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;
}
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();
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; 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.FramePadding = ImVec2(10, 10);
style.WindowTitleAlign = ImVec2(0.5f, 0.5f);
io.FontGlobalScale = 1.2f * finalScale;
ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame();
if (g_BaseWindowHeight == 0.0f) g_BaseWindowHeight = h * 0.45f;
ImGui::SetNextWindowPos(ImVec2(50, 50), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(w * 0.6f, g_BaseWindowHeight), ImGuiCond_FirstUseEver);
if (ImGui::Begin("全自动对局助手 (调试模式)")) {
ImGui::SliderFloat("UI 缩放", &g_UserUIScale, 0.5f, 2.0f);
if (ImGui::Button(" 重置触控校准 (RESET) ")) { g_Touch.offsetX = 0; g_Touch.offsetY = 0; }
ImGui::Text("触控偏移: 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::TextColored(ImVec4(0, 1, 0, 1), "状态: %s", snapshot.inMatch ? "正在对局" : "空闲");
}
ImGui::End();
DrawPointerDebugger(snapshot, w, h);
ImGui::Render();
GLint v[4]; glGetIntegerv(GL_VIEWPORT, v);
glDisable(GL_DEPTH_TEST); glViewport(0, 0, w, h);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glViewport(v[0], v[1], v[2], v[3]);
return old_eglSwapBuffers(dpy, surface);
}
void* DelayedHookThread(void*) {
InitSafePipe();
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);
std::thread(DataWorkerThread).detach();
while (true) {
uintptr_t base = GetModuleBase(GAME_MODULE);
if (base) {
g_GameBase = base;
g_HookAddr_InitActor = base + 0x73507bc;
g_HookAddr_ClearActor = base + 0x734bc10;
DobbyHook((void*)g_HookAddr_InitActor, (void*)hook_InitActorParams, (void**)&old_InitActorParams);
DobbyHook((void*)g_HookAddr_ClearActor, (void*)hook_ClearActor, (void**)&old_ClearActor);
break;
}
std::this_thread::sleep_for(std::chrono::seconds(1));
}
return nullptr;
}
__attribute__((constructor)) void init_plugin() {
pthread_t t; pthread_create(&t, nullptr, DelayedHookThread, nullptr);
}