mirror of
https://github.com/ocornut/imgui.git
synced 2026-11-06 14:35:51 +01:00
381 lines
14 KiB
C++
381 lines
14 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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#define GAME_MODULE "libil2cpp.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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// 触控偏移
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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 = 1.1f;
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static std::atomic<int> g_InitActorTriggerCount{0};
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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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// =================================================================
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// 核心读取逻辑:使用 Pipe (管道) 模式
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// =================================================================
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static int g_SafePipe[2] = {-1, -1};
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void InitSafePipe() {
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if (g_SafePipe[0] == -1 && pipe(g_SafePipe) == -1) {
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LOGE("[-] 管道创建失败!");
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}
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}
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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_SafePipe[0] == -1) InitSafePipe();
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if (write(g_SafePipe[1], (void*)address, sizeof(T)) == -1) return value;
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read(g_SafePipe[0], &value, sizeof(T));
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return value;
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}
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// 动态偏移配置
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struct DynamicOffsets {
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uint32_t x0_to_addr1 = 32;
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uint32_t addr1_to_addr2 = 16;
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uint32_t item_to_addr3 = 24;
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uint32_t addr3_to_addr4 = 48;
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uint32_t addr3_to_addr5 = 256;
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uint32_t addr3_to_addr6 = 112;
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uint32_t prop_gold = 32;
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uint32_t prop_hp = 48;
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uint32_t prop_maxhp = 50;
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uint32_t prop_level = 80;
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};
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DynamicOffsets g_Offsets;
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std::mutex g_OffsetMutex;
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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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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 = 0, addr3 = 0, addr4 = 0, addr5 = 0, addr6 = 0;
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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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std::atomic<uintptr_t> g_ActorManager{0};
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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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if (baseX0 != 0) {
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newSnap.inMatch = true;
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newSnap.debug.baseX0 = baseX0;
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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) {
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uintptr_t item = SafeRead<uintptr_t>(addr2 + (i * 0x8));
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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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uintptr_t addr4 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_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<int32_t>(addr4 + currOff.prop_maxhp);
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p.level = SafeRead<int32_t>(addr4 + currOff.prop_level);
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}
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if (p.maxHp > 0 && p.maxHp < 50000) 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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{ 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)) {
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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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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_InitActorTriggerCount++;
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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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void (*old_ClearActor)(void* x0);
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void hook_ClearActor(void* x0) {
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g_ActorManager.store(0);
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old_ClearActor(x0);
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}
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// 指针调试窗
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void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) {
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ImGui::SetNextWindowPos(ImVec2(w * 0.4f, 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("内存指针链实时诊断", nullptr, ImGuiWindowFlags_None)) {
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if (ImGui::CollapsingHeader("10进制偏移微调 (按 1 调节)", ImGuiTreeNodeFlags_DefaultOpen)) {
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std::lock_guard<std::mutex> lock(g_OffsetMutex);
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auto drawOffsetBtn = [](const char* label, uint32_t& val) {
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ImGui::PushID(&val);
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ImGui::Text("%s: %d", label, val);
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if (ImGui::Button("-8")) val -= 8; ImGui::SameLine();
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if (ImGui::Button("-1")) val -= 1; ImGui::SameLine();
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if (ImGui::Button("+1")) val += 1; ImGui::SameLine();
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if (ImGui::Button("+8")) val += 8;
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ImGui::PopID();
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};
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drawOffsetBtn("地址1", g_Offsets.x0_to_addr1);
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drawOffsetBtn("数组", g_Offsets.addr1_to_addr2);
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drawOffsetBtn("实体", g_Offsets.item_to_addr3);
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}
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ImGui::Separator();
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const auto& d = snap.debug;
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ImGui::TextColored(d.baseX0 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), "X0 基址: 0x%lx (触发:%d)", d.baseX0, g_InitActorTriggerCount.load());
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ImGui::TextColored(d.addr1 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ 地址1: 0x%lx", d.addr1);
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ImGui::TextColored(d.addr2 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ 数组: 0x%lx", d.addr2);
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}
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ImGui::End();
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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 handle_android_event(AInputEvent* event) {
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if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) {
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int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK;
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float autoScaleX = (g_Touch.renderW > 0) ? (g_Touch.renderW / g_Touch.physW) : 1.0f;
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float autoScaleY = (g_Touch.renderH > 0) ? (g_Touch.renderH / g_Touch.physH) : 1.0f;
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g_Touch.x = (AMotionEvent_getX(event, 0) * autoScaleX) + g_Touch.offsetX;
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g_Touch.y = (AMotionEvent_getY(event, 0) * autoScaleY) + g_Touch.offsetY;
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if (action == AMOTION_EVENT_ACTION_DOWN) {
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g_Touch.down.store(true);
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} else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) {
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g_Touch.down.store(false);
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}
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}
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}
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int hook_consume(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent) {
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int res = old_consume(instance, factory, consumeBatches, frameTime, outSeq, outEvent);
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if (res == 0 && outEvent && *outEvent) handle_android_event((AInputEvent*)(*outEvent));
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return res;
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}
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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::CreateContext();
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ImGui_ImplOpenGL3_Init("#version 300 es");
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ImGuiIO& io = ImGui::GetIO();
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const char* systemFonts[] = {
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"/system/fonts/SysSans-Hans-Regular.ttf",
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"/system/fonts/NotoSansCJKjp-Regular.otc",
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"/system/fonts/NotoSansSC-Regular.otf",
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"/system/fonts/DroidSansFallback.ttf"
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};
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for (int i = 0; i < 4; i++) {
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if (access(systemFonts[i], R_OK) == 0) {
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io.Fonts->AddFontFromFileTTF(systemFonts[i], 32.0f, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
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g_FontLoaded = true; break;
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}
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}
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g_Initialized = true;
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}
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = ImVec2(g_Touch.renderW, g_Touch.renderH);
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io.MousePos = ImVec2(g_Touch.x, g_Touch.y);
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io.MouseDown[0] = g_Touch.down.load();
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float deviceScale = (float)h / 1000.0f;
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if (deviceScale < 1.0f) deviceScale = 1.0f;
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float finalScale = deviceScale * g_DynamicScale * g_UserUIScale;
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static ImGuiStyle default_style = ImGui::GetStyle();
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ImGuiStyle& style = ImGui::GetStyle();
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style = default_style;
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style.ScaleAllSizes(1.2f * finalScale);
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style.WindowRounding = 12.0f;
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style.FramePadding = ImVec2(10, 10);
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// 修正:将 TitleAlign 修改为 WindowTitleAlign
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style.WindowTitleAlign = ImVec2(0.5f, 0.5f);
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io.FontGlobalScale = 1.2f * finalScale;
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ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame();
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if (g_Touch.down.load()) ImGui::GetForegroundDrawList()->AddCircleFilled(io.MousePos, 22.0f, IM_COL32(0, 255, 0, 180));
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if (g_BaseWindowHeight == 0.0f) g_BaseWindowHeight = h * 0.45f;
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ImGui::SetNextWindowPos(ImVec2(50, 50), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(w * 0.6f, g_BaseWindowHeight), ImGuiCond_FirstUseEver);
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static bool show_pointer_debugger = true;
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if (ImGui::Begin("全自动对局助手 (libil2cpp版)")) {
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if (!g_FontLoaded) ImGui::TextColored(ImVec4(1,0,0,1), "警告: 无法加载字库,中文变问号!");
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if (ImGui::CollapsingHeader("校准与设置", ImGuiTreeNodeFlags_DefaultOpen)) {
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ImGui::SliderFloat("UI 缩放", &g_UserUIScale, 0.5f, 2.0f);
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ImGui::Text("当前触控偏移: X:%.1f Y:%.1f", g_Touch.offsetX, g_Touch.offsetY);
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if (ImGui::Button(" 重置所有偏移量 (RESET) ", ImVec2(-1, 0))) {
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g_Touch.offsetX = 0;
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g_Touch.offsetY = 0;
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}
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if (ImGui::Button("-10##x")) g_Touch.offsetX -= 10; ImGui::SameLine();
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if (ImGui::Button("+10##x")) g_Touch.offsetX += 10; ImGui::SameLine();
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ImGui::Text("微调 X");
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if (ImGui::Button("-10##y")) g_Touch.offsetY -= 10; ImGui::SameLine();
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if (ImGui::Button("+10##y")) g_Touch.offsetY += 10;
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ImGui::Text("微调 Y");
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}
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ImGui::Separator();
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ImGui::Checkbox("开启指针诊断窗", &show_pointer_debugger);
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ImGui::Separator();
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ImGui::TextColored(ImVec4(0, 1, 0, 1), "对局状态: %s", snapshot.inMatch ? "正在对局" : "空闲中");
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if (ImGui::BeginTable("PlayersTable", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg)) {
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ImGui::TableSetupColumn("等级"); ImGui::TableSetupColumn("血量数据");
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ImGui::TableHeadersRow();
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for (const auto& p : snapshot.players) {
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ImGui::TableNextRow();
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ImGui::TableNextColumn(); ImGui::Text("Lv.%d", p.level);
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ImGui::TableNextColumn(); ImGui::Text("%d/%d", p.hp, p.maxHp);
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}
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ImGui::EndTable();
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}
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}
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ImGui::End();
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if (show_pointer_debugger) DrawPointerDebugger(snapshot, w, h);
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ImGui::Render();
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GLint v[4]; glGetIntegerv(GL_VIEWPORT, v);
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glDisable(GL_DEPTH_TEST); glViewport(0, 0, w, h);
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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glViewport(v[0], v[1], v[2], v[3]);
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return old_eglSwapBuffers(dpy, surface);
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}
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void* DelayedHookThread(void*) {
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InitSafePipe();
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void* egl = DobbySymbolResolver("libEGL.so", "eglSwapBuffers");
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if (egl) DobbyHook(egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
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void* ins = DobbySymbolResolver("libinput.so", "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE");
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if (ins) DobbyHook(ins, (void*)hook_consume, (void**)&old_consume);
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std::thread(DataWorkerThread).detach();
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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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g_HookAddr_InitActor = base + 0x73507bc;
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g_HookAddr_ClearActor = base + 0x734bc10;
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DobbyHook((void*)g_HookAddr_InitActor, (void*)hook_InitActorParams, (void**)&old_InitActorParams);
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DobbyHook((void*)g_HookAddr_ClearActor, (void*)hook_ClearActor, (void**)&old_ClearActor);
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break;
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}
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std::this_thread::sleep_for(std::chrono::seconds(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; pthread_create(&t, nullptr, DelayedHookThread, nullptr);
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}
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