mirror of
https://github.com/ocornut/imgui.git
synced 2026-11-06 14:35:51 +01:00
323 lines
11 KiB
C++
323 lines
11 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 <atomic>
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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 <cstdarg>
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#include <cstring>
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#include <vector> // 必须包含 vector
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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 "IL2CPP_Instrument"
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#define LOGI(...) __android_log_print(ANDROID_LOG_INFO, TAG, __VA_ARGS__)
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// 日志缓冲区
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#define MAX_LOG_LINES 200
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#define MAX_LOG_LEN 256
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static std::mutex g_LogMutex;
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static char g_LogBuffer[MAX_LOG_LINES][MAX_LOG_LEN];
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static int g_LogHead = 0, g_LogCount = 0;
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void AddLog(const char* fmt, ...) {
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char buf[MAX_LOG_LEN];
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va_list args;
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va_start(args, fmt);
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vsnprintf(buf, sizeof(buf), fmt, args);
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va_end(args);
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std::lock_guard<std::mutex> lock(g_LogMutex);
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strncpy(g_LogBuffer[g_LogHead], buf, MAX_LOG_LEN-1);
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g_LogBuffer[g_LogHead][MAX_LOG_LEN-1] = '\0';
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g_LogHead = (g_LogHead + 1) % MAX_LOG_LINES;
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if (g_LogCount < MAX_LOG_LINES) g_LogCount++;
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LOGI("%s", buf);
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}
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static uintptr_t g_ActorManager = 0;
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static int g_MemFd = -1;
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template<typename T>
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T SafeRead(uintptr_t addr) {
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T val{};
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if (addr < 0x10000) return val;
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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, &val, sizeof(T), addr);
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return val;
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}
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// 偏移链(可调整)
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struct {
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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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} g_Offsets;
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// 玩家数据结构
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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 mapX = 0, mapY = 0;
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};
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// 快照结构
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struct GameSnapshot {
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bool inMatch = false;
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uintptr_t x0 = 0;
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std::vector<PlayerData> players;
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};
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static GameSnapshot g_Snapshot;
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static std::mutex g_SnapMutex;
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// 后台数据读取线程
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void DataThread() {
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while (true) {
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GameSnapshot snap;
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uintptr_t base = g_ActorManager;
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if (base) {
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snap.inMatch = true;
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snap.x0 = base;
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uintptr_t addr1 = SafeRead<uintptr_t>(base + g_Offsets.x0_to_addr1);
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if (addr1) {
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uintptr_t addr2 = SafeRead<uintptr_t>(addr1 + g_Offsets.addr1_to_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 * 8);
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if (!item) continue;
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uintptr_t addr3 = SafeRead<uintptr_t>(item + g_Offsets.item_to_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 + g_Offsets.addr3_to_addr4);
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if (addr4) {
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p.gold = SafeRead<int32_t>(addr4 + g_Offsets.prop_gold);
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p.hp = SafeRead<int32_t>(addr4 + g_Offsets.prop_hp);
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p.maxHp = SafeRead<int16_t>(addr4 + g_Offsets.prop_maxhp);
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p.level = SafeRead<int32_t>(addr4 + g_Offsets.prop_level);
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}
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uintptr_t addr5 = SafeRead<uintptr_t>(addr3 + g_Offsets.addr3_to_addr5);
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if (addr5) {
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p.mana = SafeRead<int32_t>(addr5 + g_Offsets.prop_mana);
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}
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uintptr_t addr6 = SafeRead<uintptr_t>(addr3 + g_Offsets.addr3_to_addr6);
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if (addr6) {
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p.mapX = SafeRead<float>(addr6 + 0x50);
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p.mapY = SafeRead<float>(addr6 + 0x54);
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}
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if (p.maxHp > 0) snap.players.push_back(p);
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}
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}
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}
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}
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// 替换快照(使用锁保护)
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{
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std::lock_guard<std::mutex> lock(g_SnapMutex);
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g_Snapshot = std::move(snap); // 使用移动语义避免拷贝问题
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}
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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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// 获取模块基址
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uintptr_t GetBase(const char* name) {
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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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uintptr_t base = 0;
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while (fgets(line, sizeof(line), f)) {
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if (strstr(line, name) && strstr(line, "r-xp")) {
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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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// ========== DobbyInstrument 回调(不需要知道参数个数)==========
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#ifdef __aarch64__
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#include <dobby.h> // RegisterContext 定义在此
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void instrument_InitActor(RegisterContext* ctx, void* userdata) {
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uintptr_t x0 = ctx->general.x0;
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AddLog("[Instrument] InitActor called, x0 = %p", (void*)x0);
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if (x0) g_ActorManager = x0;
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}
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void instrument_ClearActor(RegisterContext* ctx, void* userdata) {
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AddLog("[Instrument] ClearActor called, x0 = %p", (void*)ctx->general.x0);
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g_ActorManager = 0;
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}
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#endif
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// ========== 触摸处理 ==========
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static float touchX, touchY;
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static std::atomic<bool> touchDown{false};
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void HandleEvent(AInputEvent* e) {
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if (AInputEvent_getType(e) == AINPUT_EVENT_TYPE_MOTION) {
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int act = AMotionEvent_getAction(e) & AMOTION_EVENT_ACTION_MASK;
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touchX = AMotionEvent_getX(e, 0);
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touchY = AMotionEvent_getY(e, 0);
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touchDown = (act == AMOTION_EVENT_ACTION_DOWN);
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}
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}
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typedef int (*ConsumeFn)(void*, void*, bool, int64_t, uint32_t*, void**);
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ConsumeFn oldConsume = nullptr;
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int hookConsume(void* ins, void* fac, bool batch, int64_t time, uint32_t* seq, void** ev) {
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int r = oldConsume(ins, fac, batch, time, seq, ev);
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if (r == 0 && ev && *ev) HandleEvent((AInputEvent*)*ev);
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return r;
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}
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// ========== eglSwapBuffers Hook ==========
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typedef EGLBoolean (*SwapFn)(EGLDisplay, EGLSurface);
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SwapFn oldSwap = nullptr;
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static bool imguiInit = false;
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EGLBoolean hookSwap(EGLDisplay dpy, EGLSurface surf) {
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EGLint w, h;
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eglQuerySurface(dpy, surf, EGL_WIDTH, &w);
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eglQuerySurface(dpy, surf, EGL_HEIGHT, &h);
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if (w > 0 && h > 0) {
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if (!imguiInit) {
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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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io.Fonts->AddFontDefault();
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imguiInit = true;
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AddLog("ImGui 初始化完成");
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}
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = ImVec2(w, h);
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io.MousePos = ImVec2(touchX, touchY);
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io.MouseDown[0] = touchDown.load();
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ImGui_ImplOpenGL3_NewFrame();
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ImGui::NewFrame();
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// 获取快照
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GameSnapshot snap;
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{
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std::lock_guard<std::mutex> lock(g_SnapMutex);
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snap = g_Snapshot; // 拷贝(vector 可拷贝)
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}
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// 主窗口
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ImGui::Begin("IL2CPP Hook");
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ImGui::Text("状态: %s", snap.inMatch ? "对局中" : "大厅");
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ImGui::Text("ActorManager x0: 0x%lx", snap.x0);
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ImGui::Text("玩家数量: %d", (int)snap.players.size());
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ImGui::Separator();
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if (ImGui::BeginTable("Players", 5, ImGuiTableFlags_Borders)) {
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ImGui::TableSetupColumn("等级");
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ImGui::TableSetupColumn("血量");
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ImGui::TableSetupColumn("蓝量");
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ImGui::TableSetupColumn("金币");
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ImGui::TableSetupColumn("小地图");
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ImGui::TableHeadersRow();
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for (const auto& p : snap.players) {
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ImGui::TableNextRow();
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ImGui::TableNextColumn(); ImGui::Text("%d", p.level);
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ImGui::TableNextColumn(); ImGui::Text("%d/%d", p.hp, p.maxHp);
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ImGui::TableNextColumn(); ImGui::Text("%d", p.mana);
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ImGui::TableNextColumn(); ImGui::Text("%d", p.gold);
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ImGui::TableNextColumn(); ImGui::Text("%.0f,%.0f", p.mapX, p.mapY);
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}
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ImGui::EndTable();
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}
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ImGui::End();
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// 日志窗口
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ImGui::Begin("日志");
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ImGui::BeginChild("LogScroll", ImVec2(0, 0), false);
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{
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std::lock_guard<std::mutex> lock(g_LogMutex);
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int start = (g_LogHead - g_LogCount + MAX_LOG_LINES) % MAX_LOG_LINES;
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for (int i = 0; i < g_LogCount; i++) {
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int idx = (start + i) % MAX_LOG_LINES;
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ImGui::TextUnformatted(g_LogBuffer[idx]);
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}
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if (ImGui::GetScrollY() >= ImGui::GetScrollMaxY())
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ImGui::SetScrollHereY(1.0f);
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}
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ImGui::EndChild();
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ImGui::End();
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// 小地图雷达
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if (snap.inMatch && !snap.players.empty()) {
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ImGui::SetNextWindowPos(ImVec2(w - 250, 50), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(200, 200), ImGuiCond_FirstUseEver);
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ImGui::Begin("雷达", nullptr, ImGuiWindowFlags_NoTitleBar);
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ImVec2 p0 = ImGui::GetCursorScreenPos();
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ImVec2 sz = ImGui::GetContentRegionAvail();
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ImDrawList* dl = ImGui::GetWindowDrawList();
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dl->AddRect(p0, ImVec2(p0.x+sz.x, p0.y+sz.y), IM_COL32(255,255,255,100));
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for (const auto& p : snap.players) {
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float nx = p.mapX / 10000.0f;
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float ny = p.mapY / 10000.0f;
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float rx = p0.x + nx * sz.x;
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float ry = p0.y + sz.y - ny * sz.y;
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if (nx>0 && nx<1 && ny>0 && ny<1)
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dl->AddCircleFilled(ImVec2(rx, ry), 5.0f, IM_COL32(255,0,0,255));
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}
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ImGui::End();
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}
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ImGui::Render();
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glViewport(0, 0, w, h);
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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}
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return oldSwap(dpy, surf);
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}
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// ========== 延迟初始化线程 ==========
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void* DelayedHookThread(void*) {
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AddLog("插件启动,等待游戏模块...");
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// 等待 libil2cpp.so 加载并注册 Instrument
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while (true) {
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uintptr_t base = GetBase("libil2cpp.so");
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if (base) {
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uintptr_t initAddr = base + 0x73507bc;
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uintptr_t clearAddr = base + 0x734bc10;
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AddLog("基址: 0x%lx, InitActor: 0x%lx, ClearActor: 0x%lx", base, initAddr, clearAddr);
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#ifdef __aarch64__
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int ret1 = DobbyInstrument((void*)initAddr, instrument_InitActor);
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int ret2 = DobbyInstrument((void*)clearAddr, instrument_ClearActor);
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AddLog("DobbyInstrument 结果: InitActor=%d, ClearActor=%d", ret1, ret2);
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#endif
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break;
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}
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sleep(1);
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}
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// Hook EGL 和 Input
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void* egl = DobbySymbolResolver("libEGL.so", "eglSwapBuffers");
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if (egl) DobbyHook(egl, (void*)hookSwap, (void**)&oldSwap);
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void* inp = DobbySymbolResolver("libinput.so", "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE");
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if (inp) DobbyHook(inp, (void*)hookConsume, (void**)&oldConsume);
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// 启动后台数据线程
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std::thread(DataThread).detach();
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AddLog("所有初始化完成");
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return nullptr;
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}
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__attribute__((constructor)) void init() {
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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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