cocos2dxandroid运行Luac编译后的lua代码

运行环境

 

win7 64

cocos2d-2.1rc0-x-2.1.2

lua 5.1

 

通常我们编写好的lua代码都是明文形式,谁都可以查看修改,为了防止自己的劳动成果不被别人轻易的盗取,可以使用luac(lua库中自带)对其进行加密,转换为二进制文件。这样lua代码就无法直接查看,但是这里会有一个问题:在windows下能够很好的运行,在android上就会黑屏,提示错误:
[LUA ERROR] binary string: unexpected end in precompiled chunk


追根溯源


  在bool AppDelegate::applicationDidFinishLaunching()中查看lua加载代码:

 

01.#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
02.CCString* pstrFileContent = CCString::createWithContentsOfFile( "program/main.lua" );
03.if (pstrFileContent)
04.{
05.pEngine->executeString(pstrFileContent->getCString());
06.}
07.#else       
08.std::string path = CCFileUtils::sharedFileUtils()->fullPathForFilename( "program/main.lua" );
09.pEngine->addSearchPath( path.substr( 0, path.find_last_of( "/" ) ).c_str() );
10.pEngine->executeScriptFile( path.c_str() );
11.#endif

这里executeString()加载lua文件,继续查看源码发现真正干活的是:

 

 

1.LUALIB_API int luaL_loadbuffer (lua_State *L, const char *buff, size_t size,
2.const char *name) {
3.LoadS ls;
4.ls.s = buff;
5.ls.size = size;
6.return lua_load(L, getS, &ls, name);
7.}

在回头看看函数executeScriptFile()的执行过程:

 

 

01.LUALIB_API int luaL_loadfile (lua_State *L, const char *filename) {
02.LoadF lf;
03.int status, readstatus;
04.int c;
05.int fnameindex = lua_gettop(L) + 1/* index of filename on the stack */
06.lf.extraline = 0;
07.if (filename == NULL) {
08.lua_pushliteral(L, "=stdin");
09.lf.f = stdin;
10.}
11.else {
12.lua_pushfstring(L, "@%s", filename);
13.lf.f = fopen(filename, "r");
14.if (lf.f == NULL) return errfile(L, "open", fnameindex);
15.}
16.c = getc(lf.f);
17.if (c == '#') {  /* Unix exec. file? */
18.lf.extraline = 1;
19.while ((c = getc(lf.f)) != EOF && c != '
20.') ;  /* skip first line */
21.if (c == '
22.') c = getc(lf.f);
23.}
24.if (c == LUA_SIGNATURE[0] && filename) {  /* binary file? */
25.lf.f = freopen(filename, "rb", lf.f);  /* reopen in binary mode */
26.if (lf.f == NULL) return errfile(L, "reopen", fnameindex);
27./* skip eventual `#!...' */
28.while ((c = getc(lf.f)) != EOF && c != LUA_SIGNATURE[0]) ;
29.lf.extraline = 0;
30.}
31.ungetc(c, lf.f);
32.status = lua_load(L, getF, &lf, lua_tostring(L, -1)); // 关键,与luaL_loadbuffer()中的一样
33.readstatus = ferror(lf.f);
34.if (filename) fclose(lf.f);  /* close file (even in case of errors) */
35.if (readstatus) {
36.lua_settop(L, fnameindex);  /* ignore results from `lua_load' */
37.return errfile(L, "read", fnameindex);
38.}
39.lua_remove(L, fnameindex);
40.return status;
41.}
注意看代码的中文注释部分,这里就能解释为什么用luac编译的文件在window下面可以好好地运行(IOS上面也OK),而android上就不能。luaL_loadfile()中通过c == LUA_SIGNATURE[0]判断lua文件是否加密,如果是,则重新以“rb”方式打开。

 

解决办法

修改scriptingluacocos2dx_supportCocos2dxLuaLoader.cpp中的loader_Android()函数

修改前:

 

01.int loader_<a href="http://www.it165.net/pro/ydad/" target="_blank" class="keylink">Android</a>(lua_State *L)
02.{
03.std::string filename(luaL_checkstring(L, 1));
04.filename.append(".lua");
05. 
06.CCString* pFileContent = CCString::createWithContentsOfFile(filename.c_str());
07. 
08.if (pFileContent)
09.{
10.if (luaL_loadstring(L, pFileContent->getCString()) != 0)
11.{
12.luaL_error(L, "error loading module %s from file %s :
13.%s",
14.lua_tostring(L, 1), filename.c_str(), lua_tostring(L, -1));
15.}
16.}
17.else
18.{
19.CCLog("can not get file data of %s", filename.c_str());
20.}
21. 
22.return 1;
23.}

修改后:

 

 

01.int loader_Android(lua_State* L)
02.{
03.unsigned char* pData = nullptr;
04.unsigned long size = 0;
05. 
06./* modify for read lua script from bytecode */
07.std::string filename(luaL_checkstring(L, 1));
08.std::string rel_name = filename.append(".lua");
09. 
10.pData = CCFileUtils::sharedFileUtils()->getFileData(rel_name.c_str(), "rb", &size);
11.if (pData) {
12.if (luaL_loadbuffer(L, (char*)pData,size,rel_name.c_str()) != 0 ) {
13.luaL_error(L, "error loading module s from file s :s",
14.lua_tostring(L, 1), rel_name.c_str(), lua_tostring(L, -1));
15.}
16.}
17.else {
18.CCLog("can not get file data of %s", filename.c_str());
19.}
20. 
21.CC_SAFE_DELETE_ARRAY(pData);
22. 
23.return 1;
24.}

另外,由于在cpp中第一次加载lua并没有调用loader_Android(),这是因为uaL_loadbuffer只会把文件加载成为一个chunk,而不会运行该chunk,所以还要在加一条调用语名lua_pcall,如下:

 

 

01.int loader_Android(lua_State* L)
02.{
03.unsigned char* pData = nullptr;
04.unsigned long size = 0;
05. 
06./* modify for read lua script from bytecode */
07.std::string filename(luaL_checkstring(L, 1));
08.std::string rel_name = filename.append(".lua");
09. 
10.pData = CCFileUtils::sharedFileUtils()->getFileData(rel_name.c_str(), "rb", &size);
11.if (pData) {
12.if (luaL_loadbuffer(L, (char*)pData,size,rel_name.c_str()) != 0 || lua_pcall(L, 0, LUA_MULTRET, 0) ) { // 修改处
13.luaL_error(L, "error loading module s from file s :s",
14.lua_tostring(L, 1), rel_name.c_str(), lua_tostring(L, -1));
15.}
16.}
17.else {
18.CCLog("can not get file data of %s", filename.c_str());
19.}
20. 
21.CC_SAFE_DELETE_ARRAY(pData);
22. 
23.return 1;
24.}
或者我们可以偷鸡一下,

 

 

1.pEngine->executeString("require "program/main""); // 注意这里的"

 

最后我们的AppDelegate::applicationDidFinishLaunching()大概就是这样的,

 

01.const char* luaFile = "program/main.lua";
02.#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
03.std::string path = CCFileUtils::sharedFileUtils()->fullPathForFilename(luaFile);
04.CCLog("path = %s", path.c_str());
05.std::string subPath = path.substr(0, path.find_last_of("/"));
06.CCLog("sub path = %s", subPath.c_str());
07. 
08.pEngine->addSearchPath(subPath.c_str());
09. 
10.std::vector<std::string> searchPaths = CCFileUtils::sharedFileUtils()->getSearchPaths();
11.searchPaths.insert(searchPaths.begin(), subPath);
12.CCFileUtils::sharedFileUtils()->setSearchPaths(searchPaths);
13. 
14.pEngine->executeString("require "program/main""); // 注意这里的"
15.#else       
16.std::string path = CCFileUtils::sharedFileUtils()->fullPathForFilename(luaFile);
17.pEngine->addSearchPath( path.substr( 0, path.find_last_of( "/" ) ).c_str() );
18.pEngine->executeScriptFile( path.c_str() );
19.#endif

 

注:这里笔者偷鸡了一下。

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