cocos2dxandroid執行Luac編譯後的lua程式碼
阿新 • • 發佈:2019-01-28
執行環境
win7 64
cocos2d-2.1rc0-x-2.1.2
lua 5.1
通常我們編寫好的lua程式碼都是明文形式,誰都可以檢視修改,為了防止自己的勞動成果不被別人輕易的盜取,可以使用luac(lua庫中自帶)對其進行加密,轉換為二進位制檔案。這樣lua程式碼就無法直接檢視,但是這裡會有一個問題:在windows下能夠很好的執行,在android上就會黑屏,提示錯誤:
[LUA ERROR] binary string: unexpected end in precompiled chunk
追根溯源
在bool AppDelegate::applicationDidFinishLaunching()中檢視lua載入程式碼:
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
這裡executeString()載入lua檔案,繼續檢視原始碼發現真正幹活的是:
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.
}
在回頭看看函式executeScriptFile()的執行過程:
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
));
// 關鍵,與luaL_loadbuffer()中的一樣
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.
}
注意看程式碼的中文註釋部分,這裡就能解釋為什麼用luac編譯的檔案在window下面可以好好地執行(IOS上面也OK),而android上就不能。luaL_loadfile()中通過c == LUA_SIGNATURE[0]判斷lua檔案是否加密,如果是,則重新以“rb”方式開啟。
解決辦法
修改scriptingluacocos2dx_supportCocos2dxLuaLoader.cpp中的loader_Android()函式
修改前:
01.
int
loader_<a href=
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.
}
修改後:
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,由於在cpp中第一次載入lua並沒有呼叫loader_Android(),這是因為uaL_loadbuffer只會把檔案載入成為一個chunk,而不會執行該chunk,所以還要在加一條呼叫語名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
) ) {
// 修改處
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.
}
或者我們可以偷雞一下,
1.
pEngine->executeString(
"require "
program/main
""
);
// 注意這裡的"
最後我們的AppDelegate::applicationDidFinishLaunching()大概就是這樣的,
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
""
);
// 注意這裡的"
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:這裡筆者偷雞了一下。