cocos2dx android运行Luac编译后的lua代码
时间:2014-05-14 20:56:48
收藏:0
阅读:1310
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:
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
CCString* pstrFileContent = CCString::createWithContentsOfFile( "program/main.lua" );
if (pstrFileContent)
{
pEngine->executeString(pstrFileContent->getCString());
}
#else
std::string path = CCFileUtils::sharedFileUtils()->fullPathForFilename( "program/main.lua" );
pEngine->addSearchPath( path.substr( 0, path.find_last_of( "/" ) ).c_str() );
pEngine->executeScriptFile( path.c_str() );
#endif这里executeString()加载lua文件,继续查看源码发现真正干活的是:
LUALIB_API int luaL_loadbuffer (lua_State *L, const char *buff, size_t size,
const char *name) {
LoadS ls;
ls.s = buff;
ls.size = size;
return lua_load(L, getS, &ls, name);
}在回头看看函数executeScriptFile()的执行过程:
LUALIB_API int luaL_loadfile (lua_State *L, const char *filename) {
LoadF lf;
int status, readstatus;
int c;
int fnameindex = lua_gettop(L) + 1; /* index of filename on the stack */
lf.extraline = 0;
if (filename == NULL) {
lua_pushliteral(L, "=stdin");
lf.f = stdin;
}
else {
lua_pushfstring(L, "@%s", filename);
lf.f = fopen(filename, "r");
if (lf.f == NULL) return errfile(L, "open", fnameindex);
}
c = getc(lf.f);
if (c == ‘#‘) { /* Unix exec. file? */
lf.extraline = 1;
while ((c = getc(lf.f)) != EOF && c != ‘\n‘) ; /* skip first line */
if (c == ‘\n‘) c = getc(lf.f);
}
if (c == LUA_SIGNATURE[0] && filename) { /* binary file? */
lf.f = freopen(filename, "rb", lf.f); /* reopen in binary mode */
if (lf.f == NULL) return errfile(L, "reopen", fnameindex);
/* skip eventual `#!...‘ */
while ((c = getc(lf.f)) != EOF && c != LUA_SIGNATURE[0]) ;
lf.extraline = 0;
}
ungetc(c, lf.f);
status = lua_load(L, getF, &lf, lua_tostring(L, -1)); // 关键,与luaL_loadbuffer()中的一样
readstatus = ferror(lf.f);
if (filename) fclose(lf.f); /* close file (even in case of errors) */
if (readstatus) {
lua_settop(L, fnameindex); /* ignore results from `lua_load‘ */
return errfile(L, "read", fnameindex);
}
lua_remove(L, fnameindex);
return status;
}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scripting\lua\cocos2dx_support\Cocos2dxLuaLoader.cpp中的loader_Android()函数
修改前:
int loader_Android(lua_State *L)
{
std::string filename(luaL_checkstring(L, 1));
filename.append(".lua");
CCString* pFileContent = CCString::createWithContentsOfFile(filename.c_str());
if (pFileContent)
{
if (luaL_loadstring(L, pFileContent->getCString()) != 0)
{
luaL_error(L, "error loading module %s from file %s :\n\t%s",
lua_tostring(L, 1), filename.c_str(), lua_tostring(L, -1));
}
}
else
{
CCLog("can not get file data of %s", filename.c_str());
}
return 1;
}修改后:
int loader_Android(lua_State* L)
{
unsigned char* pData = nullptr;
unsigned long size = 0;
/* modify for read lua script from bytecode */
std::string filename(luaL_checkstring(L, 1));
std::string rel_name = filename.append(".lua");
pData = CCFileUtils::sharedFileUtils()->getFileData(rel_name.c_str(), "rb", &size);
if (pData) {
if (luaL_loadbuffer(L, (char*)pData,size,rel_name.c_str()) != 0 ) {
luaL_error(L, "error loading module s from file s :s",
lua_tostring(L, 1), rel_name.c_str(), lua_tostring(L, -1));
}
}
else {
CCLog("can not get file data of %s", filename.c_str());
}
CC_SAFE_DELETE_ARRAY(pData);
return 1;
}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:
int loader_Android(lua_State* L)
{
unsigned char* pData = nullptr;
unsigned long size = 0;
/* modify for read lua script from bytecode */
std::string filename(luaL_checkstring(L, 1));
std::string rel_name = filename.append(".lua");
pData = CCFileUtils::sharedFileUtils()->getFileData(rel_name.c_str(), "rb", &size);
if (pData) {
if (luaL_loadbuffer(L, (char*)pData,size,rel_name.c_str()) != 0 || lua_pcall(L, 0, LUA_MULTRET, 0) ) { // 修改处
luaL_error(L, "error loading module s from file s :s",
lua_tostring(L, 1), rel_name.c_str(), lua_tostring(L, -1));
}
}
else {
CCLog("can not get file data of %s", filename.c_str());
}
CC_SAFE_DELETE_ARRAY(pData);
return 1;
}或者我们可以偷鸡一下,
pEngine->executeString("require \"program/main\""); // 注意这里的\"最后我们的AppDelegate::applicationDidFinishLaunching()大概就是这样的,
const char* luaFile = "program/main.lua";
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
std::string path = CCFileUtils::sharedFileUtils()->fullPathForFilename(luaFile);
CCLog("path = %s", path.c_str());
std::string subPath = path.substr(0, path.find_last_of("/"));
CCLog("sub path = %s", subPath.c_str());
pEngine->addSearchPath(subPath.c_str());
std::vector<std::string> searchPaths = CCFileUtils::sharedFileUtils()->getSearchPaths();
searchPaths.insert(searchPaths.begin(), subPath);
CCFileUtils::sharedFileUtils()->setSearchPaths(searchPaths);
pEngine->executeString("require \"program/main\""); // 注意这里的\"
#else
std::string path = CCFileUtils::sharedFileUtils()->fullPathForFilename(luaFile);
pEngine->addSearchPath( path.substr( 0, path.find_last_of( "/" ) ).c_str() );
pEngine->executeScriptFile( path.c_str() );
#endif
注:这里笔者偷鸡了一下。
引用参考
http://www.cocos2d-x.org/forums/11/topics/28628
http://www.cnblogs.com/mrblue/archive/2013/06/06/3122543.html
评论(0)