cocos2dx android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:
#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
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