cocos2d的-X- luaproject的LUA脚本加密

时间:2023-03-08 19:22:23

2014/1/26 更新

近期又发现了一个非常easy的方法,事实上coco2dx已经给我们提供设置loader的方法。

注意:有个局限性,在非android平台下调用pEngine->executeScriptFile是不调用loader的,仅仅有require这样的才会调用loader。也就是说你直接executeScriptFile("main.lua")这个脚本不能加密,main.lua里面require的才干加密

过程例如以下:

1、实现自己的loader(參考int cocos2dx_lua_loader(lua_State *L))

#define CODE_MASK 250

extern "C"
{
int decode_lua_loader(lua_State *L)
{
std::string filename(luaL_checkstring(L, 1));
size_t pos = filename.rfind(".lua");
if (pos != std::string::npos)
{
filename = filename.substr(0, pos);
} pos = filename.find_first_of(".");
while (pos != std::string::npos)
{
filename.replace(pos, 1, "/");
pos = filename.find_first_of(".");
}
filename.append(".lua"); unsigned long codeBufferSize = 0;
unsigned char* codeBuffer = CCFileUtils::sharedFileUtils()->getFileData(filename.c_str(), "rb", &codeBufferSize); //-------------decode here
for(int i=0; i<codeBufferSize; i++)
{
codeBuffer[i] ^= CODE_MASK; //xor decode
}
//------------- if (codeBuffer)
{
if (luaL_loadbuffer(L, (char*)codeBuffer, codeBufferSize, filename.c_str()) != 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));
}
delete []codeBuffer;
}
else
{
CCLog("can not get file data of %s", filename.c_str());
} return 1;
}
}

2、加入loader

CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine);
pEngine->addLuaLoader(decode_lua_loader);//add this

我在win32上測试通过

http://www.cnblogs.com/mrblue/archive/2013/06/06/3122543.html