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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
cocos2d的-X- luaproject的LUA脚本加密
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原文地址:http://www.cnblogs.com/mengfanrong/p/4553981.html