cocos2d-x 3.6 lua文件加密

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cocos2d-x 3.6 lua 文件加密

这里没有采用通用的加密方法,使用了类似于图片加密的方法,对文件中的每个字符进行加密,读取的时候,根据加密的key值进行解密。

  1. 找到引擎加载Lua文件的接口cocos2dx_lua_loader
  2. 添加解密代码
if (chunk != NULL&&chunkSize > 0){    for (int i = 0; i < chunkSize; i++)    {        chunk[i] = chunk[i] - 99;//99是用来加密的key值    }}

更改后的源码

#include "Cocos2dxLuaLoader.h"#include <string>#include <algorithm>#include "CCLuaStack.h"#include "CCLuaEngine.h"using namespace cocos2d;extern "C"{    int cocos2dx_lua_loader(lua_State *L)    {        static const std::string BYTECODE_FILE_EXT    = ".luac";        static const std::string NOT_BYTECODE_FILE_EXT = ".lua";        std::string filename(luaL_checkstring(L, 1));        size_t pos = filename.rfind(BYTECODE_FILE_EXT);        if (pos != std::string::npos)        {            filename = filename.substr(0, pos);        }        else        {            pos = filename.rfind(NOT_BYTECODE_FILE_EXT);            if (pos == filename.length() - NOT_BYTECODE_FILE_EXT.length())            {                filename = filename.substr(0, pos);            }        }        pos = filename.find_first_of(".");        while (pos != std::string::npos)        {            filename.replace(pos, 1, "/");            pos = filename.find_first_of(".");        }        // search file in package.path        unsigned char* chunk = nullptr;        ssize_t chunkSize = 0;        std::string chunkName;        FileUtils* utils = FileUtils::getInstance();        lua_getglobal(L, "package");        lua_getfield(L, -1, "path");        std::string searchpath(lua_tostring(L, -1));        lua_pop(L, 1);        size_t begin = 0;        size_t next = searchpath.find_first_of(";", 0);        do        {            if (next == std::string::npos)                next = searchpath.length();            std::string prefix = searchpath.substr(begin, next);            if (prefix[0] == '.' && prefix[1] == '/')            {                prefix = prefix.substr(2);            }            pos = prefix.find("?.lua");            chunkName = prefix.substr(0, pos) + filename + BYTECODE_FILE_EXT;            if (utils->isFileExist(chunkName))            {                chunk = utils->getFileData(chunkName.c_str(), "rb", &chunkSize);                if (chunk != NULL&&chunkSize > 0)                {                    for (int i = 0; i < chunkSize; i++)                    {                        chunk[i] = chunk[i] - 99;//99是用来加密的key值                    }                }                break;            }            else            {                chunkName = prefix.substr(0, pos) + filename + NOT_BYTECODE_FILE_EXT;                if (utils->isFileExist(chunkName))                {                    chunk = utils->getFileData(chunkName.c_str(), "rb", &chunkSize);                    if (chunk != NULL&&chunkSize > 0)                    {                        for (int i = 0; i < chunkSize; i++)                        {                            chunk[i] = chunk[i] - 99;//99是用来加密的key值                        }                    }                    break;                }            }            begin = next + 1;            next = searchpath.find_first_of(";", begin);        } while (begin < (int)searchpath.length());        if (chunk)        {            LuaStack* stack = LuaEngine::getInstance()->getLuaStack();            stack->luaLoadBuffer(L, (char*)chunk, (int)chunkSize, chunkName.c_str());            free(chunk);        }        else        {            CCLOG("can not get file data of %s", chunkName.c_str());            return 0;        }        return 1;    }}

注:测试ios,android,win32能正常使用。但是,不要对main.lua进行加密哦,他的载入,不是通过这里的代码的,在AppDelegate.cpp中能找到。

总结:

这里只是实现了简单的加密,真正的使用,不应该只是用一个Key,应该有多个key(我用的有将近20个),这样的话被破解的可能性应该会低一些。

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