发过理论篇浅谈Cocos2d-x下Lua文件的保护方式 – 翻车鱼 (blog.shi1011.cn),是时候来实战一番了。
起因
一位不知是港澳台哪地的师傅,加了我的QQ

于是我和他进行了一场漫长的探讨
尽管轮子在手,但是依旧无法反编译出.lua(因为加了一层自定义加密)
结果就是:喜提样本一份
大致结构如下
其中.lua64为标准LuaJit文件
而.lua的文件头有点奇怪

.lua文件头:abcd
再看资源文件.png,发现也是加密的

综上,我们需要实现的目标
这个不多介绍了窝,在理论篇中已经提到了。对于此样本的LuaJit的版本是2.1.0-Beta2,并且没有魔改Opcode
想要解密.lua文件,了解coco2d-x加载Lua的流程必不可少
参考官方Docs,搭建所需环境

由于Android的应用层是从Activity开始的,也就是创建完一个Cocos2dx后src文件夹下的Java文件,其中主要看Activity创建时的操作
这个方法很简单,就只调用了父类Cocos2dxActivity的onCreate方法
在这个方法中主要看Cocos2dxActivity的初始化方法init,Cocos2dxHandler是工具辅助类,不是重点。
首先在init中先看this.mGLSurfaceView = this.onCreateView();this.mGLSurfaceView是一个Cocos2dxGLSurfaceView类
进入到Cocos2dxGLSurfaceView这个类,可以看到时继承于GLSurfaceView(可以把GLSurfaceView看成一个视图,里面有个方法设置了这个视图的渲染器,然后通过这个渲染器来进行画面的渲染)
在Android中,GLSurfaceView是一个支持OpenGL的渲染视图,通过继承SurfaceView中的surface来渲染OpenGL
并提供了以下特性(来源于网上)
重点是自定义的渲染器,也就是Cocos2dx引擎封装的渲染器
进入Cocos2dxRenderer类,看到他是继承GLSurfaceView.Renderer接口,这个接口定义了三个方法:
onSurfaceCreated
nativeInit是一个Native函数
具体实现在frameworks\cocos2d-x\cocos\platform\android\javaactivity-android.cpp中
重点是cocos2d::Application::getInstance()->run()
applicationDidFinishLaunching,没错这就是游戏逻辑的入口了
LuaEngine::getInstance();这段代码实例化了LuaEngine
下面分析LuaEngine初始化过程
接下来是_defaultEngine->init();
继续进入
下面是stack->init()
重点在cocos2dx_lua_loader方法(这个方法在frameworks\cocos2d-x\cocos\scripting\lua-bindings\manual\Cocos2dxLuaLoader.cpp)
通过此处的代码,可以了解到cocos2d-x是如何搜索指定的lua文件
同时也会明白require为何可以使用 "." 来设定文件路径了,比如:
再来看下stack->luaLoadBuffer的实现:
至此,Lua文件的加载流程结束
下面是Lua文件主要加载流程图

了解了Coco2d-x Lua文件基本的加载流程,可以帮助我们很快的定位关键方法
由于所有的Lua文件加载必定经过cocos2d::LuaStack::luaLoadBuffer,所以可以直接定位,进行回溯
定位至cocos2dx_lua_loader

在luaLoadBuffer前调用了decodeLuaData,怀疑这就是解密Lua的关键方法
下面是伪代码
此方法首先获取文件数据,而后判断文件头,文件头正是abcd
可以肯定这就是解密.lua的算法
如果不确定,我们可以使用Frida进行Hook验证猜想
我这里就不Hook了
要实现算法的还原,我们就要依据伪代码或是汇编代码翻译成可用代码,可以发现IDA所反汇编的伪代码中包含了一些特定的宏,例如:LOBYTE
要了解这些宏的用途,我们可以参考ida_root/plugins/def.h
我这里使用了Python
解密后,发现还是LuaJit,那么直接类同.lua64反汇编即可

回到Lua文件加载流程分析时提到的LuaStack::init()方法中,调用了register_all_cocos2dx
在大量注册函数中寻找到关键方法lua_register_cocos2dx_Image
lua_cocos2dx_Image_initWithImageFile加载了我们的图片文件
下面看cobj->initWithImageFile
下面是图片数据格式解码方法initWithImageData
图片资源的加载到这里就结束了

根据调用流程,我们可以直接定位方法cocos2d::Image::initWithImageData
向上可以追溯到cocos2d::Image::initWithImageFile

看到了可疑函数cocos2d::Image::decodePngData
明显是一个算法函数,看方法cocos2d::decodePng
这里也可以尝试Frida Hook验证猜想
同样的,我就不Hook了
解密结果

写不出总结啦,大概最大的感想就是:对照源码逆向好爽!!!
.
├── assets
│ ├── res
│ │ ├── ani
│ │ │ └── logo
│ │ │ └── logo.png
│ ├── src
│ │ ├── main.lua
│ │ └── main.lua64
├── lib
│ ├── arm64-v8a
│ │ ├── libBugly.so
│ │ └── libcocos2dlua.so
│ └── armeabi-v7a
│ ├── libBugly.so
│ └── libcocos2dlua.so
└── stamp-cert-sha256
.
├── assets
│ ├── res
│ │ ├── ani
│ │ │ └── logo
│ │ │ └── logo.png
│ ├── src
│ │ ├── main.lua
│ │ └── main.lua64
├── lib
│ ├── arm64-v8a
│ │ ├── libBugly.so
│ │ └── libcocos2dlua.so
│ └── armeabi-v7a
│ ├── libBugly.so
│ └── libcocos2dlua.so
└── stamp-cert-sha256
package org.cocos2dx.lua;
import android.os.Bundle;
import org.cocos2dx.lib.Cocos2dxActivity;
public class AppActivity extends Cocos2dxActivity{
@Override
protected void onCreate(Bundle savedInstanceState) {
super.setEnableVirtualButton(false);
super.onCreate(savedInstanceState);
// Workaround in https://stackoverflow.com/questions/16283079/re-launch-of-activity-on-home-button-but-only-the-first-time/16447508
if (!isTaskRoot()) {
// Android launched another instance of the root activity into an existing task
// so just quietly finish and go away, dropping the user back into the activity
// at the top of the stack (ie: the last state of this task)
// Don't need to finish it again since it's finished in super.onCreate .
return;
}
// DO OTHER INITIALIZATION BELOW
}
}
package org.cocos2dx.lua;
import android.os.Bundle;
import org.cocos2dx.lib.Cocos2dxActivity;
public class AppActivity extends Cocos2dxActivity{
@Override
protected void onCreate(Bundle savedInstanceState) {
super.setEnableVirtualButton(false);
super.onCreate(savedInstanceState);
// Workaround in https://stackoverflow.com/questions/16283079/re-launch-of-activity-on-home-button-but-only-the-first-time/16447508
if (!isTaskRoot()) {
// Android launched another instance of the root activity into an existing task
// so just quietly finish and go away, dropping the user back into the activity
// at the top of the stack (ie: the last state of this task)
// Don't need to finish it again since it's finished in super.onCreate .
return;
}
// DO OTHER INITIALIZATION BELOW
}
}
@Override
protected void onCreate(final Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
// Workaround in https://stackoverflow.com/questions/16283079/re-launch-of-activity-on-home-button-but-only-the-first-time/16447508
if (!isTaskRoot()) {
// Android launched another instance of the root activity into an existing task
// so just quietly finish and go away, dropping the user back into the activity
// at the top of the stack (ie: the last state of this task)
finish();
Log.w(TAG, "[Workaround] Ignore the activity started from icon!");
return;
}
this.hideVirtualButton();
onLoadNativeLibraries();
sContext = this;
this.mHandler = new Cocos2dxHandler(this);
Cocos2dxHelper.init(this);
this.mGLContextAttrs = getGLContextAttrs();
this.init();
if (mVideoHelper == null) {
mVideoHelper = new Cocos2dxVideoHelper(this, mFrameLayout);
}
if(mWebViewHelper == null){
mWebViewHelper = new Cocos2dxWebViewHelper(mFrameLayout);
}
if(mEditBoxHelper == null){
mEditBoxHelper = new Cocos2dxEditBoxHelper(mFrameLayout);
}
Window window = this.getWindow();
window.setSoftInputMode(WindowManager.LayoutParams.SOFT_INPUT_ADJUST_PAN);
// Audio configuration
this.setVolumeControlStream(AudioManager.STREAM_MUSIC);
}
@Override
protected void onCreate(final Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
// Workaround in https://stackoverflow.com/questions/16283079/re-launch-of-activity-on-home-button-but-only-the-first-time/16447508
if (!isTaskRoot()) {
// Android launched another instance of the root activity into an existing task
// so just quietly finish and go away, dropping the user back into the activity
// at the top of the stack (ie: the last state of this task)
finish();
Log.w(TAG, "[Workaround] Ignore the activity started from icon!");
return;
}
this.hideVirtualButton();
onLoadNativeLibraries();
sContext = this;
this.mHandler = new Cocos2dxHandler(this);
Cocos2dxHelper.init(this);
this.mGLContextAttrs = getGLContextAttrs();
this.init();
if (mVideoHelper == null) {
mVideoHelper = new Cocos2dxVideoHelper(this, mFrameLayout);
}
if(mWebViewHelper == null){
mWebViewHelper = new Cocos2dxWebViewHelper(mFrameLayout);
}
if(mEditBoxHelper == null){
mEditBoxHelper = new Cocos2dxEditBoxHelper(mFrameLayout);
}
Window window = this.getWindow();
window.setSoftInputMode(WindowManager.LayoutParams.SOFT_INPUT_ADJUST_PAN);
// Audio configuration
this.setVolumeControlStream(AudioManager.STREAM_MUSIC);
}
public Cocos2dxGLSurfaceView onCreateView() {
Cocos2dxGLSurfaceView glSurfaceView = new Cocos2dxGLSurfaceView(this);
//this line is need on some device if we specify an alpha bits
// FIXME: is it needed? And it will cause afterimage.
// if(this.mGLContextAttrs[3] > 0) glSurfaceView.getHolder().setFormat(PixelFormat.TRANSLUCENT);
// use custom EGLConfigureChooser
Cocos2dxEGLConfigChooser chooser = new Cocos2dxEGLConfigChooser(this.mGLContextAttrs);
glSurfaceView.setEGLConfigChooser(chooser);
return glSurfaceView;
}
// ......
public void init() {
// FrameLayout 初始化窗口布局
ViewGroup.LayoutParams framelayout_params =
new ViewGroup.LayoutParams(ViewGroup.LayoutParams.MATCH_PARENT,
ViewGroup.LayoutParams.MATCH_PARENT);
mFrameLayout = new ResizeLayout(this);
mFrameLayout.setLayoutParams(framelayout_params);
// Cocos2dxEditText layout 初始化Cocos2dx的文本编辑布局
ViewGroup.LayoutParams edittext_layout_params =
new ViewGroup.LayoutParams(ViewGroup.LayoutParams.MATCH_PARENT,
ViewGroup.LayoutParams.WRAP_CONTENT);
Cocos2dxEditBox edittext = new Cocos2dxEditBox(this);
edittext.setLayoutParams(edittext_layout_params);
mFrameLayout.addView(edittext);
// Cocos2dxGLSurfaceView 初始化Cocos2dx视图
this.mGLSurfaceView = this.onCreateView();
// ...add to FrameLayout 将Cocos2dxGLSurfaceView加入到当前的窗口布局中
mFrameLayout.addView(this.mGLSurfaceView);
// Switch to supported OpenGL (ARGB888) mode on emulator
// this line dows not needed on new emulators and also it breaks stencil buffer
//if (isAndroidEmulator()) // 在模拟器中切换支持OpenGL模式的渲染(ARGB888)
// this.mGLSurfaceView.setEGLConfigChooser(8, 8, 8, 8, 16, 0);
// 设置Cocos2dx的渲染器
this.mGLSurfaceView.setCocos2dxRenderer(new Cocos2dxRenderer());
//设置Cocos2dx的文本编辑
this.mGLSurfaceView.setCocos2dxEditText(edittext);
// Set framelayout as the content view
// 把显示布局(即Cocos2dx的视图)绑定到Activity上,建立显示窗口
setContentView(mFrameLayout);
}
public Cocos2dxGLSurfaceView onCreateView() {
Cocos2dxGLSurfaceView glSurfaceView = new Cocos2dxGLSurfaceView(this);
//this line is need on some device if we specify an alpha bits
// FIXME: is it needed? And it will cause afterimage.
// if(this.mGLContextAttrs[3] > 0) glSurfaceView.getHolder().setFormat(PixelFormat.TRANSLUCENT);
// use custom EGLConfigureChooser
Cocos2dxEGLConfigChooser chooser = new Cocos2dxEGLConfigChooser(this.mGLContextAttrs);
glSurfaceView.setEGLConfigChooser(chooser);
return glSurfaceView;
}
// ......
public void init() {
// FrameLayout 初始化窗口布局
ViewGroup.LayoutParams framelayout_params =
new ViewGroup.LayoutParams(ViewGroup.LayoutParams.MATCH_PARENT,
ViewGroup.LayoutParams.MATCH_PARENT);
mFrameLayout = new ResizeLayout(this);
mFrameLayout.setLayoutParams(framelayout_params);
// Cocos2dxEditText layout 初始化Cocos2dx的文本编辑布局
ViewGroup.LayoutParams edittext_layout_params =
new ViewGroup.LayoutParams(ViewGroup.LayoutParams.MATCH_PARENT,
ViewGroup.LayoutParams.WRAP_CONTENT);
Cocos2dxEditBox edittext = new Cocos2dxEditBox(this);
edittext.setLayoutParams(edittext_layout_params);
mFrameLayout.addView(edittext);
// Cocos2dxGLSurfaceView 初始化Cocos2dx视图
this.mGLSurfaceView = this.onCreateView();
// ...add to FrameLayout 将Cocos2dxGLSurfaceView加入到当前的窗口布局中
mFrameLayout.addView(this.mGLSurfaceView);
// Switch to supported OpenGL (ARGB888) mode on emulator
// this line dows not needed on new emulators and also it breaks stencil buffer
//if (isAndroidEmulator()) // 在模拟器中切换支持OpenGL模式的渲染(ARGB888)
// this.mGLSurfaceView.setEGLConfigChooser(8, 8, 8, 8, 16, 0);
// 设置Cocos2dx的渲染器
this.mGLSurfaceView.setCocos2dxRenderer(new Cocos2dxRenderer());
//设置Cocos2dx的文本编辑
this.mGLSurfaceView.setCocos2dxEditText(edittext);
// Set framelayout as the content view
// 把显示布局(即Cocos2dx的视图)绑定到Activity上,建立显示窗口
setContentView(mFrameLayout);
}
@Override
public void onSurfaceCreated(final GL10 GL10, final EGLConfig EGLConfig) {
Cocos2dxRenderer.nativeInit(this.mScreenWidth, this.mScreenHeight);
this.mLastTickInNanoSeconds = System.nanoTime();
mNativeInitCompleted = true;
}
@Override
public void onSurfaceCreated(final GL10 GL10, final EGLConfig EGLConfig) {
Cocos2dxRenderer.nativeInit(this.mScreenWidth, this.mScreenHeight);
this.mLastTickInNanoSeconds = System.nanoTime();
mNativeInitCompleted = true;
}
private static native void nativeInit(final int width, final int height);
private static native void nativeInit(final int width, final int height);
JNIEXPORT void Java_org_cocos2dx_lib_Cocos2dxRenderer_nativeInit(JNIEnv* env, jobject thiz, jint w, jint h)
{
auto director = cocos2d::Director::getInstance();
auto glview = director->getOpenGLView();
if (!glview)
{
glview = cocos2d::GLViewImpl::create("Android app");
glview->setFrameSize(w, h);
director->setOpenGLView(glview);
cocos2d::Application::getInstance()->run();
}
else
{
cocos2d::Director::getInstance()->resetMatrixStack();
cocos2d::EventCustom recreatedEvent(EVENT_RENDERER_RECREATED);
director->getEventDispatcher()->dispatchEvent(&recreatedEvent);
director->setGLDefaultValues();
cocos2d::VolatileTextureMgr::reloadAllTextures();
}
cocos2d::network::_preloadJavaDownloaderClass();
}
JNIEXPORT void Java_org_cocos2dx_lib_Cocos2dxRenderer_nativeInit(JNIEnv* env, jobject thiz, jint w, jint h)
{
auto director = cocos2d::Director::getInstance();
auto glview = director->getOpenGLView();
if (!glview)
{
glview = cocos2d::GLViewImpl::create("Android app");
glview->setFrameSize(w, h);
director->setOpenGLView(glview);
cocos2d::Application::getInstance()->run();
}
else
{
cocos2d::Director::getInstance()->resetMatrixStack();
cocos2d::EventCustom recreatedEvent(EVENT_RENDERER_RECREATED);
director->getEventDispatcher()->dispatchEvent(&recreatedEvent);
director->setGLDefaultValues();
cocos2d::VolatileTextureMgr::reloadAllTextures();
}
cocos2d::network::_preloadJavaDownloaderClass();
}
int Application::run()
{
// Initialize instance and cocos2d.
if (! applicationDidFinishLaunching())
{
return 0;
}
return -1;
}
int Application::run()
{
// Initialize instance and cocos2d.
if (! applicationDidFinishLaunching())
{
return 0;
}
return -1;
}
bool AppDelegate::applicationDidFinishLaunching()
{
// set default FPS
Director::getInstance()->setAnimationInterval(1.0 / 60.0f);
// register lua module
// 初始化 LuaEngine, 在 getInstance 中会初始化 LuaStack, LuaStack 初始化 Lua 环境相关
auto engine = LuaEngine::getInstance();
// 将 LuaEngine 添加到脚本引擎管理器 ScriptEngineManager 中
ScriptEngineManager::getInstance()->setScriptEngine(engine);
// 获取 Lua 环境
lua_State* L = engine->getLuaStack()->getLuaState();
// 注册额外的 C++ API 相关,比如 cocosstudio, spine, audio 相关
lua_module_register(L);
// 设置 cocos 自带的加密相关
register_all_packages();
// 在 LuaStack::executeScriptFile 执行脚本文件时,会通过 LuaStack::luaLoadBuffer 对文件进行解密
LuaStack* stack = engine->getLuaStack();
stack->setXXTEAKeyAndSign("2dxLua", strlen("2dxLua"), "XXTEA", strlen("XXTEA"));
//register custom function
//LuaStack* stack = engine->getLuaStack();
//register_custom_function(stack->getLuaState());
FileUtils::getInstance()->addSearchPath("src/64bit");
FileUtils::getInstance()->addSearchPath("src");
FileUtils::getInstance()->addSearchPath("res");
if (engine->executeScriptFile("main.lua"))
{
return false;
}
return true;
}
bool AppDelegate::applicationDidFinishLaunching()
{
// set default FPS
Director::getInstance()->setAnimationInterval(1.0 / 60.0f);
// register lua module
// 初始化 LuaEngine, 在 getInstance 中会初始化 LuaStack, LuaStack 初始化 Lua 环境相关
auto engine = LuaEngine::getInstance();
// 将 LuaEngine 添加到脚本引擎管理器 ScriptEngineManager 中
ScriptEngineManager::getInstance()->setScriptEngine(engine);
// 获取 Lua 环境
lua_State* L = engine->getLuaStack()->getLuaState();
// 注册额外的 C++ API 相关,比如 cocosstudio, spine, audio 相关
lua_module_register(L);
// 设置 cocos 自带的加密相关
register_all_packages();
// 在 LuaStack::executeScriptFile 执行脚本文件时,会通过 LuaStack::luaLoadBuffer 对文件进行解密
LuaStack* stack = engine->getLuaStack();
stack->setXXTEAKeyAndSign("2dxLua", strlen("2dxLua"), "XXTEA", strlen("XXTEA"));
//register custom function
//LuaStack* stack = engine->getLuaStack();
//register_custom_function(stack->getLuaState());
FileUtils::getInstance()->addSearchPath("src/64bit");
FileUtils::getInstance()->addSearchPath("src");
FileUtils::getInstance()->addSearchPath("res");
if (engine->executeScriptFile("main.lua"))
{
return false;
}
return true;
}
LuaEngine* LuaEngine::getInstance(void)
{
if (!_defaultEngine)
{
_defaultEngine = new (std::nothrow) LuaEngine();
_defaultEngine->init();
}
return _defaultEngine;
}
LuaEngine* LuaEngine::getInstance(void)
{
if (!_defaultEngine)
{
_defaultEngine = new (std::nothrow) LuaEngine();
_defaultEngine->init();
}
return _defaultEngine;
}
bool LuaEngine::init(void)
{
_stack = LuaStack::create();
_stack->retain();
return true;
}
bool LuaEngine::init(void)
{
_stack = LuaStack::create();
_stack->retain();
return true;
}
LuaStack *LuaStack::create()
{
LuaStack *stack = new (std::nothrow) LuaStack();
stack->init();
stack->autorelease();
return stack;
}
LuaStack *LuaStack::create()
{
LuaStack *stack = new (std::nothrow) LuaStack();
stack->init();
stack->autorelease();
return stack;
}
bool LuaStack::init()
{
// 初始化Lua环境并打开标准库
_state = lua_open();
luaL_openlibs(_state);
toluafix_open(_state);
// Register our version of the global "print" function
// 注册全局函数print到lua中,它会覆盖lua库中的print方法
const luaL_Reg global_functions [] = {
{"print", lua_print},
{"release_print",lua_release_print},
{nullptr, nullptr}
};
// 注册全局变量
luaL_register(_state, "_G", global_functions);
// 注册cocos2d-x引擎的API到lua环境中
g_luaType.clear();
register_all_cocos2dx(_state);
register_all_cocos2dx_backend(_state);
register_all_cocos2dx_manual(_state);
register_all_cocos2dx_module_manual(_state);
register_all_cocos2dx_math_manual(_state);
register_all_cocos2dx_shaders_manual(_state);
register_all_cocos2dx_bytearray_manual(_state);
tolua_luanode_open(_state);
register_luanode_manual(_state);
// 导入使用的physics相关API
register_all_cocos2dx_physics(_state);
register_all_cocos2dx_physics_manual(_state);
// 导入ios下调用object-c相关API
LuaObjcBridge::luaopen_luaoc(_state);
// 导入android下调用java相关API
LuaJavaBridge::luaopen_luaj(_state);
register_all_cocos2dx_deprecated(_state);
register_all_cocos2dx_manual_deprecated(_state);
tolua_script_handler_mgr_open(_state);
// add cocos2dx loader
// 添加Lua的加载器,该方法将cocos2dx_lua_loader方法添加到Lua全局变量package下的loaders成员中
// 当requires加载脚本时,Lua会使用package下的loaders中的加载器,即cocos2dx_lua_loader来加载
// 设定cocos2dx_lua_loader,可以使得我们自定义设置搜索路径相关,且拓展实现对脚本的加密解密相关
addLuaLoader(cocos2dx_lua_loader);
return true;
}
bool LuaStack::init()
{
// 初始化Lua环境并打开标准库
_state = lua_open();
luaL_openlibs(_state);
toluafix_open(_state);
// Register our version of the global "print" function
// 注册全局函数print到lua中,它会覆盖lua库中的print方法
const luaL_Reg global_functions [] = {
{"print", lua_print},
{"release_print",lua_release_print},
{nullptr, nullptr}
};
// 注册全局变量
luaL_register(_state, "_G", global_functions);
// 注册cocos2d-x引擎的API到lua环境中
g_luaType.clear();
register_all_cocos2dx(_state);
register_all_cocos2dx_backend(_state);
register_all_cocos2dx_manual(_state);
register_all_cocos2dx_module_manual(_state);
register_all_cocos2dx_math_manual(_state);
register_all_cocos2dx_shaders_manual(_state);
register_all_cocos2dx_bytearray_manual(_state);
tolua_luanode_open(_state);
register_luanode_manual(_state);
// 导入使用的physics相关API
register_all_cocos2dx_physics(_state);
register_all_cocos2dx_physics_manual(_state);
// 导入ios下调用object-c相关API
LuaObjcBridge::luaopen_luaoc(_state);
// 导入android下调用java相关API
LuaJavaBridge::luaopen_luaj(_state);
register_all_cocos2dx_deprecated(_state);
register_all_cocos2dx_manual_deprecated(_state);
tolua_script_handler_mgr_open(_state);
// add cocos2dx loader
// 添加Lua的加载器,该方法将cocos2dx_lua_loader方法添加到Lua全局变量package下的loaders成员中
// 当requires加载脚本时,Lua会使用package下的loaders中的加载器,即cocos2dx_lua_loader来加载
// 设定cocos2dx_lua_loader,可以使得我们自定义设置搜索路径相关,且拓展实现对脚本的加密解密相关
addLuaLoader(cocos2dx_lua_loader);
return true;
}
int cocos2dx_lua_loader(lua_State *L)
{
// 后缀为luac和lua
static const std::string BYTECODE_FILE_EXT = ".luac";
static const std::string NOT_BYTECODE_FILE_EXT = ".lua";
// require传入的要加载的文件名,例如:require("a.b") 查找文件为:a/b.lua
std::string filename(luaL_checkstring(L, 1));
size_t pos = filename.rfind(BYTECODE_FILE_EXT);
// 去掉后缀名".luac"或“.lua”
if (pos != std::string::npos && pos == filename.length() - BYTECODE_FILE_EXT.length())
filename = filename.substr(0, pos);
else
{
pos = filename.rfind(NOT_BYTECODE_FILE_EXT);
if (pos != std::string::npos && pos == filename.length() - NOT_BYTECODE_FILE_EXT.length())
filename = filename.substr(0, pos);
}
// 将 "." 替换为 "/"
pos = filename.find_first_of('.');
while (pos != std::string::npos)
{
filename.replace(pos, 1, "/");
pos = filename.find_first_of('.');
}
// search file in package.path
Data chunk;
std::string chunkName;
FileUtils* utils = FileUtils::getInstance();
// 获取 package.path 的变量
lua_getglobal(L, "package");
lua_getfield(L, -1, "path");
// 通过 package.path 获取搜索路径相关,该路径为模版路径,格式类似于:
// ?; ?.lua; c:\Users\?; /usr/local/lua/lua/?/?.lua 以“;”作为分割符
std::string searchpath(lua_tostring(L, -1));
lua_pop(L, 1);
size_t begin = 0;
size_t next = searchpath.find_first_of(';', 0);
// 遍历 package.path 中的所有路径,查找文件是否存在,若文件存在则通过 getDataFromFile 读取文件数据
do
{
if (next == std::string::npos)
next = searchpath.length();
std::string prefix = searchpath.substr(begin, next-begin);
if (prefix[0] == '.' && prefix[1] == '/')
prefix = prefix.substr(2);
pos = prefix.rfind(BYTECODE_FILE_EXT);
if (pos != std::string::npos && pos == prefix.length() - BYTECODE_FILE_EXT.length())
{
prefix = prefix.substr(0, pos);
}
else
{
pos = prefix.rfind(NOT_BYTECODE_FILE_EXT);
if (pos != std::string::npos && pos == prefix.length() - NOT_BYTECODE_FILE_EXT.length())
prefix = prefix.substr(0, pos);
}
pos = prefix.find_first_of('?', 0);
while (pos != std::string::npos)
{
prefix.replace(pos, 1, filename);
pos = prefix.find_first_of('?', pos + filename.length() + 1);
}
chunkName = prefix + BYTECODE_FILE_EXT;
if (utils->isFileExist(chunkName)) // && !utils->isDirectoryExist(chunkName))
{
chunk = utils->getDataFromFile(chunkName);
break;
}
else
{
chunkName = prefix + NOT_BYTECODE_FILE_EXT;
if (utils->isFileExist(chunkName) ) //&& !utils->isDirectoryExist(chunkName))
{
chunk = utils->getDataFromFile(chunkName);
break;
}
else
{
chunkName = prefix;
if (utils->isFileExist(chunkName)) // && !utils->isDirectoryExist(chunkName))
{
chunk = utils->getDataFromFile(chunkName);
break;
}
}
}
// 指定搜素路径下不存在该文件, 下一个
begin = next + 1;
next = searchpath.find_first_of(';', begin);
} while (begin < searchpath.length());
// 判断文件内容是否获取成功
if (chunk.getSize() > 0)
{
// 加载文件
LuaStack* stack = LuaEngine::getInstance()->getLuaStack();
stack->luaLoadBuffer(L, reinterpret_cast<const char*>(chunk.getBytes()),
static_cast<int>(chunk.getSize()), chunkName.c_str());
}
else
{
CCLOG("can not get file data of %s", chunkName.c_str());
return 0;
}
return 1;
}
int cocos2dx_lua_loader(lua_State *L)
{
// 后缀为luac和lua
static const std::string BYTECODE_FILE_EXT = ".luac";
static const std::string NOT_BYTECODE_FILE_EXT = ".lua";
// require传入的要加载的文件名,例如:require("a.b") 查找文件为:a/b.lua
std::string filename(luaL_checkstring(L, 1));
size_t pos = filename.rfind(BYTECODE_FILE_EXT);
// 去掉后缀名".luac"或“.lua”
if (pos != std::string::npos && pos == filename.length() - BYTECODE_FILE_EXT.length())
filename = filename.substr(0, pos);
else
{
pos = filename.rfind(NOT_BYTECODE_FILE_EXT);
if (pos != std::string::npos && pos == filename.length() - NOT_BYTECODE_FILE_EXT.length())
filename = filename.substr(0, pos);
}
// 将 "." 替换为 "/"
pos = filename.find_first_of('.');
while (pos != std::string::npos)
{
filename.replace(pos, 1, "/");
pos = filename.find_first_of('.');
}
// search file in package.path
Data chunk;
std::string chunkName;
FileUtils* utils = FileUtils::getInstance();
// 获取 package.path 的变量
lua_getglobal(L, "package");
lua_getfield(L, -1, "path");
// 通过 package.path 获取搜索路径相关,该路径为模版路径,格式类似于:
// ?; ?.lua; c:\Users\?; /usr/local/lua/lua/?/?.lua 以“;”作为分割符
std::string searchpath(lua_tostring(L, -1));
lua_pop(L, 1);
size_t begin = 0;
size_t next = searchpath.find_first_of(';', 0);
// 遍历 package.path 中的所有路径,查找文件是否存在,若文件存在则通过 getDataFromFile 读取文件数据
do
{
if (next == std::string::npos)
next = searchpath.length();
std::string prefix = searchpath.substr(begin, next-begin);
if (prefix[0] == '.' && prefix[1] == '/')
prefix = prefix.substr(2);
pos = prefix.rfind(BYTECODE_FILE_EXT);
if (pos != std::string::npos && pos == prefix.length() - BYTECODE_FILE_EXT.length())
{
prefix = prefix.substr(0, pos);
}
else
{
pos = prefix.rfind(NOT_BYTECODE_FILE_EXT);
if (pos != std::string::npos && pos == prefix.length() - NOT_BYTECODE_FILE_EXT.length())
prefix = prefix.substr(0, pos);
}
pos = prefix.find_first_of('?', 0);
while (pos != std::string::npos)
{
prefix.replace(pos, 1, filename);
pos = prefix.find_first_of('?', pos + filename.length() + 1);
}
chunkName = prefix + BYTECODE_FILE_EXT;
if (utils->isFileExist(chunkName)) // && !utils->isDirectoryExist(chunkName))
{
chunk = utils->getDataFromFile(chunkName);
break;
}
else
{
chunkName = prefix + NOT_BYTECODE_FILE_EXT;
if (utils->isFileExist(chunkName) ) //&& !utils->isDirectoryExist(chunkName))
{
chunk = utils->getDataFromFile(chunkName);
break;
}
else
{
chunkName = prefix;
if (utils->isFileExist(chunkName)) // && !utils->isDirectoryExist(chunkName))
{
chunk = utils->getDataFromFile(chunkName);
break;
}
}
}
// 指定搜素路径下不存在该文件, 下一个
begin = next + 1;
next = searchpath.find_first_of(';', begin);
} while (begin < searchpath.length());
// 判断文件内容是否获取成功
if (chunk.getSize() > 0)
{
// 加载文件
LuaStack* stack = LuaEngine::getInstance()->getLuaStack();
stack->luaLoadBuffer(L, reinterpret_cast<const char*>(chunk.getBytes()),
static_cast<int>(chunk.getSize()), chunkName.c_str());
}
else
{
CCLOG("can not get file data of %s", chunkName.c_str());
return 0;
}
return 1;
}
require "cocos.cocos2d.Cocos2d"
require "cocos.cocos2d.Cocos2dConstants"
require "cocos.cocos2d.functions"
require "cocos.cocos2d.Cocos2d"
require "cocos.cocos2d.Cocos2dConstants"
require "cocos.cocos2d.functions"
int LuaStack::luaLoadBuffer(lua_State *L, const char *chunk, int chunkSize, const char *chunkName)
{
int r = 0;
// 判断是否加密,若lua脚本加密,则解密后在加载脚本文件
// luaL_loadbuffer 用于加载并编译Lua代码,并将其压入栈中
if (_xxteaEnabled && strncmp(chunk, _xxteaSign, _xxteaSignLen) == 0)
{
// decrypt XXTEA
xxtea_long len = 0;
unsigned char* result = xxtea_decrypt((unsigned char*)chunk + _xxteaSignLen,
(xxtea_long)chunkSize - _xxteaSignLen,
(unsigned char*)_xxteaKey,
(xxtea_long)_xxteaKeyLen,
&len);
unsigned char* content = result;
xxtea_long contentSize = len;
skipBOM((const char*&)content, (int&)contentSize);
r = luaL_loadbuffer(L, (char*)content, contentSize, chunkName);
free(result);
}
else
{
skipBOM(chunk, chunkSize);
r = luaL_loadbuffer(L, chunk, chunkSize, chunkName);
}
// 判定内容是否存在错误
if (r)
{
switch (r)
{
case LUA_ERRSYNTAX:
// 语法错误
CCLOG("[LUA ERROR] load \"%s\", error: syntax error during pre-compilation.", chunkName);
break;
case LUA_ERRMEM:
// 内存分配错误
CCLOG("[LUA ERROR] load \"%s\", error: memory allocation error.", chunkName);
break;
case LUA_ERRFILE:
// 文件错误
CCLOG("[LUA ERROR] load \"%s\", error: cannot open/read file.", chunkName);
break;
default:
// 未知错误
CCLOG("[LUA ERROR] load \"%s\", error: unknown.", chunkName);
}
}
return r;
}
int LuaStack::luaLoadBuffer(lua_State *L, const char *chunk, int chunkSize, const char *chunkName)
{
int r = 0;
// 判断是否加密,若lua脚本加密,则解密后在加载脚本文件
// luaL_loadbuffer 用于加载并编译Lua代码,并将其压入栈中
if (_xxteaEnabled && strncmp(chunk, _xxteaSign, _xxteaSignLen) == 0)
{
// decrypt XXTEA
xxtea_long len = 0;
unsigned char* result = xxtea_decrypt((unsigned char*)chunk + _xxteaSignLen,
(xxtea_long)chunkSize - _xxteaSignLen,
(unsigned char*)_xxteaKey,
(xxtea_long)_xxteaKeyLen,
&len);
unsigned char* content = result;
xxtea_long contentSize = len;
skipBOM((const char*&)content, (int&)contentSize);
r = luaL_loadbuffer(L, (char*)content, contentSize, chunkName);
free(result);
}
else
{
skipBOM(chunk, chunkSize);
r = luaL_loadbuffer(L, chunk, chunkSize, chunkName);
}
// 判定内容是否存在错误
if (r)
{
switch (r)
{
case LUA_ERRSYNTAX:
// 语法错误
CCLOG("[LUA ERROR] load \"%s\", error: syntax error during pre-compilation.", chunkName);
break;
case LUA_ERRMEM:
// 内存分配错误
CCLOG("[LUA ERROR] load \"%s\", error: memory allocation error.", chunkName);
break;
case LUA_ERRFILE:
// 文件错误
CCLOG("[LUA ERROR] load \"%s\", error: cannot open/read file.", chunkName);
break;
default:
// 未知错误
CCLOG("[LUA ERROR] load \"%s\", error: unknown.", chunkName);
}
}
return r;
}
_BYTE *__fastcall decodeLuaData(cocos2d::Data *a1, int *size)
{
_BYTE *v3; // r0
_BYTE *v4; // r5
int v6; // r0
int v7; // r2
int v8; // r3
bool v9; // cc
unsigned int v10; // r1
_BYTE *v11; // r12
_BYTE *v12; // r0
char v13; // t1
_BYTE *v14; // r0
char v15[4]; // [sp+0h] [bp-18h]
v3 = (_BYTE *)cocos2d::Data::getBytes(a1);
v4 = v3;
if ( *size > 8 && *v3 == 'a' && v3[1] == 'b' && v3[2] == 'c' && v3[3] == 'd' )
{
v6 = _hexToDecimal(v3 + 4, 4);
v7 = *size;
v8 = 0;
v9 = *size <= 8;
v15[3] = v6;
v15[2] = (unsigned __int16)(v6 - 2048) >> 8;
v10 = (unsigned int)(v6 - 2048) >> 24;
v15[1] = (unsigned int)(v6 - 2048) >> 16;
v15[0] = (unsigned int)(v6 - 2048) >> 24;
if ( !v9 )
{
v11 = v4 - 1;
v12 = v4 + 7;
while ( 1 )
{
v13 = *++v12;
++v8;
*++v11 = v13 ^ v10;
v7 = *size;
if ( *size <= v8 + 8 )
break;
LOBYTE(v10) = v15[v8 & 3];
}
}
v14 = &v4[v7 - 8];
*v14 = 0;
v14[1] = 0;
v14[2] = 0;
v14[3] = 0;
v14[4] = 0;
v14[5] = 0;
v14[6] = 0;
v14[7] = 0;
*size -= 8;
}
return v4;
}
_BYTE *__fastcall decodeLuaData(cocos2d::Data *a1, int *size)
{
_BYTE *v3; // r0
_BYTE *v4; // r5
int v6; // r0
int v7; // r2
int v8; // r3
bool v9; // cc
unsigned int v10; // r1
_BYTE *v11; // r12
_BYTE *v12; // r0
char v13; // t1
_BYTE *v14; // r0
char v15[4]; // [sp+0h] [bp-18h]
v3 = (_BYTE *)cocos2d::Data::getBytes(a1);
v4 = v3;
if ( *size > 8 && *v3 == 'a' && v3[1] == 'b' && v3[2] == 'c' && v3[3] == 'd' )
{
v6 = _hexToDecimal(v3 + 4, 4);
v7 = *size;
v8 = 0;
v9 = *size <= 8;
v15[3] = v6;
v15[2] = (unsigned __int16)(v6 - 2048) >> 8;
v10 = (unsigned int)(v6 - 2048) >> 24;
v15[1] = (unsigned int)(v6 - 2048) >> 16;
v15[0] = (unsigned int)(v6 - 2048) >> 24;
if ( !v9 )
{
v11 = v4 - 1;
v12 = v4 + 7;
while ( 1 )
{
v13 = *++v12;
++v8;
*++v11 = v13 ^ v10;
v7 = *size;
if ( *size <= v8 + 8 )
break;
LOBYTE(v10) = v15[v8 & 3];
}
}
v14 = &v4[v7 - 8];
*v14 = 0;
v14[1] = 0;
v14[2] = 0;
v14[3] = 0;
v14[4] = 0;
v14[5] = 0;
v14[6] = 0;
v14[7] = 0;
*size -= 8;
}
return v4;
}
import struct
from loguru import logger
def _hexToDecimal(data, offset):
if offset <= 0:
return 0
return struct.unpack(">I", data[:offset])[0]
def LOBYTE(d):
return d & 0xff
def decodeLuaData(data, size):
v4 = bytearray(data)
v15 = [0] * 4
if size > 8 and data[0] == ord('a') and data[1] == ord('b') and data[2] == ord('c') and data[3] == ord('d'):
logger.info("find special exts")
v6 = _hexToDecimal(data[4:], 4)
v15[3] = v6
v15[2] = (v6 - 2048) >> 8
v10 = (v6 - 2048) >> 24
v15[1] = (v6 - 2048) >> 16
v15[0] = (v6 - 2048) >> 24
if size > 8:
i = 0
while 1:
v13 = v4[8 + i]
v4[i] = v13 ^ v10
i += 1
if size <= i + 8:
break
v10 = LOBYTE(v15[i & 3])
size -= 8
return v4[:-8]
import struct
from loguru import logger
def _hexToDecimal(data, offset):
if offset <= 0:
return 0
return struct.unpack(">I", data[:offset])[0]
def LOBYTE(d):
return d & 0xff
def decodeLuaData(data, size):
v4 = bytearray(data)
v15 = [0] * 4
if size > 8 and data[0] == ord('a') and data[1] == ord('b') and data[2] == ord('c') and data[3] == ord('d'):
logger.info("find special exts")
v6 = _hexToDecimal(data[4:], 4)
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最后于 2021-7-24 22:21
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