游戏开发中常遇到资源保护的问题。
目前游戏开发中常加密的文件类型有:图片,Lua文件,音频等文件,而其实加密也是一把双刃剑。
需要安全那就得耗费一定的资源去实现它。目前网上也有用TexturePacker工具来加密的,不过针对性还是不够强。
分析一下原理为:
1,转格式:将需要加密的文件转为流的方式;
2,加密:根据自己需要使用加密手段,MD5,AES,甚至可以直接改变位移,加一些自己的特殊字符也可以使文件简单加密,加密完后基本保证
图片类型基本用特殊软件预览不了也打不开,Lua文件加密后一片乱码····;
3,保存自定义格式文件:另存为自己特殊类型的文件名如"xx.d" "xx.xyz"等。
4,图片解密:修改cocos2dx底层库的获取路径处,和加载CCImage纹理处理时的源码修改;
5,特殊Lua文件界面:修改对应Lua加载方法;
基本原理清楚了后我贴几段我自己项目中常用的加密方式:
首先是转格式并且加密的方式
bool PublicCommen::recode_getFileByName(string pFileName){ unsigned long nSize = ;
unsigned char* pBuffer = CCFileUtils::sharedFileUtils()->getFileData(
pFileName.c_str(),
"rb",&nSize); unsigned char* newBuf = new unsigned char[nSize];
int newblen = nSize;
if(pBuffer!=NULL&&nSize>)
{
for (int i = ; i<nSize; i++) {
newBuf[i]=pBuffer[i]+MD5;
}
string savepath = pFileName;
savepath = savepath.substr(,savepath.length()-);
savepath = savepath + "xx.X"; FILE *fp = fopen(savepath.c_str(), "wb+");
fwrite(newBuf, , newblen, fp);
fclose(fp);
CCLOG("save file ok. path = %s" ,savepath.c_str());
return true;
}
return false;
}
通常可以自己写一个应用程序遍历一下自定义目录下,需要转的资源文件,对应的把所有资源转换并加密;
里面newBuf[i]=pBuffer[i]+MD5;这段可以*发挥!解密的时候需要对应!
当然你也可以取巧的放进你的游戏中修改cocos2dx底层的CCFileUtils::fullPathForFilename获取全路径的方法中;
下面说一下解密:
图片的解密需要修改cocos2dx CCTexture2D 的CCTextureCache::addImage类里面修改
CCTexture2D * CCTextureCache::addImage(const char * path)
{
CCAssert(path != NULL, "TextureCache: fileimage MUST not be NULL"); CCTexture2D * texture = NULL;
CCImage* pImage = NULL;
// Split up directory and filename
// MUTEX:
// Needed since addImageAsync calls this method from a different thread //pthread_mutex_lock(m_pDictLock); std::string pathKey = path; pathKey = CCFileUtils::sharedFileUtils()->fullPathForFilename(pathKey.c_str());
if (pathKey.size() == )
{
return NULL;
}
texture = (CCTexture2D*)m_pTextures->objectForKey(pathKey.c_str()); std::string fullpath = pathKey; // (CCFileUtils::sharedFileUtils()->fullPathFromRelativePath(path));
if (! texture)
{
std::string lowerCase(pathKey);
for (unsigned int i = ; i < lowerCase.length(); ++i)
{
lowerCase[i] = tolower(lowerCase[i]);
}
// all images are handled by UIImage except PVR extension that is handled by our own handler
do
{
if (std::string::npos != lowerCase.find(".pvr"))
{
texture = this->addPVRImage(fullpath.c_str());
}
else if (std::string::npos != lowerCase.find(".pkm"))
{
// ETC1 file format, only supportted on Android
texture = this->addETCImage(fullpath.c_str());
}
else
{
CCImage::EImageFormat eImageFormat = CCImage::kFmtUnKnown;
if (std::string::npos != lowerCase.find(".png"))
{
eImageFormat = CCImage::kFmtPng;
}
else if (std::string::npos != lowerCase.find(".jpg") || std::string::npos != lowerCase.find(".jpeg"))
{
eImageFormat = CCImage::kFmtJpg;
}
else if (std::string::npos != lowerCase.find(".tif") || std::string::npos != lowerCase.find(".tiff"))
{
eImageFormat = CCImage::kFmtTiff;
}
else if (std::string::npos != lowerCase.find(".webp"))
{
eImageFormat = CCImage::kFmtWebp;
}
else if (std::string::npos != lowerCase.find("XX.X"))
{
eImageFormat = CCImage::xxxxx;
} pImage = new CCImage();
CC_BREAK_IF(NULL == pImage); bool bRet = pImage->initWithImageFile(fullpath.c_str(), eImageFormat);
CC_BREAK_IF(!bRet); texture = new CCTexture2D(); if( texture &&
texture->initWithImage(pImage) )
{
#if CC_ENABLE_CACHE_TEXTURE_DATA
// cache the texture file name
VolatileTexture::addImageTexture(texture, fullpath.c_str(), eImageFormat);
#endif
m_pTextures->setObject(texture, pathKey.c_str());
texture->release();
}
else
{
CCLOG("cocos2d: Couldn't create texture for file:%s in CCTextureCache", path);
}
}
} while ();
} CC_SAFE_RELEASE(pImage); //pthread_mutex_unlock(m_pDictLock);
return texture;
}
并且在CCImage的图片类型中添加你加密后的图片类型如:CCImage::xxxxx
然后跟到 bool bRet = pImage->initWithImageFile(fullpath.c_str(), eImageFormat);
CCImage.mm中的CCImage::initWithImageFile方法;
bool CCImage::initWithImageFile(const char * strPath, EImageFormat eImgFmt/* = eFmtPng*/)
{
bool bRet = false;
unsigned long nSize = ;
unsigned char* pBuffer = CCFileUtils::sharedFileUtils()->getFileData(
CCFileUtils::sharedFileUtils()->fullPathForFilename(strPath).c_str(),
"rb",
&nSize);
if(eImgFmt==xxxxxx)
{
for (int i= ; i < nSize; i++) {
pBuffer[i] = pBuffer[i]-MD5;
}
pBuffer[nSize] = pBuffer[nSize]-;
eImgFmt = kFmtPng;
} if (pBuffer != NULL && nSize > )
{
bRet = initWithImageData(pBuffer, nSize, eImgFmt);
}
CC_SAFE_DELETE_ARRAY(pBuffer);
return bRet;
}
其中 pBuffer[i] = pBuffer[i]-MD5;需要和之前加密的时候对应·····自己发挥!
Ok,只要是图片,并且是属于你自定义类型的图片都会得到解密的真实texture。
Lua的解密也是基本一样的思路,不过解密需要单独在需要加载Lua的方法前先解密,要考虑跨平台性