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novus/parts/luab/luabpart.cpp
Joshua Goins dab4a698b2 Decompile Lua bytecode in Data Explorer
The game has *tons* of Lua scripts for event scripting, and are very
interesting to explore. I had to do manually call luadec before, but now
it should be much easier by automatically decompiling Lua scripts in the
Data Explorer.
2025-04-30 19:44:20 -04:00

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C++

// SPDX-FileCopyrightText: 2025 Joshua Goins <josh@redstrate.com>
// SPDX-License-Identifier: GPL-3.0-or-later
#include "luabpart.h"
#include <QFile>
#include <QJsonArray>
#include <QJsonDocument>
#include <QJsonObject>
#include <QProcess>
#include <QTemporaryFile>
#include <QTextEdit>
#include <QVBoxLayout>
#include <physis.hpp>
LuabPart::LuabPart(QWidget *parent)
: QWidget(parent)
{
auto layout = new QVBoxLayout();
layout->setContentsMargins(0, 0, 0, 0);
m_codeEdit = new QTextEdit();
m_codeEdit->setReadOnly(true);
layout->addWidget(m_codeEdit);
setLayout(layout);
}
void LuabPart::load(physis_Buffer buffer)
{
QTemporaryFile temporaryFile;
if (temporaryFile.open()) {
QFile file(temporaryFile.fileName());
file.open(QIODevice::WriteOnly);
file.write(reinterpret_cast<const char *>(buffer.data), buffer.size);
file.close();
QProcess luaDecProcess;
luaDecProcess.setProgram(QStringLiteral("./luadec"));
luaDecProcess.setArguments({temporaryFile.fileName()});
luaDecProcess.start();
luaDecProcess.waitForFinished();
m_codeEdit->setText(QString::fromUtf8(luaDecProcess.readAllStandardOutput()));
}
}
#include "moc_luabpart.cpp"