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native-lib.cpp
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86 lines (71 loc) · 2.49 KB
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#include <iostream>
#include <string>
#include <memory>
// Include our pure C++ utility macros without Objective-C dependencies
#include "utility.h"
// Include platform-specific headers with proper guards
#ifdef __APPLE__
#include "hooks/hooks.hpp"
#include "memory/mem.hpp"
#include "ios/ExecutionEngine.h"
#include "ios/ScriptManager.h"
#include "ios/UIController.h"
#include "ios/ai_features/AIIntegration.h"
#include "ios/ai_features/AIIntegrationManager.h"
#endif
// Forward declarations for RobloxExecutor namespace
namespace RobloxExecutor {
struct InitOptions {
bool enableLogging;
bool enableErrorReporting;
bool enablePerformanceMonitoring;
bool enableSecurity;
bool enableJailbreakBypass;
bool enableUI;
};
bool Initialize(const InitOptions& options);
void Shutdown();
namespace SystemState {
// Platform-specific declarations inside platform-specific guards
#ifdef __APPLE__
#ifndef SKIP_IOS_INTEGRATION
// Only declare iOS types if integration is enabled
std::shared_ptr<iOS::ExecutionEngine> GetExecutionEngine();
std::shared_ptr<iOS::UIController> GetUIController();
#endif
#endif
}
}
// C interface
extern "C" {
// Initialization function that runs when library is loaded
__attribute__((constructor))
void dylib_initializer() {
std::cout << "Roblox Executor dylib initializing" << std::endl;
#ifdef __APPLE__
// Initialize the hook engine
Hooks::HookEngine::Initialize();
// Initialize memory system
Memory::Initialize();
// iOS-specific initialization
std::cout << "Initializing iOS integration" << std::endl;
#endif
}
__attribute__((destructor))
void dylib_finalizer() {
std::cout << "Roblox Executor dylib shutting down" << std::endl;
#ifdef __APPLE__
// Clean up hooks
Hooks::HookEngine::ClearAllHooks();
#endif
}
// Lua module entry point
int luaopen_mylibrary(void* L) {
// Cast to void to remove the unused parameter warning
(void)(L);
std::cout << "Lua module loaded: mylibrary" << std::endl;
// This will be called when the Lua state loads our library
// Perform any Lua-specific initialization here
return 1; // Return 1 to indicate success
}
}