Creating custom packets on Windows systems - windows

I've been researching the creation of custom packets, and from what I've seen it is easy enough on Linux, only requiring sudo and the combination of SOCK_RAW and IPPROTO_RAW in the call to socket().
On Windows, on the other hand, very surprisingly, I have found little information on the creation of custom sockets, and most solutions use one of two librarys: WinPcap or NPcap, which both seem less than ideal for what I need, which is only one or two functions out of these librarys.
Therefore I'm curious if there is any more simpler way of doing accomplishing this task than what would otherwise be time-consuming (compiling NPcap from source, trying to understand the entire program in order to butcher it down, remove constraints, etc).
Surely there must be an easier way to use raw sockets.

Related

Windows: redirect ReadFile to run process and pipe it's stdout

I was wondering how hard it would be to create a set-up under Windows where a regular ReadFile on certain files is being redirected by the file system to actually run (e.g. ShellExecute) those files, and then the new process' stdout is being used as the file content streamed out to the ReadFile call to the callee...
What I envision the set-up to look like, is that you can configure it to denote a certain folder as 'special', and that this extra functionality is then only available on that folder's content (so it doesn't need to be disk-wide). It might be accessible under a new drive letter, or a path parallel to the source folder; the location it is hooked up to is irrelevant to me.
To those of you that wonder if this is a classic xy problem: it might very well be ;) It's just that this idea has intrigued me, and I want to know what possibilities there are. In my particular case I want to employ it to #include content in my C++ code base, where the actual content included is being made up on the spot, different on each compile round. I could of course also create a script to create such content to include, call it as a pre-build step and leave it at that, but why choose the easy route.
Maybe there are already ready-made solutions for this? I did an extensive Google search for it, but came out empty handed. But then I'm not sure I already know all the keywords involved to do a good search...
When coding up something myself, I think a minifilter driver might be needed intercepting ReadFile calls, but then it must at that spot run usermode apps from kernel space - not a happy marriage I assume. Or use an existing file system driver framework that allows for usermode parts, but I found the price of existing solutions to be too steep for my taste (several thousand dollars).
And I also assume that a standard file system (minifilter) driver might be required to return a consistent file size for such files, although the actual data size returned through ReadFile would of course differ on each call. Not to mention negating any buffering that takes place.
All in all I think that a create-it-yourself solution will take quite some effort, especially when you have never done Windows driver development in your life :) Although I see myself quite capable of learning up on it, the time invested will be prohibitive I think.
Another approach might be to hook ReadFile calls from the process doing the ReadFile - via IAT hooking, or via code injection. But I want this solution to more work 'out-of-the-box', i.e. all ReadFile requests for these special files trigger the correct behavior, regardless of origin. In my case I'd need to intercept my C++ compiler (G++) behavior, but that one is called on the fly by the IDE, so I see no easy way to detect it's startup and hook it up quickly before it does it's ReadFiles. And besides, I only want certain files to be special in this regard; intercepting all ReadFiles for a certain process is overkill.
You want something like FUSE (which I used with profit many times), but for Windows. Apparently there's Dokan, I've never used it but seems to be well known enough (and, at very least, can be used as an inspiration to see "how it's done").

Extending functionality of existing program I don't have source for

I'm working on a third-party program that aggregates data from a bunch of different, existing Windows programs. Each program has a mechanism for exporting the data via the GUI. The most brain-dead approach would have me generate extracts by using AutoIt or some other GUI manipulation program to generate the extractions via the GUI. The problem with this is that people might be interacting with the computer when, suddenly, some automated program takes over. That's no good. What I really want to do is somehow have a program run once a day and silently (i.e. without popping up any GUIs) export the data from each program.
My research is telling me that I need to hook each application (assume these applications are always running) and inject a custom DLL to trigger each export. Am I remotely close to being on the right track? I'm a fairly experienced software dev, but I don't know a whole lot about reverse engineering or hooking. Any advice or direction would be greatly appreciated.
Edit: I'm trying to manage the availability of a certain type of professional. Their schedules are stored in proprietary systems. With their permission, I want to install an app on their system that extracts their schedule from whichever system they are using and uploads the information to a central server so that I can present that information to potential clients.
I am aware of four ways of extracting the information you want, both with their advantages and disadvantages. Before you do anything, you need to be aware that any solution you create is not guaranteed and in fact very unlikely to continue working should the target application ever update. The reason is that in each case, you are relying on an implementation detail instead of a pre-defined interface through which to export your data.
Hooking the GUI
The first way is to hook the GUI as you have suggested. What you are doing in this case is simply reading off from what an actual user would see. This is in general easier, since you are hooking the WinAPI which is clearly defined. One danger is that what the program displays is inconsistent or incomplete in comparison to the internal data it is supposed to be representing.
Typically, there are two common ways to perform WinAPI hooking:
DLL Injection. You create a DLL which you load into the other program's virtual address space. This means that you have read/write access (writable access can be gained with VirtualProtect) to the target's entire memory. From here you can trampoline the functions which are called to set UI information. For example, to check if a window has changed its text, you might trampoline the SetWindowText function. Note every control has different interfaces used to set what they are displaying. In this case, you are hooking the functions called by the code to set the display.
SetWindowsHookEx. Under the covers, this works similarly to DLL injection and in this case is really just another method for you to extend/subvert the control flow of messages received by controls. What you want to do in this case is hook the window procedures of each child control. For example, when an item is added to a ComboBox, it would receive a CB_ADDSTRING message. In this case, you are hooking the messages that are received when the display changes.
One caveat with this approach is that it will only work if the target is using or extending WinAPI controls.
Reading from the GUI
Instead of hooking the GUI, you can alternatively use WinAPI to read directly from the target windows. However, in some cases this may not be allowed. There is not much to do in this case but to try and see if it works. This may in fact be the easiest approach. Typically, you will send messages such as WM_GETTEXT to query the target window for what it is currently displaying. To do this, you will need to obtain the exact window hierarchy containing the control you are interested in. For example, say you want to read an edit control, you will need to see what parent window/s are above it in the window hierarchy in order to obtain its window handle.
Reading from memory (Advanced)
This approach is by far the most complicated but if you are able to fully reverse engineer the target program, it is the most likely to get you consistent data. This approach works by you reading the memory from the target process. This technique is very commonly used in game hacking to add 'functionality' and to observe the internal state of the game.
Consider that as well as storing information in the GUI, programs often hold their own internal model of all the data. This is especially true when the controls used are virtual and simply query subsets of the data to be displayed. This is an example of a situation where the first two approaches would not be of much use. This data is often held in some sort of abstract data type such as a list or perhaps even an array. The trick is to find this list in memory and read the values off directly. This can be done externally with ReadProcessMemory or internally through DLL injection again. The difficulty lies mainly in two prerequisites:
Firstly, you must be able to reliably locate these data structures. The problem with this is that code is not guaranteed to be in the same place, especially with features such as ASLR. Colloquially, this is sometimes referred to as code-shifting. ASLR can be defeated by using the offset from a module base and dynamically getting the module base address with functions such as GetModuleHandle. As well as ASLR, a reason that this occurs is due to dynamic memory allocation (e.g. through malloc). In such cases, you will need to find a heap address storing the pointer (which would for example be the return of malloc), dereference that and find your list. That pointer would be prone to ASLR and instead of a pointer, it might be a double-pointer, triple-pointer, etc.
The second problem you face is that it would be rare for each list item to be a primitive type. For example, instead of a list of character arrays (strings), it is likely that you will be faced with a list of objects. You would need to further reverse engineer each object type and understand internal layouts (at least be able to determine offsets of primitive values you are interested in in terms of its offset from the object base). More advanced methods revolve around actually reverse engineering the vtable of objects and calling their 'API'.
You might notice that I am not able to give information here which is specific. The reason is that by its nature, using this method requires an intimate understanding of the target's internals and as such, the specifics are defined only by how the target has been programmed. Unless you have knowledge and experience of reverse engineering, it is unlikely you would want to go down this route.
Hooking the target's internal API (Advanced)
As with the above solution, instead of digging for data structures, you dig for the internal API. I briefly covered this with when discussing vtables earlier. Instead of doing this, you would be attempting to find internal APIs that are called when the GUI is modified. Typically, when a view/UI is modified, instead of directly calling the WinAPI to update it, a program will have its own wrapper function which it calls which in turn calls the WinAPI. You simply need to find this function and hook it. Again this is possible, but requires reverse engineering skills. You may find that you discover functions which you want to call yourself. In this case, as well as being able to locate the location of the function, you have to reverse engineer the parameters it takes, its calling convention and you will need to ensure calling the function has no side effects.
I would consider this approach to be advanced. It can certainly be done and is another common technique used in game hacking to observe internal states and to manipulate a target's behaviour, but is difficult!
The first two methods are well suited for reading data from WinAPI programs and are by far easier. The two latter methods allow greater flexibility. With enough work, you are able to read anything and everything encapsulated by the target but requires a lot of skill.
Another point of concern which may or may not relate to your case is how easy it will be to update your solution to work should the target every be updated. With the first two methods, it is more likely no changes or small changes have to be made. With the second two methods, even a small change in source code can cause a relocation of the offsets you are relying upon. One method of dealing with this is to use byte signatures to dynamically generate the offsets. I wrote another answer some time ago which addresses how this is done.
What I have written is only a brief summary of the various techniques that can be used for what you want to achieve. I may have missed approaches, but these are the most common ones I know of and have experience with. Since these are large topics in themselves, I would advise you ask a new question if you want to obtain more detail about any particular one. Note that in all of the approaches I have discussed, none of them suffer from any interaction which is visible to the outside world so you would have no problem with anything popping up. It would be, as you describe, 'silent'.
This is relevant information about detouring/trampolining which I have lifted from a previous answer I wrote:
If you are looking for ways that programs detour execution of other
processes, it is usually through one of two means:
Dynamic (Runtime) Detouring - This is the more common method and is what is used by libraries such as Microsoft Detours. Here is a
relevant paper where the first few bytes of a function are overwritten
to unconditionally branch to the instrumentation.
(Static) Binary Rewriting - This is a much less common method for rootkits, but is used by research projects. It allows detouring to be
performed by statically analysing and overwriting a binary. An old
(not publicly available) package for Windows that performs this is
Etch. This paper gives a high-level view of how it works
conceptually.
Although Detours demonstrates one method of dynamic detouring, there
are countless methods used in the industry, especially in the reverse
engineering and hacking arenas. These include the IAT and breakpoint
methods I mentioned above. To 'point you in the right direction' for
these, you should look at 'research' performed in the fields of
research projects and reverse engineering.

Best form of IPC for a decentralized roguelike?

I've got a project to create a roguelike that in some way abstracts the UI from the engine and the engine from map creation, line-of-site, etc. To narrow the focus, i first want to just get the UI (player's client) and engine working.
My current idea is to make the client basically a program that decides what one character (player, monsters) will do for its turn and waits until it can move again. So each monster has a client, and so does the player. The player's client prints the map, waits for input, sends it to the engine, and tells the player what happened. The monster's client does the same except without printing the map and using AI instead of keyboard input.
Before i go any futher, if this seems somehow an obfuscated way of doing things, my goal is to learn, not write a roguelike. It's the journy, not the destination.
And so i need to choose what form of ipc fits this model best.
My first attempt used pipes because they're simplest and i wrote a
UI for the player and a program to pipe in instructions such as
where to put the map and player. While this works, it only allows
one client--communicating through stdin and out.
I've thought about making the engine a daemon that looks in a spool
where clients, when started, create unique-per-client temp files to
give instructions to the engine and recieve feedback.
Lastly, i've done a little introductory programing with sockets.
They seem like they might be the way to go, and would allow the game
to perhaps someday be run over a net. I'd like to, if possible, use
a simpler solution, and since i'm unfamiliar with them, it's more
error prone.
I'm always open to suggestions.
I've been playing around with using these combinations for a similar problem (multiple clients talking via a single daemon on the local box, with much of the intelligence shoved off into the clients).
mmap for sharing large data blobs, with unix domain sockets, messages queues, or named pipes for notification
same, but using individual files per blob instead of munging them all together in an mmap
same, but without the files or mmap (in other words, more like conventional messaging)
In general I like the idea of breaking things up into separate executables this way -- it certainly makes testing easier, for instance. I think the choice of method comes down to usage patterns -- how large are messages, how persistent does the data in them need to be, can you afford the cost of multiple trips through the network stack for a socket-based message, that sort of thing. The fact that you're sticking to Linux makes things easy in terms of what's available -- you don't need to worry about portability of message queues, for instance.
This one's also applicable: https://stackoverflow.com/a/1428542/1264797

Snoop interprocess communications

Has anyone tried to create a log file of interprocess communications? Could someone give me a little advice on the best way to achieve this?
The question is not quite clear, and comments make it less clear, but anyway...
The two things to try first are ipcs and strace -e trace=ipc.
If you want to log all IPC(seems very intensive), you should consider instrumentation.
Their are a lot of good tools for this, check out PIN in perticular, this section of the manual;
In this example, we show how to do
more selective instrumentation by
examining the instructions. This tool
generates a trace of all memory
addresses referenced by a program.
This is also useful for debugging and
for simulating a data cache in a
processor.
If your doing some heavy weight tuning and analysis, check out TAU (Tuning and analysis utilitiy).
Communication to a kernel driver can take many forms. There is usually a special device file for communication, or there can be a special socket type, like NETLINK. If you are lucky, there's a character device to which read() and write() are the sole means of interaction - if that's the case then those calls are easy to intercept with a variety of methods. If you are unlucky, many things are done with ioctls or something even more difficult.
However, running 'strace' on the program using the kernel driver to communicate can reveal just about all it does - though 'ltrace' might be more readable if there happens to be libraries the program uses for communication. By tuning the arguments to 'strace', you can probably get a dump which contains just the information you need:
First, just eyeball the calls and try to figure out the means of kernel communication
Then, add filters to strace call to log only the kernel communication calls
Finally, make sure strace logs the full strings of all calls, so you don't have to deal with truncated data
The answers which point to IPC debugging probably are not relevant, as communicating with the kernel almost never has anything to do with IPC (atleast not the different UNIX IPC facilities).

What serial file transfer protocol to use?

I'm looking for some input on witch file transfer protocol to use over a serial line. I want to be able to transfer files of max 200 Mb size over a serial line (RS232) in both directions, but only one of the machines needs to be able to initiate the get/put (think master-slave).
The protocol also needs to be:
Easy/simple to implement since I would need to write both client and server myself (limited, embedded hardware)
Fairly robust, fault checking/recovery etc
At least somewhat standardized, in case I need to get a third party to implement it on some other hardware
Kermit? TFTP? Simplest possible home brew? What do you think?
In the beginning was the Xmodem, which was very simple to implement. Chuck Forsberg looked at the xmodem and decided it was inefficient, so he begat the Ymodem, but it's implementations were buggy and both x and ymodem were replaced with Zmodem.
Kermit followed on later. Kermit would probably be the "Standard" way to implement this. Do you have access to libraries for Kermit that will run on your embedded platform? If not I would probably consider one of the other options.
If ease of implementation is your primary concern then Xmodem wins hands down.

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