Execute remote function with memory address as parameter - windows

I'm trying to execute a function in a running (old) Win32 Borland application (Window has class OLW_WINDOW). By using OllyDbg I've found out that the function has one parameter which is a memory address. One variable/value used by the function is stored at an offset of that address. My idea is to find that memory address (which is at an constant offset in a memory block), change the variable/value to what I want and then execute the function. To use WriteProcessMemory and CreateRemoteThread to execute is okey, but the problem is how to find the memory address/block? When opening "Memory map" in OllyDbg the memory block has no owner, section or contains. Is it possible to get a list of memory blocks created by a specified thread? Or could I get it from the application somehow? Btw: the function is normally executed when a button is clicked and the variable/value I want to set is a database ID listed (by name) in a listview (or equivalent).

The best thing to do is just call the function.
As an example here is a function which prints output to a console:
void ConsoleOutput(char* text);
To call it, we would find the address of this function in the target binary. Let's say it's found at 0xDEADC0DE.
We would form a typedef for a function pointer:
typedef void(__cdecl* tConsoleOutput)(char* text);
We would create an instance of that function pointer type
tConsoleOutput ConsoleOutput = (ConsoleOutput)0xDEADC0DE;
To call the function we would simply do:
ConsoleOutput("Hello");
Likewise for your project, you would input whatever argument you required.

Related

Working of mmap()

I am trying to get an idea on how does memory mapping take place using the system call mmap.
So far I know mmap takes arguments from the user and returns a logical address of where the file is stored. When the user tries to access it takes this address to the map table converts it to a a physical address and carries the operation as requested.
However I found articles as code example and Theoretical explanation
What it mentions is the memory mapping is carried out as:
A. Using system call mmap ()
B. file operations using (struct file *filp, struct vm_area_struct *vma)
What I am trying to figure out is:
How the arguments passed in the mmap system call are used in the struct vm_area_struct *vma) More generally how are these 2 related.
for instance: the struct vm_area_struct has arguments such as starting address, ending address permissions,etc. How are the values sent by the user used to fill values of these variables.
I am trying to write a driver so, Does the kernal fill the values for variables in the structure for us and I simply use it to call and pass values to remap_pfn_range
And a more fundamental question, why is a different file systems operation needed. The fact that mmap returns the virtual address means that it has already achieved a mapping doesnt it ?
Finally I am not that clear about how the entire process would work in user as well as kernal space. Any documentation explaining the process in details would be helpful.

How to display array of structure pointer in user space which is copied from kernel via read call

Depending on the number of processes currently running, by using for_each_process macro call and one simple counter, I have used kmalloc to allocate memory for those processes to store process pid and its parent pid in structure. And use copy_to_user to copy it into the user space segment like below,
copy_to_user(buffer, &data, sizeof(Data) * process_counter);
But the problem is I am not able to figure out how should I suppose to display it on the user space application using read system call.
Is it possible in one read call Or do i need to use while loop for it ?
Thanks in advance.

How to translate a delegate to absolute address in DRAM?

I'd like to translate the delegate members .ptr and .funcptr to an absolute address that matches something in the executable image in DRAM.
The goal is not to call, neither to modify, but rather to allow the target to disassemble itself at run-time, when its own image is loaded in DRAM.
So far it already works with global functions.
Is it possible ?
The address of a delegate is the value of the .funcptr property. The type of this property is a bit misleading - it is of type function and does not list the hidden argument that is actually expected for passing the context in, but for just getting the address, you can ignore the type (explicitly casting to void* or size_t if you like to change the type) and just look at the address.
This isn't the address in physical memory, you'd have to ask the operating system for that, but since the virtual address it gives is automatically translated by the processor, it is most likely what you want anyway.

Accessing user space data from linux kernel

This is an assignment problem which asks for partial implementation of process checkpointing:
The test program allocates an array, does a system call and passes the start and end address of array to the call. In the system call function I have to save the contents in the give range to a file.
From my understanding, I could simply use copy_from_usr function to save the contents from the give range. However since the assignment is based on topic "Process address space", I probably need to walk through page tables. Say I manage to get the struct pages that correspond to given range. How do I get the data corresponding to the pages?
Can I just use page_to_virt function and access data directly?
Since the array is contiguous in virtual space, I guess I will just need to translate the starting address to page and then back to virtual address and then just copy the range size of data to file. Is that right?
I think copy_from_user() is ok, nothing else needed. When executing the system call, although it trap to kernel space, the context is still the process context which doing the system call. The kernel still use the process's page table. So just to use copy_from_user(), and nothing else needed.
Okey, if you want to do this experiment, I think you can use the void __user *vaddr to traverse the mm->pgd(page table), using pgd_offset/pud_offset/pmd_offset/pte_offset to get the page physical address(page size alignment). Then in kernel space, using ioremap() to create a kernel space mapping, then using the kernel virtual address(page size) + offset(inside the page), you get the start virtual address of the array. Now in kernel, you can using the virtual address to access the array.

Identify and intercept function call

I'm developing a launcher for a game.
Want to intercept game's call for a function that prints text.
I don't know whether the code that contains this function is dynamically linked or statically. So I dont even know the function name.
I did intercepted some windows-api calls of this game through microsoft Detours, Ninject and some others.
But this one is not in import table either.
What should I do to catch this function call? What profiler should be used? IDA? How this could be done?
EDIT:
Finally found function address. Thanks, Skino!
Tried to hook it with Detours, injected dll. Injected DllMain:
typedef int (WINAPI *PrintTextType)(char *, int, float , int);
static PrintTextType PrintText_Origin = NULL;
int WINAPI PrintText_Hooked(char * a, int b, float c, int d)
{
return PrintText_Origin(a, b, c , d);
}
HMODULE game_dll_base;
/* game_dll_base initialization goes here */
BOOL APIENTRY DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved)
{
if(fdwReason==DLL_PROCESS_ATTACH)
{
DisableThreadLibraryCalls(hinstDLL);
DetourTransactionBegin();
DetourUpdateThread(GetCurrentThread());
PrintText_Origin = (PrintTextType)((DWORD)game_dll_base + 0x6049B0);
DetourAttach((PVOID *)&PrintText_Origin , PrintText_Hooked);
DetourTransactionCommit();
}
}
It hooks as expected. Parameter a has text that should be displayed. But when calling original function return PrintText_Origin (a, b, c , d); application crashes(http://i46.tinypic.com/ohabm.png, http://i46.tinypic.com/dfeh4.png)
Original function disassembly:
http://pastebin.com/1Ydg7NED
After Detours:
http://pastebin.com/eM3L8EJh
EDIT2:
After Detours:
http://pastebin.com/GuJXtyad
PrintText_Hooked disassembly http://pastebin.com/FPRMK5qt w3_loader.dll is the injected dll
Im bad at ASM, please tell what can be wrong ?
Want to intercept game's call for a function that prints text.
You can use a debugger for the investigative phase. Either IDA, or even Visual Studio (in combination with e.g. HxD), should do. It should be relatively easy to identify the function using the steps below:
Identify a particular fragment of text whose printing you want to trace (e.g. Hello World!)
Break the game execution at any point before the game normally prints the fragment you identified above
Search for that fragment of text† (look for either Unicode or ANSI) in the game's memory. IDA will allow you to do that IIRC, as will the free HxD (Extras > Open RAM...)
Once the address of the fragment has been identified, set a break-on-access/read data breakpoint so the debugger will give you control the moment the game attempts to read said fragment (while or immediately prior to displaying it)
Resume execution, wait for the data breakpoint to trigger
Inspect the stack trace and look for a suitable candidate for hooking
Step through from the moment the fragment is read from memory until it is printed if you want to explore additional potential hook points
†provided text is not kept compressed (or, for whatever reason, encrypted) until the very last moment
Once you are done with the investigative phase and you have identified where you'd like to inject your hook, you have two options when writing your launcher:
If, based on the above exercise, you were able to identify an export/import after all, then use any API hooking techniques
EDIT Use Microsoft Detours, making sure that you first correctly identify the calling convention (cdecl, fastcall, stdcall) of the function you are trying to detour, and use that calling convention for both the prototype of the original as well as for the implementation of the dummy. See examples.
If not, you will have to
use the Debugging API to programatically load the game
compute the hook address based on your investigative phase (either as a hard-coded offset from the module base, or by looking for the instruction bytes around the hook site‡)
set a breakpoint
resume the process
wait for the breakpoint to trigger, do whatever you have to do
resume execution, wait for the next trigger etc. again, all done programatically by your launcher via the Debugging API.
‡to be able to continue to work with eventual patch releases of the game
At this stage it sounds like you don't have a notion of what library function you're trying to hook, and you've stated it's not (obviously at least) an imported external function in the import table which probably means that the function responsible for generating the text is likely located inside the .text of the application you are disassembling directly or loaded dynamically, the text generation (especially in a game) is likely a part of the application.
In my experience, this simplest way to find code that is difficult to trace such as this is by stopping the application shortly during or before/after text is displayed and using IDA's fabulous call-graph functionality to establish what is responsible for writing it out (use watches and breakpoints liberally!)
Look carefully to calls to CreateRemoteThread or any other commonly used dynamic loading mechanism if you have reason to believe this functionality might be provided by an exported function that isn't showing up in the import table.
I strongly advice against it but for the sake of completeness, you could also hook NtSetInformationThread in the system service dispatch table. here's a good dump of the table for different Windows versions here. If you want to get the index in the table yourself you can just disassemble the NtSetInformationThread export from ntdll.dll.

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