#include #include "loader/component_loader.hpp" #include #include namespace integrity { namespace { const std::vector>& get_text_sections() { static const std::vector> text = [] { std::vector> texts{}; const utils::nt::library game{}; for (const auto& section : game.get_section_headers()) { if (section->Characteristics & IMAGE_SCN_MEM_EXECUTE) { texts.emplace_back(game.get_ptr() + section->VirtualAddress, section->Misc.VirtualSize); } } return texts; }(); return text; } bool is_in_texts(const uint64_t addr) { const auto& texts = get_text_sections(); for (const auto& text : texts) { const auto start = reinterpret_cast(text.first); if (addr >= start && addr <= (start + text.second)) { return true; } } return false; } bool is_in_texts(const void* addr) { return is_in_texts(reinterpret_cast(addr)); } struct integrity_handler_context { uint32_t* computed_checksum; uint32_t* original_checksum; }; bool is_on_stack(uint8_t* stack_frame, const void* pointer) { const auto stack_value = reinterpret_cast(stack_frame); const auto pointer_value = reinterpret_cast(pointer); const auto diff = static_cast(stack_value - pointer_value); return std::abs(diff) < 0x1000; } // Pretty trashy, but working, heuristic to search the integrity handler context bool is_handler_context(uint8_t* stack_frame, const uint32_t computed_checksum, const uint32_t frame_offset) { const auto* potential_context = reinterpret_cast(stack_frame + frame_offset); return is_on_stack(stack_frame, potential_context->computed_checksum) && *potential_context->computed_checksum == computed_checksum && is_in_texts(potential_context->original_checksum); } integrity_handler_context* search_handler_context(uint8_t* stack_frame, const uint32_t computed_checksum) { for (uint32_t frame_offset = 0; frame_offset < 0x90; frame_offset += 8) { if (is_handler_context(stack_frame, computed_checksum, frame_offset)) { return reinterpret_cast(stack_frame + frame_offset); } } return nullptr; } uint32_t adjust_integrity_checksum(const uint64_t return_address, uint8_t* stack_frame, const uint32_t current_checksum) { const auto handler_address = reverse_b(return_address - 5); const auto* context = search_handler_context(stack_frame, current_checksum); if (!context) { MessageBoxA(nullptr, utils::string::va("No frame offset for: %llX", handler_address), "Error", MB_ICONERROR); TerminateProcess(GetCurrentProcess(), 0xBAD); return current_checksum; } const auto correct_checksum = *context->original_checksum; *context->computed_checksum = correct_checksum; if (current_checksum != correct_checksum) { #ifndef NDEBUG /*printf("Adjusting checksum (%llX): %X -> %X\n", handler_address, current_checksum, correct_checksum);*/ #endif } return correct_checksum; } void patch_intact_basic_block_integrity_check(void* address) { const auto game_address = reinterpret_cast(address); constexpr auto inst_len = 3; const auto next_inst_addr = game_address + inst_len; const auto next_inst = *reinterpret_cast(next_inst_addr); if ((next_inst & 0xFF00FFFF) != 0xFF004583) { throw std::runtime_error(utils::string::va("Unable to patch intact basic block: %llX", game_address)); } const auto other_frame_offset = static_cast(next_inst >> 16); static const auto stub = utils::hook::assemble([](utils::hook::assembler& a) { a.push(rax); a.mov(rax, qword_ptr(rsp, 8)); a.sub(rax, 2); // Skip the push we inserted a.push(rax); a.pushad64(); a.mov(r8, qword_ptr(rsp, 0x88)); a.mov(rcx, rax); a.mov(rdx, rbp); a.call_aligned(adjust_integrity_checksum); a.mov(qword_ptr(rsp, 0x80), rax); a.popad64(); a.pop(rax); a.add(rsp, 8); a.mov(dword_ptr(rdx, rcx, 4), eax); a.pop(rax); // return addr a.xchg(rax, qword_ptr(rsp)); // switch with push a.add(dword_ptr(rbp, rax), 0xFFFFFFFF); a.mov(rax, dword_ptr(rdx, rcx, 4)); // restore rax a.ret(); }); // push other_frame_offset utils::hook::set(game_address, static_cast(0x6A | (other_frame_offset << 8))); utils::hook::call(game_address + 2, stub); } void patch_split_basic_block_integrity_check(void* address) { const auto game_address = reinterpret_cast(address); constexpr auto inst_len = 3; const auto next_inst_addr = game_address + inst_len; if (*reinterpret_cast(next_inst_addr) != 0xE9) { throw std::runtime_error(utils::string::va("Unable to patch split basic block: %llX", game_address)); } const auto jump_target = utils::hook::extract(reinterpret_cast(next_inst_addr + 1)); const auto stub = utils::hook::assemble([jump_target](utils::hook::assembler& a) { a.push(rax); a.mov(rax, qword_ptr(rsp, 8)); a.push(rax); a.pushad64(); a.mov(r8, qword_ptr(rsp, 0x88)); a.mov(rcx, rax); a.mov(rdx, rbp); a.call_aligned(adjust_integrity_checksum); a.mov(qword_ptr(rsp, 0x80), rax); a.popad64(); a.pop(rax); a.add(rsp, 8); a.mov(dword_ptr(rdx, rcx, 4), eax); a.add(rsp, 8); a.jmp(jump_target); }); utils::hook::call(game_address, stub); } void search_and_patch_integrity_checks() { // There seem to be 1219 results. // Searching them is quite slow. // Maybe precomputing that might be better? const auto intact_results = "89 04 8A 83 45 ? FF"_sig; const auto split_results = "89 04 8A E9"_sig; for (auto* i : intact_results) { patch_intact_basic_block_integrity_check(i); } for (auto* i : split_results) { patch_split_basic_block_integrity_check(i); } } void* original_first_tls_callback = nullptr; void** get_tls_callbacks() { const utils::nt::library game{}; const auto& entry = game.get_optional_header()->DataDirectory[IMAGE_DIRECTORY_ENTRY_TLS]; if (!entry.VirtualAddress || !entry.Size) { return nullptr; } const auto* tls_dir = reinterpret_cast(game.get_ptr() + entry.VirtualAddress); return reinterpret_cast(tls_dir->AddressOfCallBacks); } void disable_tls_callbacks() { auto* tls_callbacks = get_tls_callbacks(); if (tls_callbacks) { original_first_tls_callback = *tls_callbacks; } utils::hook::set(tls_callbacks, nullptr); } void restore_tls_callbacks() { auto* tls_callbacks = get_tls_callbacks(); if (tls_callbacks) { utils::hook::set(tls_callbacks, original_first_tls_callback); } } utils::hook::detour create_thread_hook; HANDLE WINAPI create_thread_stub(const LPSECURITY_ATTRIBUTES thread_attributes, const SIZE_T stack_size, const LPTHREAD_START_ROUTINE start_address, const LPVOID parameter, const DWORD creation_flags, const LPDWORD thread_id) { if (utils::nt::library::get_by_address(start_address) == utils::nt::library{}) { restore_tls_callbacks(); create_thread_hook.clear(); return CreateThread(thread_attributes, stack_size, start_address, parameter, creation_flags, thread_id); } return create_thread_hook.invoke(thread_attributes, stack_size, start_address, parameter, creation_flags, thread_id); } utils::hook::detour get_thread_context_hook; BOOL WINAPI get_thread_context_stub(const HANDLE thread_handle, const LPCONTEXT context) { constexpr auto debug_registers_flag = (CONTEXT_DEBUG_REGISTERS & ~CONTEXT_AMD64); if (context && (context->ContextFlags & debug_registers_flag)) { auto* source = _ReturnAddress(); const auto game = utils::nt::library{}; const auto source_module = utils::nt::library::get_by_address(source); if (source_module == game) { context->ContextFlags &= ~debug_registers_flag; } } return get_thread_context_hook.invoke(thread_handle, context); } } class component final : public component_interface { public: void pre_start() override { disable_tls_callbacks(); create_thread_hook.create(CreateThread, create_thread_stub); auto* get_thread_context_func = utils::nt::library("kernelbase.dll").get_proc("GetThreadContext"); get_thread_context_hook.create(get_thread_context_func, get_thread_context_stub); /************************************************************************************************************* ** TODO : There is some kind of dormant defence mechanism. works so random makes it harder to investigate ** It will Exit process with code zero in case gets induced mid-game or just prevent initialization ** causing to get black screened if tripped boot-time. Apparently it verifies IAT's integrity. ** ** *************************************************************************************************************/ } void post_unpack() override { search_and_patch_integrity_checks(); } int priority() override { return 9999; } }; } REGISTER_COMPONENT(integrity::component)