Rename Win32 Functions for Security on C++ - c++

Is there a way to rename a win32 function like GetVolumeInformationW() using #define ?
For example:
#define abc(LPCWSTR a, LPWSTR b, ...) GetVolumeInformationW(Some argumments..)
Why do that? I want to hide the function name on debbuger programms like IDA, is there some way to did that?
Language: C++

There is no point in using #define for this, as this will have no effect on the contents of the binary executable. Using preprocessor macros will only affect what you as a programmer will see, but it won't affect what the compiler or linker will see. See this link for information on how the C++ preprocessor works and its relationship with the compiler/linker.
If you do not want the function to appear in the Import Table of your executable, then you can instead load the function dynamically using GetProcAddress. That way, a disassembler will probably be unable to determine which function the address is pointing to, when the function is being called. However, the disassembler will be able to see that you are using GetProcAddress for something, it just won't know what. Using the function GetProcAddress may make someone trying to crack your software suspicious, because that is a common thing to do if you are trying to hide something.
If you do not want the string GetVolumeInformationW to appear in cleartext in your executable file, then you can somehow encrypt or obfuscate it, for example store it in reverse and then reverse it back before passing it to GetProcAddress. This was just a very simple example of how it could be done. Using XOR (which is the ^ operator in C++) on every character with a certain key to encrypt, and then do the same thing again to decrypt, would probably be a better solution, as this would make the the encrypted text not be easily identifiable as text.

Is there a way to rename a win32 function like GetVolumeInformationW() using #define ?
No, macros do not serve that purpose. You could define a macro such that Win32 function names do not appear literally in your source code, other than in the macro definitions, but that does not rename the functions, nor even prevent the function names from appearing in your compiled object files, libraries, or executables.
It can't, because the Win32 API's function names are established by the platform headers and (especially) libraries. You're not rebuilding the platform libraries, only linking the existing ones to your own code, so your code has no alternative but to use the API's function names to call API functions.
Why do that? I want to hide the function name on debbuger programms like IDA, is there some way to did that?
Obfuscation is not a very effective defense technique. It is far more likely to make trouble for you, in the ordinary development of your software, than to present a major hurdle to a skilled adversary. You can obfuscate the names of your own functions if you nevertheless wish to do so, but no, you cannot change the names of platform API functions.

You'll be calling a function out of a shared DLL. Defines are strictly preprocessor.
What you want to do is create a hash function to hash the string "GetVolumeInformationW". As well as the name of the module thats in. For example "Kernel32.dll"
Get the PEB using the FS or GS register. Then go to the PEB_LDR_DATA list. Run each list entry and hash the DLL name against your Kernel32 hashed string. If the hashes match, you grab the base of the library in that same structure.
After this you will then trace the export table. And do the same thing you did above, where you compare each export name to the hashed "GetVolumeInformationW" string. When it's found, you will then call the address it's at using a function pointer.
This is the sole way to do it. Bonus points if the encrypted strings are stored on the stack. So when coding it do
char[] szKernel32 = 'K', 'e', 'r', 'n'.........;
Also, do not use GetProcAddress. It defeats the point of hiding, since anyone experienced with IDA will instantly search for GetProcAddress.

Related

C++: Can function pointers be traced back to the original function before compilation without looking at the function name?

I want to set up a server on which students can upload and run code for a course. However, I don't want them to access various functions, like system(), which could allow bad access to my server. I can search the pre-processor output for an explicit function call, but if the user makes a function pointer like this:
int (*syst)(const char*) = system;
syst("rm *");
I'm still open to the threat. However, I can't just search for the string "system", for example, since it's otherwise a valid name - if the student didn't include cstdlib, they could use that name as a variable name. Since this is a beginning programming course, having a blacklist of variable names ten miles long is a bad idea.
Is there a way to define the functions other than by name and allow me to search for that other designation before compiling their code?
By far the easiest solution is to compile the code - that's pretty harmless - and then look at the actual library imports. Users may have defined their own system, but that wouldn't cause system to be imported from glibc.
Showing imported symbols
The main reason you can't look at the raw source code is because #define allows malicious users to hide the blacklisted symbol names. But there are plenty of other possibilities to do that, including
auto hidden = &sys\
tem;
So you need some processing of the source, and it's probably easiest just to fully process the whole source.
I would also suggest running this inside a chroot as a non-privileged user. It's lighter weight than a VM.
Alas, it's not possible (easily) to get a functions name from a pointer
How to get function's name from function's pointer in C? That question is from a C perspective, but it's the same problem, essentially.

How to find a pointer to a function by string

I have a list of functions in a text file that I'd like to expose to LLVM for its execution engine at run time, I'm wondering if its possible to find pointers to the functions at runtime rather than hard code in all the GlobalMappings by hand as I'd probably like to add in more later. For example:
// File: InternalFunctions.txt
PushScreen
PopScreen
TopScreen
// File: ExposeEngine.cpp
// Somehow figure out the address of the function specified in a string
void* addy = magicAddress("PushScreen");
jit->addGlobalMapping(llvmfunction, addy);
If this is possible I love to know how to do it, as I am trying to write my game engine by jit-ing c++. I was able to create some results earlier, but I had to hard-code in the mappings. I noticed that Gtk uses something along the lines of what I'm asking. When you use glade and provide a signal handler, the program you build in c will automatically find the function in your executable referenced by the string provided in the glade file. If getting results requires me to look into this Gtk thing I'd be more than happy to, but I don't know what feature or part of the api deals with that - I've already tried to look it up. I'd love to hear suggestions or advice.
Yes, you can do this. Look at the man pages for dlopen() and dlsym(): these functions are standard on *nix systems and let you look up symbols (functions or variables) by name. There is one significant issue, which is that C++ function names are usually "mangled" to encode type information. A typical way around this is to define a set of wrapper functions in an extern "C" {} block: these will be non-member, C-style functions which can then call into your C++ code. Their names will not be mangled, making them easy to look up using dlsym().
This is a pretty standard way that some plugin architectures work. Or at least used to work, before everyone started using interpreted languages!

calling kernel32.dll function without including windows.h

if kernel32.dll is guaranteed to loaded into a process virtual memory,why couldn't i call function such as Sleep without including windows.h?
the below is an excerpt quoting from vividmachine.com
5. So, what about windows? How do I find the addresses of my needed DLL functions? Don't these addresses change with every service pack upgrade?
There are multitudes of ways to find the addresses of the functions that you need to use in your shellcode. There are two methods for addressing functions; you can find the desired function at runtime or use hard coded addresses. This tutorial will mostly discuss the hard coded method. The only DLL that is guaranteed to be mapped into the shellcode's address space is kernel32.dll. This DLL will hold LoadLibrary and GetProcAddress, the two functions needed to obtain any functions address that can be mapped into the exploits process space. There is a problem with this method though, the address offsets will change with every new release of Windows (service packs, patches etc.). So, if you use this method your shellcode will ONLY work for a specific version of Windows. Further dynamic addressing will be referenced at the end of the paper in the Further Reading section.
The article you quoted focuses on getting the address of the function. You still need the function prototype of the function (which doesn't change across versions), in order to generate the code for calling the function - with appropriate handling of input and output arguments, register values, and stack.
The windows.h header provides the function prototype that you wish to call to the C/C++ compiler, so that the code for calling the function (the passing of arguments via register or stack, and getting the function's return value) can be generated.
After knowing the function prototype by reading windows.h, a skillful assembly programmer may also be able to write the assembly code to call the Sleep function. Together with the function's address, these are all you need to make the function call.
With some black magic you can ;). there have been many custom implementations of GetProcAddress, which would allow you to get away with not needing windows.h, this however isn't be all and end all and could probably end up with problems due to internal windows changes. Another method is using toolhlp to enumerate the modules in the process to get kernel.dll's base, then spelunks its PE for the EAT and grab the address of GetProcAddress. from there you just need function pointer prototypes to call the addresses correctly(and any structure defs needed), which isn't too hard meerly labour intensive(if you have many functions), infact under windows xp this is required to disable DEP due to service pack differencing, ofc you need windows.h as a reference to get this, you just don't need to include it.
You'd still need to declare the function in order to call it, and you'd need to link with kernel32.lib. The header file isn't anything magic, it's basically just a lot of function declarations.
I can do it with 1 line of assembly and then some helper functions to walk the PEB
file by hard coding the correct offsets to different members.
You'll have to start here:
static void*
JMIM_ASM_GetBaseAddr_PEB_x64()
{
void* base_address = 0;
unsigned long long var_out = 0;
__asm__(
" movq %%gs:0x60, %[sym_out] ; \n\t"
:[sym_out] "=r" (var_out) //:OUTPUTS
);
//: printf("[var_out]:%d\n", (int)var_out);
base_address=(void*)var_out;
return( base_address );
}
Then use windbg on an executable file to inspect the data structures on your machine.
A lot of the values you'll be needing are hard to find and only really documented by random hackers. You'll find yourself on a lot of malware writing sites digging for answers.
dt nt!_PEB -r #$peb
Was pretty useful in windbg to get information on the PEB file.
There is a full working implementation of this in my game engine.
Just look in: /DEP/PEB2020 for the code.
https://github.com/KanjiCoder/AAC2020
I don't include <windows.h> in my game engine. Yet I use "GetProcAddress"
and "LoadLibraryA". Might be in-advisable to do this. But my thought was the more
moving parts, the more that can go wrong. So figured I'd take the "#define WIN32_LEAN_AND_MEAN" to it's absurd conclusion and not include <windows.h> at all.

Can I programatically deduce the calling convention used by a C++ dll?

Imagine you'd like to write a program that tests functions in a c++ dll file.
You should enable the user to select a dll (we assume we are talking about c++ dlls).
He should be able to obtain a list of all functions exported by the dll.
Then, the user should be able to select a function name from the list, manually input a list of arguments ( the arguments are all basic types, like int, double, bool or char arrays (e.g. c-type strings) ) and attempt to run the selected function with the specified arguments.
He'd like to know if the function runs with the specified arguments, or do they cause it to crash ( because they don't match the signature for example ).
The main problem is that C++, being a strongly typed language, requires you to know the number and type of the arguments for a function call at compile time.And in my case, I simply don't know what these arguments are, until the user selects them at runtime.
The only solution I came up with, was to use assembly to manually push the arguments on the call stack.
However, I've come to understand that if I want to mess with assembly, I'd better make damn sure that I know which calling convention are the functions in the dll using.
So (finally:) here's my question: can I deduce the calling convention programmaticaly? Dependency Walker won't help me, and I've no idea how to manually read PE format.
The answer is maybe.
If the functions names are C++ decorated, then you can determine the argument count and types from the name decoration, this is your best case scenario, and fairly likely if MSVC was used to write the code in the first place.
If the exported functions are stdcall calling convention (the default for windows api), you can determine the number of bytes to be pushed, but not the types of the arguments.
The bad news is that for C calling convention, there isn't any way to tell by looking at the symbol names. You would need to have access to the source code or the debug info.
http://en.wikipedia.org/wiki/X86_calling_conventions
The name that a function is given as an export is not required to have any relationship with the name that the linker sees, but most of the time, the exported name and the symbol name that the linker sees are the same.
You didn't specify whether you're talking 32-bit or 64-bit here, and the difficulties outlined by you and the other posters mainly apply to 32-bit code. On 64-bit Windows, there's essentially only one calling convention (it's in also in the wikipedia article linked by John Knoeller), which means that you do know the calling convention (of course with the exception of anybody cooking up their own).
Also, with the Microsoft x64 calling convention, not knowing the number of parameters of the function to be called does not stop you from calling it, providing as many parameters as you wish/the user wishes to. This is because you as a caller set aside stack space and clean it up afterwards. -- Of course, not providing the right [number of] parameters may still have the called function do silly things because you're providing invalid input, but that's another story.
The compiled code does not just say 'Here this function is a fastcall, and this one here is stdcall' unfortunately.
Not even modern disassemblers like IDA try to deduce call types by default (there might be a plugin or an option somewhere idk).
Basically if you are a human you cn look at the first few instructions and tell 90% of the time. If they are pop and push, its stdcall, if its passing params through the registers (especially ecx) then its cdecl. Fastcall also uses the registers but does something special.. dunno off the top of my head. But all this info is useless because your program obviously will not be a human.
If you are doing testing, dont you at least have the header files?? This is an awfully hard way to skin a cat..
If you want to know what calling convention a C++ function uses, your best hope is to study
The header that declares that function, and
The documentation for the compiler that compiled your particular DLL.
But this whole thing sounds like a bit of a mess, honestly. Why does your friend want to be able to do this, and why can't he get the information he needs by parsing a header that declares the relevant functions?
This page describes the way VC++6 encodes parameter and calling convention info into a symbol name: http://www.bottledlight.com/docs/mangle.html
I suspect that later versions of VC++ will be compatible but I haven't confirmed this.
There are also some tools that automate this which accompany the compiler: http://msdn.microsoft.com/en-us/library/5x49w699.aspx
The name mangling only applies for C++ functions; if a function is 'extern "C"' then this won't work.

How to hide the exporting functions in DLL

I don't want user to see all the exporting functions through Dependence in my DLL, is there a way to do it? I complie my DLL with C++ and MS Visual Studio.
Another option may be to create an exported function which will return an array of addresses of the functions which you would like to hide - once you have these addresses, you can call them directly
static void** Funcs = {&foo, &foo1, &foo2, 0};
__declspec (dllexport) void* GetFuncs (void)
{
return &Funcs;
}
in your executable you can do the following
void** Funcs = GetFuncs();
(*Funcs[0]) (1, 2, 3);
Use a *.def file and use the NONAME attribute to prevent the name's being exported: see Exporting Functions from a DLL by Ordinal Rather Than by Name ... there's an an example here.
This is really awkward, but if you don't want others to even see the ordinals, you can wrap your functions with COM. A COM DLL only exposes the common COM functions, so yours will be hidden. Then, there are techniques to use the DLL without registering it first, so no information about the COM class you'll be using could be found in the system. It's definitively a weird reason to use COM, but the request is quite uncommon as well...
IMO using NONAME is useless for this purpose - it does not hide dependencies. Dependencies would still be shown (by using ordinals). And your basic users would still be able to get to them via GetProcAddress.
I think you'll have to use more sophisticated approach - e.g. solutions proposed by eran.
Please don't try to hide your access inside a COM object thinking it will be hidden. Please see this article Enumerate COM object (IDispatch) methods using ATL? to see how someone can probe a COM DLL for function names.
Additionally it is desirable to hide the names of exported functions. This is desirable when your DLL is for your own use, via other code modules, and it does something which only you want your calling code to have access. This category may include algorithmic trade secrets.
Another trick is to export decoy functions that crash or set an internal state to allow the code know it has been compromised. In a compromised state the code can purposefully generate wrong results or random crashes. It could also send mail back to an account with information about the snooper.
A really simple way is to wrap it in a packer like UPX.
What you see exported is just the stuff UPX uses to unpack the file into memory
No, the whole point of having exports is so that they are VISIBLE.
That's the short answer. The long answer involves .def files. You can tell the linker to turn your C functions into indexes using a [definition file](http://msdn.microsoft.com/en-us/library/d91k01sh(VS.80).aspx).