[Writeup] Huntress 2024 (Reverse Engineering): Rusty Bin

⚠️⚠️⚠️ This is a solution to the challenge. This post will be full of spoilers.
Download the binaries here: https://github.com/mlesterdampios/huntress-2024-binary-challenges

In this challenge we are given a binary to reverse. The flag is in the binary and we need to find it.

After some guessing we are able to get a clue. I tried finding the bytes on the memory but I couldn’t get whole flag.

So what I did was to look around more, and try to check some function calls.

These 2 function calls are somewhat weird to me. I tried to check arguments passed to these 2 functions. I found out that the 1st function is a XOR cipher, and the 2nd call is a XOR key. There was 14 loops on it, so meaning there are 14 ciphers. You can just write down those values and manually xor for around 30 mins, or build an automated solution for 2 hours. Pick your poison. lol.

So I choose the automated solution

// FunctionHooks.cpp : Defines the exported functions for the DLL application.
//
#define NOMINMAX // Prevents Windows headers from defining min and max macros
//#define AllowDebug // uncomment to show debug messages
#include "pch.h"
#include <windows.h>
#include "detours.h"
#include <cstdint>
#include <mutex>
#include <fstream>
#include <string>
#include <vector>
#include <queue>
#include <thread>
#include <condition_variable>
#include <atomic>
#include <sstream>
#include <iomanip>
#include <cctype> // For isprint
#include <intrin.h>

// 1. Define the function pointer type matching the target function's signature.
typedef __int64(__fastcall* sub_0x1AC0_t)(__int64 a1, __int64 a2, __int64 a3);

// 2. Replace with the actual module name containing the target function.
const char* TARGET_MODULE_NAME = "rusty_bin.exe"; // Ensure this matches the actual module name

// 3. Calculated RVA of the target function (0x1AC0 based on previous calculation)
const uintptr_t FUNCTION_RVA = 0x1AC0;

// 4. Declare a pointer to the original function.
sub_0x1AC0_t TrueFunction = nullptr;

// 5. Logging components
std::queue<std::string> logQueue;
std::mutex queueMutex;
std::condition_variable cv;
std::thread logThread;
std::atomic<bool> isLoggingActive(false);
std::ofstream logFile;

// 6. Data management components
std::vector<std::vector<unsigned char>> byteVectors;
bool isOdd = true;
std::mutex dataMutex;

// 9. Helper function to convert uintptr_t to hex string
std::string ToHex(uintptr_t value)
{
    std::stringstream ss;
    ss << "0x"
        << std::hex << std::uppercase << value;
    return ss.str();
}

// 7. Helper function to convert a single byte to hex string
std::string ByteToHex(unsigned char byte)
{
    char buffer[3];
    sprintf_s(buffer, sizeof(buffer), "%02X", byte);
    return std::string(buffer);
}

// 8. Helper function to convert a vector of bytes to hex string with spaces
std::string BytesToHex(const std::vector<unsigned char>& bytes)
{
    std::string hexStr;
    for (auto byte : bytes)
    {
        hexStr += ByteToHex(byte) + " ";
    }
    if (!hexStr.empty())
        hexStr.pop_back(); // Remove trailing space
    return hexStr;
}

// 19. Helper function to convert a vector of bytes to a human-readable string
std::string BytesToString(const std::vector<unsigned char>& bytes)
{
    std::string result;
    result.reserve(bytes.size());

    for (auto byte : bytes)
    {
        if (isprint(byte))
        {
            result += static_cast<char>(byte);
        }
        else
        {
            result += '.'; // Placeholder for non-printable characters
        }
    }

    return result;
}

// 10. Enqueue a log message
void LogMessage(const std::string& message)
{
    {
        std::lock_guard<std::mutex> guard(queueMutex);
        logQueue.push(message);
    }
    cv.notify_one();
}

// 11. Logging thread function
void ProcessLogQueue()
{
    while (isLoggingActive)
    {
        std::unique_lock<std::mutex> lock(queueMutex);
        cv.wait(lock, [] { return !logQueue.empty() || !isLoggingActive; });

        while (!logQueue.empty())
        {
            std::string msg = logQueue.front();
            logQueue.pop();
            lock.unlock(); // Unlock while writing to minimize lock contention

            if (logFile.is_open())
            {
                logFile << msg;
                // Optionally, implement log rotation or size checks here
            }

            lock.lock();
        }
    }

    // Flush remaining messages before exiting
    while (true)
    {
        std::lock_guard<std::mutex> guard(queueMutex);
        if (logQueue.empty())
            break;

        std::string msg = logQueue.front();
        logQueue.pop();

        if (logFile.is_open())
        {
            logFile << msg;
        }
    }
}

// 12. Initialize logging system
bool InitializeLogging()
{
    {
        std::lock_guard<std::mutex> guard(queueMutex);
        logFile.open("rusty_bin.log", std::ios::out | std::ios::app);
        if (!logFile.is_open())
        {
            return false;
        }
    }

    isLoggingActive = true;
    logThread = std::thread(ProcessLogQueue);
    return true;
}

// 13. Shutdown logging system
void ShutdownLogging()
{
    isLoggingActive = false;
    cv.notify_one();
    if (logThread.joinable())
    {
        logThread.join();
    }

    {
        std::lock_guard<std::mutex> guard(queueMutex);
        if (logFile.is_open())
        {
            logFile.close();
        }
    }
}

// 14. Implement the HookedFunction with the same signature.
__int64 __fastcall HookedFunction(__int64 a1, __int64 a2, __int64 a3)
{
    // Retrieve the return address using the MSVC intrinsic
    void* returnAddress = _ReturnAddress();

    // Get the base address of the target module
    HMODULE hModule = GetModuleHandleA(TARGET_MODULE_NAME);
    if (!hModule)
    {
        // If unable to get module handle, log and call the true function
        std::string errorLog = "Failed to get module handle for " + std::string(TARGET_MODULE_NAME) + ".\n";
#ifdef AllowDebug
        LogMessage(errorLog);
#endif
        return TrueFunction(a1, a2, a3);
    }

    uintptr_t moduleBase = reinterpret_cast<uintptr_t>(hModule);
    uintptr_t retAddr = reinterpret_cast<uintptr_t>(returnAddress);
    uintptr_t rva = retAddr - moduleBase;

    // Define the specific RVAs to check against
    const std::vector<uintptr_t> validRVAs = { 0x17B1, 0x17C8 };

    // Check if the return address RVA matches 0x17B1 or 0x17C8
    bool shouldProcess = false;
    for (auto& validRVA : validRVAs)
    {
        if (rva == validRVA)
        {
            shouldProcess = true;
            break;
        }
    }

    if (shouldProcess)
    {
        // Convert a1 and a3 to uintptr_t using static_cast
        uintptr_t ptrA1 = static_cast<uintptr_t>(a1);
        uintptr_t ptrA3 = static_cast<uintptr_t>(a3);

        // Log the function call parameters using ToHex
        std::string logMessage = "HookedFunction called with a1=" + ToHex(ptrA1) +
            ", a2=" + std::to_string(a2) + ", a3=" + ToHex(ptrA3) + "\n";
#ifdef AllowDebug
        LogMessage(logMessage);
#endif

        // Initialize variables for reading bytes
        std::vector<unsigned char> currentBytes;
        __int64 result = 0;

        // Check if a1 is valid and a2 is positive
        if (a1 != 0 && a2 > 0)
        {
            unsigned char* buffer = reinterpret_cast<unsigned char*>(a1);

            // Reserve space to minimize reallocations
            currentBytes.reserve(static_cast<size_t>(a2));

            for (size_t i = 0; i < static_cast<size_t>(a2); ++i)
            {
                unsigned char byte = buffer[i];
                currentBytes.push_back(byte);
            }

            // Convert bytes to hex string
            std::string bytesHex = BytesToHex(currentBytes);

            // Log the bytes read
#ifdef AllowDebug
            LogMessage("Bytes read: " + bytesHex + "\n");
#endif
        }
        else
        {
            // Log invalid parameters
            std::string invalidParamsLog = "Invalid a1 or a2. a1: " + ToHex(ptrA1) +
                ", a2: " + std::to_string(a2) + "\n";
#ifdef AllowDebug
            LogMessage(invalidParamsLog);
#endif
        }

        // Data management: Handle isOdd and byteVectors
        {
            std::lock_guard<std::mutex> guard(dataMutex);
            if (isOdd)
            {
                // Odd call: push the bytes read to byteVectors
                byteVectors.push_back(currentBytes);
#ifdef AllowDebug
                LogMessage("Pushed bytes to array.\n");
#endif
            }
            else
            {
                // Even call: perform XOR with the last vector in byteVectors
                if (!byteVectors.empty())
                {
                    const std::vector<unsigned char>& lastVector = byteVectors.back();
                    size_t minSize = (currentBytes.size() < lastVector.size()) ? currentBytes.size() : lastVector.size();

                    std::vector<unsigned char> xorResult;
                    xorResult.reserve(minSize);

                    for (size_t i = 0; i < minSize; ++i)
                    {
                        xorResult.push_back(currentBytes[i] ^ lastVector[i]);
                    }

                    // Convert XOR result to hex string
                    std::string xorHex = BytesToHex(xorResult);

                    // Convert XOR result to human-readable string
                    std::string xorString = BytesToString(xorResult);

                    // Log both hex and string representations
#ifdef AllowDebug
                    LogMessage("XOR output (Hex): " + xorHex + "\n");
#endif
                    LogMessage("XOR output (String): " + xorString + "\n");
                }
                else
                {
#ifdef AllowDebug
                    // Log that there's no previous vector to XOR with
                    LogMessage("No previous byte vector to XOR with.\n");
#endif
                }
            }

            // Toggle isOdd for the next call
            isOdd = !isOdd;
        }

        // Call the original function
        result = TrueFunction(a1, a2, a3);

        // Log the function result
        std::string resultLog = "Original function returned " + std::to_string(result) + "\n";
#ifdef AllowDebug
        LogMessage(resultLog);
#endif

        // Return the original result
        return result;
    }
    else
    {
        // If the return address RVA is not 0x17B1 or 0x17C8, directly call the true function
        return TrueFunction(a1, a2, a3);
    }
}

// 15. Function to dynamically resolve the target function's address
sub_0x1AC0_t GetTargetFunctionAddress()
{
    HMODULE hModule = GetModuleHandleA(TARGET_MODULE_NAME);
    if (!hModule)
    {
#ifdef AllowDebug
        LogMessage("Failed to get handle of target module: " + std::string(TARGET_MODULE_NAME) + "\n");
#endif
        return nullptr;
    }

    // Calculate the absolute address by adding the RVA to the module's base address.
    uintptr_t funcAddr = reinterpret_cast<uintptr_t>(hModule) + FUNCTION_RVA;
    return reinterpret_cast<sub_0x1AC0_t>(funcAddr);
}

// 16. Attach hooks
BOOL AttachHooks()
{
    // Initialize logging system
    if (!InitializeLogging())
    {
        // If the log file cannot be opened, return FALSE to prevent hooking
        return FALSE;
    }

    // Dynamically resolve the original function address
    TrueFunction = GetTargetFunctionAddress();
    if (!TrueFunction)
    {
#ifdef AllowDebug
        LogMessage("TrueFunction is null. Cannot attach hook.\n");
#endif
        ShutdownLogging();
        return FALSE;
    }

    // Begin a Detour transaction
    DetourTransactionBegin();
    DetourUpdateThread(GetCurrentThread());

    // Attach the hooked function
    DetourAttach(&(PVOID&)TrueFunction, HookedFunction);

    // Commit the transaction
    LONG error = DetourTransactionCommit();
    if (error == NO_ERROR)
    {
#ifdef AllowDebug
        LogMessage("Hooks successfully attached.\n");
#endif
        return TRUE;
    }
    else
    {
#ifdef AllowDebug
        LogMessage("Failed to attach hooks. Error code: " + std::to_string(error) + "\n");
#endif
        ShutdownLogging();
        return FALSE;
    }
}

// 17. Detach hooks
BOOL DetachHooks()
{
    // Begin a Detour transaction
    DetourTransactionBegin();
    DetourUpdateThread(GetCurrentThread());

    // Detach the hooked function
    DetourDetach(&(PVOID&)TrueFunction, HookedFunction);

    // Commit the transaction
    LONG error = DetourTransactionCommit();
    if (error == NO_ERROR)
    {
#ifdef AllowDebug
        LogMessage("Hooks successfully detached.\n");
#endif
        // Shutdown logging system
        ShutdownLogging();
        return TRUE;
    }
    else
    {
#ifdef AllowDebug
        LogMessage("Failed to detach hooks. Error code: " + std::to_string(error) + "\n");
#endif
        return FALSE;
    }
}

// 18. DLL entry point
BOOL WINAPI DllMain(HINSTANCE hinst, DWORD dwReason, LPVOID reserved)
{
    switch (dwReason)
    {
    case DLL_PROCESS_ATTACH:
        DisableThreadLibraryCalls(hinst);
        DetourRestoreAfterWith();
        if (!AttachHooks())
        {
            // Handle hook attachment failure if necessary
            // Note: At this point, logging might not be fully operational
        }
        break;
    case DLL_PROCESS_DETACH:
        if (!DetachHooks())
        {
            // Handle hook detachment failure if necessary
        }
        break;
    }
    return TRUE;
}

Flag

XOR output (String): flag
XOR output (String): {e65
XOR output (String): cafb
XOR output (String): c80b
XOR output (String): d66a
XOR output (String): 1964
XOR output (String): b2e9
XOR output (String): debe
XOR output (String): f3ca
XOR output (String): e}
XOR output (String): the password
XOR output (String): What is 'the password'
XOR output (String): Wrong Password
XOR output (String): Correct Password! Here's a clue!

Basic Anti-Cheat Evasion

So it’s been a while since I posted a blog. I was so busy with other things, especially adjusting the schedule with my work and my studies.

This short article I’ll discuss some very basic techniques on evading anti-cheat. Of course, you would still need to adjust the evasion mechanism depending on the anti-cheat you are trying to defeat.

On this blog, we will focus on Internal anti-cheat evasion techniques.

Part 1: The injector

First part of making your “cheat” is creating an executable that would inject your .dll into the process, A.K.A the game.

There are lot of injection mechanisms (copied from cynet). Below is the list but not limited to:

Classic DLL injection 

Classic DLL injection is one of the most popular techniques in use. First, the malicious process injects the path to the malicious DLL in the legitimate process’ address space. The Injector process then invokes the DLL via a remote thread execution. It is a fairly easy method, but with some downsides: 

Reflective DLL injection

Reflective DLL injection, unlike the previous method mentioned above, refers to loading a DLL from memory rather than from disk. Windows does not have a LoadLibrary function that supports this. To achieve the functionality, adversaries must write their own function, omitting some of the things Windows normally does, such as registering the DLL as a loaded module in the process, potentially bypassing DLL load monitoring. 

Thread execution hijacking

Thread Hijacking is an operation in which a malicious shellcode is injected into a legitimate thread. Like Process Hollowing, the thread must be suspended before injection.

PE Injection / Manual Mapping

Like Reflective DLL injection, PE injection does not require the executable to be on the disk. This is the most often used technique seen in the wild. PE injection works by copying its malicious code into an existing open process and causing it to execute. To understand how PE injection works, we must first understand shellcode. 

Shellcode is a sequence of machine code, or executable instructions, that is injected into a computer’s memory with the intent of taking control of a running program.  Most shellcodes are written in assembly language. 

Manual Mapping + Thread execution hijacking = Best Combo

Above all of this, I think the very stealthy technique is the manual mapping with thread hijacking.
This is because when you manual map a DLL into a memory, you wouldn’t need to call DLL related WinAPI as you are emulating the whole process itself. Windows isn’t aware that a DLL has been loaded, therefore it wouldn’t link the DLL to the PEB, and it would not create structs nor thread local storage.
Aside from these, since you would be having thread hijacking to execute the DLL, then you are not creating a new thread, therefore you are safe from anti-cheat that checks for suspicious threads that are spawned. After the DLL sets up all initialization and hooks, it would return the control of the hijacked thread its original state, therefore, like nothing happened.

POC

https://github.com/mlesterdampios/manual_map_dll-imgui-d3d11/blob/main/injector/injection.cpp

This repository demonstrate a very simple injector. The following are the steps to achieve the DLL injection:

  • Elevate injector’s process to allow to get handle with PROCESS_ALL_ACCESS permission
  • VirtualAllocEx the dll image to the memory
  • Resolve Imports
  • Resolve Relocations
  • Initialize Cookie
  • VirtualAllocEx the shellcode
  • Fix the shellcode accordingly
  • Stop the thread and adjust it’s RIP pointing to the EntryPoint
  • Resume the thread

The shellcode

byte thread_hijack_shell[] = {
	0x51, // push rcx
	0x50, // push rax
	0x52, // push rdx
	0x48, 0x83, 0xEC, 0x20, // sub rsp, 0x20
	0x48, 0xB9, // movabs rcx, ->
	0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
	0x48, 0xBA, // movabs rdx, ->
	0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
	0x48, 0xB8, // movabs rax, ->
	0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
	0xFF, 0xD0, // call rax
	0x48, 0xBA, // movabs rdx, ->
	0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
	0x48, 0x89, 0x54, 0x24, 0x18, // mov qword ptr [rsp + 0x18], rdx
	0x48, 0x83, 0xC4, 0x20, // add rsp, 0x20
	0x5A, // pop rdx
	0x58, // pop rax
	0x59, // pop rcx
	0xFF, 0x64, 0x24, 0xE0 // jmp qword ptr [rsp - 0x20]
};

The line 7 is where you put the image base address, the line 9 is for dwReason, the line 11 is for DLL’s entrypoint and the line 14 is for the original thread RIP that it would jump back after finishing the DLL’s execution.

This injection mechanism is prone to lot of crashes. Approximately around 1 out of 5 injection succeeds. You need to load the game until on the lobby screen, then open the injector, if it crashes, just reboot the game and repeat the process until successful injection.

Part 2: The DLL

Of course, in the dll itself, you still need to do some cleanups. The injection part is done but the “main event of the evening” is just getting started.

POC

https://github.com/mlesterdampios/manual_map_dll-imgui-d3d11/blob/main/example_dll/dllmain.cpp

In the DLL main, we can see cleanups.

UnlinkModuleFromPEB

This one is unlinking the DLL from PEB. But since we are doing Manual Map, it wouldn’t have an effect at all, because windows didn’t even know that a DLL is loaded at all. This is useful tho, if we injected the DLL using classic injection method.

FakePeHeader

This one is replacing the PE header of DLL with a fakeone. Most memory scanner, tries to find suspicious memory location by checking if a PE exists. An MS-DOS header begins with the magic code 0x5A4D, so if an opcodes begin with that magic bytes, chances are, a PE is occupying that space. After that, the memory scanner might read that header for more information on what is really loaded with that memory location.

No Thread Creation

THIS IS IMPORTANT! Since we are hooking the IDXGISwapChain::Present, then we don’t see any reason to keep another thread running, so after our DLL finishes the setup, we then return the control of the thread to its original state. We can use the PresentHook to continue our “dirty business” inside the programs memory. Besides, as mentioned earlier, having threads can lead to anti-cheat flagging.

Obfuscation thru Polymorphism and Instantiation

This technique is already discussed on another blog: Obfuscation thru Polymorphism and Instantiation.

CALLBACKS_INSTANCE = new CALLBACKS();
MAINMENU_INSTANCE = new MAINMENU();

XORSTR

Ah, yes, the XORSTR. We can use this to hide the real string and will only be calculated upon usage.
To demonstrate the XORSTR, here is a sample usage. Focus on the line with “##overlay” string.

xorstr

And this is what it looks like after compiling and putting it under decompiler.

IDA Decompile

Other methodologies

There are some few more basic methodologies that wasn’t applied in the project. Below are following but not limited to:

  • Anti-debugging
  • Anti-VM
  • Polymorphism and Code mutation (to avoid heuristic patten scanners)
  • Syscall hooks
  • Hypervisor-assisted hooking
  • Scatter Manual Mapper (https://github.com/btbd/smap)
  • and etc…

This blog is not meant to teach reversing a game, but if you would like to deep dive more on reverse engineering, checkout: https://www.unknowncheats.me/ and https://guidedhacking.com/

Other resources:

POC and Conclusion

So, with the basic knowledge we have here, we tried to inject this on one of a common game that is still on ring3 (because ring0 AC’s are much more harder to defeat ?).

BEWARE THAT THE ABOVE SCREENSHOTS ARE ONLY DONE IN A NON-COMPETITIVE MODE, AND ONLY STANDS FOR EDUCATIONAL PURPOSES ONLY. I AM NOT RESPONSIBLE FOR ANY ACTION YOU MAKE WITH THE KNOWLEDGE THAT I SHARED WITH YOU.

And now, we reached the end of this blog, but before I finished this article, I want to say thank you for reading this entire blog, also, I just want to say that I also passed the CISSP last October 2023, but wasn’t able to update here due to lot of workloads.

Again, I am really grateful for your time. Until next time!

Win11 22H2: Heaven’s Gate Hook

This won’t get too long. Just a quick fix for heavens gate hook (http://mark.rxmsolutions.com/through-the-heavens-gate/) as Microsoft updates the wow64cpu.dll that manages the translation from 32bit to 64bit syscalls of WoW64 applications.

To better visualize the change, here is the comparison of before and after.

Prior to 22h2, down until win10.
win11 22h2

With that being said, you cannot place a hook on 0x3010 as it would take a size of 8 bytes replacement. And would destroy the call mechanism even if you fix the displacement of call.

The solution

The solution is pretty simple. As in very very simple. Copy all the bytes from 0x3010 down until 0x302D. Fix the displacement only for the copied jmp at 0x3028. Then place the hook at 0x3010.
Basically, the copied gate (via VirtualAlloc or Codecave) will continue execution from original 0x3010. And so, the original 0x3015 and onwards will not be executed ever again.

Pretty easy right?

Notes

In the past, Microsoft tends to use far jump to set the CS:33. CS:33 signify that the execution will be a long 64 bit mode in order to translate from 32bit to 64bit. Now, they managed to create bridge without the need for far jmp. Lot of readings need to be cited in order to understand these new mechanism but please do let me know!

Conquering Userland (1/3): DKOM Rootkit

I am now close at finishing the HTB Junior Pentester role course but decided to take a quick brake and focus on one of my favorite fields: reversing games and evading anti-cheat.

The goal

The end goal is simple, to bypass the Cheat Engine for usermode anti-cheats and allow us to debug a game using type-1 hypervisor.

This writeup will be divided into 3 parts.

  • First will be the concept of Direct Kernel Object Manipulation to make a process unlink from eprocess struct.
  • Second, the concept of hypervisor for debugging.
  • And lastly, is the concept of Patchguard, Driver Signature Enforcement and how to disable those.

So without further ado, let’s get our hands dirty!

Difference Between Kernel mode and User mode

http://mark.rxmsolutions.com/wp-content/uploads/2023/09/Difference-Between-User-Mode-and-Kernel-Mode-fig-1.png
Kernel-mode vs User modeIn kernel mode, the program has direct and unrestricted access to system resources.In user mode, the application program executes and starts.
InterruptionsIn Kernel mode, the whole operating system might go down if an interrupt occursIn user mode, a single process fails if an interrupt occurs.  
ModesKernel mode is also known as the master mode, privileged mode, or system mode.User mode is also known as the unprivileged mode, restricted mode, or slave mode.
Virtual address spaceIn kernel mode, all processes share a single virtual address space.In user mode, all processes get separate virtual address space.
Level of privilegeIn kernel mode, the applications have more privileges as compared to user mode.While in user mode the applications have fewer privileges.
RestrictionsAs kernel mode can access both the user programs as well as the kernel programs there are no restrictions.While user mode needs to access kernel programs as it cannot directly access them.
Mode bit valueThe mode bit of kernel-mode is 0.While; the mode bit of user-mode is 3.
Memory ReferencesIt is capable of referencing both memory areas.It can only make references to memory allocated for user mode. 
System CrashA system crash in kernel mode is severe and makes things more complicated.
 
In user mode, a system crash can be recovered by simply resuming the session.
AccessOnly essential functionality is permitted to operate in this mode.User programs can access and execute in this mode for a given system.
FunctionalityThe kernel mode can refer to any memory block in the system and can also direct the CPU for the execution of an instruction, making it a very potent and significant mode.The user mode is a standard and typical viewing mode, which implies that information cannot be executed on its own or reference any memory block; it needs an Application Protocol Interface (API) to achieve these things.
https://www.geeksforgeeks.org/difference-between-user-mode-and-kernel-mode/

Basically, if the anti-cheat resides only in usermode, then the anti-cheat doesn’t have the total control of the system. If you manage to get into the kernelmode, then you can easily manipulate all objects and events in the usermode. However, it is not advised to do the whole cheat in the kernel alone. One single mistake can cause Blue Screen Of Death, but we do need the kernel to allow us for easy read and write on processes.

EPROCESS

The EPROCESS structure is an opaque structure that serves as the process object for a process.

Some routines, such as PsGetProcessCreateTimeQuadPart, use EPROCESS to identify the process to operate on. Drivers can use the PsGetCurrentProcess routine to obtain a pointer to the process object for the current process and can use the ObReferenceObjectByHandle routine to obtain a pointer to the process object that is associated with the specified handle. The PsInitialSystemProcess global variable points to the process object for the system process.

Note that a process object is an Object Manager object. Drivers should use Object Manager routines such as ObReferenceObject and ObDereferenceObject to maintain the object’s reference count.

https://learn.microsoft.com/en-us/windows-hardware/drivers/kernel/eprocess

Interestingly, the EPROCESS contains an important handle that can enumerate the running process.
This is where the magic comes in.

typedef struct _EPROCESS
{
     KPROCESS Pcb;
     EX_PUSH_LOCK ProcessLock;
     LARGE_INTEGER CreateTime;
     LARGE_INTEGER ExitTime;
     EX_RUNDOWN_REF RundownProtect;
     PVOID UniqueProcessId;
     LIST_ENTRY ActiveProcessLinks;
     ULONG QuotaUsage[3];
     ULONG QuotaPeak[3];
     ULONG CommitCharge;
     ULONG PeakVirtualSize;
     ULONG VirtualSize;
     LIST_ENTRY SessionProcessLinks;
     PVOID DebugPort;
     union
     {
          PVOID ExceptionPortData;
          ULONG ExceptionPortValue;
          ULONG ExceptionPortState: 3;
     };
     PHANDLE_TABLE ObjectTable;
     EX_FAST_REF Token;
     ULONG WorkingSetPage;
     EX_PUSH_LOCK AddressCreationLock;
...
http://mark.rxmsolutions.com/wp-content/uploads/2023/09/0cb07-capture.jpg

Each list element in LIST_ENTRY is linked towards the next application pointer (flink) and also backwards (blink) which then from a circular list pattern. Each application opened is added to the list, and removed also when closed.

Now here comes the juicy part!

Unlinking the process

Basically, removing the pointer of an application in the ActiveProcessLinks, means the application will now be invisible from other process enumeration. But don’t get me wrong. This is still detectable especially when an anti-cheat have kernel driver because they can easily scan for unlinked patterns and/or perform memory pattern scanning.

A lot of rootkits use this method to hide their process.

adios

Visualization

Before / Original State
After Modification

Checkout this link for image credits and for also a different perspective of the attack.

Kernel Driver

NTSTATUS processHiderDeviceControl(PDEVICE_OBJECT, PIRP irp) {
	auto stack = IoGetCurrentIrpStackLocation(irp);
	auto status = STATUS_SUCCESS;

	switch (stack->Parameters.DeviceIoControl.IoControlCode) {
	case IOCTL_PROCESS_HIDE_BY_PID:
	{
		const auto size = stack->Parameters.DeviceIoControl.InputBufferLength;
		if (size != sizeof(HANDLE)) {
			status = STATUS_INVALID_BUFFER_SIZE;
		}
		const auto pid = *reinterpret_cast<HANDLE*>(stack->Parameters.DeviceIoControl.Type3InputBuffer);
		PEPROCESS eprocessAddress = nullptr;
		status = PsLookupProcessByProcessId(pid, &eprocessAddress);
		if (!NT_SUCCESS(status)) {
			KdPrint(("Failed to look for process by id (0x%08X)\n", status));
			break;
		}

Here, we can see that we are finding the eprocessAddress by using PsLookupProcessByProcessId.
We will also get the offset by finding the pid in the struct. We know that ActiveProcessLinks is just below the UniqueProcessId. This might not be the best possible way because it may break on the future patches when a new element is inserted below UniqueProcessId.

Here is a table of offsets used by different windows versions if you want to use manual offsets rather than the method above.

Win7Sp00x188
Win7Sp10x188
Win8p10x2e8
Win10v16070x2f0
Win10v17030x2e8
Win10v17090x2e8
Win10v18030x2e8
Win10v18090x2e8
Win10v19030x2f0
Win10v19090x2f0
Win10v20040x448
Win10v20H10x448
Win10v20090x448
Win10v20H20x448
Win10v21H10x448
Win10v21H20x448
ActiveProcessLinks offsets
		auto addr = reinterpret_cast<HANDLE*>(eprocessAddress);
		LIST_ENTRY* activeProcessList = 0;
		for (SIZE_T offset = 0; offset < consts::MAX_EPROCESS_SIZE / sizeof(SIZE_T*); offset++) {
			if (addr[offset] == pid) {
				activeProcessList = reinterpret_cast<LIST_ENTRY*>(addr + offset + 1);
				break;
			}
		}

		if (!activeProcessList) {
			ObDereferenceObject(eprocessAddress);
			status = STATUS_UNSUCCESSFUL;
			break;
		}

		KdPrint(("Found address for ActiveProcessList! (0x%08X)\n", activeProcessList));

		if (activeProcessList->Flink == activeProcessList && activeProcessList->Blink == activeProcessList) {
			ObDereferenceObject(eprocessAddress);
			status = STATUS_ALREADY_COMPLETE;
			break;
		}

		LIST_ENTRY* prevProcess = activeProcessList->Blink;
		LIST_ENTRY* nextProcess = activeProcessList->Flink;

		prevProcess->Flink = nextProcess;
		nextProcess->Blink = prevProcess;

We also want the process-to-be-hidden to link on its own because the pointer might not exists anymore if the linked process dies.

		activeProcessList->Blink = activeProcessList;
		activeProcessList->Flink = activeProcessList;

		ObDereferenceObject(eprocessAddress);
	}
		break;
	default:
		status = STATUS_INVALID_DEVICE_REQUEST;
		break;
	}

	irp->IoStatus.Status = status;
	irp->IoStatus.Information = 0;
	IoCompleteRequest(irp, IO_NO_INCREMENT);
	return status;
}

POC

Before
After

Warnings

There are 2 problems that you need to solve first before being able to do this method.

First: You need to disable Driver Signature Enforcement

You need to load your driver to be able to execute kernel functions. You either buy a certificate to sign your own driver so you do not need to disable DSE or you can just disable DSE from windows itself. The only problem of disabling DSE is that some games requires you to have enabled DSE before playing.

Second: Bypass Patchguard

Manually messing with DKOM will result you to BSOD. They got a tons of checks. But luckily we have some ways to bypass patchguard.

These 2 will be tackled on the 3rd part of the writeup. Stay tuned!