mirror of
https://github.com/donnaskiez/ac.git
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124 lines
4.8 KiB
C
124 lines
4.8 KiB
C
#include "thread.h"
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#include <intrin.h>
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#include "pool.h"
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#include "callbacks.h"
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#include "driver.h"
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#include "queue.h"
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#include "session.h"
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#include "imports.h"
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#ifdef ALLOC_PRAGMA
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# pragma alloc_text(PAGE, DetectThreadsAttachedToProtectedProcess)
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# pragma alloc_text(PAGE, ValidateThreadsPspCidTableEntry)
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#endif
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BOOLEAN
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ValidateThreadsPspCidTableEntry(_In_ PETHREAD Thread)
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{
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PAGED_CODE();
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NTSTATUS status = STATUS_UNSUCCESSFUL;
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HANDLE thread_id = NULL;
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PETHREAD thread = NULL;
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/*
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* PsGetThreadId simply returns ETHREAD->Cid.UniqueThread
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*/
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thread_id = ImpPsGetThreadId(Thread);
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/*
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* For each core on the processor, the first x threads equal to x cores will be assigned a
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* cid equal to its equivalent core. These threads are generally executing the HLT
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* instruction or some other boring stuff while the processor is not busy. The reason this
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* is important is because passing in a handle value of 0 which, even though is a valid cid,
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* returns a non success status meaning we mark it an invalid cid entry even though it is.
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* To combat this we simply add a little check here. The problem is this can be easily
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* bypassed by simply modifying the ETHREAD->Cid.UniqueThread identifier.. So while it isnt
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* a perfect detection method for now it's good enough.
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*/
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if ((UINT64)thread_id < (UINT64)ImpKeQueryActiveProcessorCount(NULL))
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return TRUE;
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/*
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* PsLookupThreadByThreadId will use a threads id to find its cid entry, and return
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* the pointer contained in the HANDLE_TABLE entry pointing to the thread object.
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* Meaning if we pass a valid thread id which we retrieved above and dont receive a
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* STATUS_SUCCESS the cid entry could potentially be removed or disrupted..
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*/
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status = ImpPsLookupThreadByThreadId(thread_id, &thread);
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if (!NT_SUCCESS(status))
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{
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DEBUG_WARNING(
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"Failed to lookup thread by id. PspCidTable entry potentially removed.");
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return FALSE;
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}
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return TRUE;
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}
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/*
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* I did not reverse this myself and previously had no idea how you would go about
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* detecting KiAttachProcess so credits to KANKOSHEV for the find:
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*
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* https://github.com/KANKOSHEV/Detect-KeAttachProcess/tree/main
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* https://doxygen.reactos.org/d0/dc9/procobj_8c.html#adec6dc539d4a5c0ee7d0f48e24ef0933
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*
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* To expand on his writeup a little, the offset that he provides is equivalent to
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* PKAPC_STATE->Process. This is where KiAttachProcess writes the process that thread is attaching
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* to when it's called. The APC_STATE structure holds relevant information about the thread's APC
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* state and is quite important during context switch scenarios as it's how the thread determines if
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* it has any APC's queued.
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*/
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STATIC VOID
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DetectAttachedThreadsProcessCallback(_In_ PTHREAD_LIST_ENTRY ThreadListEntry,
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_Inout_opt_ PVOID Context)
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{
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UNREFERENCED_PARAMETER(Context);
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PKAPC_STATE apc_state = NULL;
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PEPROCESS protected_process = NULL;
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SessionGetProcess(&protected_process);
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if (!protected_process)
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return;
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apc_state = (PKAPC_STATE)((UINT64)ThreadListEntry->thread + KTHREAD_APC_STATE_OFFSET);
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/*
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* We don't care if a thread owned by our protected process is attached
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*
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* todo: this is filterless and will just report anything, need to have a look into what
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* processes actually attach to real games
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*/
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if (apc_state->Process == protected_process &&
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ThreadListEntry->owning_process != protected_process)
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{
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DEBUG_WARNING("Thread is attached to our protected process: %llx",
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(UINT64)ThreadListEntry->thread);
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PATTACH_PROCESS_REPORT report = ImpExAllocatePool2(
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POOL_FLAG_NON_PAGED, sizeof(ATTACH_PROCESS_REPORT), REPORT_POOL_TAG);
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if (!report)
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return;
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report->report_code = REPORT_ILLEGAL_ATTACH_PROCESS;
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report->thread_id = ImpPsGetThreadId(ThreadListEntry->thread);
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report->thread_address = ThreadListEntry->thread;
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if (!NT_SUCCESS(IrpQueueCompleteIrp(report, sizeof(ATTACH_PROCESS_REPORT))))
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DEBUG_ERROR("IrpQueueCompleteIrp failed with no status.");
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}
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}
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VOID
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DetectThreadsAttachedToProtectedProcess()
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{
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PAGED_CODE();
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DEBUG_VERBOSE("Detecting threads attached to our process...");
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EnumerateThreadListWithCallbackRoutine(DetectAttachedThreadsProcessCallback, NULL);
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}
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