关于Win7扫雷逆向分析及外挂编写
Win7扫雷把玩手记我系统Win8.1,直接把Win7 MineSweeper那个文件夹弄过来,,是无法运行扫雷的。
由于是系统组件,ida载入可以得到符号,先研究为何无法运行!
从用户入口WinMain开始跟:
int __stdcall WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
{
DWORD v4; // ecx@1
int result; // eax@2
HMODULE v6; // eax@3
void *v7; // eax@6
void *v8; // esi@7
WCHAR Buffer; // @3
char v10; // @3
__int16 v11; // @3
HeapSetInformation(0, HeapEnableTerminationOnCorruption, 0, 0);
if ( IsGamePlayable(v4, L"Shell-InBoxGames-Minesweeper-EnableGame") )
{
g_hInstance = hInstance;
Buffer = 0;
memset(&v10, 0, 0x1Cu);
v11 = 0;
v6 = GetModuleHandleW(0);
if ( LoadStringW(v6, 0xFBCu, &Buffer, 16) && !lstrcmpW(&Buffer, L"0") )
g_Flowerbed = 1;
v7 = operator new(4u);
if ( v7 )
{
*(_DWORD *)v7 = EngineHandler::`vftable';
v8 = v7;
}
else
{
v8 = 0;
}
RegisterLogNameResolver((const unsigned __int16 *(__stdcall *)(unsigned int))MsLog::MsLogResolver);
if ( InitializeEngine((struct IEngineInterface *)v8, 0) )
{
if ( v8 )
IEngineInterface::`scalar deleting destructor'(v8, 1);
result = 0;
}
else
{
if ( v8 )
IEngineInterface::`scalar deleting destructor'(v8, 1);
result = 1;
}
}
else
{
result = 1;
}
return result;
}
发现IsGamePlayable处返回失败,在此需要将返回值改为TRUE,接着调试,发现InitializeEngine执行后直接进程结束,因此跟入该函数:
bool __stdcall InitializeEngine(struct IEngineInterface *a1, struct IControllerInterface *a2)
{
DialogHelper *v2; // eax@1
DWORD v3; // ST20_4@1
int v4; // eax@1
int v5; // ecx@1
__int16 v6; // dx@2
rsize_t v7; // ebx@3
wchar_t *v8; // eax@3
const wchar_t *v10; // eax@5
HANDLE v11; // ebx@5
wchar_t *v12; // eax@8
const WCHAR *v13; // esi@8
HWND v14; // ebx@8
const WCHAR *v15; // eax@12
LPWSTR *v16; // eax@12
unsigned int v17; // ecx@12
const WCHAR *v18; // eax@16
const unsigned __int16 *v19; // eax@18
unsigned __int16 *v20; // eax@19
void *v21; // eax@28
wchar_t *v22; // eax@31
DWORD v23; // eax@31
int i; // ecx@31
WCHAR v25; // dx@32
void *v26; // eax@38
XmlManager *v27; // eax@39
ResourceBase *v28; // ecx@41
ResourceWMA *v29; // ecx@41
DllFileMgr *v30; // eax@45
wchar_t *v31; // eax@47
bool v32; // al@47
wchar_t *v33; // esi@48
int (**v34)(void); // eax@48
int v35; // eax@48
DWORD v36; // eax@54
void *v37; // eax@57
ResourceManager *v38; // eax@58
void *v39; // eax@64
RenderManager *v40; // eax@65
void *v41; // eax@69
Audio *v42; // eax@70
CommonControllerThread *v43; // eax@75
void *v44; // eax@77
ResourceWMA *v45; // eax@78
XmlNode *v46; // eax@82
unsigned __int16 *v47; // edi@84
struct IEngineInterface *v48; // edi@90
DWORD v49; // ST20_4@96
HMODULE v50; // eax@96
bool nSize; // @0
const unsigned __int16 *v52; // @0
void (__stdcall *v53)(); // @55
char v54; // @48
struct tagMSG Msg; // @98
int v56; // @44
int v57; // @44
int v58; // @44
int v59; // @44
void (__stdcall *v60)(unsigned __int32 *); // @44
void (__stdcall *v61)(unsigned __int32); // @104
int v62; // @44
int v63; // @44
HWND v64; // @62
int v65; // @62
int v66; // @62
int v67; // @62
int v68; // @62
RAWINPUTDEVICE pRawInputDevices; // @47
int pNumArgs; // @12
struct IEngineInterface *v71; // @1
XmlNode *v72; // @1
unsigned int v73; // @12
void *pv; // @12
wchar_t *Dst; // @3
bool v76; // @16
OLECHAR psz; // @17
WCHAR Filename; // @31
int v79; // @16
v71 = a1;
v72 = a2;
v2 = (DialogHelper *)GetModuleHandleW(0);
DialogHelper::Init(v2, 0, 0, nSize);
v4 = (*(int (__thiscall **)(struct IEngineInterface *, DWORD))(*(_DWORD *)a1 + 16))(a1, v3);//EngineHandler::GetProjectName
v5 = v4 + 2;
do
{
v6 = *(_WORD *)v4;
v4 += 2;
}
while ( v6 );
v7 = ((v4 - v5) >> 1) + 24;
v8 = (wchar_t *)operator new[](2 * v7);
Dst = v8;
if ( v8 )
{
wcscpy_s(v8, v7, L"Local\\Oberon_");
v10 = (const wchar_t *)(*(int (__thiscall **)(struct IEngineInterface *))(*(_DWORD *)a1 + 16))(a1);//EngineHandler::GetProjectName
wcscat_s(Dst, v7, v10);
wcscat_s(Dst, v7, L"_Singleton");
v11 = CreateMutexW(0, 1, Dst);
operator delete(Dst);
if ( v11 )
{
if ( GetLastError() != 183 )
{
v15 = GetCommandLineW();
pNumArgs = 0;
v16 = CommandLineToArgvW(v15, &pNumArgs);
v17 = 1;
pv = v16;
v73 = 1;
if ( pNumArgs > 1 )
{
do
{
if ( !wcscmp(*((const unsigned __int16 **)pv + v17), L"-mce") )
g_bMediaCenter = 1;
v17 = v73++ + 1;
}
while ( (signed int)v73 < pNumArgs );
}
v18 = GetCommandLineW();
RegisterApplicationRestart(v18, 0);
CoInitialize(0);
v76 = 0;
Dst = 0;
v79 = 0;
if ( CoCreateInstance(
&_GUID_9a5ea990_3034_4d6f_9128_01f3c61022bc,
0,
1u,
&_GUID_e7b2fb72_d728_49b3_a5f2_18ebf5f1349e,
(LPVOID *)&Dst) >= 0
&& SHGetFolderPathEx(&FOLDERID_ProgramFiles, 0, 0, &psz, 260) >= 0 )
{
v19 = (const unsigned __int16 *)(*(int (__thiscall **)(struct IEngineInterface *))(*(_DWORD *)a1 + 84))(a1);//EngineHandler::GetGdfPath
if ( StringCchCatW(&psz, 0x104u, v19) >= 0 )
{
v20 = SysAllocString(&psz);
g_bstrGDFPath = v20;
if ( v20 )
{
if ( SysStringLen(v20)
&& (*(int (__stdcall **)(wchar_t *, unsigned __int16 *, void **))(*(_DWORD *)Dst + 24))(//CGameExplorer::VerifyAccess
Dst,
g_bstrGDFPath,
&pv) >= 0
&& pv )
v76 = 1;
}
}
}
v79 = -1;
if ( Dst )
(*(void (__stdcall **)(wchar_t *))(*(_DWORD *)Dst + 8))(Dst);
if ( !v76 )
CleanupEngine(5);
v21 = operator new(4u);
if ( v21 )
{
*(_DWORD *)v21 = 0;
g_pSecondTimerCallback = v21;
}
else
{
g_pSecondTimerCallback = 0;
}
_set_new_handler(HandleNewFail);
_set_new_mode(1);
g_pInterface = (void *)a1;
v22 = (wchar_t *)(*(int (__thiscall **)(struct IEngineInterface *))(*(_DWORD *)a1 + 16))(a1);
g_wszProjectName = LocalizeMessage(v22);
v23 = GetModuleFileNameW(0, Filename, 0x200u);
for ( i = v23 - 1; ; --i )
{
if ( i > v23 )
goto LABEL_38;
v25 = Filename;
if ( v25 == 47 || v25 == 92 )
break;
}
Filename = 0;
LABEL_38:
SetCurrentDirectoryW(Filename);
XmlNode::SetNodeName((XmlNode *)&ErrorXml, L"ErrorLog");
v26 = operator new(0x10u);
pv = v26;
v79 = 1;
if ( v26 )
v27 = (XmlManager *)XmlManager::XmlManager((XmlManager *)v26);
else
v27 = 0;
v79 = -1;
g_pXmlManager = v27;
CheckAllocation((const void *)v27);
ResourceBase::SetNameForDPI(v28, (bool)g_wszProjectName);
Log(0x10u, 1129, "Engine.cpp", L"Initializing Virtual FS");
if ( ResourceWMA::LoadAsNeeded(v29) )
{
Log(0x10u, 1138, "Engine.cpp", L"Project name localized to: %s", g_wszProjectName);
OutputDebugStringW(Filename);
Log(0x10u, 1142, "Engine.cpp", L"Using working directory: %s", Filename);
Log(0x10u, 1146, "Engine.cpp", L"Initializing GDI+");
v56 = 1;
v58 = 1;
v57 = 0;
v59 = 0;
GdiplusStartup(&g_GdiPlusToken, &v56, &v60);
v63 = 0;
v62 = 0;
LoadWindowPrefs(&v63, &v62);
pv = operator new(0x1440u);
v79 = 2;
if ( pv )
v30 = (DllFileMgr *)DllFileMgr::DllFileMgr(0);
else
v30 = 0;
v79 = -1;
::pv = v30;
v31 = (wchar_t *)(**(int (***)(void))v71)();
Str::Str(v31);
v79 = 3;
v32 = DllFileMgr::Open(::pv, (const struct Str *)&pRawInputDevices, g_bDebugEnabled, L"input\\");
v79 = -1;
v76 = v32 == 0;
Str::~Str((Str *)&pRawInputDevices);
if ( v76 )
{
D3DXTex::TF_Row::TF_Row((D3DXTex::TF_Row *)&pRawInputDevices);
v79 = 4;
v33 = *(wchar_t **)(Str::Str(0x37Cu) + 8);
v34 = *(int (***)(void))v71;
LOBYTE(v79) = 5;
v35 = (*v34)();
Str::Format((Str *)&pRawInputDevices, v33, v35);
LOBYTE(v79) = 4;
Str::~Str((Str *)&v54);
DialogHelper::ShowMessageBox(
0x385u,
0,
1u,
0xFFFEu,
0,
(const unsigned __int16 *)pRawInputDevices.hwndTarget,
(const unsigned __int16 *)1,
(bool)v52);
}
else if ( CreateGameWindow() )
{
if ( g_bMediaCenter )
{
Log(0x10u, 1211, "Engine.cpp", L"Initializing MCE Dialog");
DialogHelper::InitMCE(0, v52);
if ( g_bMediaCenter )
{
Log(0x10u, 1220, "Engine.cpp", L"Registering for raw input, for remote control");
pRawInputDevices.usUsagePage = 12;
pRawInputDevices.usUsage = 1;
pRawInputDevices.hwndTarget = g_hWnd;
pRawInputDevices.dwFlags = 0;
if ( !RegisterRawInputDevices(&pRawInputDevices, 1u, 0xCu) )
{
v36 = GetLastError();
Log(0x10u, 1231, "Engine.cpp", L"Register failed, winerror %d", v36);
}
}
}
Log(0x10u, 1237, "Engine.cpp", L"Adding system events");
Event::RegisterEventType(2, Event_MouseEnter::Create);
Event::RegisterEventType(4, Event_MouseDown::Create);
Event::RegisterEventType(5, Event_MouseDoubleClick::Create);
Event::RegisterEventType(3, Event_MouseLeave::Create);
Event::RegisterEventType(6, Event_MouseRelease::Create);
Event::RegisterEventType(7, Event_MouseReleaseOut::Create);
Event::RegisterEventType(8, Event_MouseStatusBarClick::Create);
Event::RegisterEventType(9, Event_MouseOuterDown::Create);
Event::RegisterEventType(10, Event_MouseOuterRelease::Create);
Event::RegisterEventType(11, Event_MouseGlobalRelease::Create);
Event::RegisterEventType(1, Event_ButtonClick::Create);
Event::RegisterEventType(13, Event_AnimationComplete::Create);
Event::RegisterEventType(12, Event_AnimationFrame::Create);
Event::RegisterEventType(14, Event_AnimationInt::Create);
Event::RegisterEventType(15, Event_Timer::Create);
Event::RegisterEventType(16, Event_FocusCheck::Create);
Event::RegisterEventType(17, Event_FocusGot::Create);
Event::RegisterEventType(18, Event_FocusLost::Create);
Event::RegisterEventType(19, Event_FocusSelect::Create);
Event::RegisterEventType(20, Event_FocusUnSelect::Create);
Event::RegisterEventType(21, Event_FocusGetNodeAtDir::Create);
Event::RegisterEventType(22, Event_FocusGetNextTabNode::Create);
Event::RegisterEventType(23, Event_InitComplete::Create);
Event::RegisterEventType(24, Event_DoDefaultAction::Create);
Event::RegisterEventType(25, Event_DragCheck::Create);
Event::RegisterEventType(26, Event_DragStart::Create);
Event::RegisterEventType(27, Event_DragMove::Create);
Event::RegisterEventType(28, Event_DragEnd::Create);
Event::RegisterEventType(29, Event_KeyDown::Create);
Event::RegisterEventType(30, Event_KeyUp::Create);
Event::RegisterEventType(31, Event_AccessGetParent::Create);
Event::RegisterEventType(32, Event_AccessGetChildCount::Create);
Event::RegisterEventType(33, Event_AccessGetChild::Create);
Event::RegisterEventType(34, Event_TipClose::Create);
Event::RegisterEventType(37, Event_DpiChange::Create);
Event::RegisterEventType(35, Event_ControllerKey::Create);
Log(0x10u, 1280, "Engine.cpp", L"Registering Node Types");
NodeButton::Register();
NodeLabel::Register();
NodeBase::Register();
NodeSprite::Register();
NodeEmitter::Register();
NodeShot::Register();
NodeNumber::Register();
Log(0x10u, 1291, "Engine.cpp", L"Initializing Timekeeping");
if ( Timekeeping::InitializeTimekeeping((Timekeeping *)v52) )
{
DialogHelper::SetDialogShutdownCallback((DialogHelper *)Engine_ResetTimer, v53);
Log(0x10u, 1304, "Engine.cpp", L"Initializing ResourceManager");
v37 = operator new(0x54u);
pv = v37;
v79 = 6;
if ( v37 )
v38 = (ResourceManager *)ResourceManager::ResourceManager(v37);
else
v38 = 0;
v79 = -1;
g_pResourceManager = v38;
CheckAllocation((const void *)v38);
if ( ResourceManager::Initialize(g_pResourceManager) )
{
v65 = 0;
v66 = 0;
v68 = 0;
v64 = g_hRenderWindow;
LOWORD(v68) = 0;
v67 = 32;
(*(void (__stdcall **)(int *, int *))(*(_DWORD *)g_pInterface + 12))(&v65, &v66);
if ( g_bDoubleDPI )
{
v65 *= 2;
v66 *= 2;
}
Log(0x10u, 1331, "Engine.cpp", L"Initializing RenderManager");
v39 = operator new(0x90u);
pv = v39;
v79 = 7;
if ( v39 )
v40 = (RenderManager *)RenderManager::RenderManager(v39);
else
v40 = 0;
v79 = -1;
g_pRenderManager = v40;
CheckAllocation((const void *)v40);
if ( RenderManager::Initialize(g_pRenderManager, (const struct RenderInitializeOptions *)&v64) )
{
Log(0x10u, 1342, "Engine.cpp", L"Initializing Audio");
v41 = operator new(0x28u);
pv = v41;
v79 = 8;
if ( v41 )
v42 = (Audio *)Audio::Audio(v41);
else
v42 = 0;
v79 = -1;
g_pAudio = v42;
CheckAllocation((const void *)v42);
if ( Audio::Initialize(g_pAudio) )
{
Log(0x10u, 1354, "Engine.cpp", L"Initializing XNA Common Controller");
pv = operator new(0x80u);
v79 = 9;
if ( pv )
v43 = (CommonControllerThread *)CommonControllerThread::CommonControllerThread(
(int)g_hWnd,
g_bMediaCenter,
(int)v72);
else
v43 = 0;
v79 = -1;
g_pCommonController = v43;
Thread::Begin(v43);
Log(0x10u, 1361, "Engine.cpp", L"Initializing Timer");
v44 = operator new(0x34u);
if ( v44 )
v45 = (ResourceWMA *)Timer::Timer(v44);
else
v45 = 0;
g_pTimer = v45;
CheckAllocation((const void *)v45);
if ( ResourceWMA::LoadAsNeeded(g_pTimer) )
{
Log(0x10u, 1372, "Engine.cpp", L"Loading Fonts");
v46 = XmlManager::GetXml(g_pXmlManager, L"xml\\Fonts.xml");
if ( v46 )
{
pv = XmlNode::XPathElementSearch(v46, L"/Font", &v73);
Log(0x10u, 1383, "Engine.cpp", L"%d Fonts Found", v73);
for ( Dst = 0; (unsigned int)Dst < v73; Dst = (wchar_t *)((char *)Dst + 1) )
{
v47 = XmlNode::GetNodeValue(*((XmlNode **)pv + (_DWORD)Dst));
Log(0x10u, 1388, "Engine.cpp", L"Loading Font: %s", v47);
if ( AddFontResourceW(v47) )
{
Array<NodeBase *>::Add(v47);
}
else
{
Log(0x10u, 1412, "Engine.cpp", L"Couldn't add font: %s", v47);
operator delete(v47);
}
}
operator delete(pv);
}
else
{
Log(0x10u, 1426, "Engine.cpp", L"No Font Xml Found");
}
Log(0x10u, 1431, "Engine.cpp", L"Registering for session notification");
WTSRegisterSessionNotification(g_hWnd, 0);
v72 = XmlManager::GetXml(g_pXmlManager, L"engine.xml");
g_bInInitializer = 1;
Log(0x10u, 1439, "Engine.cpp", L"Engine Initialization Complete: Initializing Game Code.");
v48 = v71;
if ( !(unsigned __int8)(*(int (__thiscall **)(struct IEngineInterface *))(*(_DWORD *)v71 + 48))(v71) )
{
Log(0x10u, 1442, "Engine.cpp", L"Game code initialization failed.");
CleanupEngine(0);
}
g_bInInitializer = 0;
if ( v72 )
g_bFocusPause = XmlNode::GetXmlInt(v72, L"/PauseOnLostFocus", -1) > 0;
Engine_LoadingComplete();
g_Accelerator = 0;
if ( (*(int (__thiscall **)(struct IEngineInterface *))(*(_DWORD *)v48 + 40))(v48) )
{
v49 = (*(int (__thiscall **)(struct IEngineInterface *))(*(_DWORD *)v48 + 40))(v48);
v50 = GetModuleHandleW(0);
g_Accelerator = LoadAcceleratorsW(v50, (LPCWSTR)v49);
}
g_bInitializing = 0;
v60(&g_GdiPlusToken);
while ( 1 )
{
while ( !PeekMessageW(&Msg, 0, 0, 0, 0) )
RunEngine();
if ( !GetMessageW(&Msg, 0, 0, 0) )
break;
if ( !g_Accelerator || !TranslateAcceleratorW(g_hWnd, g_Accelerator, &Msg) )
{
TranslateMessage(&Msg);
DispatchMessageW(&Msg);
}
}
v61(g_GdiPlusToken);
(*(void (__thiscall **)(struct IEngineInterface *))(*(_DWORD *)v48 + 72))(v48);
CleanupEngine(0);
}
Log(0x10u, 1365, "Engine.cpp", L"Failed to initialize Timer");
}
else
{
Log(0x10u, 1346, "Engine.cpp", L"Failed to initialize Audio");
}
}
else
{
Log(0x10u, 1335, "Engine.cpp", L"Failed to initialize RenderManager");
}
}
else
{
Log(0x10u, 1308, "Engine.cpp", L"Failed to initialize ResourceManager");
}
}
else
{
Log(0x10u, 1294, "Engine.cpp", L"Failed to initialize timekeeping");
}
}
else
{
Log(0x10u, 1198, "Engine.cpp", L"Window Creation Failed");
}
}
else
{
Log(0x10u, 1132, "Engine.cpp", L"InitOberVFS() Failed");
}
CleanupEngine(0);
}
v12 = (wchar_t *)(*(int (__thiscall **)(struct IEngineInterface *))(*(_DWORD *)a1 + 16))(a1);
v13 = LocalizeMessage(v12);
v14 = FindWindowW(v13, 0);
LocalFree((HLOCAL)v13);
if ( v14 )
{
if ( IsIconic(v14) )
ShowWindow(v14, 10);
BringWindowToTop(v14);
SetForegroundWindow(v14);
}
}
ExitProcess(0);
}
return 0;
}
可以发现,初始化了一个com组件,GUID=e7b2fb72_d728_49b3_a5f2_18ebf5f1349e(感兴趣可以在注册表CLSID中查,是个CGameExplorer类),可以看到最后一个参数获得了一个com对象,调用序列:
EngineHandler::GetProjectNamereturn "MineSweeper.dll"
CoCreateInstance(CGameExplorer)
EngineHandler::GetGdfPath return "\\Microsoft Games\\Minesweeper\\Minesweeper.exe"
CGameExplorer::VerifyAccess 这里会返回空,也是检测什么东西的,需要改返回值为0
改了这2处,就可以运行了!改法有很多,不说了
再来看结构,扫雷用C++写的,用到了XNA,可以找到棋牌类:
void *__thiscall Board::Board(void *this, int a2, int a3, int a4, int a5, int a6, int a7, int a8, char a9)
{
void *v9; // esi@1
unsigned int v10; // eax@1
int v12; // @7
int v13; // @7
unsigned int v14; // @3
signed int v15; // @1
void *v16; // @1
int v17; // @1
v9 = this;
v16 = this;
v15 = 16;
*(_DWORD *)this = &Board::`vftable';
Array<UITile *>::Array<UITile *>(v15);
*((float *)v9 + 7) = 0.0;
*((_DWORD *)v9 + 8) = a2;
*((_DWORD *)v9 + 1) = a5;
*((_DWORD *)v9 + 2) = a4;
*((_DWORD *)v9 + 3) = a3;
*((_DWORD *)v9 + 11) = a6;
*((_DWORD *)v9 + 9) = a7;
v17 = 0;
*((_DWORD *)v9 + 4) = 0;
*((_DWORD *)v9 + 5) = 0;
*((_DWORD *)v9 + 6) = 0;
*((_DWORD *)v9 + 16) = 0;
*((_DWORD *)v9 + 17) = 0;
*((_DWORD *)v9 + 10) = a8;
Board::initTiles((Board *)v9);
v10 = *((_DWORD *)v9 + 9);
if ( v10 != -1 && *((_DWORD *)v9 + 10) != -1 )
{
v15 = *((_DWORD *)v9 + 10);
v14 = v10;
if ( a9 )
{
Board::placeMines((Board *)v9, v14, v15);
++*((_DWORD *)v9 + 6);
}
else
{
Board::AttemptReveal((Board *)v9, v14, v15);
}
}
if ( *((_DWORD *)v9 + 1) > *((_DWORD *)v9 + 3) * *((_DWORD *)v9 + 2) - 9 )
{
v15 = 1;
Str::Str(L"Too many mines for tile count");
StrErr(v12, v13, v14, v15);
*((_DWORD *)v9 + 1) = *((_DWORD *)v9 + 3) * *((_DWORD *)v9 + 2) - 9;
}
return v9;
}
继续向上看,来到Game构造函数:
void *__thiscall Game::Game(void *this)
{
void *v1; // esi@1
int v2; // edi@1
int v3; // eax@1
int v4; // ST08_4@1
signed int v5; // eax@1
int v6; // ST08_4@1
v1 = this;
*(_DWORD *)this = &Game::`vftable';
Array<UITile *>::Array<UITile *>(16);
Array<UITile *>::Array<UITile *>(16);
Array<UITile *>::Array<UITile *>(16);
Array<UITile *>::Array<UITile *>(16);
Array<UITile *>::Array<UITile *>(16);
Array<UITile *>::Array<UITile *>(16);
v2 = (int)((char *)v1 + 152);
*(_DWORD *)v2 = 0;
*(_DWORD *)(v2 + 8) = 0;
*(_DWORD *)(v2 + 12) = 0;
GameStats::GameStats((char *)v1 + 168);
Game::G = (Game *)v1;
*((_DWORD *)v1 + 8) = -1;
*((_DWORD *)v1 + 9) = -1;
*((_DWORD *)v1 + 4) = 0;
*((_DWORD *)v1 + 3) = 0;
*((_DWORD *)v1 + 2) = 0;
*((_BYTE *)v1 + 218) = 0;
*((_DWORD *)v1 + 10) = 2;
*((_DWORD *)v1 + 12) = 0;
*((_DWORD *)v1 + 13) = 0;
*((_BYTE *)v1 + 197) = 0;
*((_BYTE *)v1 + 195) = 1;
*((_BYTE *)v1 + 193) = 0;
*((_BYTE *)v1 + 194) = 0;
*((_BYTE *)v1 + 196) = 0;
*((_BYTE *)v1 + 192) = 0;
*((_DWORD *)v1 + 47) = 0;
*((_BYTE *)v1 + 24) = 1;
*((_BYTE *)v1 + 25) = 1;
*((_BYTE *)v1 + 26) = 1;
*((_BYTE *)v1 + 27) = 1;
*((_BYTE *)v1 + 28) = 1;
*((_BYTE *)v1 + 29) = 1;
*((_BYTE *)v1 + 30) = 0;
*((_DWORD *)v1 + 50) = 1;
v3 = EDifficultyToWidth(1);
v4 = *((_DWORD *)v1 + 50);
*((_DWORD *)v1 + 51) = v3;
v5 = EDifficultyToHeight(v4);
v6 = *((_DWORD *)v1 + 50);
*((_DWORD *)v1 + 52) = v5;
*((_DWORD *)v1 + 53) = EDifficultyToMineCount(v6);
Game::RandomizeSeedOnTime((Game *)v1);
CSQMTimeRecorder::SetDataId((CSQMTimeRecorder *)((char *)v1 + 152), 0x17C7u);
Game::Reset((Game *)v1, 0, 0, 0);
Game::RequestSetState(v1, 0);
*((_BYTE *)v1 + 216) = 0;
*((_BYTE *)v1 + 217) = 0;
return v1;
}
EDifficultyToWidth和EDifficultyToHeight,分析可知是将默认难度级别转换为雷区阵列的高和宽,同理EDifficultyToMineCount是雷数
那么Game类结构:
+200 Difficulty 1 2 3
+204 Width 9 16 16
+208 Height 9 16 30
+212 MineCount 10 40 99
再往上层看调用者:
struct Game *__stdcall Game::SafeGetSingleton()
{
void *v0; // ecx@2
Game *v1; // eax@3
int v3; // @6
int v4; // @6
int v5; // @6
void *v6; // @2
int v7; // @2
if ( !Game::G )
{
v0 = operator new(0xE0u);
v6 = v0;
v7 = 0;
if ( v0 )
v1 = (Game *)Game::Game(v0);
else
v1 = 0;
v7 = -1;
Game::G = v1;
if ( !v1 || (v6 = &v3, Str::Str(dword_10868FC), !(unsigned __int8)Game::initLogic(Game::G, v3, v4, v5)) )
Game::PrintFatalErrorAndQuit(103);
}
return Game::G;
}
可见,Game是个单例类,构造的类指针存在了全局变量Game::G中,因此我们只要读取内存PE获取该结构相对.data段偏移,即可获取全部所需数据(或者调用SafeGetSingleton,只不过要定位.text段基址)
再来看 Game::Reset
void __thiscall Game::Reset(Game *this, bool a2, bool a3, bool a4)
{
Game *v4; // esi@1
int v5; // eax@2
int v6; // edi@5
double v7; // st7@6
int v8; // edi@7
int v9; // eax@8
int v10; // ecx@9
int v11; // eax@9
int v12; // ecx@14
int v13; // edi@15
void *v14; // eax@15
void *v15; // eax@16
bool v16; // di@18
void *v17; // ecx@19
int v18; // eax@22
void *v19; // eax@22
int v20; // @15
void *v21; // @21
int v22; // @15
int v23; // @7
int v24; // @9
int v25; // @9
int v26; // @13
char v27; // @1
v4 = this;
Game::SetTimerEnabled(this, 0);
v27 = 0;
if ( !a3 )
{
v5 = *((_DWORD *)v4 + 4);
if ( v5 )
{
if ( *(_DWORD *)(v5 + 24) > 0 && *((_DWORD *)Game::G + 10) == 1 )
{
v6 = *(_DWORD *)(v5 + 32);
if ( v6 != 4 )
{
v7 = *(float *)(v5 + 28);
floorf(*(float *)(v5 + 28));
GameStats::AddNewScore((char *)v4 + 168, v6, (signed int)v7, 0);
Game::Save(Game::G, 0, 0);
}
}
}
}
v8 = *((_DWORD *)v4 + 50);
*((float *)v4 + 11) = 1.0;
v23 = v8;
if ( a3 && (v9 = *((_DWORD *)v4 + 4)) != 0 )
{
v23 = *(_DWORD *)(v9 + 32);
v24 = *(_DWORD *)(v9 + 12);
v10 = *(_DWORD *)(v9 + 8);
v11 = *(_DWORD *)(v9 + 4);
v25 = v10;
}
else if ( v8 == 4 )
{
v24 = *((_DWORD *)v4 + 51);
v25 = *((_DWORD *)v4 + 52);
v11 = *((_DWORD *)v4 + 53);
}
else
{
v24 = EDifficultyToWidth(v8);
v25 = EDifficultyToHeight(v8);
v11 = EDifficultyToMineCount(v8);
}
v26 = v11;
if ( a3 && (v12 = *((_DWORD *)v4 + 4)) != 0 )
{
v13 = *(_DWORD *)(v12 + 36);
v22 = *(_DWORD *)(v12 + 40);
v20 = *(_DWORD *)(v12 + 44);
Board::`scalar deleting destructor'((void *)v12, 1);
*((_DWORD *)v4 + 4) = 0;
v14 = operator new(0x48u);
if ( v14 )
v15 = Board::Board(v14, v23, v24, v25, v26, v20, v13, v22, 1);
else
v15 = 0;
*((_DWORD *)v4 + 4) = v15;
*((_DWORD *)v15 + 6) = 0;
Game::RandomizeSeedOnTime(v4);
v27 = 1;
v16 = 1;
}
else
{
v17 = (void *)*((_DWORD *)v4 + 4);
v16 = 1;
if ( v17 )
{
Board::`scalar deleting destructor'(v17, 1);
*((_DWORD *)v4 + 4) = 0;
}
v21 = operator new(0x48u);
if ( v21 )
{
v18 = _time(0);
v19 = Board::Board(v21, v23, v24, v25, v26, v18, -1, -1, 0);
}
else
{
v19 = 0;
}
*((_DWORD *)v4 + 4) = v19;
}
Game::SaveGameExplorerStatistics(v4);
*((_BYTE *)v4 + 217) = 0;
if ( !*((_BYTE *)v4 + 193) || !Game::RandomizeArt(v4, v16) )
{
if ( !a2 )
goto LABEL_33;
if ( *((_BYTE *)v4 + 27) )
UIBoardCanvas::SetAllTilesTopAlpha(*((UIBoardCanvas **)v4 + 3), 0);
Game::ResetCanvas(v4);
}
if ( a2 )
{
Game::RequestSetState(v4, 1);
UIBoardCanvas::Refresh(*((UIBoardCanvas **)v4 + 3), 1);
Game::DoNewBoardAnimation(v4);
}
LABEL_33:
if ( v27 )
UIBoardCanvas::ShowTipMessage(*((UIBoardCanvas **)v4 + 3), L"Restart");
if ( a4 )
{
UserInterface::ProcessMouseMove(g_pUserInterface, v16);
Engine_ResetTimer();
}
if ( a3 )
*(_DWORD *)(*((_DWORD *)v4 + 4) + 24) = 1;
*((_BYTE *)v4 + 197) = 0;
}
分析可知:
Game:sizeof=224
+8 DWORD
+12 UIBoardCanvas *
+16 Board*
+24 bool
+25 bool
+26 bool
+27 bool
+28 bool
+29 bool
+30 bool
+32 int
+36 int
+40 int state
+48 DWORD
+52 DWORD
+56 Array<UITile *>*
+72 Array<UITile *>*
+88 Array<UITile *>*
+104 Array<UITile *>*
+120 Array<UITile *>*
+136 Array<UITile *>*
+152 CSQMTimeRecorder*
+188 DWORD
+192 bool
+193 bool
+194 bool
+195 bool
+196 bool
+197 bool
+200 Difficulty
+204 Width
+208 Height
+212 MineCount
+216 bool
+217 bool
+218 bool IsTimerEnabled
Board:sizeof=72
+4 MineCount
+8 Height
+12 Width
+24 是否挖过雷?
+28 float
+32 Difficulty
+36 HitX
+40 HitY
+44
+68 Array<Array<BYTE>>* MineArray
Array<UITile *>:sizeof=16
+0 MineCount
+4
+8
+12 DWORD[] MineIndexArray//存储雷位置索引
UITile:
+36 state
void __thiscall Board::placeMines(Board *this, int a2, int a3)
{//布置雷区
Board *v3; // esi@1
int v4; // eax@1
int i; // edi@4
signed int v6; // ecx@5
int v7; // eax@9
int v8; // edi@10
unsigned int v9; // ebx@13
unsigned int v10; // ecx@15
signed int v11; // ebx@16
int v12; // eax@16
int v13; // edx@16
unsigned int Seed; // @1
int pv; // @2
v3 = this;
Seed = GetRandomSeed();
SetRandomSeed(*((_DWORD *)v3 + 11));
v4 = (int)operator new(0x10u);
if ( v4 )
pv = Array<UITile *>::Array<UITile *>(v4, 16);
else
pv = 0;
for ( i = 0; i < *((_DWORD *)v3 + 3) * *((_DWORD *)v3 + 2); ++i )
{
v6 = *((_DWORD *)v3 + 3);
if ( (i % v6 - a2) * (2 * (i % v6 - a2 >= 0) - 1) > 1 || (i / v6 - a3) * (2 * (i / v6 - a3 >= 0) - 1) > 1 )//取第一次点击位置以外的雷区位置,存到数组array1里,这样设计就不会导致第一次就点到雷
Array<NodeBase *>::Add(pv, i);
}
v7 = (int)operator new(0x10u);
if ( v7 )
v8 = Array<UITile *>::Array<UITile *>(v7, *((_DWORD *)v3 + 1));
else
v8 = 0;
while ( *(_DWORD *)v8 != *((_DWORD *)v3 + 1) && *(_DWORD *)pv )
{//若雷数不够且array1没被用完就一直布雷
v9 = GetRandom(0, *(_DWORD *)pv - 1);//rand(0,array1.size()-1)
Array<NodeBase *>::Add(v8, *(_DWORD *)(*(_DWORD *)(pv + 12) + 4 * v9));//在array2中增加该位置
Array<NodeBase *>::Remove(pv, v9);//从array1中去除该位置
}
v10 = 0;
if ( *(_DWORD *)v8 )
{
do
{
v11 = *((_DWORD *)v3 + 3);
v12 = *(_DWORD *)(*(_DWORD *)(v8 + 12) + 4 * v10) / v11;
v13 = *(_DWORD *)(*(_DWORD *)(v8 + 12) + 4 * v10++) % v11;//分别还原横纵坐标
*(_BYTE *)(v12 + *(_DWORD *)(*(_DWORD *)(*(_DWORD *)(*((_DWORD *)v3 + 17) + 12) + 4 * v13) + 12)) = 1;//可以推测出将布雷坐标数组存到Array<Array<BYTE>>二维数组里
}
while ( v10 < *(_DWORD *)v8 );
}
Array<int>::`scalar deleting destructor'((void *)v8, 1);
if ( pv )
Array<int>::`scalar deleting destructor'((void *)pv, 1);
SetRandomSeed(Seed);
}
向上层找:
int __thiscall Board::AttemptReveal(Board *this, unsigned int a2, unsigned int a3)
{
Board *v3; // esi@1
int v4; // eax@1
int v5; // eax@6
unsigned int *v7; // @0
int v8; // @1
v3 = this;
v4 = *(_DWORD *)(*(_DWORD *)(*(_DWORD *)(*(_DWORD *)(*((_DWORD *)this + 16) + 12) + 4 * a2) + 12) + 4 * a3);
v8 = 0;
if ( v4 == 9 || v4 == 11 )
{
if ( *((_DWORD *)this + 6) )
{
if ( *(_BYTE *)(a3 + *(_DWORD *)(*(_DWORD *)(*(_DWORD *)(*((_DWORD *)this + 17) + 12) + 4 * a2) + 12)) )
{
v8 = 0;
LABEL_11:
++*((_DWORD *)v3 + 6);
goto LABEL_12;
}
v5 = Board::revealAt(this, a2, a3, 0, a2, a3, 0);
}
else
{
Board::placeMines(this, a2, a3);//如果是首次挖雷,则布雷
v5 = Board::revealAt(v3, a2, a3, 0, a2, a3, 0);
*((_DWORD *)v3 + 9) = a2;
*((_DWORD *)v3 + 10) = a3;//存储点击位置
}
v8 = v5;
goto LABEL_11;
}
if ( *((_BYTE *)Game::G + 24) )
GameAudio::PlaySoundProto(0, 0, 0, v7);
LABEL_12:
if ( *((_DWORD *)v3 + 12) <= 0u )
UIBoardCanvas::Refresh(*((UIBoardCanvas **)Game::G + 3), 1);
return v8;
}
至此,想得到的结果已经都得到
这里只研究了很普通的一些属性,然而代码中却有很多可以挖掘的地方,请自行研究!
根据以上分析可以得到代码:
template<typename T>
struct Array
{
DWORD MineCount;
DWORD unused1;
DWORD unused2;
T* data;
};
#include <TlHelp32.h>
void CWin7MineSweeperHackerDlg::OnBnClickedOk()
{
// TODO: 在此添加控件通知处理程序代码
UpdateData(TRUE);
m_output="";
PROCESSENTRY32 pe;
pe.dwSize=sizeof(PROCESSENTRY32);
HANDLE hProcess=NULL;
HANDLE hSnapshot=CreateToolhelp32Snapshot(TH32CS_SNAPPROCESS,0);
if(hSnapshot == INVALID_HANDLE_VALUE || !Process32First(hSnapshot,&pe))
{
AfxMessageBox("ERROR!");
return;
}
do
{
if(StrStr(pe.szExeFile,"MineSweeper.exe"))
{
hProcess=OpenProcess(PROCESS_ALL_ACCESS,FALSE,pe.th32ProcessID);
break;
}
}
while(Process32Next(hSnapshot,&pe));
CloseHandle(hSnapshot);
if(hProcess == NULL)
{
AfxMessageBox("找不到进程!");
return;
}
MODULEENTRY32 me;
me.dwSize=sizeof(MODULEENTRY32);
LPVOID peBase=NULL;
DWORD peSize;
hSnapshot=CreateToolhelp32Snapshot(TH32CS_SNAPMODULE,pe.th32ProcessID);
if(hSnapshot == NULL || !Module32First(hSnapshot,&me))
{
AfxMessageBox("ERROR");
return;
}
do
{
if(StrStrI(me.szModule,"mine"))
{
peBase=(LPVOID)me.modBaseAddr;
peSize=me.modBaseSize;
break;
}
} while (Module32Next(hSnapshot,&me));
CloseHandle(hSnapshot);
if(peBase == NULL)
{
AfxMessageBox("ERROR");
return;
}
BYTE* buffer=new BYTE;
DWORD readnum;
ReadProcessMemory(hProcess,peBase,buffer,peSize,&readnum);
IMAGE_DOS_HEADER* dosheader=(IMAGE_DOS_HEADER*)buffer;
IMAGE_NT_HEADERS* ntheader=(IMAGE_NT_HEADERS*)(buffer+dosheader->e_lfanew);
IMAGE_SECTION_HEADER* cur=(IMAGE_SECTION_HEADER*)(ntheader+1);
for(int i=0;i<ntheader->FileHeader.NumberOfSections;i++)
{
if(StrStrI((CHAR*)cur->Name,".data"))
{
break;
}
cur++;
}
struct Board;
struct Game
{
DWORD unused;
struct Board* board;
};
struct Board
{
DWORD unused1;
DWORD MineCount;
DWORD Height;
DWORD Width;
DWORD unused2;
DWORD Difficulty;
DWORD HitX;
DWORD HitY;
DWORD unused3;
Array< Array<BYTE> >* MineArray;
};
BYTE* GameInThatProc = (BYTE*)*(Game**)(buffer + cur->VirtualAddress + 0x88B4);
//换算成本地地址
Game G;
if (GameInThatProc == NULL)
{
AfxMessageBox("数据有误");
goto end1;
}
ReadProcessMemory(hProcess, GameInThatProc, &G, sizeof(G), &readnum);
//换算成本地地址
Board B;
if (G.board == NULL)
{
AfxMessageBox("数据有误");
return;
}
ReadProcessMemory(hProcess, G.board, &B, sizeof(B), &readnum);
Array< Array<BYTE> > MA;
if (B.MineArray == NULL)
{
AfxMessageBox("数据有误");
goto end1;
}
ReadProcessMemory(hProcess, B.MineArray, &MA, sizeof(MA), &readnum);
typedef Array<BYTE>* pMAsub;//先取指针数组
pMAsub* data1 = new pMAsub;
if (MA.data == NULL)
{
AfxMessageBox("数据有误");
goto end1;
}
ReadProcessMemory(hProcess, MA.data, data1, sizeof(Array<BYTE>*) * B.Width, &readnum);
for(int i=0;i<B.Width;i++)
{
Array<BYTE> data2;//对指针数组每个指针找到对象内存
ReadProcessMemory(hProcess, data1, &data2, sizeof(data2), &readnum);
if (data2.data == NULL)
{
AfxMessageBox("数据有误");
goto end1;
}
BYTE* data3 = new BYTE;
ReadProcessMemory(hProcess, data2.data, data3, sizeof(BYTE) * B.Height, &readnum);
for(int j=0;j<B.Height;j++)
{
if(data3 == 1)//雷
{
m_output += "雷";
}
else
{
m_output += "空";
}
}
delete[]data3;
m_output += "\r\n";
}
delete[]data1;
end1:
delete []buffer;
CloseHandle(hProcess);
UpdateData(FALSE);
}
新开一局扫雷,可以发现程序获取结果:
空空空空空空空空空
空空空空空空空空空
空空空空空空空空空
空空空空空空空空空
空空空空空空空空空
空空空空空空空空空
空空空空空空空空空
空空空空空空空空空
空空空空空空空空空
可见,没点击前,是不布雷的,和之前分析的一样
点击以后:
空雷空空空空空空空
空雷空空空空空空空
空空空空空空空空空
空空雷空雷空空空空
空空雷空空空空空空
空空空空空空空空空
雷雷空空空空空空空
空空雷空空空空空空
雷空空空雷空空空空
特别注意,,由于程序中使用的数据结构原因,得到的结果,和扫雷屏幕上显示,关于y=x对称!!!
截图:截图
相关文件:
破解的win7扫雷,及工程文件:
http://pan.baidu.com/s/1o6xaPwI XP下的扫雷用C写的简直太好逆了. C++写的蛋疼多了.. 之前也是纠结为什么不能运行, 没去深入分析. LZ天天坚持练习发帖也是厉害.
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