cocos2dx-Lua引擎游戏脚本及图片资源解密与DUMP
转自:http://blog.csdn.net/asmcvc/article/details/54098090
分析目标
下面分析的主要是少年三国志。
Lua脚本解密与DUMP
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LuaJit IDA分析调用树:
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AppDelegate::applicationDidFinishLaunching(AppDelegate *__hidden this) EXPORT _ZN11AppDelegate29applicationDidFinishLaunchingEv
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cocos2d::CCLuaEngine::defaultEngine(cocos2d::CCLuaEngine *__hidden this) EXPORT _ZN7cocos2d11CCLuaEngine13defaultEngineEv
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cocos2d::CCLuaEngine::init(cocos2d::CCLuaEngine *__hidden this)
EXPORT _ZN7cocos2d11CCLuaEngine4initEv -
cocos2d::CCLuaStack::create(cocos2d::CCLuaStack *__hidden this)
EXPORT _ZN7cocos2d10CCLuaStack6createEv -
cocos2d::CCLuaStack::init(cocos2d::CCLuaStack *__hidden this)
EXPORT _ZN7cocos2d10CCLuaStack4initEv -
cocos2dx_lua_loader
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cocos2d::CCLuaStack::lua_loadbuffer(lua_State , char const, int, char const*)
EXPORT ZN7cocos2d10CCLuaStack14lua_loadbufferEP9lua_StatePKciS4
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cocos2d::CCLuaStack::lua_loadbuffer先调用以下函数解密: cocos2d::extra::CCCrypto::decryptUF(uchar ,int,int ,int *) EXPORT ZN7cocos2d5extra8CCCrypto9decryptUFEPhiPiS3
最后再调用:luaL_loadbuffer
因此可以直接对luaL_loadbuffer进行HOOK,进而DUMP出Lua脚本,网上搜索函数声明:
int luaL_loadbuffer (lua_State *L, const char *buff, size_t sz, const char *name);
进而实现HOOK代码:
//orig function copy int (*luaL_loadbuffer_orig)(void *L, const char *buff, int size, const char *name) = NULL; //local function int luaL_loadbuffer_mod(void *L, const char *buff, int size, const char *name) { LOGD("[dumplua] luaL_loadbuffer name: %s lua: %s", name, buff); return luaL_loadbuffer_orig(L, buff, size, name); } void hook() { LOGD("[dumplua] hook begin"); void *handle = dlopen("libgame.so", RTLD_NOW); if (handle == NULL) { LOGE("[dumplua]dlopen err: %s.", dlerror()); return; }else{ LOGD("[dumplua] libgame.so dlopen OK!"); } void *pluaL_loadbuffer = dlsym(handle, "luaL_loadbuffer"); if (pluaL_loadbuffer == NULL){ LOGE("[dumplua] lua_loadbuffer not found!"); LOGE("[dumplua] dlsym err: %s.", dlerror()); }else{ LOGD("[dumplua] luaL_loadbuffer found!"); MSHookFunction(pluaL_loadbuffer, (void *)&luaL_loadbuffer_mod, (void **)&luaL_loadbuffer_orig); } }
运行后拦截到的输出信息:
01-05 19:29:27.674 13191-13215/? D/SUBSTRATEHOOK: [dumplua] luaL_loadbuffer name: assets/scripts/main.lua lua: function __G__TRACKBACK__(errorMessage) print("----------------------------------------") print("LUA ERROR: " .. tostring(errorMessage) .. "\n") local traceback = debug.traceback("", 2) print(traceback) print("----------------------------------------") --只有G_Report初始过后才会对错误日志做处理 if G_Report ~= nil then G_Report:onTrackBack(errorMessage, traceback) end if SHOW_EXCEPTION_TIP and uf_notifyLayer ~= nil then uf_notifyLayer:getDebugNode():removeChildByTag(10000) local text = tostring(errorMessage) require("upgrade.ErrMsgBox").showErrorMsgBox(text) end end function traceMem(desc) if desc == nil then desc = "memory:" end if CCLuaObjcBridge then local callStaticMethod = CCLuaObjcBridge.callStaticMethod local ok, ret = callStaticMethod("NativeProxy", "getUsedMemory", nil) if ok then pri 01-05 19:29:27.679 13191-13215/? D/SUBSTRATEHOOK: [dumplua] luaL_loadbuffer name: upgrade.AntiAddictionLayer lua: LJ- 01-05 19:29:27.679 13191-13215/? D/SUBSTRATEHOOK: [dumplua] luaL_loadbuffer name: upgrade.ComSdkUtils lua: LJA 01-05 19:29:27.684 13191-13215/? D/SUBSTRATEHOOK: [dumplua] luaL_loadbuffer name: upgrade.config lua: LJ� 01-05 19:29:27.684 13191-13215/? D/SUBSTRATEHOOK: [dumplua] luaL_loadbuffer name: upgrade.ConfigLayer lua: LJ] 01-05 19:29:27.684 13191-13215/? D/SUBSTRATEHOOK: [dumplua] luaL_loadbuffer name: upgrade.EffectNode_Upgrade lua: LJ� 01-05 19:29:27.684 13191-13215/? D/SUBSTRATEHOOK: [dumplua] luaL_loadbuffer name: upgrade.ErrMsgBox lua: LJP 01-05 19:29:27.684 13191-13215/? D/SUBSTRATEHOOK: [dumplua] luaL_loadbuffer name: upgrade.game lua: LJ� 01-05 19:29:27.684 13191-13215/? D/SUBSTRATEHOOK: [dumplua] luaL_loadbuffer name: upgrade.NativeCallUtils lua: LJ� 01-05 19:29:27.684 13191-13215/? D/SUBSTRATEHOOK: [dumplua] luaL_loadbuffer name: upgrade.NativeProxy lua: LJ� 01-05 19:29:27.684 13191-13215/? D/SUBSTRATEHOOK: [dumplua] luaL_loadbuffer name: upgrade.Patcher lua: LJ� 01-05 19:29:27.689 13191-13215/? D/SUBSTRATEHOOK: [dumplua] luaL_loadbuffer name: upgrade.SplashLayer lua: LJ- 01-05 19:29:27.689 13191-13215/? D/SUBSTRATEHOOK: [dumplua] luaL_loadbuffer name: upgrade.upgrade lua: LJ6
可见,有些Lua脚本是源码形式,有些是LuaJit编译的,可以改写以上代码把脚本DUMP到文件中再进一步分析,此处略。
资源解密与DUMP
主要函数: cocos2d::CCImage::initWithImageFile调用 cocos2d::CCImage::initWithImageData
但是IDA分析发现initWithImageData会调用cocos2d::extra::CCCrypto::decryptXXTEA和cocos2d::extra::CCCrypto::decryptUF进行解密,最后再加载图片资源。以下是initWithImageData部分代码:
if ( s ) { v12 = (unsigned __int8 *)strlen(s); v13 = (void *)cocos2d::extra::CCCrypto::decryptXXTEA(v9, v11, (int)s, v12, (int)v24, v22); v14 = v13; if ( v13 ) v9 = (cocos2d::extra::CCCrypto *)v13; goto LABEL_28; } v14 = 0; if ( (signed int)a3 > 3 && *(_BYTE *)this == 85 && *((_BYTE *)this + 1) == 70 ) { v25 = 0; cocos2d::extra::CCCrypto::decryptUF(this, (int)a3, (int)&v25, v24, v21); v15 = v25 >> 4; if ( (v25 & 0xFu) <= 9 ) *(_DWORD *)(v8 + 36) = v25 & 0xF; switch ( v15 ) { case 1: v16 = 1067030938; break; case 2: v16 = 1068708659;
也即会调用cocos2d::extra::CCCrypto::decryptXXTEA和cocos2d::extra::CCCrypto::decryptUF进行解密操作。我们看下cocos2d::extra::CCCrypto::decryptUF这个函数,通过IDA的F5插件,并不断修改变量名可以获得一个比较清晰的C代码。
int __fastcall cocos2d::extra::CCCrypto::decryptUF(cocos2d::extra::CCCrypto *pInBuff, int nlen, int a3, int *pOutLen, int *name) { cocos2d::extra::CCCrypto *pInBuff2; // r5@1 int *pOutLen2; // r7@1 int v7; // r3@4 int v8; // r6@5 int v9; // r1@6 int result; // r0@9 int v11; // r4@10 int v12; // r6@12 int v13; // r6@15 signed int v14; // r0@19 int v15; // [sp+0h] [bp-28h]@5 int v16; // [sp+0h] [bp-28h]@10 int v17; // [sp+4h] [bp-24h]@5 pInBuff2 = pInBuff; pOutLen2 = pOutLen; if ( nlen <= 3 ) { v14 = 1; return -v14; } if ( *(_BYTE *)pInBuff != \'U\' || *((_BYTE *)pInBuff + 1) != \'F\' ) { v14 = 2; return -v14; } *(_DWORD *)a3 = *((_BYTE *)pInBuff + 2); v7 = *((_BYTE *)pInBuff + 3); if ( v7 == 1 ) { v15 = nlen - 5; v17 = *((_BYTE *)pInBuff + 4); v8 = 0; while ( v8 < v15 ) { v9 = (v8++ + v17) % 0x21; *(_BYTE *)pInBuff2 = *((_BYTE *)pInBuff2 + 5) ^ byte_6D192C[v9]; pInBuff2 = (cocos2d::extra::CCCrypto *)((char *)pInBuff2 + 1); } *pOutLen2 = v15; } else { result = 0; if ( v7 != 2 ) return result; v11 = 0; v16 = *((_BYTE *)pInBuff2 + 4); do { *((_BYTE *)pInBuff2 + v11) = *((_BYTE *)pInBuff2 + nlen + v11 - 5) ^ byte_6D192C[(v11 + v16) % 33 + 33]; ++v11; } while ( v11 != 5 ); v12 = nlen - 10; if ( nlen - 10 > 95 ) v12 = 95; v13 = v12 + 4; while ( v13 >= v11 ) { *((_BYTE *)pInBuff2 + v11) ^= byte_6D192C[(v11 + v16) % 33 + 33]; ++v11; } *pOutLen2 = nlen - 5; } return 0; }
其实看到这里应该也是比较容易逆向分析出解密的算法的,应该说比较简单,可以直接写一个脚本来解密assets里的资源。但是为了保证通用性,还是写HOOK代码比较好。
本来分析以为最终都会调用_initWithWebpData、_initWithJpgData、_initWithBpgData、_initWithPngData、_initWithTiffData、_initWithRawData这些函数的,但是实际上分别HOOK后并没有被拦截,所以最后还是HOOK了下cocos2d::extra::CCCrypto::decryptUF。
static string g_strDataPath; static int g_nCount = 1; string getNextFilePath(const char *fileExt) { char buff[100] = {0}; ++g_nCount; sprintf(buff, "%s/cache/%d%s", g_strDataPath.c_str(), g_nCount, fileExt); return buff; } bool saveFile(const void* addr, int len, const char *outFileName) { bool bSuccess = false; FILE* file = fopen(outFileName, "wb+"); if (file != NULL) { fwrite(addr, len, 1, file); fflush(file); fclose(file); bSuccess = true; chmod(outFileName, S_IRWXU | S_IRWXG | S_IRWXO); }else{ LOGE("[%s] fopen failed, error: %s", __FUNCTION__, dlerror()); } return bSuccess; } //hook decryptUF int (*decryptUF_orig)(void *pInBuff, int len, int *n, int *poutlen, char *name) = NULL; int decryptUF_mod(void *pInBuff, int len, int *n, int *poutlen, char *name) { int ret = decryptUF_orig(pInBuff, len, n, poutlen, name); saveFile(pInBuff, *poutlen, getNextFilePath(".png").c_str()); return ret; } void hook() { //hook decryptUF void *decryptUF = dlsym(handle, "_ZN7cocos2d5extra8CCCrypto9decryptUFEPhiPiS3_"); if ( decryptUF==NULL ) { LOGE("[dumplua] _ZN7cocos2d5extra8CCCrypto9decryptUFEPhiPiS3_ (decryptUF) not found!"); LOGE("[dumplua] dlsym err: %s.", dlerror()); }else{ LOGD("[dumplua] _ZN7cocos2d5extra8CCCrypto9decryptUFEPhiPiS3_ (decryptUF) found!"); MSHookFunction(decryptUF, (void *)&decryptUF_mod, (void **)&decryptUF_orig); } }
我这里图方便把所有解密的数据都DUMP为/data/data/packagename/cache目录下扩展名为PNG的文件了,最后通过脚本从手机中批量提取出解密后的文件:
#coding:utf-8 import os for i in range(1, 10000): cmd = \'adb pull /data/data/com.youzu.android.snsgz/cache/\' + str(i) +\'.png\' + \' e:\\test\' os.system(cmd)
其实通过上面的分析就可以知道,图片资源的解密和Lua的解密都是调用了相同的函数,因此解密出的文件不全是图片,还有写LuaJit的脚本文件,用十六进制编辑器打开就可以看到LJ开头的魔法数字。
全民水浒
全民水浒这个比较简单,资源直接没加密处理,解压缩APK文件就可以在assets目录下查看了。Lua脚本可以通过HOOK函数luaL_loadbuffer获得,而且可以看出只是对编译的Lua脚本做了简单的加密,可以直接DUMP出来
01-05 20:04:16.569 17729-17886/? D/SUBSTRATEHOOK: [dumplua] luaL_loadbuffer name: require "UpdateScene.lua" lua: require "UpdateScene.lua" 01-05 20:04:16.574 17729-17886/? D/SUBSTRATEHOOK: [dumplua] luaL_loadbuffer name: UpdateScene.lua lua: LuaQ 01-05 20:04:16.574 17729-17886/? D/SUBSTRATEHOOK: [dumplua] luaL_loadbuffer name: Modal.lua lua: LuaQ 01-05 20:04:16.574 17729-17886/? D/SUBSTRATEHOOK: [dumplua] luaL_loadbuffer name: UIDefine.lua lua: LuaQ 01-05 20:04:16.574 17729-17886/? D/SUBSTRATEHOOK: [dumplua] luaL_loadbuffer name: MessageBox.lua lua: LuaQ 01-05 20:04:16.579 17729-17886/? D/SUBSTRATEHOOK: [dumplua] luaL_loadbuffer name: SoundManager.lua lua: LuaQ 01-05 20:04:16.579 17729-17886/? D/SUBSTRATEHOOK: [dumplua] luaL_loadbuffer name: SoundConfig.lua lua: LuaQ
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