Thursday, May 25, 2023
2957 hash passwords
Reversing Rust String And Str Datatypes
Rust string data-types
The two first main objects are "str" and String, lets check also the constructors.Imports and functions
Main function
If you expected see a clear main function I regret to say that rust doesn't seem a real low-level language In spite of having a full control of the memory.Ghidra turns crazy when tries to do the recursive parsing of the rust code, and finally we have the libc _start function, the endless loop after main is the way Ghidra decompiles the HLT instruction.
We can see that the literal is stored in an non null terminated string, or most likely an array of bytes. we have a bunch of byte arrays and pointed from the code to the beginning.
Let's follow the ref. [ctrl]+[shift]+[f] and we got the references that points to the rust main function.
After several naming thanks to the Ghidra comments that identify the rust runtime functions, the rust main looks more understandable.
See below the ref to "hello world" that is passed to the string allocated hard-coding the size, because is non-null terminated string and there is no way to size this, this also helps to the rust performance, and avoid the c/c++ problems when you forgot the write the null byte for example miscalculating the size on a memcpy.
Regarding the string object, the allocator internals will reveal the structure in static.
alloc_string function call a function that calls a function that calls a function and so on, so this is the stack (also on static using the Ghidra code comments)
1. _$LT$alloc..string..String$u20$as$u20$core..convert..From$LT$$RF$str$GT$$GT$::from::h752d6ce1f15e4125
2. alloc::str::_$LT$impl$u20$alloc..borrow..ToOwned$u20$for$u20$str$GT$::to_owned::h649c495e0f441934
3. alloc::slice::_$LT$impl$u20$alloc..borrow..ToOwned$u20$for$u20$$u5b$T$u5d$$GT$::to_owned::h1eac45d28
4. alloc::slice::_$LT$impl$u20$$u5b$T$u5d$$GT$::to_vec::h25257986b8057640
5. alloc::slice::hack::to_vec::h37a40daa915357ad
6. core::slice::_$LT$impl$u20$$u5b$T$u5d$$GT$::len::h2af5e6c76291f524
7. alloc::vec::Vec$LT$T$GT$::extend_from_slice::h190290413e8e57a2
8. _$LT$alloc..vec..Vec$LT$T$GT$$u20$as$u20$alloc..vec..SpecExtend$LT$$RF$T$C$core..slice..Iter$LT$T$GT$$GT$$GT$::spec_extend::h451c2f92a49f9caa
...
Well I'm not gonna talk about the performance impact on stack but really to program well reusing code grants the maintainability and its good, and I'm sure that the rust developed had measured that and don't compensate to hardcode directly every constructor.
At this point we have two options, check the rust source code, or try to figure out the string object in dynamic with gdb.
Source code
The string object is defined at string.rs and it's simply an u8 type vector.
And the definition of vector can be found at vec.rs and is composed by a raw vector an the len which is the usize datatype.
The RawVector is a struct that helds the pointer to the null terminated string stored on an Unique object, and also contains the allocation pointer, here raw_vec.rs definition.
The cap field is the capacity of the allocation and a is the allocator:
Finally the Unique object structure contains a pointer to the null terminated string, and also a one byte marker core::marker::PhantomData
Dynamic analysis
The first parameter of the constructor is the interesting one, and in x64 arch is on RDI register, the extrange sequence RDI,RSI,RDX,RCX it sounds like ACDC with a bit of imagination (di-si-d-c)So the RDI parámeter is the pointer to the string object:
So RDI contains the stack address pointer that points the the heap address 0x5578f030.
Remember to disable ASLR to correlate the addresses with Ghidra, there is also a plugin to do the synchronization.
Having symbols we can do:
p mystring
and we get the following structure:
String::String {
vec: alloc::vec::Vec
buf: alloc::raw_vec::RawVec
ptr: core::ptr::unique::Unique
pointer: 0x555555790130 "hello world\000",
_marker: core::marker::PhantomData
},
cap: 11,
a: alloc::alloc::Global
},
len: 11
}
}
If the binary was compiled with symbols we can walk the substructures in this way:
(gdb) p mystring.vec.buf.ptr
$6 = core::ptr::unique::Unique
(gdb) p mystring.vec.len
$8 = 11
If we try to get the pointer of each substructure we would find out that the the pointer is the same:
If we look at this pointer, we have two dwords that are the pointer to the null terminated string, and also 0xb which is the size, this structure is a vector.
The pionter to the c string is 0x555555790130

This seems the c++ string but, let's look a bit deeper:
RawVector
Vector:
(gdb) x/wx 0x7fffffffdf50
0x7fffffffdf50: 0x55790130 -> low dword c string pointer
0x7fffffffdf54: 0x00005555 -> hight dword c string pointer
0x7fffffffdf58: 0x0000000b -> len
0x7fffffffdf5c: 0x00000000
0x7fffffffdf60: 0x0000000b -> low cap (capacity)
0x7fffffffdf64: 0x00000000 -> hight cap
0x7fffffffdf68: 0xf722fe27 -> low a (allocator)
0x7fffffffdf6c: 0x00007fff -> hight a
0x7fffffffdf70: 0x00000005
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Yangi X3! 3-Lane Game Jam, Card/Dice Drafting, And A Kid's Car Race
I've been doing some freelance development lately, so not much I feel right talking about on my blog.. but I have had a few ideas of my own as well... I'll make a separate, more in-depth post about each, but here are my 3 latest game ideas (since the recent 18 card game jam):
1. 3 Lane Game Jam - Kingdom Realms
Man, that title sounds like it was created by an AI ChatBot, doesn't it?
Kingdom Realms was my submission to a little 2-week game jam. Here's the description of the jam criteria, though it was made clear they were more like suggestions:
Games where there are 3 areas in which you can play cards, and you have to "win" two of the areas in some sense. Of course, if your game needs 4 or 5 lanes, that's okay too, but try and keep the "win 2/3" (or 3/5) lanes idea in there somehow if you can. There's no limitation on the number of cards or other components
Taking inspiration from Animal Kingdoms and Rolling Realms, I made a game where you turn up 3 Realm cards, each with a rule governing play in that lane, and a win condition, governing who wins that lane. Then you deal some cards into a supply, and take turns drafting a card and placing it in one of the realms on your side. In the end, I added effects that occur upon playing the cards as well. Once you get through the deck, you check each Realm's win condition and see who wins 2 out of 3.
To be honest, I'm much less thrilled with this game than I have been with some of my other games, but it does seem to work alright. I generally think I'm not very into lane combat games, Riftforce being an exception.
2. Card + Dice drafting
This second idea hasn't got a title, it was inspired by a conversation which was initially about how to do an autobattler in a tabletop game. Someone suggested a dice drafting game with an autobattler sort of flavor, and that got me thinking "what if you drafted a die and played a card to a programmed row, then you rolled the dice and resolved the first card on your row vs the opponent, or the top card of a deck or something"
From there I quickly formulated a game structure - no theme or anything, so I'm probably stuck until I figure out a theme. I'll post the details in a fresh post, but it's got entangled decisions, cards+dice drafting, and programmed card play.
3. Kid's car race
My 4.5 year old son LOOOVES vehicles. No idea why, I'm not a "car guy" by any means, but he's just fascinated by cars, trucks, tractor-trailers, vehicle transports, excavators, etc, etc, etc. He especially likes sporty cars (with spoilers), and he "oohs" and "ahhs" every time we see a Camero in traffic.
I thought this might be a good way to get him interested in playing games with me. We have a copy of Monza, and he plays that (he tolerates it, doesn't get as excited about it as I thought he might), and he understands the rules - including a house rule we use.
I recently saw a new game called HEAT: Pedal to the Metal, and started looking into it a little bit to see if I thought my son could handle a simplified version of that game (I don't really think so).
What he has been excited to play lately is War. He loves playing War, and he tolerates Monza... so I thought maybe I could make a game similar to Monza that used cards like War. In the end I came up with something that is NOT like War at all.
In this ide, you use the cars, board, and Dice from Monza, but instead of rolling the dice to move forward on the board, you play a card (value 1-3), and move that number of spaces. Then, whatever color you land on, you look at the dice and move 1 more space forward for each die showing that same color, then you reroll those dice.
I tried playing 2-handed solo a few times, and it seems to work alright! So I tried to get my son to play it with me... no luck (at least not yet)
Friday, August 5, 2022
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