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path: root/loader/server/manual_map.hpp
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#pragma once

#include <cstdint>
#include <cstdio>
#include <fstream>
#include <iterator>
#include <vector>

// if we compile on linux, we won't have access to windows.h (?)
// i'll put there here just so we can access them anyway
namespace nt {
	struct data_directory_t {
		uint32_t virtual_address;
		uint32_t size;
	};

	struct optional_header_t {
		uint16_t magic;
		uint8_t  major_link_version;
		uint8_t  minor_link_version;
		uint32_t size_of_code;
		uint32_t size_of_init_data;
		uint32_t size_of_uninit_data;
		uint32_t entry_point;
		uint32_t base_of_code;
		uint32_t base_of_data;
		uint32_t image_base;
		uint32_t section_align;
		uint32_t file_align;
		uint16_t major_os_version;
		uint16_t minor_os_version;
		uint16_t major_img_version;
		uint16_t minor_img_version;
		uint16_t major_sub_version;
		uint16_t minor_sub_version;
		uint32_t win32_version;
		uint32_t size_image;
		uint32_t size_headers;
		uint32_t checksum;
		uint16_t subsystem;
		uint16_t dll_characteristics;
		uint32_t size_of_stack_reserve;
		uint32_t size_of_stack_commit;
		uint32_t size_of_heap_reserve;
		uint32_t size_of_heap_commit;
		uint32_t ldr_flags;
		uint32_t number_of_rva_and_sizes;
		data_directory_t data_directory[16];
	};

	struct file_header_t {
		uint16_t machine;
		uint16_t number_of_sections;
		uint32_t time_stamp;
		uint32_t ptr_symbol_table;
		uint32_t sym_number;
		uint16_t opt_header_size;
		uint16_t characteristics;
	};

	struct dos_header_t {
		uint16_t e_magic;
		uint16_t e_cblp;
		uint16_t e_cp;
		uint16_t e_crlc;
		uint16_t e_cparhdr;
		uint16_t e_minalloc;
		uint16_t e_maxalloc;
		uint16_t e_ss;
		uint16_t e_sp;
		uint16_t e_csum;
		uint16_t e_ip;
		uint16_t e_cs;
		uint16_t e_lfarlc;
		uint16_t e_ovno;
		uint16_t e_res[4];
		uint16_t e_oemid;
		uint16_t e_oeminfo;
		uint16_t e_res2[10];
		int32_t e_lfanew;
	};

	struct nt_headers_t {
		uint32_t signature;
		file_header_t file_header;
		optional_header_t opt_header;
	};
}

// here's the game plan:
// - client runs, waits for game to start and whatnot
// - we wait for serverbrowser.dll to load (if source game, we should have an option in the game struct to wait for module)
// - client walks peb of process, dumps exports and packs them into { fnv, addy }, sends to server
// - server sends module size, client allocates and replies back with module address
// - server resolves imports through { fnv, addy } that were networked to us
// - server fixes reloc
// - we send back addy, then section data to client
// - server packs shellcode with data from client, sends to client
// - client runs shellcode, we're injected
namespace inject {
	class c_pe_file {
	protected:
		std::vector< uint8_t > m_file;
	public:
		c_pe_file(const char *file);
		bool valid();
		uint8_t *data();
		size_t size() const;

		void test() {
			for (auto &c : m_file) {
				printf("%c", c);
			}
			printf("\n");
		}
	};

}