36.远程注入到入口点注入

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如果看不懂、不知道现在做的什么,那就跟着做完看效果,代码看不懂是正常的,只要会抄就行,抄着抄着就能懂了

上一个内容:35.简易远程数据框架的实现

以 35.简易远程数据框架的实现 它的代码为基础进行的修改

通过远程线程获取游戏首地址,然后把首地址的代码改为跳转到辅助功能里。

首先关闭安全检测

添加了RemoteThreadProce函数,修改了CodeRemoteData、CreateRemoteData、OnNMDblclkList1函数,修改了_REMOTE_DATA结构

CWndINJ.cpp: 实现文件



#include "pch.h"
#include "GAMEHACKER2.h"
#include "CWndINJ.h"
#include "afxdialogex.h"

#include <ImageHlp.h>
#include <fstream>
#pragma comment(lib, "ImageHlp.lib")



//void _stdcall INJECTCode() {
//    AfxMessageBox(L"aa");
//    unsigned address = 0xCCCCCCCC;
//    PREMOTE_DATA p = (PREMOTE_DATA)address;
//    p->f_LoadLibrary(p->dllName);
//}

// CWndINJ 对话框

IMPLEMENT_DYNAMIC(CWndINJ, CDialogEx)

CWndINJ::CWndINJ(CWnd* pParent /*=nullptr*/)
    : CDialogEx(IDD_PAGE_0, pParent)
    , B_INJCET(FALSE)
    , B_DEBUG(FALSE)
    , B_PAUSE(FALSE)
{

}

CWndINJ::~CWndINJ()
{
}

BOOL CWndINJ::OnInitDialog()
{
    CDialogEx::OnInitDialog();
    
    LONG_PTR lStyle;
    // 得到窗口的样式,GWL_STYLE在GetWindowLongPtr说明中有
    lStyle = GetWindowLongPtr(ExeLst.m_hWnd, GWL_STYLE);
    lStyle |= LVS_REPORT;
    SetWindowLongPtr(ExeLst.m_hWnd, GWL_STYLE, lStyle);

    DWORD dStyle = ExeLst.GetExtendedStyle();
    dStyle |= LVS_EX_FULLROWSELECT;
    dStyle |= LVS_EX_GRIDLINES;
    ExeLst.SetExtendedStyle(dStyle);

    ExeLst.InsertColumn(0, L"名称", 0, 200);
    ExeLst.InsertColumn(1, L"可执行文件", 0, 400);
    ExeLst.InsertColumn(2, L"文件夹", 0, 400);
    ExeLst.InsertColumn(3, L"命令行", 0, 400);
    ExeLst.InsertColumn(4, L"注入模块", 0, 400);

    return 0;
}

void CWndINJ::DoDataExchange(CDataExchange* pDX)
{
    CDialogEx::DoDataExchange(pDX);
    DDX_Control(pDX, IDC_LIST1, ExeLst);
    DDX_Check(pDX, IDC_CHECK1, B_INJCET);
    DDX_Check(pDX, IDC_CHECK2, B_DEBUG);
    DDX_Check(pDX, IDC_CHECK3, B_PAUSE);
}


BEGIN_MESSAGE_MAP(CWndINJ, CDialogEx)
    ON_BN_CLICKED(IDC_BUTTON1, &CWndINJ::OnBnClickedButton1)
    ON_NOTIFY(NM_DBLCLK, IDC_LIST1, &CWndINJ::OnNMDblclkList1)
    ON_NOTIFY(LVN_ITEMCHANGED, IDC_LIST1, &CWndINJ::OnLvnItemchangedList1)
END_MESSAGE_MAP()


// CWndINJ 消息处理程序


void CWndINJ::OnBnClickedButton1()
{
    // TODO: 在此添加控件通知处理程序代码
    /*ExeLst.InsertItem(0, L"DNF");
    ExeLst.SetItemText(0, 1, L"dlls.dll");*/
    
     用来指定创建时进程的主窗口的窗口工作站、桌面、标准句柄和外观。
    //STARTUPINFO si{};
    //si.cb = sizeof(si);
    //PROCESS_INFORMATION prinfo{};
    //CreateProcess(L"C:\\Users\\am\\Desktop\\易道云\\游戏保护\\练手游戏\\初级\\JX2\\Sword2.exe",
    //    NULL,NULL,NULL,
    //    FALSE,
    //    // 新进程的主线程处于挂起状态创建,在调用 ResumeThread 函数之前不会运行。
    //    CREATE_SUSPENDED,
    //    NULL,
    //    L"C:\\Users\\am\\Desktop\\易道云\\游戏保护\\练手游戏\\初级\\JX2\\",
    //    &si,
    //    &prinfo
    //    );

    ///**
    //    注入功能写在这里(CreateProcess与ResumeThread函数之间)
    //*/


     让游戏继续运行
    //ResumeThread(prinfo.hThread);
    wndAddGame.Init(this);
    wndAddGame.DoModal();
    
}

void CWndINJ::Init(CString& _AppPath)
{
    AppPath = _AppPath;
    GameIni.Format(L"%s\\config\\Games.ini", AppPath);
    LoadGame();
}

void CWndINJ::AddGame(CString& GameName, CString& GamePath, CString& GameFullPath, CString& GameCmds, CString& DllPath)
{
    int count = GetPrivateProfileInt(L"main", L"count", 0, GameIni);
    count++;
    CString key;
    key.Format(L"count_%d", count);
    WritePrivateProfileString(key, L"GameName", GameName, GameIni);
    WritePrivateProfileString(key, L"GamePath", GamePath, GameIni);
    WritePrivateProfileString(key, L"GameFullPath", GameFullPath, GameIni);
    WritePrivateProfileString(key, L"GameCmds", GameCmds, GameIni);
    WritePrivateProfileString(key, L"DllPath", DllPath, GameIni);

    CString wCount;
    wCount.Format(L"%d", count);
    WritePrivateProfileString(L"main", L"count", wCount, GameIni);

    int iCount = ExeLst.GetItemCount();
    ExeLst.InsertItem(iCount, GameName);
    ExeLst.SetItemText(iCount, 1, GamePath);
    ExeLst.SetItemText(iCount, 2, GameFullPath);
    ExeLst.SetItemText(iCount, 3, GameCmds);
    ExeLst.SetItemText(iCount, 4, DllPath);

}

void CWndINJ::LoadGame()
{
    int count = GetPrivateProfileInt(L"main", L"count", 0, GameIni);
    for (int i = 0; i < count; i++) {
        CString GameName, GameExe, GamePath, GameCmds, GameDlls, _AppName;
        _AppName.Format(L"count_%d", i+1);
        wchar_t wRead[0xFF];
        GetPrivateProfileString(_AppName, L"GameName", L"", wRead, 0xFF, GameIni);
        GameName.Format(L"%s", wRead);
        GetPrivateProfileString(_AppName, L"GamePath", L"", wRead, 0xFF, GameIni);
        GameExe.Format(L"%s", wRead);
        GetPrivateProfileString(_AppName, L"GameFullPath", L"", wRead, 0xFF, GameIni);
        GamePath.Format(L"%s", wRead);
        GetPrivateProfileString(_AppName, L"GameCmds", L"", wRead, 0xFF, GameIni);
        GameCmds.Format(L"%s", wRead);
        GetPrivateProfileString(_AppName, L"DllPath", L"", wRead, 0xFF, GameIni);
        GameDlls.Format(L"%s", wRead);
        
        ExeLst.InsertItem(i, GameName);
        ExeLst.SetItemText(i, 1,  GameExe);
        ExeLst.SetItemText(i, 2, GamePath);
        ExeLst.SetItemText(i, 3, GameCmds);
        ExeLst.SetItemText(i, 4, GameDlls);
    }
}

void* _imageload(wchar_t* filename) {
    std::ifstream streamReader(filename, std::ios::binary);
    streamReader.seekg(0, std::ios::end);
    unsigned filesize = streamReader.tellg();
    char* _data = new char[filesize];
    streamReader.seekg(0, std::ios::beg);
    streamReader.read(_data, filesize);
    streamReader.close();
    return _data;
}

void _unloadimage(void* _data) {
    delete[] _data;
}

void CWndINJ::OnNMDblclkList1(NMHDR* pNMHDR, LRESULT* pResult)
{
    LPNMITEMACTIVATE pNMItemActivate = reinterpret_cast<LPNMITEMACTIVATE>(pNMHDR);
    // TODO: 在此添加控件通知处理程序代码
    *pResult = 0;
    int index = pNMItemActivate->iItem;
    if (index < 0)return;

    CString GamePath = ExeLst.GetItemText(index, 2);
    CString GameExe = ExeLst.GetItemText(index, 1);
    CString GameCmds = ExeLst.GetItemText(index, 3);
    CString GameDlls = ExeLst.GetItemText(index, 4);

    // 用来指定创建时进程的主窗口的窗口工作站、桌面、标准句柄和外观。
    // STARTUPINFO si{};
    // si.cb = sizeof(si);
    PROCESS_INFORMATION prinfo{};
    m_INJCET.StartProcess(GameExe, GamePath, GameCmds.GetBuffer(), &prinfo);
    
     m_INJCET.CreateRemoteData(prinfo.hProcess, GameExe, L"F:\\代码存放地\\c\\GAMEHACKER2\\Release\\Dlls.dll");
    //m_INJCET.CodeRemoteData(&_data);
    
    /**
        CreateProcess(GameExe,
        GameCmds.GetBuffer(),
        NULL,NULL,
        FALSE,
        // 新进程的主线程处于挂起状态创建,在调用 ResumeThread 函数之前不会运行。
        CREATE_SUSPENDED,
        NULL,
        GamePath,
        &si,
        &prinfo
        );
    */

    /** 方式一调用api
        CStringA GameExeA;
        GameExeA = GameExe;
        PLOADED_IMAGE image =  ImageLoad(GameExeA, NULL);
        DWORD dEntryPoint = image->FileHeader->OptionalHeader.AddressOfEntryPoint;
        CString wTxt;
        wTxt.Format(L"%X", dEntryPoint);
        AfxMessageBox(wTxt);
        ImageUnload(image)
    */

    /** 方式二(要在32位环境下运行)
    void* image = _imageload(GameExe.GetBuffer());
    IMAGE_DOS_HEADER* dosHeader = (IMAGE_DOS_HEADER*)image;
    unsigned PEAddress =  dosHeader->e_lfanew + (unsigned)image;
    IMAGE_NT_HEADERS* ntHeader = (IMAGE_NT_HEADERS*)PEAddress;
    DWORD dEntryPoint = ntHeader->OptionalHeader.AddressOfEntryPoint;
    CString wTxt;
    wTxt.Format(L"%X", dEntryPoint);
    AfxMessageBox(wTxt);
    _unloadimage(image);
    */
    //LPVOID adrRemote = VirtualAllocEx(prinfo.hProcess, 0, 0x3000, MEM_COMMIT, PAGE_EXECUTE_READWRITE);

    //SIZE_T lwt;

    //WriteProcessMemory(prinfo.hProcess, adrRemote, INJECTCode, 0x200, &lwt);

    //CString wTxt;
    //wTxt.Format(L"%X", adrRemote);
    //AfxMessageBox(wTxt);
    // 让游戏继续运行
    //m_INJCET.CreateRemoteData(prinfo.hProcess, GameDlls.GetBuffer());
    // ResumeThread(prinfo.hThread);
}


void CWndINJ::OnLvnItemchangedList1(NMHDR* pNMHDR, LRESULT* pResult)
{
    LPNMLISTVIEW pNMLV = reinterpret_cast<LPNMLISTVIEW>(pNMHDR);
    // TODO: 在此添加控件通知处理程序代码
    *pResult = 0;
}

INJCET.cpp文件代码:

#include "pch.h"
#include "INJCET.h"
#include <fstream>


void _stdcall INJECTCode() {
    unsigned address = 0xCCCCCCCC;
    PREMOTE_DATA p = (PREMOTE_DATA)address;
    p->f_LoadLibrary(p->dllName);
    unsigned dEntry = p->EntryPoint;
    char* entryCode = (char*)p->EntryPoint;

    entryCode[0] = p->oldCode[0];
    entryCode[1] = p->oldCode[1];
    entryCode[2] = p->oldCode[2];
    entryCode[3] = p->oldCode[3];
    entryCode[4] = p->oldCode[4];

    _asm {
        mov eax, dEntry
        jmp eax
    }
}


DWORD _stdcall RemoteThreadProce(PREMOTE_DATA p) {
    unsigned base = p->f_GetModuleHandleA(0);
    DWORD dRet;

    p->EntryPoint += base;
    p->f_VirtualProtect((LPVOID)p->EntryPoint, 0x1000, PAGE_EXECUTE_READWRITE, &dRet);

    char* entryCode = (char*)p->EntryPoint;

    p->oldCode[0] = entryCode[0];
    p->oldCode[1] = entryCode[1];
    p->oldCode[2] = entryCode[2];
    p->oldCode[3] = entryCode[3];
    p->oldCode[4] = entryCode[4];

    int* entryDis = (int*)(p->EntryPoint + 1);

    *entryCode = 0xE9;
    int Distance = p->HOOKFunction - p->EntryPoint - 5;
    *entryDis = Distance;



    return 1;
}


BOOL INJCET::StartProcess(const wchar_t* GameExe, const wchar_t* GamePath, wchar_t* GameCmds, PROCESS_INFORMATION* LPinfo)
{
    // 用来指定创建时进程的主窗口的窗口工作站、桌面、标准句柄和外观。
    STARTUPINFO si{};
    si.cb = sizeof(si);
    CreateProcess(GameExe,
        GameCmds,
        NULL, NULL,
        FALSE,
        // 新进程的主线程处于挂起状态创建,在调用 ResumeThread 函数之前不会运行。
        CREATE_SUSPENDED,
        NULL,
        GamePath,
        &si,
        LPinfo
    );

    return TRUE;
}


void* INJCET::ImageLoad(const wchar_t* filename) {
    std::ifstream streamReader(filename, std::ios::binary);
    streamReader.seekg(0, std::ios::end);
    unsigned filesize = streamReader.tellg();
    char* _data = new char[filesize];
    streamReader.seekg(0, std::ios::beg);
    streamReader.read(_data, filesize);
    streamReader.close();
    return _data;
}

void INJCET::UnloadImage(void* _data) {
    delete[] _data;
}

DWORD INJCET::GetEntryPoint(const wchar_t* filename)
{
    // 方式二(要在32位环境下运行根据游戏版本选择运行32还是64位的程序)
    void* image = ImageLoad(filename);
    IMAGE_DOS_HEADER* dosHeader = (IMAGE_DOS_HEADER*)image;
    unsigned PEAddress = dosHeader->e_lfanew + (unsigned)image;
    IMAGE_NT_HEADERS* ntHeader = (IMAGE_NT_HEADERS*)PEAddress;
    DWORD dEntryPoint = ntHeader->OptionalHeader.AddressOfEntryPoint;
    CString wTxt;
    wTxt.Format(L"%X", dEntryPoint);
    AfxMessageBox(wTxt);
    UnloadImage(image);
    return dEntryPoint;
}

BOOL INJCET::CreateRemoteData(HANDLE hProcess, const wchar_t* GameExe, const wchar_t* dllName)
{
    LPVOID adrRemote = VirtualAllocEx(hProcess, 0, 0x3000, MEM_COMMIT, PAGE_EXECUTE_READWRITE);
    SIZE_T lwt;
    LPVOID adrRemoteData = (LPVOID)((unsigned)adrRemote + 0x2000);
    LPVOID adrRemoteProc= (LPVOID)((unsigned)adrRemote + 0x500);

    _REMOTE_DATA remoteData{};
    remoteData.EntryPoint = GetEntryPoint(GameExe);

    CodeRemoteData(&remoteData, dllName);
    WriteProcessMemory(hProcess, adrRemoteData, &remoteData, sizeof(remoteData), &lwt);
    char _code[0x200];

    memcpy(_code, INJECTCode, sizeof(_code));

    for (int i = 0; i < 0x100; i++) {
        unsigned* pcode = (unsigned*)(&_code[i]);
        if (pcode[0] == 0xCCCCCCCC) {
            pcode[0] = (unsigned)adrRemoteData;
            break;
        }
    }
    
    WriteProcessMemory(hProcess, adrRemote, _code, 0x200, &lwt);

    remoteData.HOOKFunction = (unsigned)adrRemote;


    WriteProcessMemory(hProcess, adrRemoteProc, RemoteThreadProce, 0x200, &lwt);

    CString wTxt;
    wTxt.Format(L"%X", adrRemote);
    AfxMessageBox(wTxt);

    DWORD dwThreadId = 0;
    HANDLE remotehdl = CreateRemoteThread(hProcess, NULL, 0, (LPTHREAD_START_ROUTINE)adrRemoteProc, adrRemoteData, 0, &dwThreadId);
    WaitForSingleObject(remotehdl, INFINITE);
    
    //DWORD dwThreadId = 0;
    //HANDLE remoteHdl = CreateRemoteThread(hProcess, NULL, 0, (LPTHREAD_START_ROUTINE)adrRemote, NULL, 0, &dwThreadId);
    //WaitForSingleObject(remoteHdl, INFINITE);
    return TRUE;
}

void INJCET::CodeRemoteData(PREMOTE_DATA _data, const wchar_t* dllName)
{
    short lenth;
    // 求长度
    for (lenth = 0; dllName[lenth]; lenth++);


    HMODULE hKernel = LoadLibrary(_T("kernel32.dll"));
    //_data->f_LoadLibrary = (_LoadLibrary)GetProcAddress(hKernel, "LoadLibraryW");
    _data->f_LoadLibrary = (_LoadLibrary)GetProcAddress(hKernel, "LoadLibraryW");
    _data->f_GetModuleHandleA = (_GetModuleHandleA)GetProcAddress(hKernel, "GetModuleHandleA");
    _data->f_VirtualProtect = (_VirtualProtect)GetProcAddress(hKernel, "VirtualProtect");
    //LoadLibraryW

    // wchar两字节拷贝是一字节所以长度要成2
    memcpy(_data->dllName, dllName, (lenth + 1) * 2);

    /*CString  wTxt;
    wTxt.Format(L"%X", _data->f_LoadLibrary);
    AfxMessageBox(wTxt);*/
}

INJCET.h文件代码:

#pragma once
#include <Windows.h>

typedef unsigned int (WINAPI* _LoadLibrary)(wchar_t* dllName);
typedef unsigned int (WINAPI* _GetModuleHandleA)(wchar_t* modName);
typedef int (WINAPI* _VirtualProtect)(LPVOID lpAddress, SIZE_T dwSize, DWORD flNewProtect, PDWORD lpflOldProtect);



typedef struct _REMOTE_DATA {
    wchar_t dllName[0xFF]; // 要输入的dll文件路径
    unsigned EntryPoint;
    unsigned HOOKFunction;
    char oldCode[5];

    _LoadLibrary f_LoadLibrary;
    _GetModuleHandleA f_GetModuleHandleA;
    _VirtualProtect f_VirtualProtect;
}*PREMOTE_DATA;

class INJCET
{
public:
    BOOL StartProcess(
        const wchar_t * GameExe,
        const wchar_t * GamePath,
        wchar_t * GameCmds,
        PROCESS_INFORMATION* LPinfo
        
    );
    void* ImageLoad(const wchar_t* filename);
    void UnloadImage(void* _data);
    DWORD GetEntryPoint(const wchar_t* filename);
public:
    BOOL CreateRemoteData(HANDLE hProcess, const wchar_t* GameExe, const wchar_t* dllName);
    void CodeRemoteData(PREMOTE_DATA _data, const wchar_t* dllName);
};

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MFC(Microsoft Foundation Class)是微软公司为C++开发者提供的一个面向对象的应用程序框架。它提供了一系列的类库和工具,用于简化Windows应用程序的开发过程。远程注入是一种技术,在一个进程中注入代码,使其在另一个进程中执行。 针对MFC远程注入的情况,主要是通过在目标进程中注入一段发送数据的代码。该代码可以利用MFC框架中提供的功能,发送数据到指定的地址。在注入的过程中,需要获取目标进程的句柄,并将代码注入其中。 远程注入的过程如下: 1. 获取目标进程的句柄。可以使用OpenProcess()函数来获取进程的句柄,需要指定进程的ID。 2. 在目标进程中分配一段内存空间来存储要注入的代码。可以使用VirtualAllocEx()函数在目标进程中分配内存。 3. 将要注入的代码写入分配的内存中。可以使用WriteProcessMemory()函数将代码写入目标进程的内存空间中。 4. 创建目标进程中执行注入代码的远程线程。可以使用CreateRemoteThread()函数来创建一个远程线程,指定线程入口地址为目标进程中注入代码的地址。 5. 等待目标进程中的远程线程执行完毕,注入的代码执行完毕后会返回。 需要注意的是,远程注入是一种潜在的安全风险,因为它可以绕过某些安全机制,以不受欢迎的方式在目标进程中执行代码。在实际应用中,需要审慎使用远程注入技术,并确保只在合法的场景下使用。

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