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Установка hook injector by deagles

Установка hook injector by deagles

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Source code for CF.lumen‘s performance driver. While that might be useful in itself, this release is really about the injection and hooking code, with the CF.lumen-related code serving as an example of this.

Library injection and function hooking with support for:

Please see the LICENSE file for the exact details.

Based on Simone evilsocket Margaritelli’s ARM Inject (© 2015, BSD 3-clause).

Modifications and additions by Jorrit Chainfire Jongma (© 2015, BSD 3-clause).

Excerpts from The Android Open Source Project (© 2008, APLv2).

Credits are always appreciated if you use my code.

This release is part of the Spaghetti Sauce Project.

CF.lumen is an Android (root) app that changes the colors on your screen, its original purpose was primarily to save battery on AMOLED devices, provide a red-only night mode that didn’t destroy your night vision, and to provide f.lux-like functionality on Android. It has existed in various forms since the Android 2.x days.

In the 2.x days, Chainfire3D hijacked Android’s entire GL rendering pipeline, by proxying the EGL and GL libraries. Some of its purposes were to run apps and games written with support only for specific GPUs to work on all the phones, and tweak shaders and select graphics settings. CF.lumen (CF3D Night Mode) was an add-on to that, tapping into CF3D’s plug-in system.

Chainfire3D never made it into the 4.x era, as apps and games stopped being GPU-specific and started supporting most (if not all) of the hardware out there. The most used graphics tweaks (forcing MSAA for example) also became options in Android’s developer settings, and the need to tweak individual shaders almost disappeared as well. CF.lumen was released from its Chainfire3D dependency and re-implemented as a library LD_PRELOAD’d into SurfaceFlinger, which required modifications to /system.

On 5.x and beyond, root itself moved away from modifying the /system partition, and apps soon followed wherever possible; CF.lumen was no exception. Since LD_PRELOAD could no longer easily be made to work, another solution had to be found. The answer was injecting the CF.lumen library into SufaceFlinger directly, and manually hooking the required (E)GL functions rather than letting the linker doing it for us (as was the case with LD_PRELOAD).

evilsocket‘s ARM Inject provided the base code necessary to perform this hijack. I restructured the code to suit my needs, and added arm64, x86 and x86-64 support. Over time, linker structures were adjusted to reflect changes in Android, while maintaining compatibility with older versions. It took quite a bit of effort to get all that working semi-reliably.

Android itself also gained functionality to apply color matrices to the rendered surfaces around this time, but the early implementations were not very efficient. Support for that functionality was named the compatibility driver, as though it was not the fastest, it was supported on all devices. The code released here was named the performance driver as it was significantly faster on many devices when it worked, though on some devices it just didn’t.

The injecting and run-time hooking code is fairly well separated from CF.lumen‘s specific code. See inject_main.cpp and libinject for the injector code, and hook_main.cpp and libhook for the hooking code.

Comments are sparse, but if you’re messing with injecting and hooking, you should be at the level where you can read and understand the code itself. If not, this is the time to learn.

Update: I elaborate some more on how the injector works in the injectvm-binderjack repo.

Sources: CF.lumen performance driver

As stated earlier, this serves more of a working example on how to use the injecting and hooking functionality than that the code is particularly interesting by itself, but (skipping the injecting and hooking parts), here’s how it basically works:

Android is forced to use GPU compositing: individual surfaces are rendered to the final framebuffer via GL calls (GPU resources used), rather than passing the individual surfaces to the display hardware that does this for you (essentially for free). Forcing GPU compositing is done by other parts of CF.lumen, it is not part of this code.

The driver hijacks the fragment shaders Android uses for this compositing stage, and injects code into them to reference our color matrix.

In the final compositing stage, these modified shaders are applied and the surfaces are shaded with the configured color matrix.

I have been less involved with (root) Android development for quite some time now, and I am not aware of the existence of any other injecting/hooking code for Android with this level of compatibility. It was always my intention to release these modifications of evilsocket‘s work to the public, but «life happens» and I didn’t get around to it. It would be a shame for the work to be lost, I’m sure it could be useful to others.

At the same time, while the first Android internal implementation to apply color matrices was somewhat inefficient and also used GPU compositing, it has become more efficient in recent releases. On the latest devices, if the hardware supports it, it is even done without GPU compositing at all, directly in the display hardware (essentially for free, and also works with protected surfaces). The need for the performance driver in CF.lumen is thus dwindling quickly, and the benefits for me to keep the source to myself are disappearing. This conveniently saves me the time of having to write an example project for the usage of the injecting/hooking code as well (which really is what ultimately triggered the release of the code at this time).

Besides, recent Android versions (and before that, several OEMs) now have basic capabilities to provide f.lux-like sundown modes, reducing or eliminating the need for CF.lumen itself for many users. Of course there’s always a group of users that likes to have CF.lumen‘s extended functionalities, but there’s no denying CF.lumen‘s best days are behind it.

While all this has been heavily tested on 5.x-7.x, only basic testing has been done on 8.x and 9.0.


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How To Inject a DLL Tutorial feat. the GH Injector v2.4

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How to Inject a DLL using the Guided Hacking injector made by Broihon, an explanation of it’s features and the different injection methods it utilizes. This is a replacement for a older outdated video.

The GH injector has 3 DLL loading methods and 4 techniques to launch these methods. Each one offers different methods of bypassing anticheat detection.

First I’ll start by explaining how most dll injectors work
The most basic DLL injector works by
Using WriteProcessMemory to write the DLL path to memory
Calling CreateRemoteThread() which creates a new thread in the target process
Inside this new thread you call LoadLibrary() and it loads the DLL into memory
Then your code in your DLL starts executing

CreateRemoteThread does not allow a user process in one session inject into a system or otherwise different session.
If you want to inject into a system process or a process in a different session you need to use NtCreateThreadEx
NtCreateThreadEx doesn’t care about the process session

LoadLibrary() Tells the OS to load a .dll into memory, it’s just one function call nice and easy.
Now what if an anticheat hooks LoadLibrary to detect you?

Let’s take a step back and explain a little bit of Windows Internals

It exported by kernel32.dll, Kernel32 exposes your process to the Win32 API.
These are the documented functions that Microsoft wants you to use.

LoadLibrary is kind of just wrapper that calls LdrLoadDLL in the behind the scenes

LdrLoadDll() is exposed by ntdll.dll which represents the Windows Native API which are a collection a undocumented function you can’t find on MSDN
But they’ve been thoroughly reversed, ntinternals.net is a great site to use

This is your first option to use if LoadLibrary is hooked/detected by anticheat/antidebug
Using this method, you basically are bypassing LoadLibrary

This manually maps the DLL into memory, basically emulating everything that LoadLibrary does. It handles the section relocations, relative offsets and import resolving
This will bypass any detections based on hooking LoadLibary or LdrLoadDLL.
Also bypasses module detection via walking the module list in the Process Environment Block

Lets go back to the 4 techniques to start executing our code in the target process
NtCreateThreadEx creates a thread in the target process, now what if the anticheat is watching for new thread creation?
The next thing you could try is Thread Hijacking.

Thread Hijacking
You create some shell code with the DLL path in it and Write it to memory using WriteProcessMemory into some newly allocated memory space in the target process
You find a running thread, suspend it, get the thread context, Set thread context and then resume the thread which now will execute our shellcode we injected

Post Injection
default = Keep Process Header
Erase Process Header — bypass detection of module via it’s header
Fake Process Header —

Unlink from Process Environment Block — anticheats that walk the module list in the PEB won’t find your module

Shift Module — Shifts the location of the module in memory, typically when you allocate memory for your DLL it’s in a 4kb aligned page of memory.
Anticheats can easily scan every page of memory and check for unknown PE headers at the first byte, using Shift Module will hide from that
In most cases erasing the PE header is better


Установка hook injector by deagles

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CrocInject Add README.md Apr 9, 2016

CrocMod Add README.md Apr 9, 2016

.gitignore Initial commit Apr 9, 2016

CrocMod.sln Initial commit Apr 9, 2016

README.md Update README.md Apr 9, 2016

#DLL Injector A simple, extensible Windows DLL injector for the classic game «Croc: Legend of the Gobbos»

##About Intended as an illustration of how to implement DLL injection on Windows platforms, without relying on wrapper libraries such as Microsoft Detours. All source files are thoroughly commented to describe the structure of the application, and many of the algorithms are adapted from this article.

##DLL Injection DLL injection takes advantage of Dynamic Link Libraries (DLLs), Windows’s implementation of shared libraries. A DLL contains compiled code which can be shared between processes. The key advantages of DLLs are:

  • executables have reduced memory footprints, since they do not each need a copy of the library.
  • a distributor can update an application by only changing the DLL, leaving the main executable untouched.

Windows gamers may be familiar with the in-game Steam interface (Shift + Tab, anyone?), which is consistent across games. This is because a given Steam application provides this interface by linking against ‘steam_api.dll’. Because this DLL is separate from the executable, it allows for consistent functionality across programs, and Steam can update the DLL without touching the executable!

What DLL injection does is insert ‘redirection’ code into the beginning of a function. Due to the way DLLs are loaded, we can take advantage of various Win32 functions to load a custom DLL into another process (the ‘injection‘). When that DLL is loaded, the process calls the DLL’s DllMain() function, which is hard-coded to locate the address of a specific function. DllMain() then overrides the machine code at the target address to make a jump to another function, which is where we can execute our custom code.

Using MessageBox() as an example, whenever our victim process calls MessageBox(), control flow will be moved to the address of MessageBox() as usual, except now the process finds our custom jump code and instead is redirected to execute our custom code. With care, we can make our custom code complete the original function call to MessageBox() as intended, and send back a return value that the program expects so that it doesn’t crash.

DLL injection is an extremely powerful technique to change the behavior of an executable, just remember to use it with care!

##Usage In Visual Studio 2015 or later, simply open up the solution and you’re ready to go. Before building, be sure to change the two strings in main.cpp in the ‘CrocMod’ project to the directory and path of your computer’s Croc.exe, and the strings in Injector.cpp in the ‘CrocMoc’ project to the directory where the Debug/Release configurations of CrocInject.dll can be found (after building the DLL first).

The default behavior of the injector is to hook onto DefWindowProcA and play a quarter-second beep when the ‘B’ key is pressed.


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