Windows have done a lot of work on the NT heap internals, replacing the super-old Windows XP lookaside with the LFH (Low Fragmentation Heap, the current front end). I'm not going to talk about the LFH internals, since I assume it's trivial knowledge (we all love to exploit corruptions on the LFH, or in the Page/NonPagePoolNx in the kernel). Also, there are simply excellent papers and works describing it in very nice ways. I personally feel I owe a lot to Chris Valasek:
So what do I want to do here? I'm going to present a known issue in the randomization of the LFH in Windows 8+. The randomization, as you all know, came up as mitigation against trivial exploit techniques of UAF or different kinds of corruption vulnerabilities. In those cases, we usually want to shape our heap to get contiguous allocations, or to be able to make the stub malloc() --> free() --> malloc() return the same chunk. So, shaping the heap to be something like that:
is not quite trivial now, since allocations in the LFH are randomized by order. Of-course, a lot of different attacks can be performed (spray the whole userblocks with some desired object, and then corrupt all of them, and a lot more - there is always a way to execute code!), but let's attack the randomization itself here.
The following issue is NOT news - it has been known for a long time by now, and I have seen it in many posts and exploits. I just saw a lot of unknown and unware posts and people regarding this, so I thought - why not write trivial POC and a little explanation about it?
New commit: Matt Miller pointed out that this primitive is broken in Windows 10 new build (16179). I was curious, and bindiffed it, reversed the new ntdll and found why. After I present the attack, I'll explain why it no longer holds on build 16179.
The implementation is really simple. We can find it in the ntdll!RtlpCreateLowFragHeap function (again, I assume you all know the mechanism in ntdll, and you can find a great internals description in the published posts and exploits). There is a call to RtlpInitializeLfhRandomDataArray:
RtlpInitializeLfhRandomDataArray will fill the RtlpLowFragHeapRandomData array with 0x100 random values. This random array will then be used with some other value which together are used to determine some position value. From this position, we look for the first free chunk in the relevant userblocks to return to the user. You can see it all in the initialization of the SubSegment in ntdll!RtlpSubSegmentInitialize. Really simple, right?
So, trivially, if we'll try to do something like this:
we'll get different chunks. But, we could do something like this:
The last malloc will start to search for a free chunk in the bitmap, from the same position it started in the first malloc! So we'll get the same chunk! The exact same trick can be used to shape the heap and get contiguous chunks:
chunk1 and chunk2 will be adjcent to each other. Cool!
You can see the trivial POCs in the source. Enjoy.
Well, if we just execute my POC on Windows 10 build 16179, we'll see that something breaks.
Interesting! Let's see why. I bindiff ntdll, and found pretty quickly that there was no change to the random data array itself (there are no additional writes to RtlpLowFragHeapRandomData), and it remains with the same values for the entire heap lifetime. I actually expected from Microsoft to change that - I mean, you want random? Why not use a truly random all the time?
But fine, let's keep looking. Pretty quickly you see that the diff is in the logic of picking a new value from the random data array. The index we are looking for, as I explained before, is just increment by 1 and overlapped on 0x100. Well, in build 16179, this was patched. Now, they add another call to RtlpHeapGenerateRandomValue32(), and with that they change the next index!
I debugged both of them. You can see the full tracing in the debug_trace directory. I cut one change of the slot and pasted it here.
traces from build 14393:
0:001> u RtlpLowFragHeapAllocFromContext+1B1
ntdll!RtlpLowFragHeapAllocFromContext+0x1b1:
00007ffb`13768dd1 470fb68c0860091500 movzx r9d,byte ptr [r8+r9+150960h]
00007ffb`13768dda 418d4001 lea eax,[r8+1]
00007ffb`13768dde 664123c4 and ax,r12w
00007ffb`13768de2 668981b2170000 mov word ptr [rcx+17B2h],ax
00007ffb`13768de9 4d8b4220 mov r8,qword ptr [r10+20h]
00007ffb`13768ded 4d8b6228 mov r12,qword ptr [r10+28h]
00007ffb`13768df1 4983f840 cmp r8,40h
00007ffb`13768df5 0f8250010000 jb ntdll!RtlpLowFragHeapAllocFromContext+0x32b (00007ffb`13768f4b)
0:001> bp RtlpLowFragHeapAllocFromContext+1B1 ".printf \"RtlpLowFragHeapRandomData == 0x%p, currIdx == 0x%p\\r\\n\", @r9, @r8;g"
0:001> g
...
RtlpLowFragHeapRandomData == 0x00007ffb13730000, currIdx == 0x00000000000000ef
RtlpLowFragHeapRandomData == 0x00007ffb13730000, currIdx == 0x00000000000000f0
RtlpLowFragHeapRandomData == 0x00007ffb13730000, currIdx == 0x00000000000000f1
RtlpLowFragHeapRandomData == 0x00007ffb13730000, currIdx == 0x00000000000000f2
RtlpLowFragHeapRandomData == 0x00007ffb13730000, currIdx == 0x00000000000000f3
RtlpLowFragHeapRandomData == 0x00007ffb13730000, currIdx == 0x00000000000000f4
RtlpLowFragHeapRandomData == 0x00007ffb13730000, currIdx == 0x00000000000000f5
RtlpLowFragHeapRandomData == 0x00007ffb13730000, currIdx == 0x00000000000000f6
RtlpLowFragHeapRandomData == 0x00007ffb13730000, currIdx == 0x00000000000000f7
RtlpLowFragHeapRandomData == 0x00007ffb13730000, currIdx == 0x00000000000000f8
RtlpLowFragHeapRandomData == 0x00007ffb13730000, currIdx == 0x00000000000000f9
RtlpLowFragHeapRandomData == 0x00007ffb13730000, currIdx == 0x00000000000000fa
RtlpLowFragHeapRandomData == 0x00007ffb13730000, currIdx == 0x00000000000000fb
RtlpLowFragHeapRandomData == 0x00007ffb13730000, currIdx == 0x00000000000000fc
RtlpLowFragHeapRandomData == 0x00007ffb13730000, currIdx == 0x00000000000000fd
RtlpLowFragHeapRandomData == 0x00007ffb13730000, currIdx == 0x00000000000000fe
RtlpLowFragHeapRandomData == 0x00007ffb13730000, currIdx == 0x00000000000000ff
RtlpLowFragHeapRandomData == 0x00007ffb13730000, currIdx == 0x0000000000000000
RtlpLowFragHeapRandomData == 0x00007ffb13730000, currIdx == 0x0000000000000001
RtlpLowFragHeapRandomData == 0x00007ffb13730000, currIdx == 0x0000000000000002
RtlpLowFragHeapRandomData == 0x00007ffb13730000, currIdx == 0x0000000000000003
RtlpLowFragHeapRandomData == 0x00007ffb13730000, currIdx == 0x0000000000000004
RtlpLowFragHeapRandomData == 0x00007ffb13730000, currIdx == 0x0000000000000005
RtlpLowFragHeapRandomData == 0x00007ffb13730000, currIdx == 0x0000000000000006
RtlpLowFragHeapRandomData == 0x00007ffb13730000, currIdx == 0x0000000000000007
RtlpLowFragHeapRandomData == 0x00007ffb13730000, currIdx == 0x0000000000000008
traces from build 16179:
0:001> u ntdll!RtlpLowFragHeapAllocFromContext+327
ntdll!RtlpLowFragHeapAllocFromContext+0x327:
00007ffb`e7e5df27 440fb69c0800691500 movzx r11d,byte ptr [rax+rcx+156900h]
00007ffb`e7e5df30 4983f940 cmp r9,40h
00007ffb`e7e5df34 730e jae ntdll!RtlpLowFragHeapAllocFromContext+0x344 (00007ffb`e7e5df44)
00007ffb`e7e5df36 4d8b4628 mov r8,qword ptr [r14+28h]
00007ffb`e7e5df3a 4c3bce cmp r9,rsi
00007ffb`e7e5df3d 7358 jae ntdll!RtlpLowFragHeapAllocFromContext+0x397 (00007ffb`e7e5df97)
00007ffb`e7e5df3f 418bf1 mov esi,r9d
00007ffb`e7e5df42 eb53 jmp ntdll!RtlpLowFragHeapAllocFromContext+0x397 (00007ffb`e7e5df97)
0:001> bp ntdll!RtlpLowFragHeapAllocFromContext+327 ".printf \"RtlpLowFragHeapRandomData == 0x%p, currIdx == 0x%p\\r\\n\", @rcx, @rax;g"
0:001> g
...
RtlpLowFragHeapRandomData == 0x00007ffbe7e30000, currIdx == 0x00000000000000fc
RtlpLowFragHeapRandomData == 0x00007ffbe7e30000, currIdx == 0x00000000000000fd
RtlpLowFragHeapRandomData == 0x00007ffbe7e30000, currIdx == 0x00000000000000fe
RtlpLowFragHeapRandomData == 0x00007ffbe7e30000, currIdx == 0x00000000000000ff
RtlpLowFragHeapRandomData == 0x00007ffbe7e30000, currIdx == 0x0000000000000000
RtlpLowFragHeapRandomData == 0x00007ffbe7e30000, currIdx == 0x00000000000000c6 <--- here
RtlpLowFragHeapRandomData == 0x00007ffbe7e30000, currIdx == 0x00000000000000c7
RtlpLowFragHeapRandomData == 0x00007ffbe7e30000, currIdx == 0x00000000000000c8
RtlpLowFragHeapRandomData == 0x00007ffbe7e30000, currIdx == 0x00000000000000c9
RtlpLowFragHeapRandomData == 0x00007ffbe7e30000, currIdx == 0x00000000000000ca
RtlpLowFragHeapRandomData == 0x00007ffbe7e30000, currIdx == 0x00000000000000cb
RtlpLowFragHeapRandomData == 0x00007ffbe7e30000, currIdx == 0x00000000000000cc
RtlpLowFragHeapRandomData == 0x00007ffbe7e30000, currIdx == 0x00000000000000cd
RtlpLowFragHeapRandomData == 0x00007ffbe7e30000, currIdx == 0x00000000000000ce
RtlpLowFragHeapRandomData == 0x00007ffbe7e30000, currIdx == 0x00000000000000cf
RtlpLowFragHeapRandomData == 0x00007ffbe7e30000, currIdx == 0x00000000000000d0
RtlpLowFragHeapRandomData == 0x00007ffbe7e30000, currIdx == 0x00000000000000d1
RtlpLowFragHeapRandomData == 0x00007ffbe7e30000, currIdx == 0x00000000000000d2