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Steamless/Steamless.Unpacker.Variant21.x86/Main.cs
atom0s d3423cde0e
API: PE64 - Add check for TlsDirectory.AddressOfCallBacks == 0 to prevent attempting to reference invalid data.
Unpacker: v31.x64 - Adjust size of data searched when determining the variant version. Fixes #56
Misc: Update project copyrights.
Misc: Remove some unused/dead code from the UI.
2022-03-22 03:46:48 -07:00

756 lines
No EOL
30 KiB
C#

/**
* Steamless - Copyright (c) 2015 - 2022 atom0s [atom0s@live.com]
*
* This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
* To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/ or send a letter to
* Creative Commons, PO Box 1866, Mountain View, CA 94042, USA.
*
* By using Steamless, you agree to the above license and its terms.
*
* Attribution - You must give appropriate credit, provide a link to the license and indicate if changes were
* made. You must do so in any reasonable manner, but not in any way that suggests the licensor
* endorses you or your use.
*
* Non-Commercial - You may not use the material (Steamless) for commercial purposes.
*
* No-Derivatives - If you remix, transform, or build upon the material (Steamless), you may not distribute the
* modified material. You are, however, allowed to submit the modified works back to the original
* Steamless project in attempt to have it added to the original project.
*
* You may not apply legal terms or technological measures that legally restrict others
* from doing anything the license permits.
*
* No warranties are given.
*/
namespace Steamless.Unpacker.Variant21.x86
{
using API;
using API.Crypto;
using API.Events;
using API.Extensions;
using API.Model;
using API.PE32;
using API.Services;
using Classes;
using SharpDisasm;
using SharpDisasm.Udis86;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Runtime.InteropServices;
using System.Security.Cryptography;
[SteamlessApiVersion(1, 0)]
public class Main : SteamlessPlugin
{
/// <summary>
/// Internal logging service instance.
/// </summary>
private LoggingService m_LoggingService;
/// <summary>
/// Gets the author of this plugin.
/// </summary>
public override string Author => "atom0s";
/// <summary>
/// Gets the name of this plugin.
/// </summary>
public override string Name => "SteamStub Variant 2.1 Unpacker (x86)";
/// <summary>
/// Gets the description of this plugin.
/// </summary>
public override string Description => "Unpacker for the 32bit SteamStub variant 2.1.";
/// <summary>
/// Gets the version of this plugin.
/// </summary>
public override Version Version => Assembly.GetExecutingAssembly().GetName().Version;
/// <summary>
/// Internal wrapper to log a message.
/// </summary>
/// <param name="msg"></param>
/// <param name="type"></param>
private void Log(string msg, LogMessageType type)
{
this.m_LoggingService.OnAddLogMessage(this, new LogMessageEventArgs(msg, type));
}
/// <summary>
/// Initialize function called when this plugin is first loaded.
/// </summary>
/// <param name="logService"></param>
/// <returns></returns>
public override bool Initialize(LoggingService logService)
{
this.m_LoggingService = logService;
return true;
}
/// <summary>
/// Processing function called when a file is being unpacked. Allows plugins to check the file
/// and see if it can handle the file for its intended purpose.
/// </summary>
/// <param name="file"></param>
/// <returns></returns>
public override bool CanProcessFile(string file)
{
try
{
// Load the file..
var f = new Pe32File(file);
if (!f.Parse() || f.IsFile64Bit() || !f.HasSection(".bind"))
return false;
// Obtain the bind section data..
var bind = f.GetSectionData(".bind");
// Attempt to locate the known v2.x signature..
return Pe32Helpers.FindPattern(bind, "53 51 52 56 57 55 8B EC 81 EC 00 10 00 00 C7") > 0;
}
catch
{
return false;
}
}
/// <summary>
/// Processing function called to allow the plugin to process the file.
/// </summary>
/// <param name="file"></param>
/// <param name="options"></param>
/// <returns></returns>
public override bool ProcessFile(string file, SteamlessOptions options)
{
// Initialize the class members..
this.Options = options;
this.CodeSectionData = null;
this.CodeSectionIndex = -1;
this.PayloadData = null;
this.SteamDrmpData = null;
this.SteamDrmpOffsets = new List<int>();
this.UseFallbackDrmpOffsets = false;
this.XorKey = 0;
// Parse the file..
this.File = new Pe32File(file);
if (!this.File.Parse())
return false;
// Announce we are being unpacked with this packer..
this.Log("File is packed with SteamStub Variant 2.1!", LogMessageType.Information);
this.Log("Step 1 - Read, disassemble and decode the SteamStub DRM header.", LogMessageType.Information);
if (!this.Step1())
return false;
this.Log("Step 2 - Read, decode and process the payload data.", LogMessageType.Information);
if (!this.Step2())
return false;
this.Log("Step 3 - Read, decode and dump the SteamDRMP.dll file.", LogMessageType.Information);
if (!this.Step3())
return false;
this.Log("Step 4 - Scan, dump and pull needed offsets from within the SteamDRMP.dll file.", LogMessageType.Information);
if (!this.Step4())
return false;
this.Log("Step 5 - Read, decrypt and process the main code section.", LogMessageType.Information);
if (!this.Step5())
return false;
this.Log("Step 6 - Rebuild and save the unpacked file.", LogMessageType.Information);
if (!this.Step6())
return false;
return true;
}
/// <summary>
/// Step #1
///
/// Read, disassemble and decode the SteamStub DRM header.
/// </summary>
/// <returns></returns>
private bool Step1()
{
// Obtain the file entry offset..
var fileOffset = this.File.GetFileOffsetFromRva(this.File.NtHeaders.OptionalHeader.AddressOfEntryPoint);
// Validate the DRM header..
if (BitConverter.ToUInt32(this.File.FileData, (int)fileOffset - 4) != 0xC0DEC0DE)
return false;
// Disassemble the file to locate the needed DRM information..
if (!this.DisassembleFile(out var structOffset, out var structSize, out var structXorKey))
return false;
// Obtain the DRM header data..
var headerData = new byte[structSize];
Array.Copy(this.File.FileData, this.File.GetFileOffsetFromRva(structOffset), headerData, 0, structSize);
// Xor decode the header data..
this.XorKey = SteamStubHelpers.SteamXor(ref headerData, (uint)headerData.Length, structXorKey);
// Determine how to handle the header based on the size..
if ((structSize / 4) == 0xD0)
this.StubHeader = Pe32Helpers.GetStructure<SteamStub32Var21Header_D0Variant>(headerData);
else
this.StubHeader = Pe32Helpers.GetStructure<SteamStub32Var21Header>(headerData);
return true;
}
/// <summary>
/// Step #2
///
/// Read, decode and process the payload data.
/// </summary>
/// <returns></returns>
private bool Step2()
{
// Obtain the payload address and size..
var payloadAddr = this.File.GetFileOffsetFromRva(this.File.GetRvaFromVa(this.StubHeader.PayloadDataVirtualAddress));
var payloadData = new byte[this.StubHeader.PayloadDataSize];
Array.Copy(this.File.FileData, payloadAddr, payloadData, 0, this.StubHeader.PayloadDataSize);
// Decode the payload data..
this.XorKey = SteamStubHelpers.SteamXor(ref payloadData, this.StubHeader.PayloadDataSize, this.XorKey);
this.PayloadData = payloadData;
try
{
if (this.Options.DumpPayloadToDisk)
{
System.IO.File.WriteAllBytes(this.File.FilePath + ".payload", payloadData);
this.Log(" --> Saved payload to disk!", LogMessageType.Debug);
}
}
catch
{
// Do nothing here since it doesn't matter if this fails..
}
return true;
}
/// <summary>
/// Step #3
///
/// Read, decode and dump the SteamDRMP.dll file.
/// </summary>
/// <returns></returns>
private bool Step3()
{
this.Log(" --> File has SteamDRMP.dll file!", LogMessageType.Debug);
try
{
// Obtain the SteamDRMP.dll file address and data..
var drmpAddr = this.File.GetFileOffsetFromRva(this.File.GetRvaFromVa(BitConverter.ToUInt32(this.PayloadData, (int)this.StubHeader.SteamDRMPDllVirtualAddress)));
var drmpSize = BitConverter.ToUInt32(this.PayloadData, (int)this.StubHeader.SteamDRMPDllSize);
var drmpData = new byte[drmpSize];
Array.Copy(this.File.FileData, drmpAddr, drmpData, 0, drmpSize);
// Obtain the XTea encryption keys..
var xteyKeys = new uint[(this.PayloadData.Length - this.StubHeader.XTeaKeys) / 4];
for (var x = 0; x < (this.PayloadData.Length - this.StubHeader.XTeaKeys) / 4; x++)
xteyKeys[x] = BitConverter.ToUInt32(this.PayloadData, (int)this.StubHeader.XTeaKeys + (x * 4));
// Decrypt the file data..
SteamStubHelpers.SteamDrmpDecryptPass1(ref drmpData, drmpSize, xteyKeys);
this.SteamDrmpData = drmpData;
try
{
if (this.Options.DumpSteamDrmpToDisk)
{
var basePath = Path.GetDirectoryName(this.File.FilePath) ?? string.Empty;
System.IO.File.WriteAllBytes(Path.Combine(basePath, "SteamDRMP.dll"), drmpData);
this.Log(" --> Saved SteamDRMP.dll to disk!", LogMessageType.Debug);
}
}
catch
{
// Do nothing here since it doesn't matter if this fails..
}
return true;
}
catch
{
this.Log(" --> Error trying to decrypt the files SteamDRMP.dll data!", LogMessageType.Error);
return false;
}
}
/// <summary>
/// Step #4
///
/// Scan, dump and pull needed offsets from within the SteamDRMP.dll file.
/// </summary>
/// <returns></returns>
private bool Step4()
{
// Scan for the needed data by a known pattern for the block of offset data..
var drmpOffset = Pe32Helpers.FindPattern(this.SteamDrmpData, "8B ?? ?? ?? ?? ?? 89 ?? ?? ?? ?? ?? 8B ?? ?? ?? ?? ?? 89 ?? ?? ?? ?? ?? 8B ?? ?? ?? ?? ?? 89 ?? ?? ?? ?? ?? 8B ?? ?? ?? ?? ?? 89 ?? ?? ?? ?? ?? 8B ?? ?? ?? ?? ?? 89 ?? ?? ?? ?? ?? 8D ?? ?? ?? ?? ?? 05");
if (drmpOffset == 0)
{
// Fall-back pattern scan for certain files that fail with the above pattern..
drmpOffset = Pe32Helpers.FindPattern(this.SteamDrmpData, "8B ?? ?? ?? ?? ?? 89 ?? ?? ?? ?? ?? 8B ?? ?? ?? ?? ?? 89 ?? ?? ?? ?? ?? 8B ?? ?? ?? ?? ?? 89 ?? ?? ?? ?? ?? 8B ?? ?? ?? ?? ?? 89 ?? ?? ?? ?? ?? 8B");
if (drmpOffset == 0)
{
// Fall-back pattern (2).. (Seen in some v2 variants.)
drmpOffset = Pe32Helpers.FindPattern(this.SteamDrmpData, "8B ?? ?? ?? ?? ?? 89 ?? ?? ?? ?? ?? 8B ?? ?? ?? ?? ?? A3 ?? ?? ?? ?? 8B ?? ?? ?? ?? ?? A3 ?? ?? ?? ?? 8B ?? ?? ?? ?? ?? A3 ?? ?? ?? ?? 8B");
if (drmpOffset == 0)
return false;
// Use fallback offsets if this worked..
this.UseFallbackDrmpOffsets = true;
}
}
// Copy the block of data from the SteamDRMP.dll data..
var drmpOffsetData = new byte[1024];
Array.Copy(this.SteamDrmpData, drmpOffset, drmpOffsetData, 0, 1024);
// Obtain the offsets from the file data..
var drmpOffsets = (this.Options.UseExperimentalFeatures) ? this.GetSteamDrmpOffsetsDynamic(drmpOffsetData) : this.GetSteamDrmpOffsets(drmpOffsetData);
if (drmpOffsets.Count != 8)
return false;
// Store the offsets..
this.SteamDrmpOffsets = drmpOffsets;
return true;
}
/// <summary>
/// Step #5
///
/// Read, decrypt and process the main code section.
/// </summary>
/// <returns></returns>
private bool Step5()
{
// Remove the bind section if its not requested to be saved..
if (!this.Options.KeepBindSection)
{
// Obtain the .bind section..
var bindSection = this.File.GetSection(".bind");
if (!bindSection.IsValid)
return false;
// Remove the section..
this.File.RemoveSection(bindSection);
// Decrease the header section count..
var ntHeaders = this.File.NtHeaders;
ntHeaders.FileHeader.NumberOfSections--;
this.File.NtHeaders = ntHeaders;
this.Log(" --> .bind section was removed from the file.", LogMessageType.Debug);
}
else
this.Log(" --> .bind section was kept in the file.", LogMessageType.Debug);
byte[] codeSectionData;
// Obtain the main code section (typically .text)..
var mainSection = this.File.GetOwnerSection(this.File.GetRvaFromVa(BitConverter.ToUInt32(this.PayloadData.Skip(this.SteamDrmpOffsets[3]).Take(4).ToArray(), 0)));
if (this.SteamDrmpOffsets[3] != 0)
{
if (mainSection.PointerToRawData == 0 || mainSection.SizeOfRawData == 0)
return false;
}
this.Log($" --> {mainSection.SectionName} linked as main code section.", LogMessageType.Debug);
// Save the code section index for later use..
this.CodeSectionIndex = this.File.GetSectionIndex(mainSection);
// Determine if we are using encryption on the section..
var flags = BitConverter.ToUInt32(this.PayloadData.Skip(this.SteamDrmpOffsets[0]).Take(4).ToArray(), 0);
if ((flags & (uint)DrmFlags.NoEncryption) == (uint)DrmFlags.NoEncryption)
{
this.Log($" --> {mainSection.SectionName} section is not encrypted.", LogMessageType.Debug);
// No encryption was used, just read the original data..
codeSectionData = new byte[mainSection.SizeOfRawData];
Array.Copy(this.File.FileData, this.File.GetFileOffsetFromRva(mainSection.VirtualAddress), codeSectionData, 0, mainSection.SizeOfRawData);
}
else
{
this.Log($" --> {mainSection.SectionName} section is encrypted.", LogMessageType.Debug);
try
{
// Encryption was used, obtain the encryption information..
var aesKey = this.PayloadData.Skip(this.SteamDrmpOffsets[5]).Take(32).ToArray();
var aesIv = this.PayloadData.Skip(this.SteamDrmpOffsets[6]).Take(16).ToArray();
var codeStolen = this.PayloadData.Skip(this.SteamDrmpOffsets[7]).Take(16).ToArray();
var encryptedSize = BitConverter.ToUInt32(this.PayloadData.Skip(this.SteamDrmpOffsets[4]).Take(4).ToArray(), 0);
// Restore the stolen data then read the rest of the section data..
codeSectionData = new byte[encryptedSize + codeStolen.Length];
Array.Copy(codeStolen, 0, codeSectionData, 0, codeStolen.Length);
Array.Copy(this.File.FileData, this.File.GetFileOffsetFromRva(mainSection.VirtualAddress), codeSectionData, codeStolen.Length, encryptedSize);
// Decrypt the code section..
var aes = new AesHelper(aesKey, aesIv);
aes.RebuildIv(aesIv);
codeSectionData = aes.Decrypt(codeSectionData, CipherMode.CBC, PaddingMode.None);
}
catch
{
this.Log(" --> Error trying to decrypt the files code section data!", LogMessageType.Error);
return false;
}
}
// Store the section data..
this.CodeSectionData = codeSectionData;
return true;
}
/// <summary>
/// Step #6
///
/// Rebuild and save the unpacked file.
/// </summary>
/// <returns></returns>
private bool Step6()
{
FileStream fStream = null;
try
{
// Rebuild the file sections..
this.File.RebuildSections();
// Open the unpacked file for writing..
var unpackedPath = this.File.FilePath + ".unpacked.exe";
fStream = new FileStream(unpackedPath, FileMode.Create, FileAccess.ReadWrite);
// Write the DOS header to the file..
fStream.WriteBytes(Pe32Helpers.GetStructureBytes(this.File.DosHeader));
// Write the DOS stub to the file..
if (this.File.DosStubSize > 0)
fStream.WriteBytes(this.File.DosStubData);
// Update the NT headers..
var ntHeaders = this.File.NtHeaders;
var lastSection = this.File.Sections[this.File.Sections.Count - 1];
var originalEntry = BitConverter.ToUInt32(this.PayloadData.Skip(this.SteamDrmpOffsets[2]).Take(4).ToArray(), 0);
ntHeaders.OptionalHeader.AddressOfEntryPoint = this.File.GetRvaFromVa(originalEntry);
ntHeaders.OptionalHeader.SizeOfImage = lastSection.VirtualAddress + lastSection.VirtualSize;
this.File.NtHeaders = ntHeaders;
// Write the NT headers to the file..
fStream.WriteBytes(Pe32Helpers.GetStructureBytes(ntHeaders));
// Write the sections to the file..
for (var x = 0; x < this.File.Sections.Count; x++)
{
var section = this.File.Sections[x];
var sectionData = this.File.SectionData[x];
// Write the section header to the file..
fStream.WriteBytes(Pe32Helpers.GetStructureBytes(section));
// Set the file pointer to the sections raw data..
var sectionOffset = fStream.Position;
fStream.Position = section.PointerToRawData;
// Write the sections raw data..
var sectionIndex = this.File.Sections.IndexOf(section);
if (sectionIndex == this.CodeSectionIndex)
fStream.WriteBytes(this.CodeSectionData ?? sectionData);
else
fStream.WriteBytes(sectionData);
// Reset the file offset..
fStream.Position = sectionOffset;
}
// Set the stream to the end of the file..
fStream.Position = fStream.Length;
// Write the overlay data if it exists..
if (this.File.OverlayData != null)
fStream.WriteBytes(this.File.OverlayData);
this.Log(" --> Unpacked file saved to disk!", LogMessageType.Success);
this.Log($" --> File Saved As: {unpackedPath}", LogMessageType.Success);
return true;
}
catch
{
this.Log(" --> Error trying to save unpacked file!", LogMessageType.Error);
return false;
}
finally
{
fStream?.Dispose();
}
}
/// <summary>
/// Disassembles the file to locate the needed DRM header information.
/// </summary>
/// <param name="offset"></param>
/// <param name="size"></param>
/// <param name="xorKey"></param>
/// <returns></returns>
private bool DisassembleFile(out uint offset, out uint size, out uint xorKey)
{
// Prepare our needed variables..
Disassembler disasm = null;
var dataPointer = IntPtr.Zero;
uint structOffset = 0;
uint structSize = 0;
uint structXorKey = 0;
// Determine the entry offset of the file..
var entryOffset = this.File.GetFileOffsetFromRva(this.File.NtHeaders.OptionalHeader.AddressOfEntryPoint);
try
{
// Copy the file data to memory for disassembling..
dataPointer = Marshal.AllocHGlobal(this.File.FileData.Length);
Marshal.Copy(this.File.FileData, 0, dataPointer, this.File.FileData.Length);
// Create an offset pointer to our .bind function start..
var startPointer = IntPtr.Add(dataPointer, (int)entryOffset);
// Create the disassembler..
Disassembler.Translator.IncludeAddress = true;
Disassembler.Translator.IncludeBinary = true;
disasm = new Disassembler(startPointer, 4096, ArchitectureMode.x86_32, entryOffset);
// Disassemble our function..
foreach (var inst in disasm.Disassemble().Where(inst => !inst.Error))
{
// If all values are found, return successfully..
if (structOffset > 0 && structSize > 0 && structXorKey > 0)
{
offset = structOffset;
size = structSize;
xorKey = structXorKey;
return true;
}
// Looks for: mov dword ptr [value], immediate
if (inst.Mnemonic == ud_mnemonic_code.UD_Imov && inst.Operands[0].Type == ud_type.UD_OP_MEM && inst.Operands[1].Type == ud_type.UD_OP_IMM)
{
if (structOffset == 0)
structOffset = inst.Operands[1].LvalUDWord - this.File.NtHeaders.OptionalHeader.ImageBase;
else
structXorKey = inst.Operands[1].LvalUDWord;
}
// Looks for: mov reg, immediate
if (inst.Mnemonic == ud_mnemonic_code.UD_Imov && inst.Operands[0].Type == ud_type.UD_OP_REG && inst.Operands[1].Type == ud_type.UD_OP_IMM)
structSize = inst.Operands[1].LvalUDWord * 4;
}
offset = size = xorKey = 0;
return false;
}
catch
{
offset = size = xorKey = 0;
return false;
}
finally
{
disasm?.Dispose();
if (dataPointer != IntPtr.Zero)
Marshal.FreeHGlobal(dataPointer);
}
}
/// <summary>
/// Obtains the needed DRM offsets from the SteamDRMP.dll file.
/// </summary>
/// <param name="data"></param>
/// <returns></returns>
private List<int> GetSteamDrmpOffsets(byte[] data)
{
var offset0 = 2; // Flags
var offset1 = 14; // Steam App Id
var offset2 = this.UseFallbackDrmpOffsets ? 25 : 26; // OEP
var offset3 = this.UseFallbackDrmpOffsets ? 36 : 38; // Code Section Virtual Address
var offset4 = this.UseFallbackDrmpOffsets ? 47 : 50; // Code Section Virtual Size (Encrypted Size)
var offset5 = this.UseFallbackDrmpOffsets ? 61 : 62; // Code Section AES Key
var offset6 = this.UseFallbackDrmpOffsets ? 72 : 67; // Code Section AES Iv
var offsets = new List<int>
{
BitConverter.ToInt32(data, offset0), // ... 0 - Flags
BitConverter.ToInt32(data, offset1), // ... 1 - Steam App Id
BitConverter.ToInt32(data, offset2), // ... 2 - OEP
BitConverter.ToInt32(data, offset3), // ... 3 - Code Section Virtual Address
BitConverter.ToInt32(data, offset4), // ... 4 - Code Section Virtual Size (Encrypted Size)
BitConverter.ToInt32(data, offset5) // .... 5 - Code Section AES Key
};
var aesIvOffset = BitConverter.ToInt32(data, offset6);
offsets.Add(aesIvOffset); // ................. 6 - Code Section AES Iv
offsets.Add(aesIvOffset + 16); // ............ 7 - Code Section Stolen Bytes
return offsets;
}
/// <summary>
/// Obtains the needed DRM offsets from the SteamDRMP.dll file. (Dynamically via disassembling.)
/// </summary>
/// <param name="data"></param>
/// <returns></returns>
private List<int> GetSteamDrmpOffsetsDynamic(byte[] data)
{
Disassembler disasm = null;
var offsets = new List<int>();
var count = 0;
/**
* Assumed order of the offset values:
* - Flags (mov)
* - SteamAppId (mov)
* - OEP (mov)
* - Code Section VA (mov)
* - Code Section Size (mov)
* - Code Section AES Key (lea)
* - Code Section AES IV (offset from above lea)
* - Stolen Bytes (add)
*/
try
{
var skipMov = false;
// Disassemble the incoming block of data to look for the needed offsets dynamically..
disasm = new Disassembler(data, ArchitectureMode.x86_32);
foreach (var inst in disasm.Disassemble().Where(inst => !inst.Error))
{
if (count >= 8)
break;
// ex: mov eax, [eax+1234]
if (!skipMov && inst.Mnemonic == ud_mnemonic_code.UD_Imov)
{
if (inst.Operands.Length >= 2
&& inst.Operands[0].Type == ud_type.UD_OP_REG
&& inst.Operands[1].Type == ud_type.UD_OP_MEM)
{
count++;
offsets.Add(inst.Operands[1].LvalSDWord);
}
}
// ex: lea eax, [eax+1234]
if (inst.Mnemonic == ud_mnemonic_code.UD_Ilea)
{
if (inst.Operands.Length >= 2
&& inst.Operands[0].Type == ud_type.UD_OP_REG
&& inst.Operands[1].Type == ud_type.UD_OP_MEM)
{
count += 2;
offsets.Add(inst.Operands[1].LvalSDWord);
offsets.Add(inst.Operands[1].LvalSDWord + 16);
/**
* Some v2 compiled files have the order of the last offset (add inst) after a mov which loads
* GetModuleHandleA's address into a register. In order to skip that from being read as an offset
* we need this small workaround..
*/
skipMov = true;
}
}
// ex: add eax, 1234
if (inst.Mnemonic == ud_mnemonic_code.UD_Iadd)
{
if (inst.Operands.Length >= 2
&& inst.Operands[0].Type == ud_type.UD_OP_REG
&& inst.Operands[1].Type == ud_type.UD_OP_IMM)
{
count++;
offsets.Add(inst.Operands[1].LvalSDWord);
}
}
}
return offsets;
}
catch
{
return new List<int>();
}
finally
{
disasm?.Dispose();
}
}
/// <summary>
/// Gets or sets the Steamless options this file was requested to process with.
/// </summary>
private SteamlessOptions Options { get; set; }
/// <summary>
/// Gets or sets the file being processed.
/// </summary>
private Pe32File File { get; set; }
/// <summary>
/// Gets or sets the current xor key being used against the file data.
/// </summary>
private uint XorKey { get; set; }
/// <summary>
/// Gets or sets the DRM stub header.
/// </summary>
private dynamic StubHeader { get; set; }
/// <summary>
/// Gets or sets the payload data.
/// </summary>
public byte[] PayloadData { get; set; }
/// <summary>
/// Gets or sets the SteamDRMP.dll data.
/// </summary>
public byte[] SteamDrmpData { get; set; }
/// <summary>
/// Gets or sets the list of SteamDRMP.dll offsets.
/// </summary>
public List<int> SteamDrmpOffsets { get; set; }
/// <summary>
/// Gets or sets if the offsets should be read using fallback values.
/// </summary>
private bool UseFallbackDrmpOffsets { get; set; }
/// <summary>
/// Gets or sets the index of the code section.
/// </summary>
private int CodeSectionIndex { get; set; }
/// <summary>
/// Gets or sets the decrypted code section data.
/// </summary>
private byte[] CodeSectionData { get; set; }
}
}