Is it possible to deobfuscate this string of obfuscated Lua Code? [closed] - lua

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I have a(nother) string of lua code that's obfuscated. I'm wondering if it's possible to deobfuscate it, or to figure out how it was obfuscated, as I've never encountered anything like it before. This string of code is supposedly the main module for a malicious serverside script executor. Knowing what's inside will help us patch the exploit on our platform. I'm told that it would be easy to decipher by getting the constants, because it's VM based obfuscation, we just need a bit of help getting pointed in the right direction.
The code is rather large, so it's in this pastebin.
pastebin com/dtfzBPZk

Deobfuscating this one looks like it will be a slightly more manual process. As usual, the first things you should do are rename variables to have saner names, and add whitespace and indentation to the code. You can see a start to this at https://pastebin.com/eRTGAbTH. Once you do that, you'll see a pattern of functions like this:
(function(...)
local SynapseXen_116 = "hi xen doesn't work on sk8r please help"
local SynapseXen_092 = SynapseXen_100(38909278, 3932326132)
local SynapseXen_069 = {...}
for SynapseXen_109, SynapseXen_043 in pairs(
SynapseXen_069
) do
local SynapseXen_119
local SynapseXen_097 = type(SynapseXen_043)
if SynapseXen_097 == "number" then
SynapseXen_119 = SynapseXen_043
elseif SynapseXen_097 == "string" then
SynapseXen_119 = SynapseXen_043:len()
elseif SynapseXen_097 == "table" then
SynapseXen_119 = SynapseXen_100(4264903821, 30110892)
end
SynapseXen_092 = SynapseXen_092 + SynapseXen_119
end
SynapseXen_140[1171393165] =
SynapseXen_bit_bxor(
SynapseXen_bit_bxor(2179831066, SynapseXen_092),
SynapseXen_bit_bxor(2132161653, SynapseXen_082)
) -
string.len(SynapseXen_116) -
SynapseXen_139 -
#{
2716917292,
2960928816,
2092744992,
3945961999,
2156388474,
2523828292,
534526172
}
return SynapseXen_140[1171393165]
end)({}, {}, 14275, 107, "iIIllIIlIIilillilI", "i", 5327, 3211, 14382, 14643)
Now you can start to eliminate red herrings. For example, any time you see #{ a bunch of stuff in here }, you can just count the elements in the list, and replace the whole thing with the count. In this case, there's one of those near the end we can replace with the number 7. Next, look at SynapseXen_116. The only place it's used is for its length, so you can substitute that in as well. Now, After that, notice that this is declaring a function and then immediately invoking it, so you can substitute in its arguments. Continue going down that path until you uncover the heart of the Lua-in-Lua VM, and from there, it should be easy to plug in the Base64 at the end, and see what bytecode it decodes to.

Related

Confirming existence of a string in an xml table Lua

Good afternoon everyone,
My problem is that I have 2 XML lists
<List1> <Agency>String</Agency> </List1>
and
<List2><Agency2>String</Agency2><List2>.
In Lua I need to create a program which is parsing this list and when the user inputs a matching string from List 1 or List 2, the program needs to actually confirm to the user if the string belongs to either L1 or L2 or if the string is inexistent. I'm new to Lua and to programming generally speaking and I would be very grateful for you answers. I have LuaExpat as a plugin but I can't seem to be able to actually read from file, I can only do some beginner tricks if the xml list is written in the code. At a later time this small program will be fed by an RSS.
require("lxp")
local stuff = {}
xmldata="<Top><A/> <B a='1'/> <B a='2'/><B a='3'/><C a='3'/></Top>"
function doFunc(parser, name, attr)
if not (name == 'B') then return end
stuff[#stuff+1]= attr
end
local xml = lxp.new{StartElement = doFunc}
xml:parse(xmldata)
xml:close()
print(stuff[3].a)
This code is a tutorial over the web that works, everything is just fine it prints nr. 3. Now I want to know how to do that from an actual file, as if I input io.read:(file, "r" or "rb" ) under xmldata variable and run the same thing it returns either empty space or nil.

Adding labels to my programming language

Actually I am writting a programming language in Lua. It was quite fun. I've wrote a bit of standard library (stack op and simple io). Then I've thought about labels. It would look like in assembly. While and for loop aren't funny in any bit so programming in that language can be quite challenging. Here are some requirements for this system:
Label stack (or array, dictionary) must be accessible from global context.
Jump instruction handler will be in separate file.
This is how my label-handling function look like:
function handleLabel(name,currentLine)
end
I have no idea how to implement this kind of magic. First I've thought about that:
LabelLineIDS = {}
Labels = {}
Labelamount = 1;
function handleLabel(name,currentLine)
LabelLineIDS[Labelamount]=currentline
Labels[Labelamount]=name
Labelamount=Labelamount+1
end
-- In file "jump.lua":
local function has_value (tab, val)
for index, value in ipairs(tab) do
if value == val then
return index
end
end
print ("Error: Label not defined.") -- Bail out.
os.exit(1)
end
local function _onlabel()
local labelName = globalparams --Globalparams variable contain parameters to each function, at the moment
--this will contain label name. It _can_ be nil.
return LabelLineIDS[has_value(Labels, labelName)]
end
CurrLine = _onlabel() --Currline - current line that get's parsed.
--1 command per one line.
But I'm unsure is this well written or even work. Can you give me idea how to parse labels in my programming language (and write jump functions)? Or if my code is pretty ok at the moment, can you help me to improve it?
Using line counter in my parser I've decided to implement gotos like we can see in BASIC. Thanks everyone for help.

In Lua, using a boolean variable from another script in the same project ends up with nill value error

This code is for a modding engine, Unitale base on Unity Written in Lua
So I am trying to use a Boolean Variable in my script poseur.lua, so when certain conditions are met so I can pass it to the other script encounter.lua, where a engine Predefined functions is being uses to make actions happens base on the occurring moment.
I tried to read the engine documentation multiple times, follow the exact syntax of Lua's fonction like GetVar(), SetVar(), SetGobal(),GetGlobal().
Searching and google thing about the Language, post on the subreddit and Game Exchange and tried to solve it by myself for hours... I just can't do it and I can't understand why ?
I will show parts of my codes for each.
poseur:
-- A basic monster script skeleton you can copy and modify for your own creations.
comments = {"Smells like the work\rof an enemy stand.",
"Nidhogg_Warrior is posing like his\rlife depends on it.",
"Nidhogg_Warrior's limbs shouldn't\rbe moving in this way."}
commands = {"GREET", "JUMP", "FLIRT", "CRINGE"}
EndDialougue = {" ! ! !","ouiii"}
sprite = "poseur" --Always PNG. Extension is added automatically.
name = "Nidhogg_Warrior"
hp = 99
atk = 1
def = 1
check = "The Nidhogg_Warrior is\rsearching for the Nidhogg"
dialogbubble = "rightlarge" -- See documentation for what bubbles you have available.
canspare = false
cancheck = true
GreetCounter = 5
Berserk = false
encounter:
-- A basic encounter script skeleton you can copy and modify for your own creations.
encountertext = "Nidhogg_Warrior is\rrunning frantically"
nextwaves = {"bullettest_chaserorb"}
wavetimer = 5.0
arenasize = {155, 130}
music = "musAncientGuardian"
enemies = {"poseur"}
require("Monsters.poseur")
enemypositions = {{0, 0}}
-- A custom list with attacks to choose from.
-- Actual selection happens in EnemyDialogueEnding().
-- Put here in case you want to use it.
possible_attacks = {"bullettest_bouncy", "bullettest_chaserorb", "bullettest_touhou"}
function EncounterStarting()
-- If you want to change the game state immediately, this is the place.
Player.lv = 20
Player.hp = 99
Player.name = "Teemies"
poseur.GetVar("Berserk")
end
Thank you for reading.
The answer to my problem was to use SetGobal(), GetGobal().
For some reasons my previous attempt to simply use SetGobal()Resulted in nil value despite writing it like that SetGobal("Berserk",true) gave me a nill value error, as soon as I launch the game.
But I still used them wrong. First I needed to put it SetGobal() at the end of the condition instead of at the start of the the poseur.lua script because the change of value... for some reasons was being overwritten by it first installment.
And to test the variable in the function in my encounter.lua, I needed to write it like that
function EnemyDialogueStarting()
-- Good location for setting monster dialogue depending on how the battle is going.
if GetGlobal("Jimmies") == true then
TEEEST()
end
end
Also any tips an suggestions are still welcome !
Well firstly, in lua simple values like bool and number are copied on assignment:
global={}
a=2
global.a=a--this is a copy
a=4--this change won't affect value in table
print(global.a)--2
print(a)--4
Secondly,
SetGobal and the other mentioned functions are not part of lua language, they must be related to your engine. Probably, they use word 'Global' not as lua 'global' but in a sense defined by engine.
Depending on the engine specifics these functions might as well do a deep copy of any variable they're given (or might as well not work with complicated objects).

Control flow in Lua

I have a problem which i suppose must be very common and most of you would have faced it.
I have written a program in lua, say main.lua which on receiving key event should modify the coordinates and display the geometry figure.
This lua code calls reg.c, where it kind of registers.
Now in reg.c i have a function engine which receives the key pressed and passes it to the lua function responsible for key handling.
But by the time key event comes, lua code is done with the registration and exits, thus the call from engine() becomes illegal memory access leading to segmentation fault.
Also i suppose we can't have lua call hanging in reg function, and call engine function from somewhere else.
Then what should be the solution, please guide me through this.
#jacob: here is the prototype of what i am trying to achieve:
function key_handler() //this function will get the latest key pressed from some other function
{
draw.image();
draw.geometry();
...
...
while(1)
{
//draw Points until some condition goes wrong
}
}
Now, once entered into key_handler, while he is busy drawing the points unless and until the failing condition occurs, i am unable to receive key pressed till that time.
I hope this explanation is much simpler and have made my point, and will help others to understand the problem.
I am really sorry, but i am not good at expressing or making others understand.
One more thing, i ahve followed the C syntax to explain, however this is completely implemented in lua
Your code snippet is still largely non-informative (ideally one should be able to just run your code in a stock Lua interpreter and see your problem). If you're describing a Lua problem, use Lua code to describe it.
However I'm beginning to see where you want to go.
The thing you need to could do is have a coroutine that's called in your key handler, which passes an argument back to your handler:
function isContinue() --just to simulate whatever function you use getting keypresses.
-- in whatever framework you're using there will probably be a function key_pressed or the like.
print('Initialize checking function')
while true do
print('Continue looping?')
local ans = io.read():match('[yY]')
local action
if not ans then
print('Do what instead?')
action = io.read()
if action:match('kill') then -- abort keychecker.
break
end
end
coroutine.yield(ans,action)
end
print('finalizing isContinue')
return nil,'STOP' -- important to tell key_handler to quit too, else it'll be calling a dead coroutine.
end
function key_handler()
local coro = coroutine.create(isContinue)
local stat,cont,action
while true do
print'Draw point'
stat,cont,action = coroutine.resume(coro)
if not stat then
print('Coroutine errored:',cont)
elseif not cont then
print('isContinue interrupted keyhandler')
print("We'll "..action.." instead.")
break
end
end
print('finalizing key_handler')
end
key_handler()
-- type something containing y or Y to continue, all else aborts.
-- when aborting, you get asked what to do instead of continuing,
--- with "kill" being a special case.
This should be self explanatory. You should probably take a good look at Programming in Lua, chapter 9: Coroutines.
The big difficulty (well, if you're not accustomed to collaborative threading) is that a coroutine should yield itself: it's not the calling function that's in charge of returning control.
Hope this helps you.

Parse arbitary user input [closed]

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I have a database full of messages from a bulletin board. The board uses BB codes as formatting style. I.e.:
I'm not formatted
This is [b]bold[/b] text
Tags can also [i][b]be[/b] nested[/i]
And the [b]nesting [i]can be[/b] rather[/i] ugly
My ultimate goal is to convert these messages to some well formed XML (no discussion here ;) ). I don't want to use regular expression, which will fail at some point (in fact: it does).
First step: parse a message into some kind of internal representation (a graph, a tree, etc.). And I'm stuck at this point. The actual extraction is not that big problem, but the storage is.
How do I represent this kind of markup into some meaningful structure. My problem seems to be similar (or almost identical) to a browser building a DOM from a HTML file. So I think there are some strategies to solve it. I know the solution will not be perfect but im willing to invest a vast amount of time to do build the best possible.
Question: Do you have any tips/hint/comments? Any articles or paper you can recommend? Or a book which discusses these topic? I'm grateful for any input.
And the [b]nesting [i]can be[/b] rather[/i] ugly
I've written a parser very similar to what you are looking to do except that it would throw an error on your fourth example. Something to the effect of "Unexpected end tag [/b] within [i]".
I think that what you want to do is very doable but internally you will want to create a tree as if your original text was:
"And the [b]nesting [i]can be[/i][/b][i] rather[/i] ugly". (I don't think this would be necessary if you didn't need to convert it to XML later. If there were no need to convert to XML you could keep a linked list of text sections where each section is marked with its format combination)
Two possible approaches to this problem come to mind (of course there could be better possibilities). 1) Preprocess and insert the missing end and begin tags where necessary. 2) Build your parse tree and where there are overlapping tags imply the missing ones based on the current context. I think approach number (2) would be simpler and cleaner.
You could model your tree based on a composite pattern where you have an AbstractElement class, a TextElement class that extends AbstractElement, and a Tag class that extends AbstractElement and contains a list of sub-elements of type AbstractElement.
You would start by creating a root Tag instance. You would then call rootTag.parse(text). You would need a scanner that could return 3 types of tokens: text, start-tags, and end-tags. The scanner would allow you to push tokens onto it, which it would return before any normal scanned token. This would allow you to push new start tag tokens on after encountering and dealing with the unexpected end tag. You would also have to know when you are done with input. I'll use a 4th token type for that.
/* methods within class Tag */
public void parse(String text) {
MyScanner scanner = new MyScanner(text);
parse(scanner);
}
/* returns next token */
private Token parse(MyScanner scanner) {
Token firstToken = scanner.getNextToken();
return parse(scanner,firstToken);
}
private Token parse(MyScanner scanner) {
Token firstToken = scanner.getNextToken();
return parse(scanner,firstToken);
}
private Token parse(MyScanner scanner, Token token) {
while (!token.isDone() && !token.isEndTag()) {
if (token.isStartTag()) {
Tag subTag = new Tag(token.getValue());
token = scanner.getNextToken();
token = subTag.parse(scanner,token);
addElement(subTag);
}
else {
TextElement text = new TextElement(token.getValue());
addElement(text);
token = scanner.getNextToken();
}
}
if (token.isEndTag()) {
if (!token.getValue().equals(getName()) {
scanner.push(new Token(Token.START_TAG,token.getValue()));
}
else {
token = scanner.getNextToken();
}
}
return token;
}
So if you were to parse "And the [b]nesting [i]can be[/b] rather[/i] ugly", The following should get created.
rootTag.parse should be adding:
TextElement: "And the "
Tag: "b"
TextElement: "nesting "
Tag: "i"
TextElement: "can be"
(... at this point the odd [/b] is encountered ...)
(... push "i" start tag on the scanner ...)
(... here the [/b] is encountered (again) ...)
Tag: "i" (this was scanned because it had been pushed to the scanner)
TextElement: " rather"
TextElement: " ugly"
Note: Coding within a text area does not lend itself well to testing and debugging. Accept this answer as a hint or a possibility, not as your definate answer.

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