抖音App动态调试
一、准备工作
1)接上一篇,下载砸过壳的抖音IPA
2)MonkeyDev环境
3)class_dump
二、使用MonkeyDev建立空的工程,拖入IPA到目标文件夹中
1)启动Xcode进行编译执行
一起动就crash,说明签名校验已经通过。
1 | LLVM Profile Error: Failed to write file "default.profraw" : Operation not permitted |
遇到上面的错误,经过查询说是,抖音App内部通过ptrace判断是否有调试器挂载,判断反调试的功能。
通过打开下面的代码进行修改,可以避免crash
2)启动起来之后,可以调试,如下图
3)通过class dump dump出来可执行文件,得到头文件列表
1 | ./ class -dump Aweme -H ./Headers/ |
4)Hook测试
追加代码:
通过提示框证明代码已经成功注入,下一步就是进行实质分析
三、路径Shader提取
通过dump出的代码,发现文件
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 | @interface HTSGLProgram : NSObject { NSMutableArray *attributes; NSMutableArray *uniforms; unsigned int program; unsigned int vertShader; unsigned int fragShader; _Bool _initialized; NSString *_vertexShaderLog; NSString *_fragmentShaderLog; NSString *_programLog; } @property ( copy , nonatomic ) NSString *programLog; // @synthesize programLog=_programLog; @property ( copy , nonatomic ) NSString *fragmentShaderLog; // @synthesize fragmentShaderLog=_fragmentShaderLog; @property ( copy , nonatomic ) NSString *vertexShaderLog; // @synthesize vertexShaderLog=_vertexShaderLog; @property ( nonatomic ) _Bool initialized; // @synthesize initialized=_initialized; - ( void ).cxx_destruct; - ( void )dealloc; - ( void )validate; - ( void )use; - (_Bool)link; - (unsigned int )uniformIndex:( id )arg1; - (unsigned int )attributeIndex:( id )arg1; - ( void )addAttribute:( id )arg1; - (_Bool)compileShader:(unsigned int *)arg1 type:(unsigned int )arg2 string:( id )arg3; - ( id )initWithVertexShaderString:( id )arg1 fragmentShaderString:( id )arg2; @end |
可以看到初始化方法中传入顶点着色器
编写hook方法:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 | CHDeclareClass(HTSGLProgram) CHOptimizedMethod2( self , id , HTSGLProgram, initWithVertexShaderString, NSString *, VertexShaderString, fragmentShaderString, NSString *, fragmentShaderString) { NSLog (@ "filter initWithVertexShaderString arg1 = %@ fragmentShaderString arg2 = %@" , VertexShaderString, fragmentShaderString); return CHSuper2(HTSGLProgram, initWithVertexShaderString, VertexShaderString, fragmentShaderString, fragmentShaderString); } CHOptimizedMethod3( self , BOOL , HTSGLProgram, compileShader, unsigned int *, arg1, type, unsigned int , arg2, string, NSString *, arg3) { NSLog (@ "HTSGLProgram compileShader arg3 = %@" ,arg3); return CHSuper3(HTSGLProgram, compileShader, arg1, type, arg2, string, arg3); } CHConstructor{ CHLoadLateClass(HTSGLProgram); CHHook2(HTSGLProgram, initWithVertexShaderString, fragmentShaderString); CHHook3(HTSGLProgram, compileShader, type, string); } |
得到log
1 2 | 2018-09-18 16:24:00.025744+0800 Aweme[446:72758] HTSGLProgram compileShader arg3 = attribute vec4 position; attribute vec4 inputTextureCoordinate; varying vec2 textureCoordinate; void main() { gl_Position = position; textureCoordinate = inputTextureCoordinate.xy; } 2018-09-18 16:24:00.025772+0800 Aweme[446:72758] HTSGLProgram compileShader arg3 = varying highp vec2 textureCoordinate; uniform sampler2D luminanceTexture; uniform sampler2D chrominanceTexture; uniform mediump mat3 colorConversionMatrix; void main() { mediump vec3 yuv; mediump vec3 rgb; yuv.x = texture2D(luminanceTexture, textureCoordinate).r; yuv.yz = texture2D(chrominanceTexture, textureCoordinate).ra - vec2(0.5, 0.5); rgb = colorConversionMatrix * yuv; gl_FragColor = vec4(rgb, 1); } |
这里貌似处理的算法不在shader中,而是一个通用的脚本,具体参数在.m文件中
四、声明
以上内容仅供学习,请不要用于非法目的
分类:
抖音App逆向分析
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