assembly stack management through %esp - c

I don't really understand why gcc has subtract 12 to esp before calling the function.
pushl %ebp
movl %esp,%ebp
sub $12,%esp
socket(AF_INET,SOCK_STREAM,IPPROTO_TCP);
movl $AF_INET,(%esp)

The current* x86 ABI requires the stack pointer to be aligned mod 16 at the time of function call. This is the typical reason for otherwise-unexplained adjustments of the stack pointer.
* I say current because GCC actually unilaterally changed the ABI and introduced this requirement somewhere back in the 3.x series. I don't have the references handy but maybe someone else can provide them. The change was intended to optimize for use of SIMD instructions, but isn't actually needed for that purpose, and ended up breaking ABI compatibility with old code when the old code calls back to new code that assumes alignment. The whole story is a big mess.

Firstly you are pushing values of base pointer which decrements the values of stack pointer. Since push operation virtually take sp upwars essentially decrenting the address. Then the stack frame of c program consists of code seg above which there are arguments to function above which sits sp. Now when you want to access the 1st arg passed to function you need to add 12bytes since 3 words eventually 12 bytes needs to be popped to get that argument.
http://www.cs.umd.edu/class/sum2003/cmsc311/Notes/Mips/stack.html
I found this resource very helpful

Related

what's happened when process is attacked by "stack buffer overflow"?

I'm a student learning computer security. Recently, I learned stack buffer overflow on c.
I understood its concepts and run sample codes written by c.
void main(){
char buf[] = "\xeb\x0b\x31\xc0\xb0\x0b\x31\xd2\x31\xc9\x5b\xcd\x80\xe8\xf0\xff\xff\xff/bin/sh\x0";
int* p;
p = (int*)&p + 2;
*p = (int)buf;
return;
}
Runtime Environment
Architecture: i686
OS: ubuntu 16.04 32bit
Compiler: gcc
Turn off ASLR(sysctl -w kernel.randomize_va_space=0)
Options: gcc -z execstack -mpreferred-stack-boundary=2 -fno-stack-protector
But I confuse what stack is saved and which memories are overlapped.
Above binary code, "\xeb\x0b\x31\xc0\xb0\x0b\x31\xd2\x31\xc9\x5b\xcd\x80\xe8\xf0\xff\xff\xff/bin/sh\x0",
the same assembly code is
.global main
main:
jmp strings
start:
xor %eax, %eax
movb $0xb, %al
xor %edx, %edx
xor %ecx, %ecx
popl %ebx
int $0x80
strings:
call start
.string "/bin/sh"
means execve("/bin/sh", NULL, NULL);.
When buffer overflow occurs, the binaries are overlapped return addresses of main on stack. But, I'm understood to be that the stack stores data s.t local variables, previous frame pointers, and return address.
I think the above binaries are not data, actually instructions. If so, why is this valid? The stack stores instructions and executes one-by-one by popping them? Or I misunderstand something?
And if the stack stores instructions, how do previous stack frame pointers(fp) and return addresses(ra) work?
I learned that previous function's stack frame address is stored in fp and next instruction's address on code area is stored in ra. So, when called function is terminated, sp is popped and then ra does to restore previous function state and run next instruction. Is it correct? Or I misunderstand something?
I want to know really this..
Thank you for your help.
Data are instructions are instructions are instructions.
The stack is memory is memory is memory.
That's just that.
Since the stack is ordinary memory, just like what you get with malloc, only growing downward and used implicitly by some instructions, you can put any data on the stack.
Since instructions are data, it follows that you can put instructions on the stack.
This particular exploitation works by overwriting the return address with a specific value and everything above it with a sequence of instructions.
That's why you need to tell GCC to make the stack executable (the code is on the stack) and not to generate a canary (both of these protections will suffice to prevent the attack) and also you need to tell Linux not to randomize the process address space layout (or the specific, fixed, value used to overwrite the return address won't work).
The fp and ra thing is most likely for a RISC architecture, x86 doesn't have such registers.
The execution flow is redirected when main returns (with ret), that's what ret does.
Look in Intel's manuals how the call/ret pair works and then see it in practice by just stepping into a call with a debugger.
Make sure you understand the calling convention and keep an eye on the stack every time you step.

x86_64 : is stack frame pointer almost useless?

Linux x86_64.
gcc 5.x
I was studying the output of two codes, with -fomit-frame-pointer and without (gcc at "-O3" enables that option by default).
pushq %rbp
movq %rsp, %rbp
...
popq %rbp
My question is :
If I globally disable that option, even for, at the extreme, compiling an operating system, is there a catch ?
I know that interrupts use that information, so is that option good only for user space ?
The compilers always generate self consistent code, so disabling the frame pointer is fine as long as you don't use external/hand crafted code that makes some assumption about it (e.g. by relying on the value of rbp for example).
The interrupts don't use the frame pointer information, they may use the current stack pointer for saving a minimal context but this is dependent on the type of interrupt and OS (an hardware interrupt uses a Ring 0 stack probably).
You can look at Intel manuals for more information on this.
About the usefulness of the frame pointer:
Years ago, after compiling a couple of simple routines and looking at the generated 64 bit assembly code I had your same question.
If you don't mind reading a whole lot of notes I have written for myself back then, here they are.
Note: Asking about the usefulness of something is a little bit relative. Writing assembly code for the current main 64 bit ABIs I found my self using the stack frame less and less. However this is just my coding style and opinion.
I like using the frame pointer, writing the prologue and epilogue of a function, but I like direct uncomfortable answers too, so here's how I see it:
Yes, the frame pointer is almost useless in x86_64.
Beware it is not completely useless, especially for humans, but a compiler doesn't need it anymore.
To better understand why we have a frame pointer in the first place it is better to recall some history.
Back in the real mode (16 bit) days
When Intel CPUs supported only "16 bit mode" there were some limitation on how to access the stack, particularly this instruction was (and still is) illegal
mov ax, WORD [sp+10h]
because sp cannot be used as a base register. Only a few designated registers could be used for such purpose, for example bx or the more famous bp.
Nowadays it's not a detail everybody put their eyes on but bp has the advantage over other base register that by default it implicitly implicates the use of ss as a segment/selector register, just like implicit usages of sp (by push, pop, etc), and like esp does on later 32-bit processors.
Even if your program was scattered all across memory with each segment register pointing to a different area, bp and sp acted the same, after all that was the intent of the designers.
So a stack frame was usually necessary and consequently a frame pointer.
bp effectively partitioned the stack in four parts: the arguments area, the return address, the old bp (just a WORD) and the local variables area. Each area being identified by the offset used to access it: positive for the arguments and return address, zero for the old bp, negative for the local variables.
Extended effective addresses
As the Intel CPUs were evolving, the more extensive 32-bit addressing modes were added.
Specifically the possibility to use any 32-bit general-purpose register as a base register, this includes the use of esp.
Being instructions like this
mov eax, DWORD [esp+10h]
now valid, the use of the stack frame and the frame pointer seems doomed to an end.
Likely this was not the case, at least in the beginnings.
It is true that now it is possible to use entirely esp but the separation of the stack in the mentioned four areas is still useful, especially for humans.
Without the frame pointer a push or a pop would change an argument or local variable offset relative to esp, giving form to code that look non intuitive at first sight. Consider how to implement the following C routine with cdecl calling convention:
void my_routine(int a, int b)
{
return my_add(a, b);
}
without and with a framestack
my_routine:
push DWORD [esp+08h]
push DWORD [esp+08h]
call my_add
ret
my_routine:
push ebp
mov ebp, esp
push DWORD [ebp+0Ch]
push DWORD [ebp+08h]
call my_add
pop ebp
ret
At first sight it seems that the first version pushes the same value twice. It actually pushes the two separate arguments however, as the first push lowers esp so the same effective address calculation points the second push to a different argument.
If you add local variables (especially lots of them) then the situation quickly becomes hard to read: Does mov eax, [esp+0CAh] refer to a local variable or to an argument? With a stack frame we have fixed offsets for the arguments and local variables.
Even the compilers at first still preferred the fixed offsets given by the use of the frame base pointer. I see this behavior changing first with gcc.
In a debug build the stack frame effectively adds clarity to the code and makes it easy for the (proficient) programmer to follow what is going on and, as pointed out in the comment, lets them recover the stack frame more easily.
The modern compilers however are good at math and can easily keep count of the stack pointer movements and generate the appropriate offsets from esp, omitting the stack frame for faster execution.
When a CISC requires data alignment
Until the introduction of SSE instructions the Intel processors never asked much from the programmers compared to their RISC brothers.
In particular they never asked for data alignment, we could access 32 bit data on an address not a multiple of 4 with no major complaint (depending on the DRAM data width, this may result on increased latency).
SSE used 16 bytes operands that needed to be accessed on 16 byte boundary, as the SIMD paradigm becomes implemented efficiently in the hardware and becomes more popular the alignment on 16 byte boundary becomes important.
The main 64 bit ABIs now require it, the stack must be aligned on paragraphs (ie, 16 bytes).
Now, we are usually called such that after the prologue the stack is aligned, but suppose we are not blessed with that guarantee, we would need to do one of this
push rbp push rbp
mov rbp, rsp mov rbp, rsp
and spl, 0f0h sub rsp, xxx
sub rsp, 10h*k and spl, 0f0h
One way or another the stack is aligned after these prologues, however we can no longer use a negative offset from rbp to access local vars that need alignment, because the frame pointer itself is not aligned.
We need to use rsp, we could arrange a prologue that has rbp pointing at the top of an aligned area of local vars but then the arguments would be at unknown offsets.
We can arrange a complex stack frame (maybe with more than one pointer) but the key of the old fashioned frame base pointer was its simplicity.
So we can use the frame pointer to access the arguments on the stack and the stack pointer for the local variables, fair enough.
Alas the role of stack for arguments passing has been reduced and for a small number of arguments (currently four) it is not even used and in the future it will probably be used even less.
So we don't use the frame pointer for local variables (mostly), nor for the arguments (mostly), for what do we use it?
It saves a copy of the original rsp, so to restore the stack pointer at function exit, a mov is enough. If the stack is aligned with an and, which is not invertible, an original copy is necessary.
Actually some ABIs guarantee that after the standard prologue the stack is aligned thereby allowing us to use the frame pointer as usual.
Some variables don't need alignment and can be accessed with an unaligned frame pointer, this is usually true for hand crafted code.
Some functions require more than four parameters.
Summary
The frame pointer is a vestigial paradigm from 16 bit programs that has proven itself still useful on 32 bit machines because of its simplicity and clarity when accessing local variables and arguments.
On 64 bit machines however the strict requirements vanish most of the simplicity and clarity, the frame pointer remains used in debug mode however.
On the fact that the frame pointer can be used to make fun things: it is true I guess, I've never seen such code but I can image how it would work.
I, however, focused on the housekeeping role of the frame pointer as this is the way I always have seen it.
All the crazy things can be done with any pointer set to the same value of the frame pointer, I give the latter a more "special" role.
VS2013 for example sometimes uses rdi as a "frame pointer", but I don't consider it a real frame pointer if it doesn't use rbp/ebp/bp.
To me the use of rdi means a Frame Pointer Omission optimization :)

How to know the count of arguments when implementing backtrace in C

I am implementing a backtrace function in C, which can output caller's info. like this
ebp:0x00007b28 eip:0x00100869 args:0x00000000 0x00640000 0x00007b58 0x00100082
But how can I know the count of arguments of the caller?
Thank you very much
You can deduce the numbers of arguments a function uses in 32bit x86 code under some circumstances.
If the code has been compiled to use framepointers, then a given function's stackframe extends between (highest address) EBP and (lowest address / stack top) ESP. Immediately above the stack end at EBP you find the return address, and again above that you'll have, if your code is using the C calling convention (cdecl), consecutively, arg[0...].
That means: arg[0] at [EBP + 4], arg[1] at [EBP + 8 ], and so on.
When you disassemble function, look for instructions referencing [EBP + ...] and you know they access function arguments. The highest offset value used tells you how many there are.
This is of course somewhat simplified; arguments with sizes different from 32bits, code that doesn't use cdecl but e.g. fastcall, code where the framepointer has been optimized makes the method trip, at least partially.
Another option, again for cdecl functions, is to look at the return address (location of the call into the func you're interested in), and disassemble around there; you will, in many cases, find a sequence push argN; push ...; push arg0; call yourFunc and you can deduce how many arguments were passed in this instance. That's in fact the only way (from the code alone) to test how many arguments were passed to functions like printf() in a particular instance.
Again, not perfect - these days, compilers often preallocate stackspace and then use mov to write arguments instead of pushing them (on some CPUs, this is better since sequences of push instructions have dependencies on each other due to each modifying the stackpointers).
Since all these methods are heuristic this requires quite a bit of coding to automate. If compiler-generated debugging information is available, use that - it's faster.
Edit: There's another useful heuristic that can be done; Compiler-generated code for function calling often looks like this:
...
[ code that either does "push arg" or "mov [ESP ...], arg" ]
...
call function
add ESP, ...
The add instruction is there to clean up stackspace used for arguments. From the size of the immediate operand, you know how much space the args this code gave to function has used, and by implication (assuming they're all 32bit, for example), you know how many there were.
This is particularly simple given you already have the address of said add instruction if you have working backtrace code - the instruction at the return address is this add. So you can often get away with simply trying to disassemble the (single) instruction at the return address, and see if it's an add ESP, ... (sometimes it's a sub ESP, -...) and if so, calculate the number of arguments passed from the immediate operand. The code for that is much simpler than having to pull in a full disassembly library.
You can't. The number of arguments isn't saved anywhere, as you can see in this simple disassembly:
f(5);
002B144E push 5
002B1450 call f (2B11CCh)
002B1455 add esp,4
g(1, "foo");
002B1458 push offset string "foo" (2B5740h)
002B145D push 1
002B145F call g (2B11C7h)
002B1464 add esp,8
h("bar", 'd', 8);
002B1467 push 8
002B1469 push 64h
002B146B push offset string "bar" (2B573Ch)
002B1470 call h (2B11D1h)
002B1475 add esp,0Ch
Basically, only the called function knows how many arguments it has.
As Yahia commented, there's no general way.
You'll probably need to parse the debug information placed by the debugger (assuming you have compiled with gcc -g).
Glibc implements a backtrace function. It unwind backtrace, arg by arg.
You can see how they've done it in sysdeps/$ARCH/backtrace.c. Beware that it's quite hard to read.

How many machine instructions are needed for a function call in C?

I'd like to know how many instructions are needed for a function call in a C program compiled with gcc for x86 platforms from start to finish.
Write some code.
Compile it.
Look at the disassembly.
Count the instructions.
The answer will vary as you vary the number and type of parameters, calling conventions etc.
That is a really tricky question that's hard to answer and it may vary.
First of all in the caller it is needed to pass the parameters, depending on the type this will vary, in most cases you will have a push instruction for each parameter.
Then, in the called procedure the first instructions will be to do the allocation for local variables. This is usually done in 3 operations:
PUSH EBP
MOV EBP, ESP
SUB ESP, xxx
You will have the assembly code of the function after that.
Following the code but before the return, the ebp and esp will be restored:
MOV ESP, EBP
POP EBP
Lastly, you will have a ret instruction that depending on the calling convention will dealocate the parameters of the stack or it will leave that to the caller. You can determine this if the RET is with a number as parameter or if the parameter is 0, respectively. In case the parameter is 0 you will have POP instructions in the caller after the CALL instruction.
I would expect at least one
CALL Function
unless it is inlined, of course.
If you use -mno-accumulate-outgoing-args and -Os (or -mpreferred-stack-boundary=2, or 3 on 64-bit), then the overhead is exactly one push per argument word-sized argument, one call, and one add to adjust the stack pointer after return.
Without -mno-accumulate-outgoing-args and with default 16-byte stack alignment, gcc generates code that's roughly the same speed but roughly five times larger for function calls, for no good reason.

Recognizing stack frames in a stack using saved EBP values

I would like to divide a stack to stack-frames by looking on the raw data on the stack. I thought to do so by finding a "linked list" of saved EBP pointers.
Can I assume that a (standard and commonly used) C compiler (e.g. gcc) will always update and save EBP on a function call in the function prologue?
pushl %ebp
movl %esp, %ebp
Or are there cases where some compilers might skip that part for functions that don't get any parameters and don't have local variables?
The x86 calling conventions and the Wiki article on function prologue don't help much with that.
Is there any better method to divide a stack to stack frames just by looking on its raw data?
Thanks!
Some versions of gcc have a -fomit-frame-pointer optimization option. If memory serves, it can be used even with parameters/local variables (they index directly off of ESP instead of using EBP). Unless I'm badly mistaken, MS VC++ can do roughly the same.
Offhand, I'm not sure of a way that's anywhere close to universally applicable. If you have code with debug info, it's usually pretty easy -- otherwise though...
Even with the framepointer optimized out, stackframes are often distinguishable by looking through stack memory for saved return addresses instead. Remember that a function call sequence in x86 always consists of:
call someFunc ; pushes return address (instr. following `call`)
...
someFunc:
push EBP ; if framepointer is used
mov EBP, ESP ; if framepointer is used
push <nonvolatile regs>
...
so your stack will always - even if the framepointers are missing - have return addresses in there.
How do you recognize a return address ?
to start with, on x86, instruction have different lengths. That means return addresses - unlike other pointers (!) - tend to be misaligned values. Statistically 3/4 of them end not at a multiple of four.
Any misaligned pointer is a good candidate for a return address.
then, remember that call instructions on x86 have specific opcode formats; read a few bytes before the return address and check if you find a call opcode there (99% most of the time, it's five bytes back for a direct call, and three bytes back for a call through a register). If so, you've found a return address.
This is also a way to distinguish C++ vtables from return addresses by the way - vtable entrypoints you'll find on the stack, but looking "back" from those addresses you don't find call instructions.
With that method, you can get candidates for the call sequence out of the stack even without having symbols, framesize debugging information or anything.
The details of how to piece the actual call sequence together from those candidates are less straightforward though, you need a disassembler and some heuristics to trace potential call flows from the lowest-found return address all the way up to the last known program location. Maybe one day I'll blog about it ;-) though at this point I'd rather say that the margin of a stackoverflow posting is too small to contain this ...

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