Add PE import table to model

This commit is contained in:
Matt Nadareski
2022-11-10 10:10:12 -08:00
parent 41a7c71b7d
commit 98ddc65fa2
4 changed files with 109 additions and 4 deletions

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@@ -65,10 +65,15 @@ namespace BurnOutSharp.Models.PortableExecutable
#region Named Sections
/// <summary>
/// Export table (.edata);
/// Export table (.edata)
/// </summary>
public ExportTable ExportTable { get; set; }
/// <summary>
/// Import table (.idata)
/// </summary>
public ImportTable ImportTable { get; set; }
/// <summary>
/// Resource directory table (.rsrc)
/// </summary>
@@ -84,9 +89,6 @@ namespace BurnOutSharp.Models.PortableExecutable
// - The .debug Section
// - .debug$F (Object Only) / IMAGE_DEBUG_TYPE_FPO
// - The .drectve Section (Object Only)
// - The .idata Section
// - Import Lookup Table [has model, but bit-based]
// - Import Address Table
// - The .pdata Section [Multiple formats per entry]
// - TLS Callback Functions
// - The .cormeta Section (Object Only)

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@@ -0,0 +1,24 @@
namespace BurnOutSharp.Models.PortableExecutable
{
/// <summary>
/// The structure and content of the import address table are identical to those of
/// the import lookup table, until the file is bound. During binding, the entries in
/// the import address table are overwritten with the 32-bit (for PE32) or 64-bit
/// (for PE32+) addresses of the symbols that are being imported. These addresses are
/// the actual memory addresses of the symbols, although technically they are still
/// called "virtual addresses." The loader typically processes the binding.
/// </summary>
/// <see href="https://learn.microsoft.com/en-us/windows/win32/debug/pe-format"/>
public class ImportAddressTableEntry
{
/// <summary>
/// 32-bit address of the symbol being imported
/// </summary>
public uint Address_PE32;
/// <summary>
/// 64-bit address of the symbol being imported
/// </summary>
public ulong Address_PE32Plus;
}
}

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@@ -0,0 +1,36 @@
namespace BurnOutSharp.Models.PortableExecutable
{
/// <summary>
/// An import lookup table is an array of 32-bit numbers for PE32 or an array of
/// 64-bit numbers for PE32+. Each entry uses the bit-field format that is described
/// in the following table. In this format, bit 31 is the most significant bit for
/// PE32 and bit 63 is the most significant bit for PE32+. The collection of these
/// entries describes all imports from a given DLL. The last entry is set to zero
/// (NULL) to indicate the end of the table.
/// </summary>
/// <see href="https://learn.microsoft.com/en-us/windows/win32/debug/pe-format"/>
public class ImportLookupTableEntry
{
/// <summary>
/// If this bit is set, import by ordinal. Otherwise, import by name. Bit is
/// masked as 0x80000000 for PE32, 0x8000000000000000 for PE32+.
/// </summary>
/// <remarks>Bit 31/63</remarks>
public bool OrdinalNameFlag;
/// <summary>
/// A 16-bit ordinal number. This field is used only if the Ordinal/Name Flag
/// bit field is 1 (import by ordinal). Bits 30-15 or 62-15 must be 0.
/// </summary>
/// <remarks>Bits 15-0</remarks>
public ushort OrdinalNumber;
/// <summary>
/// A 31-bit RVA of a hint/name table entry. This field is used only if the
/// Ordinal/Name Flag bit field is 0 (import by name). For PE32+ bits 62-31
/// must be zero.
/// </summary>
/// <remarks>Bits 30-0</remarks>
public uint HintNameTableRVA;
}
}

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@@ -0,0 +1,43 @@
namespace BurnOutSharp.Models.PortableExecutable
{
/// <summary>
/// All image files that import symbols, including virtually all executable (EXE) files,
/// have an .idata section. A typical file layout for the import information follows:
///
/// - Directory Table
/// Null Directory Entry
/// - DLL1 Import Lookup Table
/// Null
/// - DLL2 Import Lookup Table
/// Null
/// - DLL3 Import Lookup Table
/// Null
/// - Hint-Name Table
/// </summary>
/// <see href="https://learn.microsoft.com/en-us/windows/win32/debug/pe-format"/>
public class ImportTable
{
/// <summary>
/// The import information begins with the import directory table, which describes the
/// remainder of the import information.
/// </summary>
public ImportDirectoryTableEntry[] ImportDirectoryTable;
/// <summary>
/// An import lookup table is an array of 32-bit numbers for PE32 or an array of 64-bit
/// numbers for PE32+.
/// </summary>
public ImportLookupTableEntry[,] ImportLookupTable;
/// <summary>
/// These addresses are the actual memory addresses of the symbols, although technically
/// they are still called "virtual addresses.
/// </summary>
public ImportAddressTableEntry[,] ImportAddressTable;
/// <summary>
/// One hint/name table suffices for the entire import section.
/// </summary>
public HintNameTableEntry[] HintNameTable;
}
}