Files
BinaryObjectScanner/BinaryObjectScanner/FileType/Executable.cs
2024-11-04 23:37:23 -05:00

292 lines
10 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using BinaryObjectScanner.Interfaces;
using SabreTools.IO.Extensions;
using SabreTools.Serialization.Wrappers;
namespace BinaryObjectScanner.FileType
{
/// <summary>
/// Executable or library
/// </summary>
/// <remarks>
/// Due to the complexity of executables, all extraction handling
/// another class that is used by the scanner
/// </remarks>
public class Executable : IDetectable
{
#region Properties
/// <summary>
/// Determines if game engines are counted as detected protections or not
/// </summary>
public bool IncludeGameEngines { get; set; }
/// <summary>
/// Determines if packers are counted as detected protections or not
/// </summary>
public bool IncludePackers { get; set; }
/// <summary>
/// Cache for all IContentCheck types
/// </summary>
public static List<IContentCheck> ContentCheckClasses
{
get
{
contentCheckClasses ??= Factory.InitCheckClasses<IContentCheck>();
return contentCheckClasses ?? [];
}
}
/// <summary>
/// Cache for all IExecutableCheck<LinearExecutable> types
/// </summary>
public static List<IExecutableCheck<LinearExecutable>> LinearExecutableCheckClasses
{
get
{
linearExecutableCheckClasses ??= Factory.InitCheckClasses<IExecutableCheck<LinearExecutable>>();
return linearExecutableCheckClasses ?? [];
}
}
/// <summary>
/// Cache for all IExecutableCheck<MSDOS> types
/// </summary>
public static List<IExecutableCheck<MSDOS>> MSDOSExecutableCheckClasses
{
get
{
msdosExecutableCheckClasses ??= Factory.InitCheckClasses<IExecutableCheck<MSDOS>>();
return msdosExecutableCheckClasses ?? [];
}
}
/// <summary>
/// Cache for all IExecutableCheck<NewExecutable> types
/// </summary>
public static List<IExecutableCheck<NewExecutable>> NewExecutableCheckClasses
{
get
{
newExecutableCheckClasses ??= Factory.InitCheckClasses<IExecutableCheck<NewExecutable>>();
return newExecutableCheckClasses ?? [];
}
}
/// <summary>
/// Cache for all IExecutableCheck<PortableExecutable> types
/// </summary>
public static List<IExecutableCheck<PortableExecutable>> PortableExecutableCheckClasses
{
get
{
portableExecutableCheckClasses ??= Factory.InitCheckClasses<IExecutableCheck<PortableExecutable>>();
return portableExecutableCheckClasses ?? [];
}
}
#endregion
#region Internal Instances
/// <summary>
/// Cache for all IContentCheck types
/// </summary>
private static List<IContentCheck>? contentCheckClasses;
/// <summary>
/// Cache for all IExecutableCheck<LinearExecutable> types
/// </summary>
private static List<IExecutableCheck<LinearExecutable>>? linearExecutableCheckClasses;
/// <summary>
/// Cache for all IExecutableCheck<MSDOS> types
/// </summary>
private static List<IExecutableCheck<MSDOS>>? msdosExecutableCheckClasses;
/// <summary>
/// Cache for all IExecutableCheck<NewExecutable> types
/// </summary>
private static List<IExecutableCheck<NewExecutable>>? newExecutableCheckClasses;
/// <summary>
/// Cache for all IExecutableCheck<PortableExecutable> types
/// </summary>
private static List<IExecutableCheck<PortableExecutable>>? portableExecutableCheckClasses;
#endregion
/// <inheritdoc/>
public string? Detect(string file, bool includeDebug)
{
if (!File.Exists(file))
return null;
using var fs = File.Open(file, FileMode.Open, FileAccess.Read, FileShare.ReadWrite);
return Detect(fs, file, includeDebug);
}
/// <inheritdoc/>
public string? Detect(Stream stream, string file, bool includeDebug)
{
// Try to create a wrapper for the proper executable type
var wrapper = WrapperFactory.CreateExecutableWrapper(stream);
if (wrapper == null)
return null;
// Create the internal list
var protections = new List<string>();
// Only use generic content checks if we're in debug mode
if (includeDebug)
{
var contentProtections = RunContentChecks(file, stream, includeDebug);
protections.AddRange(contentProtections.Values);
}
if (wrapper is MSDOS mz)
{
var subProtections = RunExecutableChecks(file, mz, MSDOSExecutableCheckClasses, includeDebug);
protections.AddRange(subProtections.Values);
}
else if (wrapper is LinearExecutable lex)
{
var subProtections = RunExecutableChecks(file, lex, LinearExecutableCheckClasses, includeDebug);
protections.AddRange(subProtections.Values);
}
else if (wrapper is NewExecutable nex)
{
var subProtections = RunExecutableChecks(file, nex, NewExecutableCheckClasses, includeDebug);
protections.AddRange(subProtections.Values);
}
else if (wrapper is PortableExecutable pex)
{
var subProtections = RunExecutableChecks(file, pex, PortableExecutableCheckClasses, includeDebug);
protections.AddRange(subProtections.Values);
}
return string.Join(";", [.. protections]);
}
#region Check Runners
/// <summary>
/// Handle a single file based on all content check implementations
/// </summary>
/// <param name="file">Name of the source file of the stream, for tracking</param>
/// <param name="stream">Stream to scan the contents of</param>
/// <param name="includeDebug">True to include debug data, false otherwise</param>
/// <returns>Set of protections in file, empty on error</returns>
public IDictionary<IContentCheck, string> RunContentChecks(string? file, Stream stream, bool includeDebug)
{
// Create the output dictionary
var protections = new CheckDictionary<IContentCheck>();
// If we have an invalid file
if (string.IsNullOrEmpty(file))
return protections;
else if (!File.Exists(file))
return protections;
// Read the file contents
byte[] fileContent = [];
try
{
fileContent = stream.ReadBytes((int)stream.Length);
if (fileContent == null)
return protections;
}
catch (Exception ex)
{
if (includeDebug) Console.WriteLine(ex);
return protections;
}
// Iterate through all checks
ContentCheckClasses.IterateWithAction(checkClass =>
{
// Get the protection for the class, if possible
var protection = checkClass.CheckContents(file!, fileContent, includeDebug);
if (string.IsNullOrEmpty(protection))
return;
// If we are filtering on game engines
if (CheckIfGameEngine(checkClass) && !IncludeGameEngines)
return;
// If we are filtering on packers
if (CheckIfPacker(checkClass) && !IncludePackers)
return;
protections.Append(checkClass, protection);
});
return protections;
}
/// <summary>
/// Handle a single file based on all executable check implementations
/// </summary>
/// <param name="file">Name of the source file of the executable, for tracking</param>
/// <param name="exe">Executable to scan</param>
/// <param name="checks">Set of checks to use</param>
/// <param name="includeDebug">True to include debug data, false otherwise</param>
/// <returns>Set of protections in file, empty on error</returns>
public IDictionary<U, string> RunExecutableChecks<T, U>(string file, T exe, List<U> checks, bool includeDebug)
where T : WrapperBase
where U : IExecutableCheck<T>
{
// Create the output dictionary
var protections = new CheckDictionary<U>();
// Iterate through all checks
checks.IterateWithAction(checkClass =>
{
// Get the protection for the class, if possible
var protection = checkClass.CheckExecutable(file, exe, includeDebug);
if (string.IsNullOrEmpty(protection))
return;
// If we are filtering on game engines
if (CheckIfGameEngine(checkClass) && !IncludeGameEngines)
return;
// If we are filtering on packers
if (CheckIfPacker(checkClass) && !IncludePackers)
return;
protections.Append(checkClass, protection);
});
return protections;
}
#endregion
#region Helpers
/// <summary>
/// Check to see if an implementation is a game engine using reflection
/// </summary>
/// <param name="impl">Implementation that was last used to check</param>
private static bool CheckIfGameEngine(object impl)
{
return impl?.GetType()?.Namespace?.ToLowerInvariant()?.Contains("gameengine") ?? false;
}
/// <summary>
/// Check to see if an implementation is a packer using reflection
/// </summary>
/// <param name="impl">Implementation that was last used to check</param>
private static bool CheckIfPacker(object impl)
{
return impl.GetType()?.Namespace?.ToLowerInvariant()?.Contains("packer") ?? false;
}
#endregion
}
}