├── DAGame └── example │ ├── Example.jar │ └── README.md ├── LICENSE ├── Practice ├── Lesson1_2 │ └── Lesson1_2.jar ├── Lesson1_3 │ └── Lesson1_3.zip ├── Lesson2_1 │ └── Lesson2_1.zip ├── Lesson3_2 │ └── Test.class └── LessonPJ1WU_1 │ ├── TestmodTransform.zip │ └── testmod-1.0-SNAPSHOT.jar ├── README.md └── docs ├── .nojekyll ├── FPJ └── FPJ.md ├── README.md ├── TBC.md ├── _sidebar.md ├── assets └── css │ └── main.css ├── index.html ├── part-pj1WU ├── .nojekyll ├── chapter1 │ ├── L1.md │ └── pic │ │ ├── annotation.png │ │ ├── config.png │ │ ├── init.png │ │ ├── init2.png │ │ ├── prechange.png │ │ ├── regular.png │ │ ├── replace.png │ │ ├── replaceconfig.png │ │ ├── result.png │ │ └── transform.png ├── chapter2 │ ├── L2.md │ ├── pic │ │ ├── MOD-1.png │ │ ├── MOD-2.png │ │ ├── MOD-3.png │ │ ├── MOD-4.png │ │ ├── MOD-5.png │ │ └── reloadIcon.png │ └── video │ │ └── pre.mp4 ├── chapter3 │ ├── L3.md │ └── pic │ │ └── mappings.png └── intro.md ├── part1 ├── .nojekyll ├── chapter1 │ ├── L1.md │ └── pic │ │ ├── ARMasmcode.png │ │ ├── ARMmcode.png │ │ ├── opstack.png │ │ ├── x86asmcode.png │ │ └── x86mcode.png ├── chapter2 │ └── L2.md ├── chapter3 │ ├── EX1.md │ ├── L3.md │ └── pic │ │ ├── cfgconfig.png │ │ ├── cfggen.png │ │ ├── copy.png │ │ ├── dotinidea.png │ │ ├── idea.png │ │ ├── jadx.png │ │ ├── jasm.png │ │ ├── jdgui.png │ │ ├── recaf.png │ │ ├── rename1.png │ │ └── rename2.png └── intro.md ├── part2 ├── .nojekyll ├── chapter1 │ ├── L1.md │ └── pic │ │ ├── attribute.png │ │ ├── class_con.png │ │ ├── complex_pic.png │ │ ├── field_nat.png │ │ ├── magicnum.png │ │ ├── method_nat.png │ │ ├── object.png │ │ ├── p4hex.png │ │ └── ref.png ├── chapter2 │ ├── L2.md │ └── pic │ │ └── refstruct.png ├── chapter3 │ ├── L3.md │ └── pic │ │ ├── codestruct.png │ │ └── repeat.png ├── chapter4 │ ├── L4.md │ └── pic │ │ ├── bytecode1.png │ │ ├── bytecode2.png │ │ ├── code1.png │ │ └── code2.png ├── chapter5 │ ├── L5.md │ └── pic │ │ ├── bytecode.png │ │ └── code.png └── intro.md ├── part3 ├── chapter1 │ ├── L1.md │ ├── LICENSE │ └── pic │ │ ├── demo1.png │ │ └── demo2.png ├── chapter2 │ └── L2.md ├── chapter3 │ ├── L3.md │ └── pic │ │ └── result.png ├── chapter4 │ ├── L4.md │ └── pic │ │ ├── step1.png │ │ ├── step2.png │ │ ├── step3.png │ │ └── step4.png ├── chapter5 │ └── L5.md └── intro.md ├── part4 ├── L2.md ├── L3.md └── pic │ ├── BadAnnoCode.png │ ├── BadAnnoPic.png │ ├── CFFCFG.png │ ├── CFFexample1.png │ ├── CFFexample2.png │ ├── ClassFolderPic1.png │ ├── ClassFolderPic2.png │ ├── CrashClass.png │ └── CrashedJdgui.png ├── pj1 ├── PJ1.md └── pic │ └── joke.jpg ├── pj2 ├── PJ2.md └── pic │ └── joke.jpg └── pj3 └── PJ3.md /DAGame/example/Example.jar: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ABlueCat123/REtutorial/402eb5e41ee9b8fc6ccee62207d553bc7c72cbf3/DAGame/example/Example.jar -------------------------------------------------------------------------------- /DAGame/example/README.md: -------------------------------------------------------------------------------- 1 | 这是Lesson1-2的习题。 -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | GNU GENERAL PUBLIC LICENSE 2 | Version 3, 29 June 2007 3 | 4 | Copyright (C) 2007 Free Software Foundation, Inc. 5 | Everyone is permitted to copy and distribute verbatim copies 6 | of this license document, but changing it is not allowed. 7 | 8 | Preamble 9 | 10 | The GNU General Public License is a free, copyleft license for 11 | software and other kinds of works. 12 | 13 | The licenses for most software and other practical works are designed 14 | to take away your freedom to share and change the works. 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Use with the GNU Affero General Public License. 553 | 554 | Notwithstanding any other provision of this License, you have 555 | permission to link or combine any covered work with a work licensed 556 | under version 3 of the GNU Affero General Public License into a single 557 | combined work, and to convey the resulting work. The terms of this 558 | License will continue to apply to the part which is the covered work, 559 | but the special requirements of the GNU Affero General Public License, 560 | section 13, concerning interaction through a network will apply to the 561 | combination as such. 562 | 563 | 14. Revised Versions of this License. 564 | 565 | The Free Software Foundation may publish revised and/or new versions of 566 | the GNU General Public License from time to time. Such new versions will 567 | be similar in spirit to the present version, but may differ in detail to 568 | address new problems or concerns. 569 | 570 | Each version is given a distinguishing version number. If the 571 | Program specifies that a certain numbered version of the GNU General 572 | Public License "or any later version" applies to it, you have the 573 | option of following the terms and conditions either of that numbered 574 | version or of any later version published by the Free Software 575 | Foundation. If the Program does not specify a version number of the 576 | GNU General Public License, you may choose any version ever published 577 | by the Free Software Foundation. 578 | 579 | If the Program specifies that a proxy can decide which future 580 | versions of the GNU General Public License can be used, that proxy's 581 | public statement of acceptance of a version permanently authorizes you 582 | to choose that version for the Program. 583 | 584 | Later license versions may give you additional or different 585 | permissions. However, no additional obligations are imposed on any 586 | author or copyright holder as a result of your choosing to follow a 587 | later version. 588 | 589 | 15. Disclaimer of Warranty. 590 | 591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY 592 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT 593 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY 594 | OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, 595 | THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 596 | PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM 597 | IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF 598 | ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 599 | 600 | 16. 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Interpretation of Sections 15 and 16. 613 | 614 | If the disclaimer of warranty and limitation of liability provided 615 | above cannot be given local legal effect according to their terms, 616 | reviewing courts shall apply local law that most closely approximates 617 | an absolute waiver of all civil liability in connection with the 618 | Program, unless a warranty or assumption of liability accompanies a 619 | copy of the Program in return for a fee. 620 | 621 | END OF TERMS AND CONDITIONS 622 | 623 | How to Apply These Terms to Your New Programs 624 | 625 | If you develop a new program, and you want it to be of the greatest 626 | possible use to the public, the best way to achieve this is to make it 627 | free software which everyone can redistribute and change under these terms. 628 | 629 | To do so, attach the following notices to the program. It is safest 630 | to attach them to the start of each source file to most effectively 631 | state the exclusion of warranty; and each file should have at least 632 | the "copyright" line and a pointer to where the full notice is found. 633 | 634 | 635 | Copyright (C) 636 | 637 | This program is free software: you can redistribute it and/or modify 638 | it under the terms of the GNU General Public License as published by 639 | the Free Software Foundation, either version 3 of the License, or 640 | (at your option) any later version. 641 | 642 | This program is distributed in the hope that it will be useful, 643 | but WITHOUT ANY WARRANTY; without even the implied warranty of 644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 645 | GNU General Public License for more details. 646 | 647 | You should have received a copy of the GNU General Public License 648 | along with this program. If not, see . 649 | 650 | Also add information on how to contact you by electronic and paper mail. 651 | 652 | If the program does terminal interaction, make it output a short 653 | notice like this when it starts in an interactive mode: 654 | 655 | Copyright (C) 656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. 657 | This is free software, and you are welcome to redistribute it 658 | under certain conditions; type `show c' for details. 659 | 660 | The hypothetical commands `show w' and `show c' should show the appropriate 661 | parts of the General Public License. Of course, your program's commands 662 | might be different; for a GUI interface, you would use an "about box". 663 | 664 | You should also get your employer (if you work as a programmer) or school, 665 | if any, to sign a "copyright disclaimer" for the program, if necessary. 666 | For more information on this, and how to apply and follow the GNU GPL, see 667 | . 668 | 669 | The GNU General Public License does not permit incorporating your program 670 | into proprietary programs. If your program is a subroutine library, you 671 | may consider it more useful to permit linking proprietary applications with 672 | the library. If this is what you want to do, use the GNU Lesser General 673 | Public License instead of this License. But first, please read 674 | . 675 | -------------------------------------------------------------------------------- /Practice/Lesson1_2/Lesson1_2.jar: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ABlueCat123/REtutorial/402eb5e41ee9b8fc6ccee62207d553bc7c72cbf3/Practice/Lesson1_2/Lesson1_2.jar -------------------------------------------------------------------------------- /Practice/Lesson1_3/Lesson1_3.zip: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ABlueCat123/REtutorial/402eb5e41ee9b8fc6ccee62207d553bc7c72cbf3/Practice/Lesson1_3/Lesson1_3.zip -------------------------------------------------------------------------------- /Practice/Lesson2_1/Lesson2_1.zip: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ABlueCat123/REtutorial/402eb5e41ee9b8fc6ccee62207d553bc7c72cbf3/Practice/Lesson2_1/Lesson2_1.zip -------------------------------------------------------------------------------- /Practice/Lesson3_2/Test.class: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ABlueCat123/REtutorial/402eb5e41ee9b8fc6ccee62207d553bc7c72cbf3/Practice/Lesson3_2/Test.class -------------------------------------------------------------------------------- /Practice/LessonPJ1WU_1/TestmodTransform.zip: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ABlueCat123/REtutorial/402eb5e41ee9b8fc6ccee62207d553bc7c72cbf3/Practice/LessonPJ1WU_1/TestmodTransform.zip -------------------------------------------------------------------------------- /Practice/LessonPJ1WU_1/testmod-1.0-SNAPSHOT.jar: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ABlueCat123/REtutorial/402eb5e41ee9b8fc6ccee62207d553bc7c72cbf3/Practice/LessonPJ1WU_1/testmod-1.0-SNAPSHOT.jar -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # 前言 2 | 3 | ## 逆向工程介绍 4 | 5 | 逆向工程(Reverse Engineering)是一门“溯本求源”的技术。由于此概念在软件工程领域中的概念模糊不清[1],按笔者的理解,可**粗略**理解为对于一个成品程序,通过其运行逻辑(乃至根据其运行逻辑而推测出来的类源代码),来分析其设计理念、程序行为等开发者层面的内容的技术。 6 | 7 | 受到这门技术本身的“名声限制”,在互联网上相关的资料并不是很多,甚至到了2022年,mcbbs论坛上依然没有一个较成体系的逆向工程教程。技术是一把双刃剑,技术本身并没有绝对的对错。人将技术用于何种目的,该技术才有和这种目的相匹配的立场,逆向工程也是如此。因此笔者编写此教程,来让更多人更好地认识和利用逆向工程技术。 8 | 9 | ## 本教程自述 10 | 本教程是一份**入门级别(Beginner-level)** 的逆向教程,这意味着阅读本教程的门槛较低:只要你有想学习逆向工程的想法都可以参考本教程学习。但如果拥有更高的追求,你可能还需要寻找其他教程进行进一步学习。**延伸阅读**里面给出了一些有用的链接。 11 | 12 | 本教程是一份**防御导向(Defense-oriented)型**的逆向教程。这意味着本教程旨在为读者提供基础逆向能力,以此更好地保护自己的信息系统安全,防止潜在的损失。**而非**通过逆向技术来攻击、入侵他人的计算机系统。 13 | 14 | 本教程是一份**实践(Practical)化**的逆向教程。在部分教程页面下会留下一定量的习题,在大章节下会留下大工程(Project)以供作为实践使用,习题、PJ本身仅供参考。在没有特殊说明的前提下,习题提供的所有插件均为 **Minecraft 1.16.5的Spigot插件** 。 15 | 16 | ## 教程改进工作 17 | 由于笔者水平有限,在逻辑严密性、文字措辞、涉及的知识点上都可能会存在一定缺陷。如果你对本教程的改进有建议或者意见,可用以下方式进行: 18 | * 在mcbbs的帖子下直接回复; 19 | * 在本教程的[Github仓库](https://github.com/ABlueCat123/REtutorial)提出issues或者提交Pull Request; 20 | 21 | 如果你有任何帮助改善教程习题的想法,也欢迎用以上方法提出。 22 | 23 | ## 额外声明 24 | 25 | 本教程内除另有声明外,其余文本部分均采用[CC BY-NC-SA 3.0协议](https://creativecommons.org/licenses/by-nc-sa/3.0/)授权,代码部分均**主动或被动放弃权利**。 26 | 27 | 本教程的任何一篇若存在参考资料,都会**独立地**在每一篇下方标出。 28 | 29 | 最后,引用一句话结束本前言: 30 | > 一切伟大的行动和思想,都有一个微不足道的开始。 ——阿尔贝·加缪 31 | 32 | 本篇参考资料和致谢 33 | 1. Rarity's Plugin Dev Tutorial https://plgdev.xuogroup.top 感谢此教程在站点构建思路、前言的法律信息部分、部分思想等给我的启发。 34 | 35 | 延伸阅读: 36 | 1. 逆向工程 Wikipedia: https://zh.wikipedia.org/wiki/%E9%80%86%E5%90%91%E5%B7%A5%E7%A8%8B 37 | 2. CTF Wiki: https://ctf-wiki.org/ 38 | 3. OI Wiki: https://oi-wiki.org/ 39 | -------------------------------------------------------------------------------- /docs/.nojekyll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ABlueCat123/REtutorial/402eb5e41ee9b8fc6ccee62207d553bc7c72cbf3/docs/.nojekyll -------------------------------------------------------------------------------- /docs/FPJ/FPJ.md: -------------------------------------------------------------------------------- 1 | ## FINAL-Project 迷你攻防游戏 2 | 3 | !> **注意** 本教程的**大工程**(Project, PJ)是教程的重要实践部分。原则上需要读者完成一定量的PJ内容才能视为“学有所得”。因此如果有机会还请实践完成。 4 | 5 | ### 背景 6 | 世界上本没有路,走的人多了,就卷起来了。 7 | 8 | ### PJ描述 9 | 恭喜你,完成了整个教程的学习!在做了无数个习题/PJ之后,你可能会想:如果能让别人来做我出的题该多好啊! 10 | 11 | 那么,这个PJ就是用来完成这一目的的!你把一个flag(一个特定的)藏在程序很深的地方,用教程学到的/你自己的独创的方法给它加密后,把它提交上来,让大家来破解它。这样的“交流”方式,听起来就很有(nei)趣(juan)。 12 | 13 | 不过,你在写程序之前,**必须**要注意以下几点: 14 | * 提交的程序**必须**是Minecraft的(Spigot/Bukkit/Paper)插件/(Forge/Fabric)MOD,且需说明适用版本等能让其他人运行的信息; 15 | * 程序本身**必须**能正常运行; 16 | * 必须要有一个**明显**的输入点,推荐使用配置文件输入; 17 | * 对于每一个**合法**输入,必须要输出该输入是否正确; 18 | * 程序本身**禁止**涉及任何违规内容、损害他人安全利益的代码。 19 | 20 | 对于你写的程序,有以下几点**建议**: 21 | * 若有涉及数据结构或算法,所涉不应该**太**复杂或**太**简单(难度建议在洛谷的橙题蓝题之间); 22 | * 混淆不宜过难,更不宜对高级数据结构应用控制流改变等方法; 23 | * 建议解题过程有一定趣味性,一些小游戏可能会更好一些; 24 | * 解题过程涉及的谜题应该有广泛性,即请不要涉及特定团体才知道的梗且该梗为解题必需信息等(无关信息可以加入作为解乏使用) 25 | 26 | ### 提交要求和方式 27 | 你可以提交Pull Request、在本教程的MCBBS帖子下回复等方法来添加你的谜题。同样,如果你想撤下你的谜题,可以提交反向PR或回复帖子申请撤下谜题。 28 | 29 | 你应该在根目录的`DAGame`文件夹下建立你自己的谜题文件夹,文件夹下包含: 30 | 31 | 谜题文件.jar(文件名可自定义,必须) 32 | 33 | 一个可能的flag.txt(文件名为该flag,内容为空,必须) 34 | 35 | 其他文件(如自述文件、作者信息、解谜成功奖励等等,可选) 36 | 37 | 即,格式为: 38 | ``` 39 | ---DAGame 40 | |-Your Puzzle name 41 | |-*Puzzle.jar 42 | |-*flag{xxxxxxxx}.txt 43 | |-Other File.txt/.md 44 | ``` 45 | 46 | 届时笔者合并时会将flag文件删去。 47 | 48 | --- 49 | 50 | ### 解谜者指南 51 | 你应该在本教程的仓库的`DAGame`文件夹下找谜题文件,如果有自述文件应该**仔细阅读**,并按照规则进行解谜。 52 | 53 | 当你成功解谜后,可以加入到出题人的队伍里,也可以和作者交♂流一下编程技巧。 54 | 55 | --- 56 | 57 | 最后,再次恭喜你完成了这个教程的学习!如果对你有帮助,还请对仓库点一个“Star”,如果你有MCBBS账号的话,也可以给我一个评分,如果你有什么想法,可以和我进行联系。 58 | 59 | Best Wishes. 60 | 61 | ABlueCat -------------------------------------------------------------------------------- /docs/README.md: -------------------------------------------------------------------------------- 1 | # 前言 2 | 3 | ## 逆向工程介绍 4 | 5 | 逆向工程(Reverse Engineering)是一门“溯本求源”的技术。由于此概念在软件工程领域中的概念模糊不清[2],对笔者来说,可**粗略**理解为对于一个成品程序,通过其运行逻辑(乃至根据其运行逻辑而推测出来的类源代码),来分析其设计理念、程序行为等开发者层面的内容的技术。 6 | 7 | 受到这门技术本身的“名声限制”,在互联网上相关的资料并不是很多,甚至到了2022年,mcbbs论坛上依然没有一个较成体系的逆向工程教程。技术是一把双刃剑,技术本身并没有绝对的对错。人将技术用于何种目的,该技术才有和这种目的相匹配的立场,逆向工程也是如此。有人编写后门软件来潜伏在服务器并造成破坏,也有人通过逆向工程来找到后门、乃至后面我们可以了解到:mod本身也是逆向工程应用的一种。因此笔者编写此教程,来让更多人更好地认识和利用逆向工程技术。 8 | 9 | ## 本教程自述 10 | 本教程是一份**入门级别(Beginner-level)** 的逆向教程,这意味着阅读本教程的门槛较低:只要你有想学习逆向工程的想法都可以参考本教程学习。但如果拥有更高的追求,你可能还需要寻找其他教程进行进一步学习。**延伸阅读**里面给出了一些有用的链接。 11 | 12 | 本教程是一份**防御导向(Defense-oriented)型**的逆向教程。这意味着本教程旨在为读者提供基础逆向能力,以此更好地保护自己的信息系统安全,防止潜在的损失。**而非**通过逆向技术来攻击、入侵他人的计算机系统。 13 | 14 | 本教程是一份**实践(Practical)化**的逆向教程。在部分教程页面下会留下一定量的习题,在部分大章节下会留下大工程(Project)以供作为实践使用,习题、PJ本身仅供参考。在没有特殊说明的前提下,习题提供的所有插件均为 **Minecraft 1.16.5的Spigot插件** 。 15 | 16 | ## 教程改进工作 17 | 由于笔者水平有限,在逻辑严密性、文字措辞、涉及的知识点上都可能会存在一定缺陷。如果你对本教程的改进有建议或者意见,可用以下方式进行: 18 | * 在mcbbs的帖子下直接回复; 19 | * 在本教程的[Github仓库](https://github.com/ABlueCat123/REtutorial)提出issues或者提交Pull Request; 20 | 21 | 如果你有任何帮助改善教程习题的想法,也欢迎用以上方法提出。 22 | 23 | ## 额外声明 24 | 25 | 本教程内除另有声明外,其余文本部分均采用[CC BY-NC-SA 3.0协议](https://creativecommons.org/licenses/by-nc-sa/3.0/)授权,代码部分均**主动或被动放弃权利**。 26 | 27 | 本教程的任何一篇若存在参考资料,都会**独立地**在每一篇下方标出。所有引用都会在相应句子上插入数字上标,并在下方“参考资料”部分给出。 28 | 29 | 最后,引用一句话结束本前言: 30 | > 一切伟大的行动和思想,都有一个微不足道的开始。 ——阿尔贝·加缪 31 | 32 | 本篇参考资料和致谢 33 | 1. Rarity's Plugin Dev Tutorial https://plgdev.xuogroup.top 感谢此教程在站点构建思路、前言的法律信息部分、部分思想等提供的启发。 34 | 2. 本教程是使用docsify实现的,部分样式采用自:https://github.com/jhildenbiddle/docsify-themeable 35 | 3. 逆向工程 Wikipedia: https://zh.wikipedia.org/wiki/%E9%80%86%E5%90%91%E5%B7%A5%E7%A8%8B 36 | 4. 笔者所学习的逆向工程课程。如果笔者没有学习系统性的逆向工程课程,这篇教程也不可能出现。 37 | 38 | 延伸阅读: 39 | 1. CTF Wiki: https://ctf-wiki.org/ 40 | 2. OI Wiki: https://oi-wiki.org/ 41 | 3. 我的世界开发者中文指南: https://github.com/Mouse0w0/MinecraftDeveloperGuide 42 | 4. 编程开发教程及资源索引: https://www.mcbbs.net/thread-54579-1-1.html -------------------------------------------------------------------------------- /docs/TBC.md: -------------------------------------------------------------------------------- 1 | ## 未完待续 2 | 3 | 前方的教程还在低速施工中……敬请期待。 4 | 5 | 如果你有什么好点子/建议/想问的问题,都可以在教程仓库的issues下进行。 -------------------------------------------------------------------------------- /docs/_sidebar.md: -------------------------------------------------------------------------------- 1 | 2 | - [前言](/) 3 | - [第一部分 走进逆向世界](/part1/intro) 4 | - [第一节 Java运行机制概述](/part1/chapter1/L1) 5 | - [第二节 逆向目的与逆向手段](/part1/chapter2/L2) 6 | - [第三节 反编译器介绍](/part1/chapter3/L3) 7 | - [补充篇 jadx的实用功能](/part1/chapter3/EX1) 8 | - [第二部分 字节码基础](/part2/intro) 9 | - [第一节 .class文件介绍](/part2/chapter1/L1) 10 | - [第二节 描述符](/part2/chapter2/L2) 11 | - [第三节 字节码指令介绍(一)](/part2/chapter3/L3) 12 | - [第四节 字节码指令介绍(二)](/part2/chapter4/L4) 13 | - [第五节 字节码指令介绍(三)](/part2/chapter5/L5) 14 | 15 | - [第三部分 字节码修改技术](/part3/intro) 16 | - [第一节 ASM介绍](/part3/chapter1/L1) 17 | - [第二节 ASM使用方法](/part3/chapter2/L2) 18 | - [第三节 Javassist介绍及使用](/part3/chapter3/L3) 19 | - [第四节 使用Recaf直接修改字节码](/part3/chapter4/L4) 20 | 21 | - [特别部分 PJ1 预热](/part-pj1WU/intro.md) 22 | - [第一节 Coremod 初探及ACBF扩展包编写](/part-pj1WU/chapter1/L1) 23 | - [第二节 Mixin及其应用](/part-pj1WU/chapter2/L2) 24 | - [第三节 Coreplugin 导论](/part-pj1WU/chapter3/L3) 25 | - [PJ1 修复游戏漏洞](pj1/PJ1) 26 | - [PJ2 插件内核汉化](pj2/PJ2) 27 | 28 | - 第四部分 对抗技术简介 29 | - [第一节 混淆与反混淆](/part4/L2) 30 | - [补充篇 混淆器介绍](/part4/chapter1/EX1) 31 | - [第二节 控制流图分析](/part4/L3) 32 | 33 | - 第五部分 本地代码逆向 34 | 35 | - [FINAL-PJ 迷你攻防游戏](FPJ/FPJ) -------------------------------------------------------------------------------- /docs/assets/css/main.css: -------------------------------------------------------------------------------- 1 | .markdown-section iframe[src*="buttons.github.io"] { 2 | margin: 0; 3 | } 4 | 5 | figure.thumbnails img { 6 | margin: 0.75em 0; 7 | border-radius: 3px; 8 | box-shadow: 0 2px 6px rgba(0,0,0,0.1), 0 4px 12px rgba(0,0,0,0.15); 9 | } 10 | 11 | @media (min-width: 30em) { 12 | figure.thumbnails:after { 13 | content: ""; 14 | display: table; 15 | clear: both; 16 | } 17 | 18 | figure.thumbnails img { 19 | float: left; 20 | width: calc(50% - 0.75em); 21 | } 22 | 23 | figure.thumbnails img:nth-child(even) { 24 | margin-left: 1.5em; 25 | } 26 | 27 | @supports (display: flex) { 28 | figure.thumbnails { 29 | display: flex; 30 | align-items: center; 31 | } 32 | 33 | figure.thumbnails img { 34 | flex-grow: 1; 35 | width: 0; 36 | } 37 | 38 | figure.thumbnails img + img { 39 | margin: 0 0 0 1.5em; 40 | } 41 | } 42 | } 43 | -------------------------------------------------------------------------------- /docs/index.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | REtutorial 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 |
25 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | -------------------------------------------------------------------------------- /docs/part-pj1WU/.nojekyll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ABlueCat123/REtutorial/402eb5e41ee9b8fc6ccee62207d553bc7c72cbf3/docs/part-pj1WU/.nojekyll -------------------------------------------------------------------------------- /docs/part-pj1WU/chapter1/L1.md: -------------------------------------------------------------------------------- 1 | ## Coremod 初探及ACBF扩展包编写 2 | 3 | ?> **前置知识声明** 在阅读本节前,请至少阅读以下内容: 4 | [1] 本教程的前三部分; 5 | [2] [原版 / FML CoreMod 开发教程](https://xfl03.gitbook.io/coremodtutor/readme) by xfl03, ZekerZhayard 等; 6 | 此外,以下内容也十分推荐阅读,尽管部分内容可能有过时,但在本节的阅读中依然十分有帮助: 7 | [1] [基于FML的MinecraftMod制作教程 Extra编(3) – Coremod的制作](http://blog.hakugyokurou.net/?p=333) by szszss; 8 | [2] [俩车的 Coremod 介绍](https://www.mcbbs.net/thread-849970-1-1.html); 9 | [3] [Coremod导论—从切比雪夫多项式说起](https://www.mcbbs.net/thread-822754-1-1.html)。 10 | 11 | Coremod 是一种在 Minecraft 正常启动、Minecraft 和普通模组代码被加载前提前被加载的模组[注1],这使得我们可以通过这个渠道对游戏或模组的字节码进行修改等较高级、也较危险的操作。事实上,鉴于Coremod的不安全性,本教程并不是很建议读者使用编写Coremod的方式来做 PJ1,但笔者仍然在此介绍 Coremod,存在两个目的: 12 | 13 | 1. 对前三部分的内容进行一个运用式的总结; 14 | 2. 学习编写 Another Common Bug Fix 的扩展包。 15 | 16 | Another Common Bug Fix 是一款开源的、应用广泛的通用 bug 修复模组,其本体就是一个 Coremod 。该模组通过加载作者提供的一个个“修复包”,修复包内的对字节码操作的 ObjectWeb ASM 代码便注入到原有的字节码中,从而达到修改游戏的目的。由于该模组结构简单,在目前仍具一定生命力的1.7.10、1.12.2两个版本可提供简单的修复方案,因此本文来探讨编写 ACBF 扩展包的方式。 17 | 18 | 对于更高版本的游戏,有更安全的替代品:Mixin。 19 | 20 | 注意:当你继续往下阅读时,将默认你已经看过了前置知识。后文将在视为你已理解前置知识的基础上进行讲解。 21 | 22 | #### 本篇目的: 23 | * 剖析 ACBF 模组的结构,并学习编写其扩展包。 24 | 25 | ### 一、ACBF 的结构 26 | [ACBF](https://github.com/IslenautsGK/AnotherCommonBugFix) 是一款开源的 mod,其主体就是 3 个类文件: 27 | * **载入入口类** `AnotherCommonBugFix.java`,它作为 Coremod 的一个载入入口,由 `MANIFEST.MF` 文件指定。其作用是指定 Mod 容器 `ModContainer` 和类转换器 `IClassTransformer` 的位置。 28 | * **Mod容器类** `ACBFModContainer.java`,它定义了该 Coremod 的一些信息。可以感性理解为**普通模组**中 `mcmod.info` 文件和 mod 主类的作用(Coremod没有这两个东西)。同时,由于 Coremod 没有主类,注册入子总线的工作也需要开发者手动进行。此外,该类还定义了一些网络通信的方法,用来确保服务端和客户端的修复包组成相同。 29 | * **类转换器** `ACBFClassTransformer.java`,它集合了保存载入配置文件、创建`fixResource`文件夹、读取修复包等功能。 30 | 31 | 对于修复包,`transform.cfg`是其入口。分析`loadFixPackets`方法的逻辑,配置按行读取,一行只有一个字符串时,为按 **@Transform注解注入** (可参考下图中的`AE2StorageBugTransform`类)。该注解在`api\java\com\anotherera\core\Transform.java`内定义,使用时传入目标类位置作为参数。这样修复方法的方法名便可任意自定义了。 32 | 33 | 如果一行有两个字符串,按注入类字符串(第二个字符串)的格式定。如果是 Java 类命名格式,则为按 **正常transform方法注入** (可参见下图中的AE2PlatformTransform类)。和前者不同的一点是后者一般只对一个类修改,且方法名必须为`transform`(内部类`TransformResource`里面定义了方法名) 34 | 35 | 如果是按文件夹命名的格式,则: 36 | * 如果是`.js`结尾,则为使用 JavaScript 脚本方式修改。然而作者并没有制作这类修复方式的修复包,因此本文也不做介绍。 37 | * 如果是`.class`结尾,则为**类替换方式**修改(可参考下图中的`ItemInventory`类)。这方法是直接把原类替换成新类。这种修复方法因为兼容性问题不被作者推荐使用,其方法被打上了`@Deprecated`注解。 38 | 39 | ![](pic/config.png) 40 | 41 | ![](pic/regular.png) 42 | 43 | ![](pic/annotation.png) 44 | 45 | ![](pic/replaceconfig.png) 46 | 47 | ![](pic/replace.png) 48 | 49 | 在讲解完其加载修复包的方式后,我们就可以编写扩展包了。下文通过按正常的编写`transform`方法的形式写。 50 | 51 | [下载演示文件](https://github.com/ABlueCat123/REtutorial/blob/main/Practice/Lesson1_2) 52 | 53 | !> **提醒** 在获得演示文件时请**谨慎**对比演示文件信息,以免收到不受信任的文件。 54 | 55 | 演示文件信息: 56 | 57 | 包含 2 个文件: 58 | - testmod-1.0-SNAPSHOT.jar 59 | - TestmodTransform.zip 60 | 61 | testmod-1.0-SNAPSHOT.jar信息: 62 | 63 | `SHA256: 7f33c4a0af12ee9ca169fc63b9f508e20a16a7783e53c95b365626196e67d51f` 64 | `MD5: 3b89745e3b9ecf6b6a547d364a93b42e` 65 | 66 | TestmodTransform.zip信息: 67 | 68 | `SHA256: f63151d47803a14b4b7b81cff07b4cbca579e3f9ff3a7e803d69b6d6ca1a9af9` 69 | `MD5: 9373fea287286730ef122289fd0e9459` 70 | 71 | 这是一个适配于Minecraft 1.12.2的Forge模组,只有一个功能:输出`Change Change me, hahaha` 72 | 73 | ![](pic/prechange.png) 74 | 75 | 首先新建一个Maven Java工程,在src文件夹下创建一个`transform.cfg`,添加以下内容:(下图中当时忘了创建为Maven工程了,后面引入的) 76 | 77 | ![](pic/init.png) 78 | 79 | 前一个字符串为被注入类的全限定类名,后一个为注入类的。 80 | 81 | 注入类里面需要实现一个`transform`方法,传入一个`byte[]`,返回一个`byte[]`,这个在源代码中已经定义了。 82 | 83 | ![](pic/transform.png) 84 | 85 | Maven配置文件内,引入ASM依赖: 86 | 87 | ```xml 88 | 89 | 8.0.1 90 | 91 | 92 | 93 | 94 | asm-commons 95 | org.ow2.asm 96 | ${asm.version} 97 | 98 | 99 | 100 | asm-util 101 | org.ow2.asm 102 | ${asm.version} 103 | 104 | 105 | ``` 106 | 107 | 之后便可以利用第三部分所讲述的字节码修改技术着手修改了。填入以下代码: 108 | ```java 109 | public static byte[] transform(byte[] basicClass) { 110 | ClassReader classReader = new ClassReader(basicClass); 111 | ClassWriter classWriter = new ClassWriter(classReader, 0); 112 | ClassVisitor classVisitor = new ClassVisitor(Opcodes.ASM4, classWriter) { 113 | @Override 114 | public MethodVisitor visitMethod(int access, String name, String descriptor, String signature, String[] exceptions) { 115 | if (!name.equals("init")) 116 | { 117 | return this.cv.visitMethod(access, name, descriptor, signature, exceptions); 118 | } 119 | MethodVisitor mv = this.cv.visitMethod(access, name, descriptor, signature, exceptions); 120 | AnnotationVisitor anv = mv.visitAnnotation("Lnet/minecraftforge/fml/common/Mod$EventHandler;", true); 121 | anv.visitEnd(); 122 | mv.visitCode(); 123 | mv.visitLdcInsn("testmod"); 124 | mv.visitMethodInsn(INVOKESTATIC, "org/apache/logging/log4j/LogManager", "getLogger", "(Ljava/lang/String;)Lorg/apache/logging/log4j/Logger;", false); 125 | mv.visitVarInsn(ASTORE, 2); 126 | mv.visitVarInsn(ALOAD, 2); 127 | mv.visitLdcInsn("You're changed changed changed! hohoho."); 128 | mv.visitMethodInsn(INVOKEINTERFACE, "org/apache/logging/log4j/Logger", "info", "(Ljava/lang/String;)V", true); 129 | mv.visitInsn(RETURN); 130 | mv.visitMaxs(2, 3); 131 | mv.visitEnd(); 132 | return null; 133 | } 134 | }; 135 | classReader.accept(classVisitor, Opcodes.ASM4); 136 | return classWriter.toByteArray(); 137 | } 138 | ``` 139 | 140 | ASM API版本使用ASM4即可(官方的包也使用ASM4)。 141 | 142 | 然后就是,只修改``init()``方法里面的字符串,因此如果不是该方法就原封不动地退还回去即可。 143 | 144 | 对于目标方法,用直接替换的方式将其字节码替换掉即可。构建后得到的构建包的后缀名改为`.zip`扔入`fixResource`文件夹即可。 145 | 146 | 结果: 147 | 148 | ![](pic/result.png) 149 | 150 | ### 习题: 151 | 1. 众所周知,植物魔法的拉普达碎片在服务器里面是一种几乎必 ban 的道具 —— 它能无视插件方所提供的保护,对地形造成难以逆转的破坏。 152 | 153 | 然而,**血魔法2**模组添加了“拉普达法阵”,该法阵与拉普达碎片产生的效果一致。且因为**某种原因**(该原因需要读者自行探究),无法通过类似于 CraftTweaker / ModTweaker 等方式简单修正(当然如果真的有完美的修正方式请务必教育笔者)。除了禁用奥术粉灰貌似别无他法。但禁用这个可以说血魔法的可玩性也基本上没了。 154 | 155 | 幸而,这个模组是**开源**的,找到源代码很容易。然而,由于其前置模组 Guide-API 所在的 [maven 服务器](http://tehnut.info/maven/)已然下线,这意味着寻找 deobf 版本的前置模组来通过正常手段构建貌似已经变得不太可能(当然如果真的有构建方式请务必教育笔者)。因此我们必须得想点其他办法来完成修改的目的。 156 | 157 | 而对你来说,使用编写 ACBF 扩展包的方式,把这个法阵从游戏里抹除吧! 158 | 159 | 提示: 160 | 161 | 反编译结果指出,这个模组本身并未经过混淆。那么一些特定的**名词、原料等**对定位可能会有帮助,比如**青金石块**是该法阵的标志性原料。 162 | 163 | 成品: 164 | 165 | [BloodMagicTransform——血魔法拉普达法阵禁用](https://www.mcbbs.net/thread-1377781-1-1.html) 166 | 167 | 本篇参考资料: 168 | 1. 所有在“前置知识声明”部分出现过的文章。 169 | -------------------------------------------------------------------------------- /docs/part-pj1WU/chapter1/pic/annotation.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ABlueCat123/REtutorial/402eb5e41ee9b8fc6ccee62207d553bc7c72cbf3/docs/part-pj1WU/chapter1/pic/annotation.png -------------------------------------------------------------------------------- /docs/part-pj1WU/chapter1/pic/config.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ABlueCat123/REtutorial/402eb5e41ee9b8fc6ccee62207d553bc7c72cbf3/docs/part-pj1WU/chapter1/pic/config.png -------------------------------------------------------------------------------- /docs/part-pj1WU/chapter1/pic/init.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ABlueCat123/REtutorial/402eb5e41ee9b8fc6ccee62207d553bc7c72cbf3/docs/part-pj1WU/chapter1/pic/init.png -------------------------------------------------------------------------------- /docs/part-pj1WU/chapter1/pic/init2.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ABlueCat123/REtutorial/402eb5e41ee9b8fc6ccee62207d553bc7c72cbf3/docs/part-pj1WU/chapter1/pic/init2.png -------------------------------------------------------------------------------- /docs/part-pj1WU/chapter1/pic/prechange.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ABlueCat123/REtutorial/402eb5e41ee9b8fc6ccee62207d553bc7c72cbf3/docs/part-pj1WU/chapter1/pic/prechange.png -------------------------------------------------------------------------------- /docs/part-pj1WU/chapter1/pic/regular.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ABlueCat123/REtutorial/402eb5e41ee9b8fc6ccee62207d553bc7c72cbf3/docs/part-pj1WU/chapter1/pic/regular.png -------------------------------------------------------------------------------- /docs/part-pj1WU/chapter1/pic/replace.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ABlueCat123/REtutorial/402eb5e41ee9b8fc6ccee62207d553bc7c72cbf3/docs/part-pj1WU/chapter1/pic/replace.png -------------------------------------------------------------------------------- /docs/part-pj1WU/chapter1/pic/replaceconfig.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ABlueCat123/REtutorial/402eb5e41ee9b8fc6ccee62207d553bc7c72cbf3/docs/part-pj1WU/chapter1/pic/replaceconfig.png -------------------------------------------------------------------------------- /docs/part-pj1WU/chapter1/pic/result.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ABlueCat123/REtutorial/402eb5e41ee9b8fc6ccee62207d553bc7c72cbf3/docs/part-pj1WU/chapter1/pic/result.png -------------------------------------------------------------------------------- /docs/part-pj1WU/chapter1/pic/transform.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ABlueCat123/REtutorial/402eb5e41ee9b8fc6ccee62207d553bc7c72cbf3/docs/part-pj1WU/chapter1/pic/transform.png -------------------------------------------------------------------------------- /docs/part-pj1WU/chapter2/L2.md: -------------------------------------------------------------------------------- 1 | ## Mixin 及其应用 2 | 3 | ?> **前置知识声明** 在阅读本节前,请至少阅读以下内容: 4 | [1] 本教程的前三部分; 5 | [2] [Mixin官方Wiki中文翻译](https://mouse0w0.github.io/categories/Mixin/) 6 | 此外,以下内容也十分推荐阅读: 7 | [1] [在Minecraft Forge中使用Mixin](https://mouse0w0.github.io/2022/03/01/Mixins-on-Minecraft-Forge/) 8 | [2] [由现象到本质的Minecraft源码注入艺术](https://www.mcbbs.net/thread-1205392-1-1.html) 9 | 10 | 我觉得CoremodTutor 和 由现象到本质的Minecraft源码注入艺术 两篇教程已经很好地讲解了Mixin的工作原理,实在没必要重复造轮子,对于其介绍就直接引用吧: 11 | 12 | > Mixin 可以让CoreMod开发者从硬核地修改字节码中解放出来,用标准的Java代码来修改Minecraft,并且在LiteLoader、Fabric中成为推荐的修改Minecraft的方式。 —— CoremodTutor 13 | 14 | 在社区内对于Mixin的资料十分地多,读者可善用搜索引擎查找详细资料。本文从实践的角度来介绍一下关于使用Mixin实现“取消下界之星的爆炸保护”功能。 15 | 16 | #### 本篇目的: 17 | * 使用Mixin实现“取消下界之星的爆炸保护”功能。 18 | 19 | ### 第一步 创建工程 20 | 首先创建Fabric工程,可参考的配置如图: 21 | ![MOD-1](pic/MOD-1.png) 22 | 23 | ### 第二步 换源(可选) 24 | 打开settings.gradle, 把`https://maven.fabricmc.net/`修改为`https://lss233.littleservice.cn/repositories/minecraft`,若更换下载源后出现下载失败的问题,可以更换回来。 25 | 26 | ### 第三步 构建 27 | 点击右侧的`pj1 build`(若没有,可以点击最右边的`Gradle`调出),启动构建过程。 28 | ![MOD-2](pic/MOD-2.png) 29 | 30 | 然后,点击![reloadIcon](pic/reloadIcon.png)`Reload All Gradle Projects`,等待 Gradle 自动下载文件。 31 | 32 | ?> **要耐心** 这一步可能会反复出错导致构建失败,且等待时间很漫长,如果失败可以尝试多试几次。 33 | 34 | 当你看到这些的时候,证明你构建成功了: 35 | 36 | ![MOD-3](pic/MOD-3.png) 37 | ### 第四步 定位 38 | 39 | 我们思考,在**实体状态**下的下界之星并不会因为爆炸而导致摧毁,故我们很容易想到要找ItemEntity类,找到damage方法: 40 | 41 | ![MOD-4](pic/MOD-4.png) 42 | 43 | 非常明显了:只要伤害来源是爆炸,且物品是下界之星,就不摧毁它。既然明白了工作原理,只要我们去掉这个判断就成了。 44 | 45 | ### 第五步 编写代码 46 | 我们在主类所在的文件夹创建一个`mixin`子包,里面创建一个名为`ItemEntityMixin`的类,内容如下: 47 | 48 | ```java 49 | package com.abc.retutorial.pj1.mixin; 50 | 51 | import net.minecraft.entity.Entity; 52 | import net.minecraft.entity.EntityType; 53 | import net.minecraft.entity.ItemEntity; 54 | import net.minecraft.entity.damage.DamageSource; 55 | import net.minecraft.item.ItemStack; 56 | import net.minecraft.world.World; 57 | import net.minecraft.world.event.GameEvent; 58 | import org.spongepowered.asm.mixin.Mixin; 59 | import org.spongepowered.asm.mixin.Overwrite; 60 | import org.spongepowered.asm.mixin.Shadow; 61 | 62 | @Mixin(ItemEntity.class) 63 | public abstract class ItemEntityMixin extends Entity { 64 | 65 | public ItemEntityMixin(EntityType type, World world) { 66 | super(type, world); 67 | } 68 | 69 | @Shadow public abstract ItemStack getStack(); 70 | @Shadow private int health; 71 | /** 72 | * @author ABlueCat 73 | * @reason A suggested example for Project 1 Warm-up. 74 | */ 75 | @Overwrite() 76 | public boolean damage(DamageSource source, float amount) { 77 | if (this.isInvulnerableTo(source)) { 78 | return false; 79 | } else if (!this.getStack().getItem().damage(source)) { 80 | return false; 81 | } else { 82 | this.scheduleVelocityUpdate(); 83 | this.health = (int)((float)this.health - amount); 84 | this.emitGameEvent(GameEvent.ENTITY_DAMAGED, source.getAttacker()); 85 | if (this.health <= 0) { 86 | this.getStack().onItemEntityDestroyed((ItemEntity) (Object)this); 87 | this.discard(); 88 | } 89 | 90 | return true; 91 | } 92 | } 93 | } 94 | ``` 95 | 为了让模组能正常运行,主类也应该实现`onInitialize()`方法(虽然什么都不用做): 96 | ```java 97 | package com.abc.retutorial.pj1; 98 | 99 | import net.fabricmc.api.ModInitializer; 100 | 101 | public class Pj1 implements ModInitializer { 102 | 103 | @Override 104 | public void onInitialize() { 105 | 106 | } 107 | } 108 | ``` 109 | 然后,删除fabric.mod.json中client部分和client类,这个模组就写完了。 110 | 111 | 接下来把启动配置改成`Minecraft Client`,点击运行键,就可以看看效果了! 112 | 113 | ![MOD-5](pic/MOD-5.png) 114 | 115 | 最终效果: 116 | 117 |