OpenWebView2Loader VS ghidra-delinker-extension

Compare OpenWebView2Loader vs ghidra-delinker-extension and see what are their differences.

OpenWebView2Loader

An open-source reimplementation of the Microsoft WebView2Loader, for using Edge WebView2. (by jchv)

ghidra-delinker-extension

Ghidra extension for exporting relocatable object files (by boricj)
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OpenWebView2Loader ghidra-delinker-extension
1 7
25 45
- -
- 8.4
almost 2 years ago 4 days ago
C++ Java
ISC License Apache License 2.0
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OpenWebView2Loader

Posts with mentions or reviews of OpenWebView2Loader. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-05-10.
  • Spider-Man (Neversoft) Decompilation Project Progress Checkpoint – May 2024
    6 projects | news.ycombinator.com | 10 May 2024
    I've been doing a bit of research on and off for the past few years on decompilation and it's definitely challenging to decide how close you want to go to matching. If you can get the exact compiler and exact compilation settings, it's totally feasible to do matching decompilation, and if you're able to make this somehow incremental such that you can incrementally work up to 100% matching over time, it seems like a really good approach, but it requires a lot of groundwork and understanding how the compiler and linker really work. In the process of matching compilation of functions on a binary I was analyzing that was compiled with Visual Studio 2003, I realized that very subtle differences can cause e.g. different register allocation, even in an old compiler with dramatically less sophisticated optimization passes.

    Anyway, I guess this tangent is really unrelated, but I think more people should be embarking on decompilation projects. It's very fun, and it's uniquely rewarding if you manage to get some non-trivial decompilation of code to work properly.

    I had one odd use case for decompiling that was actually, as far as I know, completely licit: WebView2Loader. Microsoft distributed the WebView2 SDK as 3-BSD so that you could integrate it into your applications without worrying about licensing, but the glue logic that actually interacts with the WebView2 installation and instantiates the COM objects is closed source. But... since it is closed-source 3-BSD, without a EULA... we can reverse engineer it. It being a relatively small shim, I did just that[1]. This was an easy exercise armed with an interactive disassembler, and since it was relatively simple and very small I didn't need to bother with matching anything: I just roughly replicated the behavior instead. The use case for this was allowing people to make WebView2 bindings that didn't have any external dependencies; the OpenWebView2Loader code was ported to Pascal and Go by others, making it possible to have pure bindings that don't require any C code or external DLLs and can directly talk to the WebView2 installation. There's now a static copy of the WebView2Loader with the SDK, which obviates some of the use of this, but this is still a nice approach for Go where you can entirely avoid CGo or messing with weird object format conversion. (It's way better than my original approach for WebView2 in Go, which is to emulate the Windows linker to link and execute an entirely in-memory copy of the WebView2Loader DLL using a lot of unsafe code. That also works, but it is much more bug prone and frankly horrifying.)

    [1]: https://github.com/jchv/OpenWebView2Loader

ghidra-delinker-extension

Posts with mentions or reviews of ghidra-delinker-extension. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-05-28.
  • NSA Ghidra open-source reverse engineering framework
    5 projects | news.ycombinator.com | 28 May 2024
    I'm developing my own Ghidra extension that can export object files out of a program selection: https://github.com/boricj/ghidra-delinker-extension

    Ghidra's data model, analyzers and UI gave me a framework that allowed me to focus on the specifics of delinking, which is the key to make this idea work. Without that, I would not have been able to pull it off and I would've given up on my decompilation project a long time ago, for lack of a means to divide and conquer it.

  • Spider-Man (Neversoft) Decompilation Project Progress Checkpoint – May 2024
    6 projects | news.ycombinator.com | 10 May 2024
    I've been working on my own reverse-engineering/decompilation project (_Tenchu: Stealth Assassins_) and I've created a Ghidra extension that can export a program selection as a working, relocatable object file [1].

    I've had some really good results on x86 since writing an analyzer for an architecture where relocation spots target 4-byte immediate fields inside of instructions is fairly easy. Unfortunately, the PlayStation uses a MIPS processor and writing an analyzer for split HI16/LO16 relocations is proving to be a devilishly tricky problem.

    I got it to a point where it works well enough on MIPS most of the time, but there's always a new weird edge case hidden inside a function thousands of instructions long where it breaks down...

    [1] https://github.com/boricj/ghidra-delinker-extension

  • Ask HN: What rabbit hole(s) did you dive into recently?
    12 projects | news.ycombinator.com | 22 Apr 2024
    I did, you can find the Ghidra extension there: https://github.com/boricj/ghidra-delinker-extension

    The problem is properly identifying the relocations spots and their targets inside a Ghidra database, which is based on references. On x86 it's fairly easy because there's usually a 4-byte absolute or relative immediate operand within the instruction that carries the reference. On MIPS it's very hard because of split MIPS_HI16/MIPS_LO16 relocations and the actual reference can be hundreds of instructions away.

    So you need both instruction flow analysis strong enough to handle large functions and code built with optimizations, as well as pattern matching for the various possible instruction sequences, some of them overlapping and others looking like regular expressions in the case of accessing multi-dimensional arrays. All of that while trying to avoid algorithms with bad worst cases because it'll take too long to run on large functions (each ADDU instruction generates two paths to analyze because of the two source registers).

    Besides that, you're working on top of a Ghidra database mostly filled by Ghidra's analyzers, which aren't perfect. Incorrect data within that database, like constants mistaken for addresses, off-by-n references or missing references will lead to very exotic undefined behaviors by the delinked code unless cleaned up by hand. I have some diagnostics to help identify some of these cases, but it's very tricky.

    On top of that, the delinked object file doesn't have debugging symbols, so it's challenging to figure out what's going wrong with a debugger when there's a failure. It could be an immediate segmentation fault, or the program can work without crashing but with its execution flow incorrect or generating incorrect data as output. I've thought about generating DWARF or STABS debugging data from Ghidra's database, but it sounds like yet another rabbit hole.

    I'm on my fifth or sixth iteration of the MIPS analyzer, each one better than the previous one, but it's still choking on kilobytes-long functions.

    Also, I've only covered 32-bit x86 and MIPS on ELF for C code. The matrix of ISAs and object file formats (ELF, Mach-O, COFF, a.out, OMF...) is rather large. C++ or Fortran would require special considerations for COMMON sections (vtables, typeinfos, inline functions, default constructors/destructors, implicit template instantiations...). This is why I think there's one or two thesis to be done here, the rabbit hole is really that deep once you start digging.

    Sorry for the walls of text, but without literature on this I'm forced to build up my explanations from basic principles just so that people have a chance of following along.

  • Exploring Object File Formats
    3 projects | news.ycombinator.com | 16 Jan 2024
    extension [1]. It's a bit finicky to get it right (toolchains assume that object files are valid and don't have much in the way of diagnostics), but these are fairly simple under the hood. Section bytes, symbols and relocations, with some headers and metadata to wrap these up...

    It's a bit of a shame that object files aren't more of a lingua franca of toolchains in practice. Embedding binary blobs inside a program in a portable way is still a mess today.

    [1] https://github.com/boricj/ghidra-delinker-extension/tree/mas...

  • Show HN: A Ghidra extension that turns programs back into object files
    3 projects | news.ycombinator.com | 3 Jan 2024
  • Ask HN: Show me your half baked project
    163 projects | news.ycombinator.com | 12 Oct 2023
    Ghidra extension for delinking programs back into object files: https://github.com/boricj/ghidra-delinker-extension

    In short, this Ghidra extension allows one to reconstruct relocation tables through analysis and then export parts of programs as working object files, effectively reversing the work of a linker. Applications include binary patching, converting between object file formats, software ports without source code, decompilation projects...

    I've been tinkering with it for the past 16 months or so and it's the third, hopefully industrial-grade prototype. Right now it can delink 32-bit MIPS and i386 programs from the 1990s or so to ELF object files, as long as it contains basic relocation types.

    It's half-baked because while it works, it doesn't support modern instruction sets, advanced relocation types for TLS/PLT/GOT or exporting to other object file formats besides ELF, so it's not that useful on modern artifacts (which is what I assume most reverse-engineers would care about). It's not really ready for prime time because I'm not done writing blog posts that walk through real-world application and case studies ; there's very little literature out there on this esoteric topic and it can be very confusing. Like _"let's take this PlayStation PS-EXE file that was built with a COFF toolchain back in the 90s and make MIPS ELF object files out of it that work with modern Linux toolchains"_ kind of confusing.

    I started this project because I wanted to decompile a PlayStation video game and quickly realized that I'd never get anywhere without a means to divide and conquer it into more manageable pieces. Ironically the decompilation project itself hasn't advanced much, but I'm having fun so far working on this.

  • Ask HN: Tell us about your project that's not done yet but you want feedback on
    68 projects | news.ycombinator.com | 16 Aug 2023
    I've been working on a specific reverse-engineering technique called _unlinking_ [1] on-and-off for the past 16 months or so. I'm on my third prototype (first a set of Ghidra scripts written in Jython [2], then a fork of Ghidra [3] and now a Ghidra extension [4]) and I've started a blog in order to document it [5], which side-tracked into writing a whole series of articles on reverse-engineering to introduce the topic.

    What for, you may ask? Basically I'm trying to decompile a PlayStation 1 video game and I've quickly decided that dealing alone with multiple +500 KiB executables of complete utter spaghetti code wasn't going to work. Instead, I've decided that I'd rather divide-and-conquer the problem, so I've been tooling up to split executables into relocatable object files, in order to decompile those one at a time and _Ship of Theseus_-style my way to success.

    Ironically, all of that stuff is so not done that I don't even know what meaningful feedback there could be. My prototypes do work, but only for 32 bit little endian statically-linked MIPS executables. The articles on my blog are draft-quality. As for the decompilation project itself that started all of this, it hasn't seen much progress due to all of those side-quests. The overall topic is so esoteric that so far I've only managed to hear about one group of two persons that tried to do anything remotely similar and one another anecdotal account [6] that this particular skill is very uncommon among reverse engineers.

    Personally, I'm starting to think that maybe I could've actually reverse-engineered and decompiled the game in the time I took to get here. I've also tried to engage with Ghidra to upstream the foundations of my modifications in my fork, but after some back-and-forth it became clear that my prototype-grade stuff wasn't industrial-grade and couldn't be merged in its current state, which is why I'm currently reworking the code in my fork as a Ghidra extension.

    To those that want to provide feedback after reading all of this: beware, I've had a lot of fun going down that rabbit hole, but this is one hell of a time sink _and_ a particularly tricky mind-bender.

    [1] I don't actually _know_ what's the actual name for this technique, given that there are so few resources on it out there. I do know I didn't invent it.

    [2] https://github.com/boricj/ghidra-unlinker-scripts

    [3] https://github.com/boricj/ghidra/tree/feature/elfrelocateble...

    [4] https://github.com/boricj/ghidra-unlinker-extension

    [5] https://news.ycombinator.com/item?id=36575081#36590078

    [6] https://news.ycombinator.com/item?id=35729232&p=3#35740761

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Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.
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