Aaron Ardiri
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2016-11-16
>> Pokémon GO - REVISITING THE "HACKING" SCENE (PART 7)

Ahh.. after all of this investigative research, I will definitely be looking forward to a cold beer.

In what has become a lengthy seven part series; I feel that a lot has been learnt about the inner workings of Pokémon GO and hopefully I have been able to open the eyes of budding software engineers to always take a look deeper to see how things work. In this post; the brute-force method will be extended to find the remaining magic numbers.

Since we managed to successfully isolate the ROUND_MAGIC, FINAL_MAGIC0 and FINAL_MAGIC1 numbers - the next piece of the puzzle is to track down the missing sixteen 64-bit constants for the magic_table array that are referenced within the hashing algorithm. We should take a look at the algorithm and try to understand it better and see if we can take some short cuts in processing.

The guts of the hash function is the hash_chunk routine:

    __uint128_t hash_chunk(const uint8_t *chunk, int64_t size)
    {
      int i;
      __uint128_t hash = 0;
      for (i = 0; i < 8; i++) {
        int offset = i * 16;
        if (offset >= size) {
          break;
        }
    
        uint64_t a = read_int64(chunk + offset);
        uint64_t b = read_int64(chunk + offset + 8);
        hash += (__uint128_t) (a + magic_table[i * 2]) *
                (__uint128_t) (b + magic_table[i * 2 + 1]);
      }
      return hash << 2 >> 2;
    }
    

A key factor that influenced the brute-force attack previously was the break instruction within the function itself and it seems to work in our favour again for resolving the next series of magic numbers. It also makes sense to change the code, to act like a function instead of an array lookup as it can help determine which offsets are called.

        hash += (__uint128_t) (a + get_magic_table(i * 2)) *
                (__uint128_t) (b + get_magic_table(i * 2 + 1));
    

We could place some debugging information in this - such as the following:

    uint64_t get_magic_table(int index)
    {
      fprintf(stdout, "magic_table[%d]\n", index);
      return 0;
    } 

We know that the magic_table array isn't accessed when the input buffer is zero bytes long - but what about other lengths? The key is in the where the offset is compared the size; as that is the early exit condition. Sixteen is a nice round number in computing terms; so, why do we not try passing a length that is a multiple of this plus one. Running some tests; it is obvious we have found test vectors that incrementally expose two additional references to the magic_number array.

Incrementally brute-forcing with lengths of 1, 17, 33, 49, 65, 81, 97 and 113 - we will eventually expose all the array constants. However; it is obvious that the more the hash function processes; the more likely it will load 32-bit constant values, hence increasing the candidates to use within the brute-force technique. We need a smart way of calculating what the min and max values are within the list of candidates. Good knew is; we can use logic.

The pogohash application logs the 32-bit register loads as they happen, in sequence, so theoretically; we should be able to see where there is a significant change such operations and be able to find out where it approximately happens.

                    len = 0           len = 1
    0x2000          xxxxxxx           xxxxxxx
                    xxxxxxx           xxxxxxx
                      ...               ...
                    xxxxxxx           xxxxxxx
    0x01b17820      xxxxxxx           xxxxxxx
                                              ----+
                                      yyyyyyy     |
                                      yyyyyyy     |
                                        ...       +-- new 32-bit candidates
                                      yyyyyyy     |
                                      yyyyyyy     |
                                              ----+
    0x01b17758      xxxxxxx           xxxxxxx
                    xxxxxxx           xxxxxxx
                      ...               ...
                  ROUND_MAGIC       ROUND_MAGIC
                      ...      etc      ...
                    xxxxxxx           xxxxxxx
                    xxxxxxx           xxxxxxx
    

Isolating the address and opcode references in the log file; there was a clear indication that instruction were inserted after the first block; then, changes afterwards were relatively the same. Looking up the exact offsets, then searching for the first 32-bit load - the one that we come across first is 0xe3f0d449; part of the ROUND_MAGIC constant we found earlier.

The best part; is that we can also find the last 32-bit load prior to the address where things changed. From this; it is possible to say with certainty what the min and max values should be to help with the brute-force approach. Keeping the buffer +1 byte also makes the array references occur once - important for processing. The same concept can be applied for subsequent iterations.

Off we go - brute-force two of the magic_number array values individually until we find them all.

    :: 92 96 101 99
    { 0x00 } len=1
    0xe5a383b5ca79b52c                      real    0m0.289s
    magic_table[ 0] = 0x2dd7caaefcf073eb    user    0m0.288s
    magic_table[ 1] = 0xa9209937349cfe9c    sys     0m0.000s
    done
    
    :: 296 301 297 303
    { 0x00 } len =17
    0x2c54198fd7acc0b                       real    0m0.204s
    magic_table[ 2] = 0xb84bfc934b0e60ef    user    0m0.200s
    magic_table[ 3] = 0xff709c157b26e477    sys     0m0.000s
    done
    
    :: 499 501 502 504
    { 0x00 } len =33
    0x90a7c8293ee52134                      real    0m0.168s
    magic_table[ 4] = 0x3936fd8735455112    user    0m0.164s
    magic_table[ 5] = 0xca141bf22338d331    sys     0m0.000s
    done
    
    :: 693 691 700 701
    { 0x00 } len =49
    0x13b49c42ce2d1d5                       real    0m0.157s
    magic_table[ 6] = 0xdd40e749cb64fd02    user    0m0.156s
    magic_table[ 7] = 0x5e268f564b0deb26    sys     0m0.000s
    done
    
    :: 894 896 893 897
    { 0x00 } len =65
    0x7e7f42d61cadc298                      real    0m0.376s
    magic_table[ 8] = 0x658239596bdea9ec    user    0m0.376s
    magic_table[ 9] = 0x31cedf33ac38c624    sys     0m0.000s
    done
    
    :: 1107 1105 1112 1114
    { 0x00 } len =81
    0xf7e950a61977d92                       real    0m1.937s
    magic_table[10] = 0x12f56816481b0cfd    user    0m1.936s
    magic_table[11] = 0x94e9de155f40f095    sys     0m0.000s
    done
    
    :: 1300 1299 1312 1308
    { 0x00 } len =97
    0x954aea356505366                       real    0m0.781s
    magic_table[12] = 0x5089c907844c6325    user    0m0.780s
    magic_table[13] = 0xdf887e97d73c50e3    sys     0m0.000s
    done
    
    :: 1503 1502 1508 1510
    { 0x00 } len =113
    0xaa40ecf2bedd215e                      real    0m1.210s
    magic_table[14] = 0xae8870787ce3c11d    user    0m1.208s
    magic_table[15] = 0xa6767d18c58d2117    sys     0m0.000s
    done

And there we have it - all the magic numbers have now been isolated!

The fact that we were able to isolate the brute-force search down to two of the constants in the magic_number array definitely made things a lot easier. In comparison; just seeing the difference in CPU processing time required between finding two and four numbers is staggering - we are talking seconds versus hours. In essence; the hardest part was finding the first magic numbers.

If you have understood some of the concepts I have explained here but are curious to see the effort involved to let the computer do all the work for you - I have kept a nice log of everything, which you can download at your pleasure below. I hope it helps you understand what is involved a lot better.

MESSAGE TO NIANTIC
I hope that someone in the company has come across these blog posts and have poked around the subreddit channels to see the views not only of the developers working to capitalize on your game, but also the effect your ineffective DRM has places on your innocent, paying users.


 

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Pokémon GO - Revisiting the "hacking" scene (part 8)
 
Pokémon GO - Revisiting the "hacking" scene (part 6)

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