I realized a little C# porting of this application that allows to load libraries from memory/stream instead of using LoadLibrary API function that works through filesystem. After messing around a little bit with pointers and mimatching results... finally I have something working as intended. The only problem I have is that the call to DLLMain always fails (I tried it with Kernel32.dll and User32.dll). I can't understand why and I don't know how to debug the issue.
Here is the main function of my project (a simple 32bit console application) which reads a library, allocates it into memory and loads it manually:
public static UInt32 Load(String libraryName)
{
if (libraries.ContainsKey(libraryName))
return libraries[libraryName];
String libraryPath = Path.Combine(Environment.SystemDirectory, libraryName);
Byte[] libraryBytes = File.ReadAllBytes(libraryPath);
fixed (Byte* libraryPointer = libraryBytes)
{
HeaderDOS* headerDOS = (HeaderDOS*)libraryPointer;
if ((UInt16)((headerDOS->Magic << 8) | (headerDOS->Magic >> 8)) != IMAGE_DOS_SIGNATURE)
return 0;
HeadersNT* headerNT = (HeadersNT*)(libraryPointer + headerDOS->LFANEW);
UInt32 addressLibrary = VirtualAlloc(headerNT->OptionalHeader.ImageBase, headerNT->OptionalHeader.SizeOfImage, AllocationType.RESERVE, MemoryProtection.READWRITE);
if (addressLibrary == 0)
addressLibrary = VirtualAlloc(0, headerNT->OptionalHeader.SizeOfImage, AllocationType.RESERVE, MemoryProtection.READWRITE);
if (addressLibrary == 0)
return 0;
Library* library = (Library*)Marshal.AllocHGlobal(sizeof(Library));
library->Address = (Byte*)addressLibrary;
library->ModulesCount = 0;
library->Modules = null;
library->Initialized = false;
VirtualAlloc(addressLibrary, headerNT->OptionalHeader.SizeOfImage, AllocationType.COMMIT, MemoryProtection.READWRITE);
UInt32 addressHeaders = VirtualAlloc(addressLibrary, headerNT->OptionalHeader.SizeOfHeaders, AllocationType.COMMIT, MemoryProtection.READWRITE);
MemoryCopy((Byte*)headerDOS, (Byte*)addressHeaders, (headerDOS->LFANEW + headerNT->OptionalHeader.SizeOfHeaders));
library->Headers = (HeadersNT*)((Byte*)addressHeaders + headerDOS->LFANEW);
library->Headers->OptionalHeader.ImageBase = addressLibrary;
CopySections(library, headerNT, libraryPointer);
UInt32 locationDelta = addressLibrary - headerNT->OptionalHeader.ImageBase;
if (locationDelta != 0)
PerformBaseRelocation(library, locationDelta);
UInt32 libraryHandle = (UInt32)library;
if (!BuildImportTable(library))
{
Free(libraryName);
return 0;
}
FinalizeSections(library);
if (library->Headers->OptionalHeader.AddressOfEntryPoint == 0)
{
Free(libraryName);
return 0;
}
UInt32 libraryEntryPoint = addressLibrary + library->Headers->OptionalHeader.AddressOfEntryPoint;
if (libraryEntryPoint == 0)
{
Free(libraryName);
return 0;
}
LibraryMain main = (LibraryMain)Marshal.GetDelegateForFunctionPointer(new IntPtr(libraryEntryPoint), typeof(LibraryMain));
UInt32 result = main(addressLibrary, DLL_PROCESS_ATTACH, 0);
if (result == 0)
{
Free(libraryName);
return 0;
}
library->Initialized = true;
libraries[libraryName] = libraryHandle;
return libraryHandle;
}
}
And here is an example on how to use it:
private const Byte VK_Z_BREAK = 0x5A;
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
private delegate void KeyboardEventDelegate(Byte key, Byte scan, KeyboardFlags flags, Int32 extra);
[Flags]
private enum KeyboardFlags : uint
{
EXTENDEDKEY = 0x0001,
KEYUP = 0x0002,
}
public static void Main()
{
UInt32 libraryHandle = LibraryLoader.Load("User32.dll");
if (libraryHandle != 0)
{
UInt32 functionHandle = LibraryLoader.GetFunctionAddress("User32.dll", "keybd_event");
if (functionHandle != 0)
{
KeyboardEventDelegate s_KeyboardEvent = (KeyboardEventDelegate)Marshal.GetDelegateForFunctionPointer(new IntPtr(functionHandle), typeof(KeyboardEventDelegate));
while (true)
{
s_KeyboardEvent(VK_Z_BREAK, VK_Z_SCANCODE, 0, 0);
s_KeyboardEvent(VK_Z_BREAK, VK_Z_SCANCODE, KeyboardFlags.KEYUP, 0);
}
}
}
Console.ReadLine();
}
If you want to give it a fast try, you can download the project from this link.
[EDIT] After a few tries, using Marshal.GetLastWin32Error() just after calling DllMain, I discovered that an error code 14 is being produced, which corresponds to ERROR_OUTOFMEMORY. If I go on after the DllMain call failure, and I get the address of a library function, trying to call it using a delegate produces a PInvokeStackImbalance exception. Any clues about this? ^_^