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0x0012d417 : pop edi ; pop ebp ; ret
Adding the difference between the two pairs of gadgets to the qaddress
allows the qgadgets to be chained.
libc 0xf0000000 | libc 0xf0008000
+--------------+ | +--------------+
qaddress --> | 0xf019d063 |---+ | qaddress --> | 0xf019d063 |---+
+--------------+ | | +--------------+ |
+---| 0xf012d417 |---+ | +---| 0xf012d417 |---+
| +--------------+ | | +--------------+
| | .......... | | | | .......... |
| +--------------+ | | +--------------+
| | .......... | | +---| stackpivot |
| +--------------+ | +--------------+
+---| stackpivot | | | .......... |
+--------------+ | +--------------+
Here, stackpivot is an add/sub esp gadget which can already assume one
deterministic libc address, and jump to its corresponding ROP chain in the
stack. In each case, the addresses are the same, but the gadgets differ,
which makes them distinguishable.
Now, when collisions are not a problem anymore, I estimate that even 16
qgadgets are possible, making 8 bits of randomization effectively 4 bits!
This is a huge deal. ASLR is not as effective as we used to think.
5 More randomized bits, more potential qgadgets
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Let us examine the case where more bits are randomized, and how that affects
the exploit.
In the case of 8 bits of randomization, where libraries are loaded aligned
to page size, we have (2 ^ 8) * 0x1000 = 0x100000 = 1MB randomization range.
This means that any randomized executable range of 1MB is effectively a
candidate in which we can search for qgadgets.
Since libc is around 2MB nowadays, imported in every ELF, and contains
plenty of gadgets, it's the most natural choice for implementing such
a technique. But technically any other library would work as well.
If there were for example, 9-bits of randomization, it would have two major
effects on the probability of hitting a quantum gadget.
1. Every additional bit of randomization makes it twice as hard to hit
the same amount of quantum gadgets. For example, 5 gadgets with
8-bits of randomization are the same as 10 gadgets with 9-bits.
2. The randomization range increases to 2MB, which allows us to look for
gadgets in a larger range. We can use gadgets from libc, and from the
library loaded right before/after libc, for example. This doubles
the range in which we can search for gadgets. But it does not mean
that we are likely to find a group of quantum gadgets double in size.
Further exploring the natural behavior of such a problem, it can actually
be shown that the first effect will always cut the chances by two, and the
second is upper-bounded to double the chances, therefore upper-bounded
to balance out.
We can turn this problem into a probability problem:
K - chunk size (page size)
N - number of chunks in bits (bits of randomization)
P - the probability of an address being a usable quantum gadget
A - An array of 2^N arrays, each of size K, where A[i,j] has P probability
to be 1 and 1-P probability to be 0. i being chunk index, j being offset
The question would be what is the expected value of the maximum sum of
A[0,j] + A[1,j] + ... A[2^N,j] for every possible j. These sums follow a
binomial distribution, and their expected maximum value can be calculated
using the CDF method.
Substituting K = 0x1000, N = 8, and P = 0.025 it is possible to get a good
approximation of how the expected maximum grows as N increases.
I chose P to be the ratio between the number of gadgets found in my libc and
the number of valid executable addresses in libc, roughly halving the result
to account for many unusable gadgets.
+----+--------------------+--------------------+
| N | Approx. QGadgets | Hit chances |
+----+--------------------+--------------------+
| 8 | 17.159036642229488 | 0.0670274868837089 |
+----+--------------------+--------------------+
| 9 | 27.368423952770550 | 0.0534539530327549 |
+----+--------------------+--------------------+
| 10 | 45.520201172796410 | 0.0444533214578089 |
+----+--------------------+--------------------+
| 11 | 78.659547111384850 | 0.0384079819879808 |
+----+--------------------+--------------------+
| 12 | 140.49855876896643 | 0.0343014059494546 |
+----+--------------------+--------------------+
NOTE: I'm not a mathematician, take these values with a grain of salt.
Here is the extremely rough estimation I was able to produce.
Note that the hit chances without using QROP, with 8 bits of randomization,
is 1/256 = 0.00390625. This means that with QROP, even going up to 11 bits
of randomization, it can still be ten times more efficient than 8 bits.