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Uninformed
 · 28 Dec 2019

  

An Objective Analysis of the Lockdown Protection System for Battle.net
12/2007
Skywing
skywing@valhallalegends.com

Abstract

Near the end of 2006, Blizzard deployed the first major update to the version
check and client software authentication system used to verify the authenticity
of clients connecting to Battle.net using the binary game client protocol. This
system had been in use since just after the release of the original Diablo
game and the public launch of Battle.net. The new authentication module
(Lockdown) introduced a variety of mechanisms designed to raise the bar with
respect to spoofing a game client when logging on to Battle.net. In addition,
the new authentication module also introduced run-time integrity checks of
client binaries in memory. This is meant to provide simple detection of many
client modifications (often labeled "hacks") that patch game code in-memory in
order to modify game behavior. The Lockdown authentication module also
introduced some anti-debugging techniques that are designed to make it more
difficult to reverse engineer the module. In addition, several checks that
are designed to make it difficult to simply load and run the Blizzard
Lockdown module from the context of an unauthorized, non-Blizzard-game
process. After all, if an attacker can simply load and run the Lockdown
module in his or her own process, it becomes trivially easy to spoof the game
client logon process, or to allow a modified game client to log on to
Battle.net successfully. However, like any protection mechanism, the new
Lockdown module is not without its flaws, some of which are discussed in
detail in this paper.

1) Introduction

The Lockdown module is a part of several schemes that attempt to make it
difficult to connect to Battle.net with a client that is not a "genuine"
Blizzard game. For the purposes of this paper, the author considers both
modified/"hacked" Blizzard game clients, and third-party client software,
known as "emubots", as examples of Battle.net clients that are not genuine
Blizzard games. The Battle.net protocol also incorporates a number of schemes
(such as a proprietary mechanism for presenting a valid CD-Key for inspection
by Battle.net, and a non-standard derivative of the SRP password exchange
protocol for account logon) that by virtue of being obscure and undocumented
make it non-trivial for an outsider to successfully log a non-genuine client
on to Battle.net.

Prior to the launch of the Lockdown module, a different system took its place and
filled the role of validating client software versions. The previous system
was resistant to replay attacks (caveat: a relatively small pool of challenge
response values maintained by servers makes it possible to use replay attacks
after observing a large number of successful logon attempts) by virtue of the
use of a dynamically-supplied checksum formula that is sent to clients (a
challenge, in effect). This formula was then interpreted by the predecessor
to the Lockdown module, otherwise known as the "ver" or "ix86ver" module,
and used to create a one-way hash of several key game client binaries. The
result response would then be sent back to the game server for verification,
with an invalid response resulting in the client being denied access to
Battle.net.

While the "ver" module provides some inherent resistance to some
types of non-genuine clients (such as those that modify Blizzard game binaries
on disk), it does little to stop in-memory modifications to Blizzard game
clients. Additionally, there is very little to stop an attacker from creating
their own client software (an "emubot") that implements the "ver" module's
checksum scheme, either by calling "ver" directly or through the use of a
third-party, reverse-engineered implementation of the algorithm implemented in
the "ver" module. It should be noted that there exists one basic protection
against third party software calling the "ver" module directly; the "ver"
series of modules are designed to always run part of the version check hash on
the caller process image (as returned by the Win32 API GetModuleFileNameA).
This poses a minor annoyance for third party programs. In order to bypass
this protection, however, one need only hook GetModuleFileNameA and fake the
result returned to the "ver" module.

Given the existing "ver" module's capabilities, the Lockdown module
represents a major step forward in the vein of assuring that only genuine
Blizzard client software can log on to Battle.net as a game client. The
Lockdown module is a first in many respects for Blizzard with respect to
releasing code that actively attempts to thwart analysis via a debugger
(and actively attempts to resist being called in a foreign process with
non-trivial mechanisms).

Despite the work put into the Lockdown module, however, it has proven perhaps
less effective than originally hoped (though the author cannot state the
definitive expectations for the Lockdown module, it can be assumed that a
"hacking life" of more than several days was an objective of the Lockdown
module). This paper discusses the various major protection systems embedded
into the Lockdown module and associated authentication system, potential
attacks against them, and technical counters to these attacks that Blizzard
could take in a future release of a new version check/authentication module.

Part of the problem the developers of the Lockdown module faced relates to
constraints on the environment in which the module operates. The author has
derived the following constraints currently in place for the module:

1. The server portion of the authentication system is likely static and does not
generate challenge/response values in real time. Instead, a pool of possible
values appear to be pregenerated and configured on the server.
2. The module needs to work on all operating systems supported by all Blizzard
games, which spans the gamut from Windows 9x to Windows Vista x64. Note that
there are provisions for different architectures, such as Mac OS, to use a
different system than Windows architectures.
3. The module needs to work on all versions of all Blizzard Battle.net games,
including previous versions. This is due to the fact that the module plays
an integral part in Battle.net's software version control system, and thus
is used on old clients before they can be upgraded.
4. Legitimate users should not see a high incidence of false positives, and it
is not desirable for false positives to result in automated permanent action
against legitimate users (such as account closure).

As an aside, in the author's opinion, the version check and authentication
system is not intended as a copy protection system for Battle.net, as it does
nothing to discourge additional copies of genuine Blizzard game software from
being used on Battle.net. In essence, the version check and authentication
system is a system that is designed to ensure that only copies of the
genuine Blizzard game software can log on to Battle.net. Copy protection
measures on Battle.net are provided through the CD-Key feature, wherein the
server requires that a user has a valid (and unique) CD-Key (for applicable
products).

2) Protection Schemes of the Lockdown Module

As a stark contrast to the old "ver" module, the Lockdown module includes a
number of active defense mechanisms designed to significantly strengthen the
module's resistance to attack (including either analysis or being tricked into
providing a "good" response to a challenge to an untrusted process).

The protection schemes in the Lockdown module can be broken up into several
categories:

1. Mechanisms to thwart analysis of the Lockdown module itself and the secret
algorithm it implements (anti-debugging/anti-reverse-engineering).
2. Mechanisms to thwart the successful use of Lockdown in a hostile process to
generate a "good" response to a challenge from Battle.net (anti-emubot, and
by extension anti-hack, where "anti-hack" denotes a counter to modifications
of an otherwise genuine Blizzard game client).
3. Mechanisms to thwart modifications to an otherwise-genuine Blizzard game
client that is attempting to log on to Battle.net (anti-hack).

In addition, the Lockdown module is also responsible for implementing a
reasonable facsimile of the original function of the "ver" module; that is, to
provide a way to authoritatively validate the version of a genuine Blizzard
game client, for means of software version control (e.g. the deployment of
the correct software updates/patches to old versions of genuine Blizzard game
clients connecting to Battle.net).

In this vein, the following protection schemes are present in the Lockdown
module and associated authentication system:

2.1) Clearing the Processor Debug Registers

The x86 family of processors includes a set of special registers that are
designed to assist in the debugging of programs. These registers allow a user
to cause the processor to stop when a particular memory location is accessed,
as an instruction fetch, as a data read, or as a data write. This debugging
facility allows a user (debugger) to set up to four different virtual addresses
that will trap execution when referenced in a particular way. The use of these
debug registers to set traps on specific locations is sometimes known as
setting a hardware breakpoint", as the processor's dedicated debugging
support (in-hardware) is being utilized.

Due to their obvious utility to anyone attempting to analyze or reverse
engineer the Lockdown module, the module actively attempts to disable this
debugging aid by explicitly zeroing the contents of the key debug registers in
the context of the thread executing the Lockdown module's version check
call, CheckRevision. All the requisite debug registers are cleared immediately
after the call to the CheckRevision routine in the Lockdown module is made.

This protection mechanism constitutes an anti-debugging scheme.

2.2) Memory Checksum Performed on the Lockdown Module

The Lockdown module, contrary to the behavior of its predecessor, implements
a checksum of several key game executable files in-memory instead of on-disk.
In addition to the checksum over certain game executables, the Lockdown
module includes itself in the list of modules to be checksumed. This provides
several immediate benefits:

1. Attempts to set conventional software breakpoints on routines inside the
Lockdown module will distort the result of the operation, frustrating
reverse engineering attempts. This is due to the fact that so-called
software breakpoints are implemented by patching the instruction at the
target location with a special instruction (typically `int 3') that causes
the processor to break into the debugger. The alteration to the module's
executable code in memory causes the checksum to be distorted, as the `int 3'
opcode is checksumed instead of the original opcode.
2. Attempts to bypass other protection mechanisms in the Lockdown module are
made more difficult, as an untrusted process that is attempting to cause the
Lockdown module to produce correct results via patching out certain other
protection mechanisms will, simply by virtue of altering Lockdown code
in-memory, inadvertently alter the end result of the checksum operation. The
success of this aspect of the memory checksum protection is related to the
fact that the Lockdown module attempts to disable hardware breakpoints as
well. These two protection mechanisms thus complement eachother in a strong
fashion, such that a naive attempt to compromise one of the protection
schemes would usually be detected by the other scheme. In effect, the result
is a rudimentary "defense in depth" approach to software protection schemes
that is the hallmark of most relatively successful protection schemes.
3. The inclusion of the version check module itself in the result of the output
of the checksum is entirely new to the version check and client
authentication system, and as such poses an additional, unexpected "speed
bump" to persons attempting to reimplement the Lockdown algorithm in their
own code.

This protection mechanism has characteristics of both an anti-debugging,
anti-hack, and anti-emubot system.

2.3) Hardcoding of Module Base Addresses

As mentioned previously, the Lockdown module now implements a checksum over
game executables in-memory instead of on-disk. Taking advantage of this
change, the Lockdown module can hardcode the base address of the main process
executable at the default address of 0x00400000. This is safe because no
Blizzard game executable includes base relocation information, and as a result
will never change from this base address.

By virtue of hardcoding this address, it becomes more difficult for an
untrusted process to successfully call the Lockdown module. Unless the
programmer is particularly clever, he or she may not notice that the Lockdown
module is not actually performing a checksum over the main executable for the
desired Blizzard game, but instead the main executable of the untrusted process
(the default address for executables in the Microsoft linker program is the
same 0x00400000 value used in Blizzard's main executables comprising their
game clients).

While it is possible to change the base address of a program at link-time,
which could be done by a third-party process in an attempt to make it possible
to map the desired Blizzard main executable at the 0x00400000 address, it is
difficult to pull this off under Windows NT. This is because the 0x00400000
address is low in the address space, and the default behavior of the kernel's
memory manager is to find new addresses for memory allocations starting from
the bottom of the address space. This means that in virtually all cases, a
virgin Win32 process will already have an allocation (usually one of the shared
sections used for communication with CSRSS in the author's experience) that is
overlapping the address range required by the Lockdown module for the main
executable of the Blizzard game for which a challenge response is being
computed. While it is possible to change this behavior in the Windows NT
memory manager and cause allocations to start at the top of the address space
and search downwards, this is not the default configuration and is also a
relatively not-well-known kernel option. The fact that all users would need to
be reconfigured to change the default allocation search preference for an
untrusted process to typically successfully map the desired Blizzard game
executable makes this approach relatively painful for a would-be attacker.

The Lockdown module also ensures that the return value of the
GetModuleHandleA(0) Win32 API corresponds to 0x00400000, indicating that the
main process image is based at 0x00400000 as far as the loader is concerned.
The restriction on the base address of the game main executable module has the
unfortunate side effect that it will not be possible to take advantage of
Windows Vista's ASLR attack surface reduction capabilities, negatively
impacting the resistance of Blizzard games to certain classes of exploitation
that might impact the security of users.

This protection mechanism is primarily considered to be an anti-emubot scheme,
as it is designed to guard against an untrusted process from succcessfully
calling the Lockdown module.

2.4) Video Memory Checksum

Another previously nonexistant component to the version check algorithm that is
introduced by the Lockdown module is a checksum over the video memory of the
process calling the Lockdown module. At the point in time where the module
is invoked by the Blizzard game, the portion of video memory checksummed should
correspond to part of the "Battle.net" banner in the log on screen for the
Blizzard game. The Lockdown module is currently only implemented for
so-called "legacy" game clients, otherwise known as clients that use Battle.snp
and the Storm Network Provider system for multiplayer access. This includes
all Battle.net-capable Blizzard games ranging from Diablo I to Starcraft and
Warcraft II: BNE. Future games, such as Diablo II, are not supported by the
Lockdown module.

This represents an additional non-trivial challenge to a would-be attacker.
Although the contents of the video memory to be checksummed is static, the way
that the Lockdown module retrieves the video memory pointers is through an
obfuscated call to several internal Storm routines (SDrawSelectGdiSurface,
SDrawLockSurface, and SDrawUnlockSurface) that rely on a non-trivial amount of
internal state initialized by the Blizzard game during startup. This makes the
use of the internal Storm routines unlikely to simply work "out of the box" in
an untrusted process that has not gone to all the trouble to initialize the
Storm graphics subsystem and draw the appropriate data on the Storm video
surfaces.

This protection mechanism is primarily considered to be an anti-emubot scheme,
as it is designed to guard against an untrusted process from succcessfully
calling the Lockdown module.

2.5) Multiple Flavors of the Lockdown Module

The original "ver" module scheme pioneered a system wherein there were multiple
downloadable flavors of the version check module to be used by a client. The
Battle.net server sends the client a tuple of (version check module filename,
checksum formula and initialization parameters, version check module timestamp)
that is used in order to version (and download, if necessary) the latest copy
of the version check module. This mechanism provides for the possibility that
the Battle.net server could support multiple "flavors" of version check module
that could be distributed to clients in order to increase the amount of work
required by anyone seeking to reimplement the version check and authentication
system.

The original "ver" module and associated authentication scheme in fact utilized
such a scheme of multiple "ver" modules, and the Lockdown scheme expands upon
this trend. In the original system, there were 8 possible modules to choose
from; the Lockdown system, by contrast, expands this to a set of 20
possibilities. However, the version check modules in both systems are still
very similar to one another. In both systems, each module has its own unique
key (a 32-bit values in the "ver" system, and a 64-bit value in the Lockdown
system) that is used to influence the result of the version check checksum (it
should be noted that in the Lockdown system, the actual Lockdown module
itself is in essence a second "key", as the added checksum over the module
represents an additional adjustment to the final checksum result that changes
with each Lockdown module). This single difference is disguised by other
minor, superficial alterations to each module flavor; there are slight
differences by which module base addresses are retrieved, for instance, and
there are also other superficial differences that relate to differences like
code being moved between functions or functions being re-arranged in the final
binary in order to frustrate a simple "diff" of two Lockdown modules as
being informative in revealing the functional differences between the said two
modules.

This protection mechanism is perhaps best classed as an anti-analysis scheme,
as it attempts to create more work for anyone attempting to reverse engineer
the authentication system as a whole.

2.6) Authenticity Check Performed on Lockdown Module Caller

An additional new protection scheme introduced in the Lockdown module is a
rudimentary check on the authenticity of the caller of the module's export,
the CheckRevision routine. Specifically, the module attempts to ascertain
whether the return address of the call to the CheckRevision routine points to a
code location within the Battle.snp module. If the return pointer for the call
to CheckRevision is not within the expected range, then an error is
deliberately introduced into the checksum calculations, ultimately resulting in
the result returned by the Lockdown module becoming invalidated.

3) Attacks (and Counter-Attacks) on the Lockdown System

Though the Lockdown module introduces a number of new defensive mechanisms
that attempt to thwart would-be attackers, these systems are far from
fool-proof. There are a number of ways that these defensive systems could be
attacked (or subverted) by a would-be attacker who wishes to pass the version
and authentication check in the context of a non-genuine client for purposes of
logging on to Battle.net. In addition, there are also a variety of different
ways by which these proposed attacks could be thwarted in a future update to
the version check and authentication system.

3.1) Interception of SetThreadContext

As previously described, the Lockdown modules attempt to disable the use of
the processor's complement of debug registers in order to make it difficult
to utilize so-called hardware breakpoints during the process of reverse
engineering or analyzing a Lockdown module. This scheme is, at present,
relatively easily compromised, however.

There are several possible attacks that could be used:

1. Hook the SetThreadContext API and block attempts to disable debug registers
(programmatic).
2. Patch the import address table entry for SetThreadContext in the Lockdown
module to point to a custom routine that does nothing (programmatic).
3. Patch the Lockdown module instruction code to not call SetThreadContext in
the first place (programmatic). However, this is approach is considered to
be generally untenable, due to the memory checksum protection scheme.
4. Set a conditional breakpoint on `kernel32!SetThreadContext' that re-applies
the hardware breakpoint state after the call, or simply alters execution
flow to immediately return (debugger).

Depending on whether the attacker wants to make programmatic alterations to the
behavior of the Lockdown module via hardware breakpoints, or simply wishes
to observe the behavior of the module in the debugger unperturbed, there are
several options available.

The suggested counters include techniques such as the following:

1. Verify that the debug registers were really cleared. However, this could
simply be patched out as well. More subtle would be to include the value
of several debug registers in the checksum calculations, but this would also
be fairly obvious to attackers due to the fact that debug registers cannot be
directly accessed from user mode and require a call to Get/SetThreadContext,
or the underlying NtGet/SetContextThread system calls.
2. Include additional calls to disable debug register usage in different
locations within the Lockdown module. To be most effective, these would
need to be inlined and use different means to set the debug register state.
For example, one location could use a direct import, another could use a
GetProcAddress dynamic import, a third could manually walk the EAT of
kernel32 to find the address of SetThreadContext, and a fourth could make
a call to NtSetContextThread in ntdll, and a fifth could disassemble the
opcodes comprising NtSetContextThread, determine the system call ordinal,
and make the system call directly (e.g. via `int 2e'). The goal here is to
add additional work and eliminate "single points of failure" from the
perspective of an attacker seeking to disable the anti-debugging feature.
Note that the direct system call approach will require additional work in
order to function under Wow64 (e.g. x64 computers running native Windows
x64).
3. Verify that all IAT entries corresponding to kernel32 actually point to the
same module in-memory. This is risky, though, as in some cases (such as when
the Microsoft application compatibility layer module is in use), these APIs
may be legitimately detoured.

3.2) Use of Hardware Breakpoints

Assuming an attacker can compromise the anti-debugging protection scheme, then
he or she is free to make clever use of hardware breakpoints to disable other
protection systems (such as hardcoded base addresses of modules, checks on the
authenticity of a CheckRevision caller, and soforth) by setting execute fetch
breakpoints on choice code locations. Then, the attacker could simply alter
the execution context when the breakpoints are hit, in order to bypass other
protection mechanisms. For example, an attacker could set a read breakpoint
on the hardcoded base address for the main process image inside the Lockdown
module, and change the base address accordingly. The attacker would also
have to patch GetModuleHandleA in order to complete this example attack.

Suggested counters to attacks based on hardware breakpoints include:

1. Validation of the vectored exception handler chain, which might be used to
intercept STATUSSINGLESTEP exceptions when hardware breakpoints are hit.
This is risky, as there are legitimate reasons for there to be "foreign"
vectored exception handlers, however.
2. Checks to stop debuggers from attaching to the process, period. This is not
considered to be a viable solution since there are a number of legitimate
reasons for a debugger to be attached to a process, many of them which may
be unknown completely to the end user (such as profilers, crash control and
reporting systems, and other types of security software). Attempting to
block debuggers may also prevent the normal operation of Windows Error
Reporting or a preconfigured JIT debugger in the event of a game crash,
depending on the implementation used. Ways of detecting debuggers include
calls to IsDebuggerPresent, NtQueryInformationProcess(...ProcessDebugPort..),
checks against NtCurrentPeb()->BeingDebugged, and soforth.
3. Duplication of checks (perhaps in slightly altered forms) throughout the
execution of the checksum implementation. It is important for this
duplication to be inline as much as possible in order to eliminate single
points of failure that could be used to short-circuit protection schemes by
an attacker.
4. Strengthening of the anti-debugging mechanism, as previously described.

3.3) Main Process Image Module Base Address Restriction

An attacker seeking to execute the Lockdown module in an untrusted process
would need to bypass the restrictions on the base address of the main process
image. The most likely approach to this would be a combination attack, whereby
the attacker would use something like a set of hardware breakpoints to alter
the hardcoded restrictions on module base addresses, and import table or code
patch style hooks on the GetModuleHandleA API in order to defeat the secondary
check on the module base address for the main executable image.

Another approach would be to simply create the main executable image as a
process, suspended, and then either create a new thread in the process or
assume control of the initial thread in order to execute the Lockdown module.
This gets the would-be attacker out of having to patch checks in the module, as
there is currently no defense against this case implemented in the module.

In order to strengthen this protection mechanism, the following approaches
could be taken:

1. Manually traverse the loaded module list (and examine the PEB) in order to
validate that the main process image is really at 0x00400000. All of these
mechanisms could be compromised, but checking each one creates additional
work for an attacker.
2. Verify that the game has initialized itself to some extent. This would
make the approach of creating the game process suspended more difficult. It
would also otherwise make the use of the Lockdown module in an untrusted
process more difficult without tricking the module into believing that it is
running in an initialized game process. The scope of determining how the
game is initialized is outside of this paper, although an approach similar
to the current one based on a checksum of Storm video memory (though with
more "redundancy", or an additional matrix of requirements for a legitimate
game process).

3.4) Minor Functional Differences Between Lockdown Module Flavors

Presently, an attacker needs to implement all flavors of the Lockdown module
in order to be assured of a successful connection to Battle.net. However,
even with the 20 possibilities now available, this is still not difficult due
to the minor functional differences between the different Lockdown flavors.
Moreso, it is trivially possible to find the "magic" constants that constitute
the only functional differences between each flavor of Lockdown.

In the author's tests, two pattern matches and a small 200-line C program were
all that were necessary to programmatically identify all of the magical
constants that represent the functional differences between each flavor of
Lockdown module, in a completely automated fashion. In fact, the author would
wager that it took more time to implement all 20 different flavors of Lockdown
modules than it took to devise and implement a rudimentary pattern matching
system to automagically discover all 20 magical constants from the set of 20
Lockdown module flavors. Clearly, this is not desirable from the standpoint
of effort put in to the protection scheme vs difficulty in attacking it.

In order to address these weaknesses, the following steps could be implemented:

1. Implement true, major functional differences between Lockdown flavors.
Instead of using a single constant value that is different between each
flavor (probably a "" preprocessor constant), implement other,
real functional differences. Otherwise, even with a number of different
"non-functional" differences between module flavors, a pattern-matching
system will be able to quickly locate the different constants for each
module after a human attacker has discovered the constant for at least one
module flavor.
2. Avoid using quick-to-substitute constants as the "meat" of the functional
differences betwene flavors. While these are convenient from a development
perspective, they are also convenient from an attacker perspective. If a
bit more time were spent from a development perspective, attackers could be
made to do real analysis of each module separately in order to determine the
actual functional differences, greatly increasing the amount of time that is
required for an attacker to defeat this protection scheme.

3.5) Spoofed Return Address for CheckRevision Calls

Due to how the x86 architecture works, it is trivially easy to spoof the return
address pointer for a procedure call. All that one must do is push the spoofed
return address on the stack, and then immediately execute a direct jump to the
target procedure (as opposed to a standard call).

As a result, it is fairly trivial to bypass this protection mechanism at
run-time. One need only search for a `ret' opcode in the code space of the
Battle.snp module in memory, and use the technique described previously to
simply "bounce" the call off of Battle.snp via the use of a spoofed return
address. To the Lockdown module, the call will appear to originate from the
context of Battle.snp, but in reality the call will immediately return from
Battle.snp to the real caller in the untrusted process.

To counter this, the following could be attempted:

1. Verify two return addresses deep, although due to the nature of the x86
calling conventions (at least stdcall and fastcall, the two used by
Blizzard code frequently), it is not guaranteed that four bytes past the
return address will be a particularly meaningful value.
2. Verify that the return address does not point directly to a `ret', `jmp',
`call' or similar instruction, assuming that current Battle.snp variations do
not use such patterns in their call to the module. This only slightly raises
the bar for an attacker, though; he or she would only need pick a more
specific location in Battle.snp through which to stage a call, such as the
actual location used in normal calls to the Lockdown module.

3.6) Limited Pool of Challenge/Response Tuples

Presently, the Battle.net servers contain a fairly limited pool of possible
challenge/response pairs for the version check and authentication system.
Observations suggest that most products have a pool of around one thousand
values that can be sent to clients. This has been used against Battle.net in
the past, which was countered by an increase to 20000 possible values for
several Battle.net products. Even with 20000 possible values, though, it is
still possible to capture a large number of logon attempts over time and build
a lookup table of possible values. This is an attractive option for an
attacker, as he or she need only perform passive analysis over a period of time
in order to construct a database capable of logging on to Battle.net with a
fairly high success rate. Given the relative infrequency of updates to the
pool of version check values (typically once per patch), this is considered to
be a fairly viable method for an attacker to bypass the version check and
authentication system.

This limitation could easily be addressed by Blizzard, however, such as through
the implementation of one or more of the below suggestions:

1. Periodically rotate the set of possible version check values so as to ensure
that a database of challenge/response pairs would quickly expire and need to
be rebuilt. Combined with a large pool of possible values, this approach
would greatly reduce the practicality of this attack. Unfortunately, the
author suspects that this would require manual intervention each time the
pools were to be rotated by the part of Blizzard in the current Battle.net
server implementation.
2. Implement dynamic generation of pool values at runtime on each Battle.net
server. This would require the server to have access to the requisite client
binaries, but is not expected to be a major challenge (especially since the
author suspects that Battle.net is powered by Windows already, which would
allow the existing Lockdown module code to be cleaned up and repackaged for
use on the server as well). This could be implemented as a pool of possible
values that is simply stirred every so often; new challenge/response values
need not necessarily be generated on each logon attempt (and doing so would
have undesirable performance implications in any case).

4) Conclusion

Although the Lockdown module and associated authentication system represent
a major break in Blizzard's ongoing battle against non-genuine Battle.net
client software, there are still many improvements that could be made in a
future release of the version check and authentication system which would fit
within the constraints imposed on the version check system, and still pose a
significant challenge to an adversary attempting to spoof Battle.net logons
using a non-genuine clients. The author would encourage Blizzard to consider
and implement enhancements akin to those described in this paper, particularly
protections that overlap and complement each other (such as the debug register
clearing and memory checksum schemes).

In the vein of improving the Lockdown system, the author would like to stress
the following principles as especially important in creating a system that is
difficult to defeat and yet still workable and viable from a development and
deployment perspective:

- Defense in depth with respect to the various protection mechanisms in place
within the module is a must. Protection systems need to be designed to
complement and reinforce eachother, such that an attacker must defeat a
number of layers of protection schemes for any one significant attack to
succeed to the point of being a break in the system.

- Countermeasures intended to frustrate reverse engineering or easy duplication
of critical algorithms need to be viewed in the light of what an adversary
might do in order to 'attack' (or duplicate, re-implement, or whatnot) a
'guarded' (or otherwise important) algorithm or section of code. For
example, an attacker could ease the work of reimplementing parts of an
algorithm or function of interest by wholesale copying of assembler code
into a different module, or by loading an "authentic" module and making
direct calls into internal functions (or the middle of internal functions) in
an effort to bypass "upstream" protection checks. Keeping with this line of
thinking, it would be advisible to interleave protection checks with code
that performs actual useful work to a certain degree, such that it is less
trivial for an adversary to bypass protection checks that are entirely done
"up front" (leaving the remainder of a secret algorithm or function
relatively "vulnerable", if the check code is skipped entirely).

- Countermeasures intended to create "time sinks" for an adversary need to be
carefully designed such that they are not easily bypassed. For instance, in
the current Lockdown module implementation, there are twenty flavors of the
Lockdown module; yet, in this implementation, it is trivially easy for an
adversary to discover the differences (in a largely programmatic fashion),
making this "time sink" highly ineffective, as the time for an adversary to
breach it is likely much less than the time for the original developers to
have created it.

- Measures that depend on external, imported APIs are often relatively easy for
an attacker to quickly pinpoint and disable (for example, the method that
debug register breakpoints are disabled by the Lockdown module is
immediately obvious to an adversary, if they are even the least bit familiar
with the Win32 API (which must be assumed). In some cases (such as with the
debug register breakpoint clearing code), this cannot be avoided, but in
others (such as validation of module base addresses), the same effect could
be potentially implemented by use of less-obvious approaches (for example
manually traversing the loaded module list by locating the PEB and the
loader data structures from the backlink pointer in the current thread's
TEB). The author would encourage the developers of additional defensive
measures to reduce dependencies on easily-noticible external APIs as much as
possible (balanced, of course, against the need for maintainable code that
executes on all supported platforms). In some instances, such as the manual
resolution of Storm symbols, the current system does do a fair job of
avoiding easily-detectable external API use.

All things considered, the Lockdown system represents a major step forward in
the vein of guarding Battle.net from unauthorized clients. Even so, there is
still plenty of room for improvements in potential future revisions of the
system. The author hopes that this article may prove useful in the
strengthening of future defensive systems, by virtue of a thorough accounting
of the strengths and weaknesses in the current Lockdown module (and pointed
suggestions as to how to repair certain weaker mechanisms in the current
implementation).

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