TypedArray是漏洞中常见到的结构,手册用法有四
1.new TypedArray(length);
//byteLength=length * sizeof(TypeName);
length
当传入length参数时,一个内部数组缓冲区被创建,该缓存区的大小是传入的length乘以数组中每个元素的字节数,每个元素的值都为0.(译者注:每个元素的字节数是由具体的构造函数决定的,比如Int16Array的每个元素的字节数为2,Int32Array的每个元素的字节数为4)
2.new TypedArray(typedArray);
typedArray
当传入一个包含任意类型元素的任意类型化数组对象(typedArray) (比如 Int32Array)作为参数时,typeArray被复制到一个新的类型数组。typeArray中的每个值会在复制到新的数组之前根据构造器进行转化.新的生成的类型化数组对象将会有跟传入的数组相同的length(译者注:比如原来的typeArray.length==2,那么新生成的数组的length也是2,只是数组中的每一项进行了转化)
3.new TypedArray(object);
object
当传入一个 object 作为参数时,如同通过 TypedArray.from() 方法一样创建一个新的类型数组。
4.new TypedArray(buffer [, byteOffset [, length]]);
//最常见用法,byteOffset、length是字节数
buffer[, byteOffset, length]
当传入arrayBuffer和可选参数byteOffset,可选参数length时,一个新的类型化数组视图将会被创建,该类型化数组视图用于呈现传入的ArrayBuffer实例。byteOffset和length指定类型化数组视图暴露的内存范围,如果两者都未传入,那么整个buffer都会被呈现,如果仅仅忽略length,那么buffer中偏移(byteOffset)后剩下的buffer将会被呈现.
//MDN规定的类型
Int8Array();
Uint8Array();
Uint8ClampedArray();
Int16Array();
Uint16Array();
Int32Array();
Uint32Array();
Float32Array();
Float64Array();
//但是Chakra在实现上定义如下更多的类型
OBJECT_TYPE(UninitializedObject ) //未初始化时就是这种
// Typed arrays that are optimized by the JIT
OBJECT_TYPE(Int8Array )
OBJECT_TYPE(Uint8Array )
OBJECT_TYPE(Uint8ClampedArray )
OBJECT_TYPE(Int16Array )
OBJECT_TYPE(Uint16Array )
OBJECT_TYPE(Int32Array )
OBJECT_TYPE(Uint32Array )
OBJECT_TYPE(Float32Array )
OBJECT_TYPE(Float64Array )
// Virtual Arrays
//Chakra中一种TypedArray对应两种OBJECT_TYPE
OBJECT_TYPE(Int8VirtualArray)
OBJECT_TYPE(Uint8VirtualArray)
OBJECT_TYPE(Uint8ClampedVirtualArray)
OBJECT_TYPE(Int16VirtualArray)
OBJECT_TYPE(Uint16VirtualArray)
OBJECT_TYPE(Int32VirtualArray)
OBJECT_TYPE(Uint32VirtualArray)
OBJECT_TYPE(Float32VirtualArray)
OBJECT_TYPE(Float64VirtualArray)
//Mixed Arrays
OBJECT_TYPE(Int8MixedArray)
OBJECT_TYPE(Uint8MixedArray)
OBJECT_TYPE(Uint8ClampedMixedArray)
OBJECT_TYPE(Int16MixedArray)
OBJECT_TYPE(Uint16MixedArray)
OBJECT_TYPE(Int32MixedArray)
OBJECT_TYPE(Uint32MixedArray)
OBJECT_TYPE(Float32MixedArray)
OBJECT_TYPE(Float64MixedArray)
// Typed arrays that are not optimized by the JIT
OBJECT_TYPE(Int64Array)
OBJECT_TYPE(Uint64Array)
OBJECT_TYPE(BoolArray)
OBJECT_TYPE(CharArray)
// SIMD_JS
// SIMD并不是TypedArray,但是与TypedArray在一起处理
// Only Simd128 sub-types. Currently no need to track top Simd128 type
OBJECT_TYPE(Simd128Float32x4 )
OBJECT_TYPE(Simd128Int32x4 )
OBJECT_TYPE(Simd128Int16x8 )
OBJECT_TYPE(Simd128Int8x16 )
OBJECT_TYPE(Simd128Uint32x4 )
OBJECT_TYPE(Simd128Uint16x8 )
OBJECT_TYPE(Simd128Uint8x16 )
OBJECT_TYPE(Simd128Bool32x4 )
OBJECT_TYPE(Simd128Bool16x8 )
OBJECT_TYPE(Simd128Bool8x16 )
OBJECT_TYPE(Simd128Float64x2 ) // !! This is a marker for last SIMD type. Insert new SIMD types above.
var tst = new Uint32Array(0x10000);
率先执行到
template <typename TypeName, bool clamped, bool virtualAllocated>
Var TypedArray<TypeName, clamped, virtualAllocated>::NewInstance(RecyclableObject* function, CallInfo callInfo, ...)
TypedArray类是一个template <typename TypeName, bool clamped, bool virtualAllocated>
模版类
如此设计是为了TypeName
可以指定不同的种类如Uint32
、Int16
等
TypedArray<>::NewInstance
是一个public static方法,提供外部调用创建TypedArray
public:
static Var NewInstance(RecyclableObject* function, CallInfo callInfo, ...);
TypedArray::NewInstance
上来首先获取ScriptContext
和ThreadContext
Var TypedArray<TypeName, clamped, virtualAllocated>::NewInstance(RecyclableObject* function, CallInfo callInfo, ...)
{
function->GetScriptContext()->GetThreadContext()->ProbeStack(Js::Constants::MinStackDefault, function->GetScriptContext());
ARGUMENTS(args, callInfo);
ScriptContext* scriptContext = function->GetScriptContext();
ThreadContext
ThreadContext在CreateRuntimeCore里,我们可以看到,在创建JsrtRuntime之前我们需要创建一个ThreadContext,而主要的初始化都是在ThreadContext上进行的。在ThreadContext里面,我们还可以看到比JsrtRuntime多得多的成员变量,并且有很多我们都非常感兴趣,比如:
- 和内存管理相关的Recycler,各种Page Allocator * 和控制流相关的异常信息 * 各种统计信息 *
我们马上会提到的JsrtContext的主要实现——ScriptContext的列表 * ……等等可以看出,上面我们提到的Runtime提供的主要功能基本都在ThreadContext里面,可以说它是JsrtRuntime的主要实现。而通过代码我们可以看得到,JsrtRuntime和ThreadContext是一对一的,所以在读ChakraCore的代码时,我们基本可以把他们认为是一个东西。
ScriptContext
虽然在ScriptContext并没有直接被JsrtContext所持有,而是放在了JavascriptLibrary之中,但是我们还是先来看看这个类,因为这个类其实更加重要也更加的靠上层。
在JsrtContext的构造函数里面,我们可以看到第一步就是创建ScriptContext,而在销毁JsrtContext时,其主要做的事情也是由ScriptContext来完成的,可见ScriptContext其实就是JsrtContext的真实实现。(其实看名字我们也看的出来……)
还记得JsrtContext提供的功能么?在ScriptContext中,我们都可以在其成员变量中找到踪迹:
- globalObject:这个就是浏览器里JavaScript中的window变量。 *
url:当前ScriptContext的创建者的URL。 * sourceList:用于储存每个ScriptContext中加载的代码。
之后传递TypedArray<>::Create
函数指针进入TypedArrayBase::CreateNewInstance
Var object = TypedArrayBase::CreateNewInstance(args, scriptContext, sizeof(TypeName), TypedArray<TypeName, clamped, virtualAllocated>::Create);
static Var CreateNewInstance(Arguments& args, ScriptContext* scriptContext, uint32 elementSize, PFNCreateTypedArray pfnCreateTypedArray );
第一次进入TypedArrayBase::CreateNewInstance
时,arrayBuffer为空。因此会执行
scriptContext->GetLibrary()->CreateArrayBuffer(byteLength)
if (arrayBuffer != nullptr)
{
}
else
{
// Null arrayBuffer - could be new constructor or copy constructor.
byteLength = elementCount * elementSize;
arrayBuffer = scriptContext->GetLibrary()->CreateArrayBuffer(byteLength);
}
其中前两次的函数调用
scriptContext ScriptContext
GetLibrary() JavascriptLibrary
最后的CreateArrayBuffer函数,是从JavascriptLibrary中调用的
ArrayBuffer* JavascriptLibrary::CreateArrayBuffer(uint32 length)
这个函数是
JavascriptArrayBuffer::Create
的简单封装。
JavascriptArrayBuffer* JavascriptArrayBuffer::Create(uint32 length, DynamicType * type)
{
Recycler* recycler = type->GetScriptContext()->GetRecycler();
JavascriptArrayBuffer* result = RecyclerNewFinalized(recycler, JavascriptArrayBuffer, length, type);
Assert(result);
recycler->AddExternalMemoryUsage(length);
return result;
}
函数在通过ScriptContext获取到Memory:Recycler之后调用了RecyclerNewFinalized
RecyclerNewFinalized函数内部则调用了经过重载的new运算符,如下
template <typename TAllocator>
_Ret_notnull_
NO_EXPORT(void *) __cdecl
operator new(DECLSPEC_GUARD_OVERFLOW size_t byteSize, TAllocator * alloc, char * (TAllocator::*AllocFunc)(size_t))
{
AssertCanHandleOutOfMemory();
Assert(byteSize != 0);
void * buffer = (alloc->*AllocFunc)(byteSize);
Assume(buffer != nullptr);
return buffer;
}
这里分配了72个字节,使用的是custom heap的内存管理,分配出来的是JavascriptArrayBuffer对象。new在分配了内存之后开始调用JavascriptArrayBuffer的构造函数。
经过一系列构造函数的继承关系后,最后会调用到ArrayBuffer::ArrayBuffer()
这个函数传递了length
和allocator
两参数,最后调用buffer = (BYTE*)allocator(length)
template <class Allocator>
ArrayBuffer::ArrayBuffer(uint32 length, DynamicType * type, Allocator allocator) :
ArrayBufferBase(type)
{
buffer = nullptr;
bufferLength = 0;
if (length > MaxArrayBufferLength)
{
JavascriptError::ThrowTypeError(GetScriptContext(), JSERR_FunctionArgument_Invalid);
}
else if (length > 0)
{
Recycler* recycler = GetType()->GetLibrary()->GetRecycler();
if (recycler->ReportExternalMemoryAllocation(length))
{
buffer = (BYTE*)allocator(length);
if (buffer == nullptr)
{
recycler->ReportExternalMemoryFree(length);
}
}
if (buffer == nullptr)
{
recycler->CollectNow<CollectOnTypedArrayAllocation>();
if (recycler->ReportExternalMemoryAllocation(length))
{
buffer = (BYTE*)allocator(length);
if (buffer == nullptr)
{
recycler->ReportExternalMemoryFailure(length);
}
}
}
if (buffer != nullptr)
{
bufferLength = length;
ZeroMemory(buffer, bufferLength);
}
else
{
JavascriptError::ThrowOutOfMemoryError(GetScriptContext());
}
}
}
注意这里的构造函数是这样进行传参的
JavascriptArrayBuffer::JavascriptArrayBuffer(uint32 length, DynamicType * type) :
ArrayBuffer(length, type, IsValidVirtualBufferLength(length) ? AsmJsVirtualAllocator : malloc)
{
}
AsmJsVirtualAllocator是一个宏
#define AsmJsVirtualAllocator ((AllocWrapperType)Js::ArrayBuffer::AllocWrapper<MAX_ASMJS_ARRAYBUFFER_LENGTH>)
跟进buffer = (BYTE*)allocator(length)
之后会进入AllocWrapper
这个函数
template<size_t MaxVirtualSize = MAX_ASMJS_ARRAYBUFFER_LENGTH>
static void* __cdecl AllocWrapper(DECLSPEC_GUARD_OVERFLOW size_t length)
{
LPVOID address = VirtualAlloc(nullptr, MaxVirtualSize, MEM_RESERVE, PAGE_NOACCESS);
//throw out of memory
if (!address)
{
return nullptr;
}
if (length == 0)
{
return address;
}
LPVOID arrayAddress = VirtualAlloc(address, length, MEM_COMMIT, PAGE_READWRITE);
if (!arrayAddress)
{
VirtualFree(address, 0, MEM_RELEASE);
return nullptr;
}
return arrayAddress;
}
#define MAX_ASMJS_ARRAYBUFFER_LENGTH 0x100000000 // 4GB
注意这个函数两次调用了VirtualAlloc,第一次是RESERVE,第二次是COMMIT。分配的思路就是无论申请多大内存,只要满足VirtualArray的范围那么就RESERVE 4GB的地址空间,之后再有需要多少直接COMMIT就可以了。
之后再跳回到ArrayBuffer::ArrayBuffer中,执行ZeroMemory清空分配出来的内存。
这里实现的是VirtualBuffer的分配
if (buffer != nullptr)
{
bufferLength = length;
ZeroMemory(buffer, bufferLength);
}
在经过上面的一系列分配之后,执行流程返回到TypedArrayBase::CreateNewInstance函数中去。
之后在TypedArrayBase::CreateNewInstance函数中执行了如下流程
byteLength = elementCount * elementSize;
if (mappedLength == -1)
{
mappedLength = (byteLength - offset)/elementSize;
}
// Create and set the array based on the source.
TypedArrayBase* newArray = static_cast<TypedArrayBase*>(pfnCreateTypedArray(arrayBuffer, offset, mappedLength, scriptContext->GetLibrary()));
mappedLength也就是等于byteLength,之后在调用pfnCreateTypedArray函数时传递了之前创建的arrayBuffer
arrayBuffer = scriptContext->GetLibrary()->CreateArrayBuffer(byteLength);
分配出来的arrayBuffer是 ArrayBufferBase*,在后面可以看到ArrayBufferBase对象是建立TypedArray的基础
pfnCreateTypedArray其实是
template <typename TypeName, bool clamped, bool virtualAllocated>
Var TypedArray<TypeName, clamped, virtualAllocated>::Create(ArrayBufferBase* arrayBuffer, uint32 byteOffSet, uint32 mappedLength, JavascriptLibrary* javascriptLibrary)
首先计算mappedByteLength=元素个数*单个元素尺寸,然后计算totalLength=byteOffSet+mappedByteLength
if (UInt32Math::Mul(mappedLength, sizeof(TypeName), &mappedByteLength) ||
UInt32Math::Add(byteOffSet, mappedByteLength, &totalLength) ||
(totalLength > arrayBuffer->GetByteLength()))
之后依然是调用RecyclerNew来分配内存,这个函数依然会调用重载后的new运算符分配64个字节,分配出的内存作为TypedArray view对象
DynamicType *type = javascriptLibrary->GetTypedArrayType<TypeName, clamped>(0);
return RecyclerNew(javascriptLibrary->GetRecycler(), TypedArray, arrayBuffer, byteOffSet, mappedLength, type)
在new分配了TypedArray对象的内存后,就调用它的构造函数
template <typename TypeName, bool clamped, bool virtualAllocated>
TypedArray<TypeName, clamped, virtualAllocated>::TypedArray(ArrayBufferBase* arrayBuffer, uint32 byteOffset, uint32 mappedLength, DynamicType* type) :TypedArrayBase(arrayBuffer, byteOffset, mappedLength, sizeof(TypeName), type)
依据不同的Typed类型来设置属性
switch (type->GetTypeId())
{
case TypeIds_Int8Array:
VirtualTableInfo<Int8VirtualArray>::SetVirtualTable(this);
break;
case TypeIds_Uint8Array:
VirtualTableInfo<Uint8VirtualArray>::SetVirtualTable(this);
break;
case TypeIds_Uint8ClampedArray:
VirtualTableInfo<Uint8ClampedVirtualArray>::SetVirtualTable(this);
break;
case TypeIds_Int16Array:
VirtualTableInfo<Int16VirtualArray>::SetVirtualTable(this);
break;
case TypeIds_Uint16Array:
VirtualTableInfo<Uint16VirtualArray>::SetVirtualTable(this);
break;
case TypeIds_Int32Array:
VirtualTableInfo<Int32VirtualArray>::SetVirtualTable(this);
break;
case TypeIds_Uint32Array:
VirtualTableInfo<Uint32VirtualArray>::SetVirtualTable(this);
break;
case TypeIds_Float32Array:
VirtualTableInfo<Float32VirtualArray>::SetVirtualTable(this);
break;
case TypeIds_Float64Array:
VirtualTableInfo<Float64VirtualArray>::SetVirtualTable(this);
break;
default:
break;
}
最后返回的是TypedArray*的指针,至此TypedArray创建成功
JavascriptArrayBuffer:
ArrayBuffer:
ArrayBufferBase:
DynamicObject:
RecyclableObject:
FinalizableObject
调用总览
1.创建JavascriptArrayBuffer对象
2.创建Virtual Buffer
3.创建TypedArray对象
Virtual buffer创建流程
kernel32.dll!VirtualAlloc
ChakraCore.dll!Js::ArrayBufferBase::AllocWrapper<4294967296>()
ChakraCore.dll!Js::ArrayBuffer::ArrayBuffer<void * __ptr64 (__cdecl*)(unsigned __int64)>()
ChakraCore.dll!Js::JavascriptArrayBuffer::JavascriptArrayBuffer()
ChakraCore.dll!Js::JavascriptArrayBuffer::Create()
ChakraCore.dll!Js::JavascriptLibrary::CreateArrayBuffer()
ChakraCore.dll!Js::TypedArrayBase::CreateNewInstance()
ChakraCore.dll!Js::TypedArray<unsigned int,0,0>::NewInstance()
ChakraCore.dll!amd64_CallFunction()
TypedArray创建流程
ChakraCore.dll!Memory::Recycler::AllocWithAttributesInlined<0,0>()
ChakraCore.dll!Memory::Recycler::AllocInlined(unsigned __int64 size)
ChakraCore.dll!operator new<Memory::Recycler>()
ChakraCore.dll!Js::TypedArray<unsigned int,0,0>::Create()
ChakraCore.dll!Js::TypedArrayBase::CreateNewInstance()
ChakraCore.dll!Js::TypedArray<unsigned int,0,0>::NewInstance()
ChakraCore.dll!amd64_CallFunction()
JavascriptArrayBuffer创建流程
ChakraCore.dll!Js::JavascriptArrayBuffer::Create()
ChakraCore.dll!Js::JavascriptLibrary::CreateArrayBuffer()
ChakraCore.dll!Js::TypedArrayBase::CreateNewInstance()
ChakraCore.dll!Js::TypedArray<unsigned int,0,0>::NewInstance()
ChakraCore.dll!amd64_CallFunction()