Jos*_*and 5 c# privileges impersonation windows-xp marshalling
我正在尝试检索与 C# 中的令牌关联的权限及其当前状态,但我不知道如何调整LUID_AND_ATTRIBUTES返回的数组的大小以适应实际的元素数量。
来自MSDN
当 MarshalAsAttribute.Value 设置为 ByValArray 时,必须设置 SizeConst 以指示数组中的元素数量。
TOKEN_PRIVILEGES.PrivilegeCount在调用后,我能够观察该属性GetTokenInformation,并发现我正在使用的令牌具有特权常量参考页上列出的 35 项特权中的 24 项。更改SizeConst = 24将使我能够看到所有这些,而不仅仅是第一个(我最初是按照PInvokeSizeConst = 1的使用示例进行设置的)
有没有办法在创建传入数组时指定其深度,或者在编写代码之前我需要知道有多少特权?
[DllImport("advapi32.dll", SetLastError = true)]
protected static extern bool GetTokenInformation(IntPtr TokenHandle, TOKEN_INFORMATION_CLASS TokenInformationClass, IntPtr TokenInformation, int TokenInformationLength, ref int ReturnLength);
[DllImport("advapi32.dll", SetLastError = true, CharSet = CharSet.Auto)][return: MarshalAs(UnmanagedType.Bool)]
protected static extern bool LookupPrivilegeName(string lpSystemName, IntPtr lpLuid,System.Text.StringBuilder lpName, ref int cchName);
protected struct TOKEN_PRIVILEGES {
public UInt32 PrivilegeCount;
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 1)]
public LUID_AND_ATTRIBUTES[] Privileges;
}//TOKEN_PRIVILEGES
[StructLayout(LayoutKind.Sequential)]
protected struct LUID_AND_ATTRIBUTES {
public LUID Luid;
public UInt32 Attributes;
}//LUID_AND_ATTRIBUTES
[StructLayout(LayoutKind.Sequential)]
protected struct LUID {
public uint LowPart;
public int HighPart;
}//LUID
int TokenInfLength = 0;
IntPtr ThisHandle = WindowsIdentity.GetCurrent().Token;
GetTokenInformation(ThisHandle, TOKEN_INFORMATION_CLASS.TokenPrivileges, IntPtr.Zero, TokenInfLength, ref TokenInfLength); //Get the TokenInformation length (returns false)
IntPtr TokenInformation = Marshal.AllocHGlobal(TokenInfLength);
if(GetTokenInformation(WindowsIdentity.GetCurrent().Token, TOKEN_INFORMATION_CLASS.TokenPrivileges, TokenInformation, TokenInfLength, ref TokenInfLength)){
TOKEN_PRIVILEGES ThisPrivilegeSet = (TOKEN_PRIVILEGES)Marshal.PtrToStructure(TokenInformation, typeof(TOKEN_PRIVILEGES));
//ThisPrivilegeSet now holds all of the LUID's i need to check out
foreach(LUID_AND_ATTRIBUTES laa in ThisPrivilegeSet.Privileges){ //ThisPrivilegeSet.Privileges is only as deep as SizeConst will allow
System.Text.StringBuilder StrBuilder = new System.Text.StringBuilder();
int LuidNameLen = 0;
IntPtr LuidPointer = Marshal.AllocHGlobal(Marshal.SizeOf(laa.Luid));
Marshal.StructureToPtr(laa.Luid, LuidPointer, true);
LookupPrivilegeName(null, LuidPointer, null, ref LuidNameLen); //Get the PrivilageName length (returns false)
StrBuilder.EnsureCapacity(LuidNameLen + 1);
if(LookupPrivilegeName(null, LuidPointer, StrBuilder, ref LuidNameLen)){ //StrBuilder gets the name this time
Console.WriteLine("[{0}] : {1}", laa.Attributes.ToString(), StrBuilder.ToString());
}//end if
Marshal.FreeHGlobal(LuidPointer);
}//next
}//end if
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这是我的第一篇文章,如果我做错了,很抱歉,并寻求 TIA 的帮助
我想跟进这个问题,因为我通过 VVS 提供的链接学到了一些东西。
如果您像我一样并且从未学习或使用过必须直接访问内存的编程语言,您可能也会发现这很有趣(顺便说一句,我已将 SwDevman81 的答案标记为正确的答案,因为它运行得很好)。
在 VVS 提供的博客文章中,作者讨论了使用调用返回的指针的值(内存地址)+返回的对象的大小来将返回的数据编组为块,以动态检索可变数量的对象。在这种情况以及博客文章中概述的情况下,我们受益于返回的第一个值,其中包含以下数组中的元素数量,我们还有一个从函数返回的整数,告诉我们返回的结构有多大,这也可以用于检查我们是否已到达结构的末尾,如果我们没有一个值告诉我们元素的数量的话。
我为任何对如何将上述博客文章应用于此场景感兴趣的人提供以下代码示例。
代码示例:
using System;
using System.Runtime.InteropServices;
using System.Security.Principal;
namespace MarshallingExample {
class Program {
protected struct TOKEN_PRIVILEGES {
public UInt32 PrivilegeCount;
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 1)]
public LUID_AND_ATTRIBUTES[] Privileges;
}
[StructLayout(LayoutKind.Sequential)]
protected struct LUID_AND_ATTRIBUTES {
public LUID Luid;
public UInt32 Attributes;
}
[StructLayout(LayoutKind.Sequential)]
protected struct LUID {
public uint LowPart;
public int HighPart;
}
//This enum was huge, I cut it down to save space
protected enum TOKEN_INFORMATION_CLASS {
/// <summary>
/// The buffer receives a TOKEN_PRIVILEGES structure that contains the privileges of the token.
/// </summary>
TokenPrivileges = 3
}
[DllImport("advapi32.dll", SetLastError = true)]
protected static extern bool GetTokenInformation(IntPtr TokenHandle, TOKEN_INFORMATION_CLASS TokenInformationClass, IntPtr TokenInformation, int TokenInformationLength, ref int ReturnLength);
[DllImport("advapi32.dll", SetLastError = true, CharSet = CharSet.Auto)]
[return: MarshalAs(UnmanagedType.Bool)]
public static extern bool LookupPrivilegeName(string lpSystemName, IntPtr lpLuid, System.Text.StringBuilder lpName, ref int cchName);
static void Main(string[] args) {
//Check and print the privileges this token has
CheckPrivileges(WindowsIdentity.GetCurrent().Token);
}
//test function to output privileges for an account
private static bool CheckPrivileges(IntPtr thisHandle) {
int iTokenInfLength = 0; //holds the length of the TOKEN_PRIVILEGES structure that will be returned by GetTokenInformation
//First call to GetTokenInformation returns the length of the structure that will be returned on the next call
GetTokenInformation(thisHandle, TOKEN_INFORMATION_CLASS.TokenPrivileges, IntPtr.Zero, iTokenInfLength, ref iTokenInfLength);
//Allocate a block of memory large enough to hold the expected structure
IntPtr ipTokenInformation = Marshal.AllocHGlobal(iTokenInfLength);
//ipTokenInformation holds the starting location readable as an integer
//you can view the memory location using Ctrl-Alt-M,1 or Debug->Windows->Memory->Memory1 in Visual Studio
//and pasting the value of ipTokenInformation into the search box (it's still empty right now though)
if(GetTokenInformation(thisHandle, TOKEN_INFORMATION_CLASS.TokenPrivileges, ipTokenInformation, iTokenInfLength, ref iTokenInfLength)) {
//If GetTokenInformation doesn't return false then the structure should be sitting in the space reserved by ipTokenInformation
//at this point
//What was returned is a structure of type TOKEN_PRIVILEGES which has two values, a UInt32 followed by an array
//of LUID_AND_ATTRIBUTES structures. Because we know what to expect and we know the order to expect it we can section
//off the memory into marshalled structures and do some math to figure out where to start our next marshal
uint uiPrivilegeCount = (uint)Marshal.PtrToStructure(ipTokenInformation, typeof(uint)); //Get the count
//lets create the structure we should have had in the first place
LUID_AND_ATTRIBUTES[] aLuidAa = new LUID_AND_ATTRIBUTES[uiPrivilegeCount]; //initialize an array to the right size
LUID_AND_ATTRIBUTES cLuidAa = new LUID_AND_ATTRIBUTES();
//ipPointer will hold our new location to read from by taking the last pointer plus the size of the last structure read
IntPtr ipPointer = new IntPtr(ipTokenInformation.ToInt32() + sizeof(uint)); //first laa pointer
cLuidAa = (LUID_AND_ATTRIBUTES)Marshal.PtrToStructure(ipPointer, typeof(LUID_AND_ATTRIBUTES)); //Read the memory location
aLuidAa[0] = cLuidAa; //Add it to the array
//After getting our first structure we can loop through the rest since they will all be the same
for(int i = 1; i < uiPrivilegeCount; ++i) {
ipPointer = new IntPtr(ipPointer.ToInt32() + Marshal.SizeOf(cLuidAa)); //Update the starting point in ipPointer
cLuidAa = (LUID_AND_ATTRIBUTES)Marshal.PtrToStructure(ipPointer, typeof(LUID_AND_ATTRIBUTES)); //Read the memory location
aLuidAa[i] = cLuidAa; //Add it to the array
}//next
TOKEN_PRIVILEGES cPrivilegeSet = new TOKEN_PRIVILEGES();
cPrivilegeSet.PrivilegeCount = uiPrivilegeCount;
cPrivilegeSet.Privileges = aLuidAa;
//now we have what we should have had to begin with
Console.WriteLine("Privilege Count: {0}", cPrivilegeSet.PrivilegeCount.ToString());
//This loops through the LUID_AND_ATTRIBUTES array and resolves the LUID names with a
//call to LookupPrivilegeName which requires us to first convert our managed structure into an unmanaged one
//so we get to see what it looks like to do it backwards
foreach(LUID_AND_ATTRIBUTES cLaa in cPrivilegeSet.Privileges) {
System.Text.StringBuilder sb = new System.Text.StringBuilder();
int iLuidNameLen = 0; //Holds the length of structure we will be receiving LookupPrivilagename
IntPtr ipLuid = Marshal.AllocHGlobal(Marshal.SizeOf(cLaa.Luid)); //Allocate a block of memory large enough to hold the structure
Marshal.StructureToPtr(cLaa.Luid, ipLuid, true); //Write the structure into the reserved space in unmanaged memory
LookupPrivilegeName(null, ipLuid, null, ref iLuidNameLen); // call once to get the name length we will be receiving
sb.EnsureCapacity(iLuidNameLen + 1); //Make sure there is enough room for it
if(LookupPrivilegeName(null, ipLuid, sb, ref iLuidNameLen)) { // call again to get the name
Console.WriteLine("[{0}] : {1}", cLaa.Attributes.ToString(), sb.ToString());
}//end if
Marshal.FreeHGlobal(ipLuid); //Free up the reserved space in unmanaged memory (Should be done any time AllocHGlobal is used)
}//next
Marshal.FreeHGlobal(ipTokenInformation); //Free up the reserved space in unmanaged memory (Should be done any time AllocHGlobal is used)
}//end if GetTokenInformation
return true;
}//CheckPrivileges
}//Program
}//MarshallingExample
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您将无法SizeConst在运行时进行更改,因此我认为最好的选择是检索尽可能多的内容并仅使用您需要的内容。这样,如果您需要其他信息,以后就不需要更改代码。
例如,如果可能的最大权限数为35,则将SizeConst设为35。然后将foreach循环更改为for循环并从i = 0转到ThisPrivilegeSet.PrivilegeCount。
下面是一个示例(为此,我将 SizeConst 设置为 8000):
public void RunPrivileges()
{
int TokenInfLength = 0;
IntPtr ThisHandle = WindowsIdentity.GetCurrent().Token;
GetTokenInformation(ThisHandle, TOKEN_INFORMATION_CLASS.TokenPrivileges, IntPtr.Zero, TokenInfLength, ref TokenInfLength);
IntPtr TokenInformation = Marshal.AllocHGlobal(TokenInfLength);
if (GetTokenInformation(WindowsIdentity.GetCurrent().Token, TOKEN_INFORMATION_CLASS.TokenPrivileges, TokenInformation, TokenInfLength, ref TokenInfLength))
{
TOKEN_PRIVILEGES ThisPrivilegeSet = (TOKEN_PRIVILEGES)Marshal.PtrToStructure(TokenInformation, typeof(TOKEN_PRIVILEGES));
for (int index = 0; index < ThisPrivilegeSet.PrivilegeCount; index++ )
{
LUID_AND_ATTRIBUTES laa = ThisPrivilegeSet.Privileges[index];
System.Text.StringBuilder StrBuilder = new System.Text.StringBuilder();
int LuidNameLen = 0;
IntPtr LuidPointer = Marshal.AllocHGlobal(Marshal.SizeOf(laa.Luid));
Marshal.StructureToPtr(laa.Luid, LuidPointer, true);
LookupPrivilegeName(null, LuidPointer, null, ref LuidNameLen);
StrBuilder.EnsureCapacity(LuidNameLen + 1);
if (LookupPrivilegeName(null, LuidPointer, StrBuilder, ref LuidNameLen))
{
Console.WriteLine("[{0}] : {1}", laa.Attributes.ToString(), StrBuilder.ToString());
}
Marshal.FreeHGlobal(LuidPointer);
}
}
}
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