Tracking down a segfault that suddenly started happening
downtowndougbrown.com
downtowndougbrown.com
I sometimes play video games on Steam under Linux. Recently I bought a new CPU (based on Zen3) and one of the games - Dirt Rally - started segfaulting.
After a quick fight with attaching strace to a running process under Steam (it was crashing v. quickly, so some racy script was needed), it turned out it crashes with
SIGSEGV {si_signo=SIGSEGV, si_code=SEGV_PKUERR, si_addr=0x7ff88440e7b8}
A quick session with kernel sources, revealed it's about Memory Protection Keys (this causes SEGV_PKUERR), which seemed like something that game was not using at all, because it's quite a new feature. After another hour or two, I found out what was the cause. The game was mmaping a PROT_EXEC memory segment without the PROT_READ flag, and was trying to read something from there with a 'mov' assembler instruction. mprotect(0x7ff884400000, 139264, PROT_EXEC) = 0
And under older i386/x86-64 CPUs it implicitly means PROT_EXEC|PROT_READ, because there is no way to make something executable, but readable. Under newer CPUs, the Linux kernel uses Memory Protection Keys to make the memory region actually executable-only.After creating a quick'n'dirty LD_PRELOAD'able lib, the problem went away. Though, I wonder about Linus Torvald's mantra here, that the Linux kernel shouldn't break the userspace :)
$ cat game.c
#include <sys/mman.h>
#include <unistd.h>
#include <sys/syscall.h>
int mprotect(void *addr, size_t len, int prot) {
if (prot == PROT_EXEC) {
prot |= PROT_READ;
}
return syscall(__NR_mprotect, addr, len, prot);
}
$ gcc game.c -shared -o game.so
$ LD_PRELOAD=./game.so steamA few months ago I tried to run CSGO under Wayland. I recompiled libSDL.so b/c the one delivered with CSGO doesn't support Wayland, and ran with it LD_PRELOAD'ed. The game crashed upon start. After another debugging session with gdb/strace, I figured out that the CSGO binary is calling
strstr()
with one of its arguments passed as a negative value from some other function, and it happens under Wayland only for some reason. Now, when preloading two libraries, and setting one environment flag I was able to play CSGO under Wayland. cat apps/strstr.c
#define _GNU_SOURCE
#include <string.h>
#include <dlfcn.h>
#include <stdint.h>
#include <inttypes.h>
char *strstr(const char *haystack, const char *needle) {
if ((uintptr_t)haystack > (uintptr_t)0xFFFFFFFF00000000) {
return NULL;
}
char* (*p)(const char *haystack, const char *needle) = dlsym(RTLD_NEXT, "strstr");
return p(haystack, needle);
}
$ SDL_VIDEODRIVER=wayland LD_PRELOAD=/home/<user>/apps/strstr.so:/home/<user>/Downloads/SDL-master/build/.libs/libSDL2-2.0.so.0.12.1 steam
But after playing with all those strace's/gdb's/LD_PRELOAD's my trust factor in CSGO (the score which says how likely I am to cheat in the near future), went down from Green (good player) to Red (Significantly Bad - will start cheating any moment:) within a week. And that's for 2012 account, with Prime enabled since 2016, and a couple of hundred matchmaking games played, and many more casual/FFA games. So YMMV :)I wrote to CSGOTeamFeedback@valvesoftware.com asking if they could verify if my account really deserves this rating, because every second CSGO match is again blatant cheaters now, but since nothing changed since a week (when I wrote it), this probably means that LD_PRELOAD'ing your steam is not a good idea :).
Welcome to the "knows too much to be trustworthy" category of perceived-troublemaker.
Did you mean to say "there is no way to make something executable, but not readable" ?
http://mirror.informatimago.com/next/developer.apple.com/rel...
We had this old and stable code that was writing and reading from some shared memory. One day out of the blue it started deadlocking and segfaulting, even with no recent changes to it.
It turned out to be an educational sequence of events:
- the library for daemonizing processes had a bug - it closed stdout but didn't open to /dev/null.
- our shared memory then got stdout's file number.
- independently, a shared library had some code that started writing to stdout... now our shared memory.
- so the logs clobbered the shared memory
Was hard to track down until I used xxd to look at the shared memory.
And of course, the outcome ranges from nothing (if both copies happen to be identical), to slightly off (e.g. one dependency had a slightly older version of the function), to downright wrong (e.g. crash in this case).
Just compiling the original app and its static dependencies with a C++ compiler would fix this, because send_socket's linkage name would get the arguments mangled in.
After that, the code could use modern C++ features, and get incrementally more maintainable.
One of many reasons that reliable systems use static linking.
This seems like a weak argument as an update could easily introduce new bugs with a security impact as well. Static linking gives a tested, known good executable. Running untested combos of libraries gives me some anxiety.
Given many dynamically linked binaries, it's relatively easy to patch say OpenSSL on a system.
If all binaries are statically linked, you need to relink all binaries and push new versions of each one.
But when linking happens in some poorly maintained script, inside a custom build systen, written in two or more languages, running inside a docker container, executed by some year-old CI integration, patching security issues becomes impossible.
From TFA:
> This is a great opportunity to remind everyone: don’t use generic function names like this in your shared libraries, at least not in your exported symbols! You could easily run into a situation similar to this one. In my opinion, prefixes are definitely a good idea for your library’s exported symbols. In this case, both libusbmuxd and Samba were breaking that guideline.
> (...) dynamic libraries on Linux export all symbols by default unless you specify otherwise.
> libusbmuxd already fixed this on their end quite a while ago — they now only export functions intended to be public, which have a usbmuxd_ or libusbmuxd_ prefix
any solution that depends on the goodwill of a third party is a 100% no-go
Yeah, there are probably a lot of ways this would still cause issues. In any larger project with non-trivial dependencies, C-ABI generates a lot of extra work. At least without decorated (= mangled) function names...
bar.c:(.text+0x0): multiple definition of `socket_send'
at compile time.
(edit: I mean static linking everything including third party libraries)the issue was caused by another dynamically linked library referencing a different library at run time on a different linux distro than it was built on.
even says as much in the article.
Way to show you didn't read the linked article. Because in it he even mentions he used static linking.
So that alone won't always save you.