Protobuf API post: Added CA instructions and webserver config
[web-hugo.git] / content / posts / reverse-engineering-a-mobile-app-protobuf-api.md
1 ---
2 title: "Reverse Engineering a Mobile App Protobuf API"
3 date: 2024-05-11T12:00:00+03:00
4 description: "In recent times more than ever, live service and overuse of APIs soon-to-be-stale is only increasing. This causes a lot of once-written software to become either unusable or handicapped in many regards. One way to fight this is to learn reverse engineering for sake of digital preservation. In this blog, I take you through a journey of reverse engineering a simple mobile game's protobuf API."
5 tags: ['tutorial', 'reverse-engineering', 'opensource']
6 type: blog
7 draft: false
8 ---
9
10 # Why
11 Why not? Digital preservation is important, even if you don't care for a specific program.
12 This is also a good way to get started with protocol reverse engineering due to way protobuf
13 is often left behind in source format within client applications.
14
15 ## The target
16 In this series of blogposts, I will be using a mobile game "Egg, Inc." as the target for
17 demonstration. It's a simple time killer app that got me through boring long waits when I was still at school.
18
19 Egg, Inc. is a basic incremental "idler" game where your goal is to take over the world food supply with ever-increasing supply of eggs,
20 if you have ever played Cookie Clicker, you know the premise of something like that. You have to unlock denser and denser eggs - the game
21 is also designed around the fact that you can do certain online-tied activites such as Contracts to unlock more Soul Eggs (prestige boost) and
22 "Eggs of Prophecy" which increase potency of your Soul Eggs.
23
24 It's rather simple game with a very minimal API, making it perfect for learning. You may not like the game, but that's beside the point.
25 The simplicity of our target matters here.
26
27 ## The existing works
28 In some cases, you will find previous works on the target you pick. In my case, some clever people have created
29 [scripts to extract .proto file out of the app.](https://github.com/DavidArthurCole/EggIncProtoExtractor)
30 I advise you to check it out if you wish to get a better understanding of how you would go about retrieving the
31 API spec .proto file for your target.
32
33 Further there are a few dedicated individuals in the game's community who have created numerous tools and historical databases.
34
35 For this blog purposes, we will assume the game server is shut down (as in we cannot query from the live API) and our goal is
36 to make a semi-functional selfhosted gameserver for our own needs, assuming we are the only one on said server.
37
38 ## How to source builds of a game
39 There are two methods of sourcing the apk file here - one method is if you already have the app installed, install something like ZArchiver
40 and extract it from /data/app/ - identifying the app by its icon. From there you will find `base.apk` which is enough for most apps.
41
42 Alternatively, if the app is still available on Google Play, you can use an app like Aurora Store to go to the store detail page, select
43 "Manual Download" and enter a known Build ID.
44
45 ## Getting Started
46 Thanks to the previously mentioned script, it's easy to get started - find the APK, extract protobuf spec file, convert it with
47 protoc and we're done there. One small problem - due to cheaters, latest version of the game includes "AuthenticatedMessage" structure,
48 which contains a salted sha256sum of the payload message.
49
50 At this point, after a bit of internal dilemma, I decided to not further the problem while service is still live for people playing and did the
51 more morally sound decision of picking a version prior to these integrity checks. We can crack that another day as all the needed information
52 is retained in the app itself.
53
54 Going forward with this, we are targetting game version 1.12.13 (Build ID 111121 - use that in Aurora Store).
55
56 With all that out of the way, lets get into actual commands used here:
57 ```
58 git clone https://github.com/DavidArthurCole/EggIncProtoExtractor.git
59 cd EggIncProtoExtractor
60 ./apkextract.sh com.auxbrain.egginc_1.12.13.apk
61 # We should have a new folder "protos" now with resulting files
62 cd protos
63 # There should be a file called ei.proto - that's our protobuf spec file
64 # At this point, we can use the protoc utility which can convert the specfile
65 # to interfaces in C++, C#, Java, Kotlin, Objective-C, PHP, Python and Ruby with
66 # additional plugin support for Dart and Go.
67 # To make this easier to understand, we will use Python in this demonstration
68 protoc -I=. --python_out=. ./ei.proto
69 # Success! We now have a "ei_pb2.py" file which can be directly imported to Python programs
70 ```
71
72 With the protobuf interface in Python created, we can now proceed with creating the API emulator - but there's a slight problem.
73 What URL? What endpoints? How do we find this out? Simple answer, disassembling the game. Get your RE tool of choice, I will be
74 using [Ghidra](https://ghidra-sre.org/) myself.
75
76 (Note: You can also just try to find this out using tools such as WireShark)
77
78 The game contains a linked-library written in C++, which you can find inside the .apk `lib` folder, named as `libegginc.so`.
79 This is perfect for our use-case, Ghidra is going to slice through this like butter. Import the file to your RE tool of choice
80 and let it perform some analysis on it, have a cup of tea or coffee as this is going to take a hot minute.
81
82 Once that's done, we are going to start by looking at the defined strings - try our luck there. Search for any debug prints left
83 behind or maybe some clues. I started by searching for `http`, which lead me to following string `"HTTP REQ: %d"`, seems promising.
84 When I jumped to it, I saw an exactly adjacent string to it which could give more clues:
85 ```
86 s_www.auxbrain.com_00c02b60 XREF[0,1]: FUN_00518ab8:00518b38(R)
87 00c02b5e 47 3f 77 ds "G?www.auxbrain.com"
88 77 77 2e
89 61 75 78
90 s_HTTP_REQ:_%d_00c02b71 XREF[1]: makeRequestInternal:0067bbd4(*)
91 00c02b71 48 54 54 ds "HTTP REQ: %d"
92 50 20 52
93 45 51 3a
94 ```
95 Interesting, `www.auxbrain.com`. If we jump to its XREF, we get a garbled function, but what it seems to be doing is setting up
96 certain global values.
97
98 ## The smoke-test
99
100 So we have a potential API endpoint, let's put it to the test. We're not going to recompile anything yet or do any byte-patching,
101 let's try a quick smoke-test. Ensure your phone is rooted and you have a variant of Xposed Framework installed (I used LSPosed).
102 We will need to unarm the SSL pinning present in most apps, including this one, I used [io.github.tehcneko.sslunpinning](https://github.com/Xposed-Modules-Repo/io.github.tehcneko.sslunpinning) module.
103 (Note: I know it is possible to repackage the app to do SSL unpinning in most cases, but in many cases, you won't know if it's worth the effort yet)
104
105 Next, install [AdAway app from F-Droid](https://f-droid.org/packages/org.adaway/) so we can setup a redirection on any network we are on.
106 Inside AdAway, add a redirection rule for the address we just found and point it to an IP address in your LAN that will run the API server.
107
108 Generate a self-signed certificate authority and a certificate signed by it and run a webserver with both HTTP and HTTPS on the API server machine.
109 ```
110 # Create an ext file containing the Subject Alternative Name (SAN)
111 # DNS.1 should correspond to the API endpoint of the app (more info near end of article if you plan on changing)
112 cat > auxbrain.ext << EOF
113 authorityKeyIdentifier=keyid,issuer
114 basicConstraints=CA:FALSE
115 keyUsage = digitalSignature, nonRepudiation, keyEncipherment, dataEncipherment
116 subjectAltName = @alt_names
117
118 [alt_names]
119 DNS.1 = www.auxbrain.com
120 EOF
121
122 # Create your own Certificate Authority
123 openssl genrsa -des3 -out myCA.key 2048
124 openssl req -x509 -new -nodes -key myCA.key -sha256 -days 1825 -out myCA.pem
125 # Create a CSR and lets have the new CA sign it
126 openssl req -new -key auxbrain.key -out auxbrain.csr -nodes
127 openssl x509 -req -in auxbrain.csr -CA myCA.pem -CAkey myCA.key -CAcreateserial -out auxbrain.crt -days 825 -sha256 -extfile auxbrain.ext
128 # You now have myCA.pem - the public certificate of your root CA, auxbrain.key - the private key for your webserver, auxbrain.pem - the public cert for your webserver.
129 ```
130
131 Use the generated `auxbrain.pem` and `auxbrain.key` files for your webserver SSL/TLS configuration. For nginx, append following values to your server directive:
132 ```
133 listen 443 ssl;
134 ssl_certificate /path/to/auxbrain.pem;
135 ssl_certificate_key /path/to/auxbrain.key;
136 ssl_session_cache shared:SSL:1m;
137 ssl_session_timeout 5m;
138 ssl_ciphers HIGH:!aNULL:!MD5;
139 ssl_prefer_server_ciphers on;
140 ```
141
142 Import the self-signed CA (myCA.pem) to your phone's truststore (Check under your phone's Security/Encryption settings). Once all of that is done, run the app for first time.
143
144 ```
145 192.168.1.212 - - [...] "POST /ei/first_contact HTTP/1.1" 404 0 "-"
146 ```
147
148 Bingo. We have contact and we have an API endpoint. Searching for "ei/" in the strings reveals a extensive list of API endpoints, we now have something
149 to go off from. We have everything we need to start creating the server.
150
151 ## Implementing the Server - Getting first contact
152 Next up, we create a new project - as we generated the protobuf definitions for Python, we will proceed accordingly.
153 If you are following along, get respective packages for your operating system to create python venvs.
154 As the protobufs are being sent over HTTP, we will be serving our application over flask which is being reverse proxied by nginx.
155
156 ```
157 # Lets stage the environment
158 mkdir apiserver
159 cd apiserver
160 python -m venv .venv
161 source .venv/bin/activate
162 touch app.py
163 cp ~/EggIncProtoExtractor/protos/ei.proto .
164
165 # Get some dependeices
166 pip install protobuf
167 pip install flask
168 ```
169
170 We now have the project set up for reading protobuf definitions and a framework to listen for HTTP and routes sent to it.
171 Let's create an actual listener application, open app.py with your favourite IDE or text editor.
172
173 ```
174 import ei_pb2 as EIProto
175 from flask import Flask
176 from flask import request
177
178 @app.route("/ei/<path:subpath>", methods=["POST"])
179 def ei_routes(subpath):
180 print("HTTP POST /ei/" + subpath)
181 print(request.headers)
182 return ""
183 ```
184
185 This should get the ball rolling, we will see whatever call comes in and we can see what the payload of each request contains.
186 At this point you should setup the reverse proxy, override your nginx / directive with:
187 ```
188 location / {
189 proxy_pass http://127.0.0.1:5000;
190 }
191 ```
192
193 Reload your nginx and start the flask application you just created with `flask run`.
194
195 Run the app again and have it phone home and see what it contains.
196 ```
197 HTTP POST /ei/first_contact
198 Host: 127.0.0.1:5000
199 Connection: close
200 Content-Length: 37
201 Content-Type: application/x-www-form-urlencoded
202 User-Agent: Dalvik/2.1.0 (Linux; U; Android 13; M2012K11AG Build/TQ3A.230901.001)
203 Accept-Encoding: gzip
204 ```
205
206 We can see there's a form payload attached to this request, let's modify our app route a bit:
207 ```
208 @app.route("/ei/<path:subpath>", methods=["POST"])
209 def ei_routes(subpath):
210 print("HTTP POST /ei/" + subpath)
211 print(request.form)
212 return ""
213 ```
214
215 Now if we run the modified flask application again, we see following output on the first_contact endpoint.
216 ```
217 HTTP POST /ei/first_contact
218 ImmutableMultiDict([('data', 'ChAzNTVlNDZlOTA4OWQxZTRjEAAYAg==')])
219 ```
220
221 We have a base64-encoded protobuf binary data - which isn't terribly useful for reading plain-text, since protobuf *is* a binary
222 format, so we will need to figure out what protobuf message this payload belongs to.
223
224 Remember that ei.proto file alongside the ei_pb2.py we got earlier? Lets go back there and inspect it a bit.
225 We know we just contacted something called "first_contact", maybe there is something in that file that could help us?
226
227 ```
228 message EggIncFirstContactRequest {
229 optional string user_id = 1;
230 optional uint32 client_version = 2;
231 optional Platform platform = 3;
232 }
233
234 message EggIncFirstContactResponse {
235 optional Backup backup = 1;
236 }
237 ```
238
239 Seems like the application is using message names in almost similar fashion to API endpoint names themselves. This will prove
240 to be useful knowledge. We now know what the payload should be, lets put this to the test.
241
242 Edit your app routine again
243 ```
244 # add "import base64" to top of the file
245 @app.route("/ei/<path:subpath>", methods=["POST"])
246 def ei_routes(subpath):
247 print("HTTP POST /ei/" + subpath)
248 if subpath == "first_contact":
249 # Create the protobuf object so we can load data from the b64 payload
250 FirstContact = EIProto.EggIncFirstContactRequest()
251 FirstContact.ParseFromString(base64.b64decode(form["data"]))
252 print(FirstContact)
253 else:
254 print(request.form)
255 return ""
256 ```
257
258 We should now be able to see deserialized output when we run the flask application and the mobile app, let's try it out:
259
260 ```
261 HTTP POST /ei/first_contact
262 user_id: "355e46e9089d1e4c"
263 client_version: 0
264 platform: DROID
265 ```
266
267 Nice! We now know how to identify which protobuf object corresponds to which API endpoint. We can now make an educated guess
268 on what would come next.
269
270 Seeing how we got `EggIncFirstContactRequest` and saw an adjacent `EggIncFirstContactResponse` message in the proto file, we
271 can safely assume that this is what the game is expecting from us in return.
272
273 Lets modify the server a bit to account for that.
274
275 ```
276 @app.route("/ei/<path:subpath>", methods=["POST"])
277 def ei_routes(subpath):
278 print("HTTP POST /ei/" + subpath)
279 if subpath == "first_contact":
280 # Create the protobuf object so we can load data from the b64 payload
281 FirstContact = EIProto.EggIncFirstContactRequest()
282 FirstContact.ParseFromString(base64.b64decode(form["data"]))
283 print("We got a first contact hello from user " + FirstContact.user_id)
284 # Lets respond with a FirstContactResponse
285 FirstContactResp = EIProto.EggIncFirstContactResponse()
286 # This takes only one optional argument - a Backup object - but we have no account
287 # system yet, so we will opt out of sending that for now.
288 # ---
289 # We send the payload back as a base64 string - the same way we retrieved it.
290 return base64.b64encode(FirstContactResp.SerializeToString())
291 else:
292 print(request.form)
293 return ""
294 ```
295
296 Now when we run the app again, we notice that we no longer get spammed this endpoint, but instead in its place we see a few new friends
297
298 ## Implementing the Server - New Friends
299 Say hello to `/ei/save_backup` and `/ei/get_periodicals`. We can infer from the name, that save_backup would involve a Backup message
300 and get_periodicals would involve a GetPeriodicalsRequest, both of which are defined fully in the proto spec file.
301
302 Both of these are clogging up the flask application log periodically, we should check out what they are so we can have a sane log again.
303
304 ```
305 @app.route("/ei/<path:subpath>", methods=["POST"])
306 def ei_routes(subpath):
307 print("HTTP POST /ei/" + subpath)
308 if subpath == "first_contact":
309 # Create the protobuf object so we can load data from the b64 payload
310 FirstContact = EIProto.EggIncFirstContactRequest()
311 FirstContact.ParseFromString(base64.b64decode(form["data"]))
312 print("We got a first contact hello from user " + FirstContact.user_id)
313 # Lets respond with a FirstContactResponse
314 FirstContactResp = EIProto.EggIncFirstContactResponse()
315 # This takes only one optional argument - a Backup object - but we have no account
316 # system yet, so we will opt out of sending that for now.
317 # ---
318 # We send the payload back as a base64 string - the same way we retrieved it.
319 return base64.b64encode(FirstContactResp.SerializeToString())
320 elif subpath == "save_backup":
321 # NOTE: This took me way longer to realize than it should have, but the base64
322 # payload you receive from client is broken due to some Android bug, where it
323 # substitutes "+" symbols with a " " whitespace.
324 # I don't want you to waste half hour to hours figuring out why you're getting
325 # corrupted data, so you're welcome.
326 Backup = EIProto.Backup()
327 Backup.ParseFromString(base64.b64decode(form["data"].replace(" ", "+"))
328 print(Backup)
329 elif subpath == "get_periodicals":
330 Periodicals = EIProto.GetPeriodicalsRequest()
331 Periodicals.ParseFromString(base64.b64decode(form["data"])
332 print(Periodicals)
333 else:
334 print(request.form)
335 return ""
336 ```
337
338 We should now see what these payloads actually contain when deserialized (for your reading experience, I advise you to rather
339 try this out yourself - the Backup structure is VERY large).
340
341 Upon these payloads reaching the server, we see that a very much populated Backup message makes its way through and a relatively
342 thin payload of PeriodicalsRequest comes through, which isn't very useful by itself.
343
344 Now, this is why the game developer ended up creating forms of anticheat in future versions of this app - the Backup message contains
345 your entire game state, which is often sent as a way to save your progress to cloud, but there is no actual sanity checking in place
346 to ensure you're not progressing way too fast. Personally, I am of the mind that anticheat should be done on the server-side, not
347 on the client-side, but I digress. We can use this to prove a very obvious vulnerability when using trust-client-always architecture.
348
349 The game has an In App Purchase for "Pro Permit", which allows you to build more Silos, which in turn allow you to get offline
350 rewards for a longer period of time. If we look at protobuf definition file, you can see under Backup.game, a field called "permit_level",
351 which by default is zero. Lets try to change that and present a modified Backup the next time user opens the game.
352
353
354 ```
355 cache = {}
356
357 @app.route("/ei/<path:subpath>", methods=["POST"])
358 def ei_routes(subpath):
359 print("HTTP POST /ei/" + subpath)
360 if subpath == "first_contact":
361 # Create the protobuf object so we can load data from the b64 payload
362 FirstContact = EIProto.EggIncFirstContactRequest()
363 FirstContact.ParseFromString(base64.b64decode(form["data"]))
364 print("We got a first contact hello from user " + FirstContact.user_id)
365 # Lets respond with a FirstContactResponse
366 FirstContactResp = EIProto.EggIncFirstContactResponse()
367 if FirstContact.user_id in cache:
368 FirstContactResp.backup.CopyFrom(cache[FirstContact.user_id])
369 del cache[FirstContact.user_id]
370 return base64.b64encode(FirstContactResp.SerializeToString())
371 elif subpath == "save_backup":
372 # NOTE: This took me way longer to realize than it should have, but the base64
373 # payload you receive from client is broken due to some Android bug, where it
374 # substitutes "+" symbols with a " " whitespace.
375 # I don't want you to waste half hour to hours figuring out why you're getting
376 # corrupted data, so you're welcome.
377 Backup = EIProto.Backup()
378 Backup.ParseFromString(base64.b64decode(form["data"].replace(" ", "+"))
379 if Backup.game.permit_level == 0:
380 print("Saved a modified Backup for next game load")
381 # Modify the permit level, force offer the backup
382 Backup.game.permit_level = 1
383 Backup.force_offer_backup = True
384 Backup.force_backup = True
385 cache[Backup.user_id] = Backup
386 elif subpath == "get_periodicals":
387 Periodicals = EIProto.GetPeriodicalsRequest()
388 Periodicals.ParseFromString(base64.b64decode(form["data"])
389 print(Periodicals)
390 else:
391 print(request.form)
392 return ""
393 ```
394
395 Lets load up the game. Nothing interesting seems to be happening yet - lets wait until we see the "Saved a modified Backup for next game load" message
396 show up in the server console. Once this shows up, restart the game - you are presented with a popup that you are offered to load a
397 Backup from server. Let's accept that.
398
399 Now click on your silos, you have the Pro Permit for free.
400
401 Now, it goes without saying, I do not condone piracy - the future versions of this game are very much guarded against this, rightfully so.
402 If you attempt this in actual game servers, this is considered fraud and IS detectable by the developer (every IAP has a receipt, logically!).
403
404 This version of the game is defunct as the protocol has changed quite a bit in the years since this version and additional anticheat
405 measures have been added since. You cannot transfer this status (or even purchase what you just did) from this game version to the next.
406
407 ### Onto the PeriodicalsRequest
408 This one is a bit more fun to delve into blindly - the proto spec wont help you much here. We will need to use our trusty RE tools again and delve into
409 the game disassembly again.
410
411 By public knowledge, we know there are server events for "Epic Research Sale", "Research Sale", "Drone Bonus" and "Prestige Boost". We can use this information to try
412 and look at any potential leads in strings. Drone seems like a good canditate, lets look into that.
413 ```
414 drone_fans2
415 drone_crash
416 drone_enemy
417 drone_hunter
418 r_icon_drone_rewards
419 b_icon_drone_boost
420 drone_touch
421 ei_drone_lights_green
422 ei_drone_lights_red
423 ei_drone_package
424 ei_drone_propeller
425 drone-boost
426 GENEROUS DRONES
427 ```
428 This looks promising, right off the bat, first strings I'd check here are `r_icon_drone_rewards`, `b_icon_drone_boost`, `drone-boost` and `GENEROUS DRONES`.
429
430 I inspected all 4 of them, and when I got to the final 2, I found the enum string translations used for event IDs - here they are extracted for game version 1.12.13
431 ```
432 piggy-boost (Rate piggy fills is increased.)
433 piggy-cap-boost (UNLIMITED PIGGY;Gains are retained when event ends.)
434 prestige-boost (PRESTIGE BOOST;Collect more soul eggs on prestige, you must prestige to take advantage of this event.)
435 earnings-boost (CASH BOOST;Regular earnings are increased.)
436 gift-boost (GENEROUS GIFTS;Boost applies to random gifts and video gifts.)
437 drone-boost (GENEROUS DRONES;Drones will produce larger rewards.)
438 epic-research-sale (EPIC RESEARCH SALE;Only applies to Epic Research.)
439 vehicle-sale (VEHICLE SALE;Applies to all vehicles.)
440 boost-sale (BOOST SALE;Applies to the gold price of boosts.)
441 boost-duration (BOOST TIME+;Boosts last longer, you must start a boost during the event.)
442 ```
443 I recall there being a few more boosts, but this is useful for getting started with compositing PeriodicalsResponse with an active running event.
444
445 ### Putting together the response
446 We have the enum, we have the names, descriptions, lets try to create a sample server event when the client enqueries about current server periodical events.
447 ```
448 elif subpath == "get_periodicals":
449 # We don't actually need the information client sends us,
450 # we aren't verifying any stats about client in our server.
451 CurrentPeriodicals = EIProto.PeriodicalsResponse()
452 # In order to add items to a repeatable field in protobuf structure,
453 # we need to call .add() method on it
454 event = CurrentPeriodicals.events.events.add()
455 # Refer to ei.proto - we are filling fields for EggIncEvent structure here.
456 event.type = "drone-boost"
457 event.multiplier = 5.00
458 event.subtitle = "Drones will produce larger rewards."
459 event.identifier = "GENEROUS DRONES"
460 event.seconds_remaining = 300.0
461 # Lets make it respond with a 5 minute event (this will re-arm itself when client calls
462 # for get_periodicals again every 6 minutes)
463 return base64.b64encode(CurrentPeriodicals.SerializeToString())
464 ```
465
466 Launch the server and observe as the client periodically calls this endpoint again, it will now receive a 5 minute 5x Drone Rewards boost on the game.
467
468 ## Created the Server - What now?
469 We have now created a very basic server, which appropriately responds to a first contact, misuses the game backup feature to prove a point about weaknesses of
470 trusting client in server. We also created a very basic server event, which always rearms itself to never expire.
471
472 What do we do next?
473
474 At this point, we can start dog-fooding the project. Lets start with whatever ball game throws at us as we progress.
475
476 ### Contracts
477 As we progress the game and start performing prestiges, we unlock a feature called "Contracts" - but disaster strikes as we don't have any contracts we could
478 accept. So far we still see our good friends `/ei/get_periodicals` and `/ei/save_backup` hammering the server at regular intervals.
479
480 When we created the periodicals response payload, you might have noticed in the protobuf message an optional field called `ContractsResponse contracts`. Lets see
481 what this ContractsResponse message contains.
482
483 ```
484 message ContractsResponse {
485 repeated Contract contracts = 1;
486 optional string warning_message = 4;
487 optional double server_time = 2;
488 optional uint32 max_eop = 3 [default = 1000];
489 }
490 ```
491
492 Notice there being an array of Contract messages right off the bat - lets find its message structure next:
493
494 ```
495 message Contract {
496 optional string identifier = 1;
497 optional string name = 9;
498 optional string description = 10;
499 optional Egg egg = 2;
500
501 repeated Goal goals = 3;
502 message Goal {
503 optional GoalType type = 1;
504 optional double target_amount = 2;
505 optional RewardType reward_type = 3;
506 optional string reward_sub_type = 4;
507 optional double reward_amount = 5;
508 optional double target_soul_eggs = 6;
509 }
510
511 repeated GoalSet goal_sets = 16;
512 message GoalSet {
513 repeated Goal goals = 1;
514 }
515
516 optional bool coop_allowed = 4;
517 optional uint32 max_coop_size = 5;
518 optional uint32 max_boosts = 12;
519 optional double minutes_per_token = 15 [default = 60];
520 optional double expiration_time = 6;
521 optional double length_seconds = 7;
522 optional double max_soul_eggs = 13;
523 optional uint32 min_client_version = 14;
524 optional bool debug = 11;
525 }
526 ```
527
528 We will need to do a bit of reading. Fortunately, the game has a community wiki, lets look into how contracts should work. I took an
529 [older revision of Contracts wiki page from 2021](https://egg-inc.fandom.com/wiki/Contracts?oldid=13015) and did some slight research.
530
531 From what I gather, at one point, there was only one set of contract rewards, shared between everyone - then they created a system where
532 beginners will get easier contract goals while more advanced players get harder contract goals.
533
534 We can put two-and-two together here and infer that `repeated Goal goals` is the legacy contract system - where everyone was on equal footing
535 and `repeated GoalSet goal_sets` is the *new* goal system that is split into Standard and Elite.
536
537 We also learn that in future game versions, they completely reworked how contracts work *yet* again into a grading "bracket" system. Fortunately,
538 we do not have to worry about that in our current target revision.
539
540 Now to get the ball rolling, there is conveniently a starting point set ahead for us already. The developer of game intended to ease new players into
541 contracts by creating a simple & easy contract called [Your First Contract](https://egg-inc.fandom.com/wiki/Contracts/Your_First_Contract?oldid=13547).
542
543 This page tells us all the information we need to compose our first Contract, so lets try to make one.
544
545 ```
546 elif subpath == "get_periodicals":
547 # We don't actually need the information client sends us,
548 # we aren't verifying any stats about client in our server.
549 CurrentPeriodicals = EIProto.PeriodicalsResponse()
550 # [...]
551 Contract = CurrentPeriodicals.contracts.contracts.add()
552 Contract.identifier = "first-contract"
553 Contract.name = "Your First Contract"
554 Contract.description = "We heard you are open to contract work! Help fill this order from the local pharmacy!"
555 Contract.egg = EIProto.Egg.MEDICAL
556 Contract.coop_allowed = False
557 Contract.minutes_per_token = 5
558 # Lets set expiry time to always be 3 days into future
559 Contract.expiration_time = time.time() + (3600.0 * 72.0)
560 Contract.length_seconds = 3600.0 * 4.0
561 # The wiki mentions that you cannot get this contract after you reach 5000 Soul Eggs
562 Contract.max_soul_eggs = 5000.0
563 # We should have the basic metadata set now, lets create the goalsets.
564 FirstSet = Contract.goal_sets.add()
565 Goal = FirstSet.goals.add()
566 # There is only one type of goal in this verison
567 Goal.type = EIProto.GoalType.EGGS_LAID
568 Goal.target_amount = 100000.0
569 Goal.reward_type = EIProto.RewardType.GOLD
570 Goal.reward_amount = 192
571 Goal = FirstSet.goals.add()
572 Goal.type = EIProto.GoalType.EGGS_LAID
573 Goal.target_amount = 500000000.0
574 Goal.reward_type = EIProto.RewardType.PIGGY_FILL
575 Goal.reward_amount = 10000
576 # Lets now add the Elite table, we can pretty much copy-paste the above here.
577 SecondSet = Contract.goal_sets.add()
578 Goal = SecondSet.goals.add()
579 Goal.type = EIProto.GoalType.EGGS_LAID
580 Goal.target_amount = 100000.0
581 Goal.reward_type = EIProto.RewardType.GOLD
582 Goal.reward_amount = 500
583 Goal = SecondSet.goals.add()
584 Goal.type = EIProto.GoalType.EGGS_LAID
585 Goal.target_amount = 500000000.0
586 Goal.reward_type = EIProto.RewardType.PIGGY_FILL
587 Goal.reward_amount = 10000
588 return base64.b64encode(CurrentPeriodicals.SerializeToString())
589 ```
590
591 Lets try that out in-game now - after waiting for a minute, we see our contract pop up, but I immediately noticed one thing amiss.
592 The contract goals are swapped! I am getting Elite contract rewards for a Standard contract.
593
594 This piece of information now tells us that the first entry in GoalSets refers to Elite rewards and the second entry in GoalSets to Standard rewards.
595 After swapping the sets around, we now see a contract with the corrected rewards.
596
597 I playtested it a bit and the contract worked as expected.
598
599 Now, the above code could be a lot neater. For your homework, if you're not skipping to the public source release in the end, you should try to create
600 a contract database and try scheduling them like the game originally did - a "Leggacy" contract every Friday and regular contracts showing up every 1-2 weeks
601 for roughly 2 weeks.
602
603 ## Rootless SSL Unpinning + Endpoint URL patching
604 Let's make the app not require a VPN or root privileges - let's make user CAs work and the endpoint URL something we control on the public net.
605 Start off by pulling the following repository
606 ```
607 git clone https://github.com/ilya-kozyr/android-ssl-pinning-bypass.git
608 python3 -m venv .venv
609 source .venv/bin/activate
610 pip install -r requirements.txt
611 cp /path/to/your/apk .
612 python3 apk-rebuild.py egginc.apk --pause
613 ```
614
615 Open a new terminal window, the script will wait for us to perform modifications, enter the created folder `egginc.apk-decompiled` and `lib`.
616
617 We have two folders here now, `arm64-v8a` and `armeabi-v7a`, just as we saw when we pulled the .so file out of the apk earlier. Let's tackle
618 the 64-bit build first.
619
620 For arm64 build it was really simple to perform bytepatch on the said endpoint. We already know it's supposed to look as `G?www.auxbrain.com` - let's probe the .so library a bit.
621 ```
622 $> hexdump -C libegginc.so | grep "ww.auxbrain.co" -A2 -B2
623 00b02b40 cd cc 4c 3f 00 00 00 00 00 00 00 00 00 00 80 3f |..L?...........?|
624 00b02b50 00 00 00 00 00 00 00 00 00 00 00 00 14 ae 47 3f |..............G?|
625 00b02b60 77 77 77 2e 61 75 78 62 72 61 69 6e 2e 63 6f 6d |www.auxbrain.com|
626 00b02b70 00 48 54 54 50 20 52 45 51 3a 20 25 64 00 64 61 |.HTTP REQ: %d.da|
627 00b02b80 74 61 3d 00 65 69 2f 66 69 72 73 74 5f 63 6f 6e |ta=.ei/first_con
628 ```
629
630 We seem to have nothing blocking our way, let's create hex representations of `G?www.auxbrain.com` and a target domain of equal length, for example `G?eggs.based.quest`.
631
632 (Note: You can choose a shorter name as well, if you null-terminate the extra bytes as padding)
633 ```
634 $> echo "G?www.auxbrain.com" | hexdump -ve '1/1 "%.2X"'
635 473F7777772E617578627261696E2E636F6D0A
636 $> echo "G?eggs.based.quest" | hexdump -ve '1/1 "%.2X"'
637 473F656767732E62617365642E71756573740A
638 ```
639
640 Remove the trailing `0A` from end of both hex strings and now proceed as follows:
641 ```
642 # Place the source in first bracket of sed and the new URL at second bracket.
643 hexdump -ve '1/1 "%.2X"' libegginc.so | sed "s/473F7777772E617578627261696E2E636F6D/473F656767732E62617365642E7175657374/g" | xxd -r -p > patched.so
644 ```
645
646 Huzzah! We now have a patched linked-library for the arm64 build. Let's also patch the 32-bit version.
647 ```
648 $> hexdump -C libegginc.so | grep "ww.auxbrain.co" -A2 -B2
649 0087b770 69 67 68 5f 74 6f 6f 5f 6d 61 6e 79 5f 70 78 00 |igh_too_many_px.|
650 0087b780 74 61 62 6c 65 74 5f 68 64 70 69 00 00 00 00 00 |tablet_hdpi.....|
651 0087b790 77 77 77 2e 61 75 78 62 72 61 69 6e 2e 63 6f 6d |www.auxbrain.com|
652 0087b7a0 00 00 00 00 00 00 00 00 65 69 2f 66 69 72 73 74 |........ei/first|
653 0087b7b0 5f 63 6f 6e 74 61 63 74 00 00 00 00 00 00 00 00 |_contact........|
654 ```
655 This one lacks the `G?` prefix on API endpoint, but we still have null terminators we can rely on. Let's replace the `473F` from our previous strings with `0000`.
656 ```
657 # Place the source in first bracket of sed and the new URL at second bracket.
658 hexdump -ve '1/1 "%.2X"' libegginc.so | sed "s/00007777772E617578627261696E2E636F6D/0000656767732E62617365642E7175657374/g" | xxd -r -p > patched.so
659 ```
660
661 Replace both of the libegginc.so files with the patched.so files. Move back to main terminal window and press ENTER.
662
663 We now have a patched and debug signed apk for the game that isn't SSL pinned and contains a custom API endpoint we control without a VPN.
664
665 ## Conclusion so far
666 We have created a (rather ugly looking) server emulator for the game. It functions, but it needs a lot of work still before we can call it ready.
667 If you have followed this far, give yourself pat on the back - if you actually tried to run this code, give yourself an extra pat on the back.
668
669 Before I give you the public source to the project, you might want to try your hand at creating a few more things.
670 - "Cloud" save, present a Backup to any new device that just started playing.
671 - Contracts Database and scheduler
672 - Server Event scheduler
673
674 I apologize if my method of documenting this has been messy, but that's also part of the chaos of reverse engineering, you are constantly learning new things
675 about the project you are currently doing - refactoring becomes an essential part once you have documented the protocol to a comfortable degree.
676
677 I won't give any promises for a part 2 any time soon, but I will be trying to make this feature complete, so without further ado, here are the git repository links:
678 [github.com](https://github.com/cernodile/reEgg), [git.based.quest](https://git.based.quest/?p=reEgg.git;a=tree;h=refs/heads/master;hb=refs/heads/master).
679
680 Thank you for reading and making it all the way to the end,
681 - Cernodile