Inject a thread with LD_PRELOAD and thread-safety - multithreading

I'm working on a project to inject a shared library in a program with LD_PRELOAD.
My injected library creates a new thread when it is injected into the program. All logic happens in this thread (like analyzing network traffic and so on).
First you need to know this about the program that is being preloaded. It is a client application that encrypts every packet, written to a static buffer, that it sends to the server. I found the function that encrypts and sends the packets in the client and I was able to detour it. So now I can just modify the static buffer and let the 'send' function encrypt the buffer and send the buffer to the server.
But now I have a problem: what if I change contents of the static buffer in my library's thread (so that I can send a fake packet) and at the same time the program's thread changes the static buffer too? That would cause a crash.
I need some kind of synchronization.
So I've been thinking of some solutions:
Find every function in the program that changes the buffer, detour them and add a mutex to that call or something like that. Would take like ages though...
Find a way to execute my piece of code, that changes the buffer, in one block. So my piece of code actually gets executed at once, without POSIX threads switching to other threads. Is this even possible?
Make my application synchronous and cry.
Can anyone come up with a better solution? Or do you know how to make solution 2 possible?
Thanks in advance,
Gillis

If you detoured the 'send' function and you have the code of your 'detoured send' in your preloaded library it means that when the main thread calls 'send', your 'detoured send' code will be executed in the main thread's context, your thread is doing nothing at that moment. If you have more than one 'main thread' that could potentially call 'send', then you need synchronization in your 'detoured send'.
Alternatively, it you really want to process something in your new 'injected' thread you can:
1) in your 'detoured send' (invoked from main thread's context): pass the data to your thread
and wait untill it finishes processing the data (notice: the main thread is waiting).

Related

Why pass parameters through thread function?

When I create a new thread in a program... in it's thread handle function, why do I pass variables that I want that thread to use through the thread function prototype as parameters (as a void pointer)? Since threads share the same memory segments (except for stack) as the main program, shouldn't I be able to just use the variables directly instead of passing parameters from main program to new thread?
Well, yes, you could use the variables directly. Maybe. Assuming that they aren't changed by some other thread before your thread starts running.
Also, a big part of passing parameters to functions (including thread functions) is to limit the amount of information the called function has to know about the outside world. If you pass the thread function everything it needs in order to do its work, then you can change the rest of the program with relative impunity and the thread will still continue to work. If, however, you force the thread to know that there is a global list of strings called MyStringList, then you can't change that global list without also affecting the thread.
Information hiding. Encapsulation. Separation of concerns. Etc.
You cannot pass parameters to a thread function in any kind of normal register/stack manner because thread functions are not called by the creating thread - they are given execution directly by the underlying OS and the API's that do this copy a fixed number of parameters, (usually only one void pointer), to the new and different stack of the new thread.
As Jim says, failure to understand this mechanism often results in disaster. There are numnerous questions on SO where the vars that devs. hope would be used by a new thread are RAII'd away before the new thread even starts.

winapi apc function parameter passing - what is the best practice

Hi i using winapi's QueueUserAPC to invoke an apc function call in another thread.
my question is, what is the best practice for passing a parameter to it.
i refer to the object lifetime and allocation/deallocation responsibility.
DWORD WINAPI QueueUserAPC(PAPCFUNC pfnAPC, HANDLE hThread, ULONG_PTR dwData);
i am using the dwData to pass the parameter to pass a pointer to some data and i was wondering how i should handle it.
i need to make sure that it lives until the receiving thread finished using it.
should i use a smart pointer to make sure that data is deallocated when no longer used?
i guess that allocation in the calling thread and dealloc. in the receiving is possible but probably not such a good thing.
anything else that can be done?
i think i would like to avoid synchronization between the two only to notify that the receiving thread is done with the data...
thanks!
Alloc'ing in the sending thread and dealloc'ing in the receiving one is easy, but it has the main drawback that it may leak, even if you handle the sending failure, the receiving thread may finish before having a chance to execute the APC.
Probably your easiest way to avoid the leak is to create a queue for sent data -maybe a queue per thread- and when thread finishes, you traverse the thread queue and free all the pending data.
But as usual, the devil is in the details...

How to do asynchronuous programming in Delphi?

I have an application, where most of the actions take some time and I want to keep the GUI responsive at all times. The basic pattern of any action triggered by the user is as follows:
prepare the action (in the main thread)
execute the action (in a background thread while keeping the gui responsive)
display the results (in the main thread)
I tried several things to accomplish this but all of them are causing problems in the long run (seemingly random access violations in certain situations).
Prepare the action, then invoke a background thread and at the end of the background thread, use Synchronize to call an OnFinish event in the main thread.
Prepare the action, then invoke a background thread and at the end of the background thread, use PostMessage to inform the GUI thread that the results are ready.
Prepare the action, then invoke a background thread, then busy-wait (while calling Application.ProcessMessages) until the background thread is finished, then proceed with displaying the results.
I cannot come up with another alternative and none of this worked perfectly for me. What is the preferred way to do this?
1) Is the 'Orignal Delphi' way, forces the background thread to wait until the synchronized method has been executed and exposes the system to more deadlock-potential than I am happy with. TThread.Synchronize has been re-written at least twice. I used it once, on D3, and had problems. I looked at how it worked. I never used it again.
2) I the design I use most often. I use app-lifetime threads, (or thread pools), create inter-thread comms objects and queue them to background threads using a producer-consumer queue based on a TObjectQueue descendant. The background thread/s operate on the data/methods of the object, store results in the object and, when complete, PostMessage() the object, (cast to lParam) back to the main thread for GUI display of results in a message-handler, (cast the lParam back again). The background threads in the main GUI thread then never have to operate on the same object and never have to directly access any fields of each other.
I use a hidden window of the GUI thread, (created with RegisterWindowClass and CreateWindow), for the background threads to PostMessage to, comms object in LParam and 'target' TwinControl, (usually a TForm class), as WParam. The trivial wndproc for the hidden window just uses TwinControl.Perform() to pass on the LParam to a message-handler of the form. This is safer than PostMessaging the object directly to a TForm.handle - the handle can, unfortunately, change if the window is recreated. The hidden window never calls RecreateWindow() and so its handle never changes.
Producer-consumer queues 'out from GUI', inter-thread comms classes/objects and PostMessage() 'in to GUI' WILL work well - I've been doing it for decades.
Re-using the comms objects is fairly easy too - just create a load in a loop at startup, (preferably in an initialization section so that the comms objects outlive all forms), and push them onto a P-C queue - that's your pool. It's easier if the comms class has a private field for the pool instance - the 'releaseBackToPool' method then needs no parameters and, if there is more than one pool, ensures that the objects are always released back to their own pool.
3) Can't really improve on David Hefferman's comment. Just don't do it.
You can implement the pattern questioned by using OTL as demonstrated by the OTL author here
You could communicate data between threads as messages.
Thread1:
allocate memory for a data structure
fill it in
send a message to Thread2 with the pointer to this structure (you could either use Windows messages or implement a queue, insuring its enque and dequeue methods don't have race conditions)
possibly receive a response message from Thread2...
Thread2:
receive the message with the pointer to the data structure from Thread1
consume the data
deallocate the data structure's memory
possibly send a message back to Thread1 in a similar fashion (perhaps reusing the data structure, but then you don't deallocate it)
You may end up with more than 1 non-GUI thread if you want your GUI not only live, but also responding to some input, while the input that takes long time to be processed is being processed.

Multithreading (pthreads)

I'm working on a project where I need to make a program run on multiple threads. However, I'm running into a bit of an issue.
In my program, I have an accessory function called 'func_call'.
If I use this in my code:
func_call((void*) &my_pixels);
The program runs fine.
However, if I try to create a thread, and then run the function on that, the program runs into a segmentation fault.
pthread_t thread;
pthread_create (&thread, NULL, (void*)&func_call, (void*) &my_pixels);
I've included pthread.h in my program. Any ideas what might be wrong?
You are not handling data in a thread safe manner:
the thread copies data from the thread argument, which is a pointer to the main thread's my_pixels variable; the main thread may exit, making my_pixles invalid.
the thread uses scene, main thread calls free_scene() on it, which I imagine makes it invalid
the thread calls printf(), the main thread closes stdout (kind of unusual itself)
the thread updates the picture array, the main thread accesses picture to output data from it
It looks like you should just wait for the thread to finish its work after creating it - call pthread_join() to do that.
For a single thread, that would seem to be pointless (you've just turned a multi-threaded program into a single threaded program). But on the basis of code that's commented out, it looks like you're planning to start up several threads that work on chunks of the data. So, when you get to the point of trying that again, make sure you join all the threads you start. As long as the threads don't modify the same data, it'll work. Note that you'll need to use separate my_pixels instances for each thread (make an array of them, just like you did with pthreads), or some threads will likely get parameters that are intended for a different thread.
Without knowing what func_call does, it is difficult to give you an answer. Nevertheless, here are few possibilities
Does func_call use some sort of a global state - check if that is initialized properly from within the thread. The order of execution of threads is not always the same for every execution
Not knowing your operating system (AIX /Linux/Solaris etc) it is difficult to answer this, but please check your compilation options
Please provide the signal trapped and atleast a few lines of the stack-trace - for all the threads. One thing you can check for yourself is to print the threads' stack-track (using threads/thread or pthread and thread current <x> based on the debugger) and and if there is a common data that is being accessed. It is most likely that the segfault occurred when two threads were trying to read off the other's (uncommitted) change
Hope that helps.
Edit:
After checking your code, I think the problem is the global picture array. You seem to be modifying that in the thread function without any guards. You loop using px and py and all the threads will have the same px and py and will try to write into the picture array at the same time. Please try to modify your code to prevent multiple threads from stepping on each other's data modifications.
Is func_call a function, or a function pointer? If it's a function pointer, there is your problem: you took the address of a function pointer and then cast it.
People are guessing because you've provided only a fraction of the program, which mentions names like func_call with no declaration in scope.
Your compiler must be giving you diagnostics about this program, because you're passing a (void *) expression to a function pointer parameter.
Define your thread function in a way that is compatible with pthread_create, and then just call it without any casts.

Does an asynchronous call always create/call a new thread?

Does asynchronous call always create a new thread?
Example:
If JavaScript is single threaded then how can it do an async postback? Is it actually blocking until it gets a callback? If so, is this really an async call?
This is an interesting question.
Asynchronous programming is a paradigm of programming that is principally single threaded, i.e. "following one thread of continuous execution".
You refer to javascript, so lets discuss that language, in the environment of a web browser. A web browser runs a single thread of javascript execution in each window, it handles events (such as onclick="someFunction()") and network connections (such as xmlhttprequest calls).
<script>
function performRequest() {
xmlhttp.open("GET", "someurl", true);
xmlhttp.onreadystatechange = function() {
if (xmlhttp.readyState == 4) {
alert(xmlhttp.responseText);
}
}
xmlhttp.send(sometext);
}
</script>
<span onclick="performRequest()">perform request</span>
(This is a nonworking example, for demonstration of concepts only).
In order to do everything in an asynchronous manner, the controlling thread has what is known as a 'main loop'. A main loop looks kind of like this:
while (true) {
event = nextEvent(all_event_sources);
handler = findEventHandler(event);
handler(event);
}
It is important to note that this is not a 'busy loop'. This is kind of like a sleeping thread, waiting for activity to occur. Activity could be input from the user (Mouse Movement, a Button Click, Typing), or it could be network activity (The response from the server).
So in the example above,
When the user clicks on the span, a ButtonClicked event would be generated, findEventHandler() would find the onclick event on the span tag, and then that handler would be called with the event.
When the xmlhttp request is created, it is added to the all_event_sources list of event sources.
After the performRequest() function returns, the mainloop is waiting at the nextEvent() step waiting for a response. At this point there is nothing 'blocking' further events from being handled.
The data comes back from the remote server, nextEvent() returns the network event, the event handler is found to be the onreadystatechange() method, that method is called, and an alert() dialog fires up.
It is worth noting that alert() is a blocking dialog. While that dialog is up, no further events can be processed. It's an eccentricity of the javascript model of web pages that we have a readily available method that will block further execution within the context of that page.
The Javascript model is single-threaded. An asynchronous call is not a new thread, but rather interrupts an existing thread. It's analogous to interrupts in a kernel.
Yes it makes sense to have asynchronous calls with a single thread. Here's how to think about it: When you call a function within a single thread, the state for the current method is pushed onto a stack (i.e. local variables). The subroutine is invoked and eventually returns, at which time the original state is popped off the stack.
With an asynchronous callback, the same thing happens! The difference is that the subroutine is invoked by the system, not by the current code invoking a subroutine.
A couple notes about JavaScript in particular:
XMLHttpRequests are non-blocking by default. The send() method returns immediately after the request has been relayed to the underlying network stack. A response from the server will schedule an invocation of your callback on the event loop as discussed by the other excellent answers.
This does not require a new thread. The underlying socket API is selectable, similar to java.nio.channels in Java.
It's possible to construct synchronous XMLHttpRequest objects by passing false as the third parameter to open(). This will cause the send() method to block until a response has been received from the server, thus placing the event loop at the mercy of network latency and potentially hanging the browser until network timeout. This is a Bad Thing™.
Firefox 3.5 will introduce honest-to-god multithreaded JavaScript with the Worker class. The background code runs in a completely separate environment and communicates with the browser window by scheduling callbacks on the event loop.
In many GUI applications, an async call (like Java's invokeLater) merely adds the Runnable object to its GUI thread queue. The GUI thread is already created, and it doesn't create a new thread. But threads aren't even strictly required for an asynchronous system. Take, for example, libevent, which uses select/poll/kqueue, etc. to make non-blocking calls to sockets, which then fires callbacks to your code, completely without threads.
No, but more than one thread will be involved.
An asynchronous call might launch another thread to do the work, or it might post a message into a queue on another, already running thread. The caller continues and the callee calls back once it processes the message.
If you wanted to do a synchronous call in this context, you'd need to post a message and actively wait for the callback to happen.
So in summary: More than one thread will be involved, but it doesn't necessarily create a new thread.
I don't know about javascript, but for instance in the Windows Forms world, asynchronous invocations can be made without multiple threads. This has to do with the way the Windows Message Pump operates. Basically a Windows Forms application sets up a message queue through which Windows places messages notifying it about events. For instance, if you move the mouse, messages will be placed on that queue. The Windows Forms application will be in an endless loop consuming all the messages that are thrown at it. According to what each message contains it will move windows around, repaint them or even invoke user-defined methods, amongst other things. Calls to methods are identified by delegates. When the application finds a delegate instance in the queue, it happily invokes the method referred by the delegate.
So, if you are in a method doing something and want to spawn some asynchronous work without creating a new thread, all you have to do is place a delegate instance into the queue, using the Control.BeginInvoke method. Now, this isn't actually multithreaded, but if you throw very small pieces of work to the queue, it will look like multithreaded. If, on the other hand you give it a time consuming method to execute, the application will freeze until the method is done, which will look like a jammed application, even though it is doing something.

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