qq windows版客户端0day复现——远程代码执行(七夕小礼物)

news2025/1/9 2:05:56

##ps:本文章仅用来分享,请勿将文章内的相关技术用于非法目的,请勿将文章内的相关技术用于非法目的,请勿将文章内的相关技术用于非法目的!!如有非法行为与本文章作者无任何关系。一切行为以遵守《中华人民共和国网络安全法》为前提######

🌟🌟今天hw貌似爆了挺多劲爆的0day,大佬果然多啊

昨天看到群里有人说扣扣爆了0day,看了一下复现没什么技术难点,还是七夕,就想给朋友一个小礼物(虽然非常土。。。。。。。)。

原理

qq windows客户端的“文件传输消息”在经过“回复消息”功能处理后,该文件会变为无需用户点击“下载”或“运行”等确认按钮,点击消息文本后即可自动下载并执行。大大降低了黑客的钓鱼难度🎣。

(目前qq官方以紧急修复该漏洞,升级qq版本即可)

影响版本

QQ Windows版9.7.13及以前版本

复现过程

1、搞一个可执行脚本文件,随便什么.bat、.vbs、.html都行

(我搞了个七夕的小玩意儿,非恶意的,test还打错了,打成了text,卒///)

 2、把文件先发给自己(可以随便跟一个人建一个群,然后把那人踢出去,就成了自己一个群,就可以发消息给自己啦~)

 3、然后右键,回复这个消息,随便回复什么都可以。

4、然后就可以把这条带有可执行文件的消息转发给朋友们啦。

5、本来想跟朋友试,结果我的朋友不想打开电脑💻。。。。。。。卒

我就自己玩了,效果是这样的:

 (烟花还能跟着鼠标动,鼠标点哪里,烟花就放哪里。。。。。好吧是有点土。。。)

 6、 正常情况下,qq中的文件想要下载,需要我们主动点击“打开”按钮,和“确认下载”按钮,再主动双击这个文件,它才会完成执行。比如这样:

但这个漏洞,只需要点击消息它就会自动下载、自动执行。

后记——烟花脚本代码

<!DOCTYPE html>

//心心部分代码
<html>
<head>
    <meta charset="utf-8">
    <title>loveHeart</title>
    <link rel="shortcut icon" href="http://zhouql.vip/images/心.png" type="image/x-icon">
    <style>
        html,
        body {
            height: 100%;
            padding: 0;
            margin: 0;
            background: #000;
        }
        canvas {
            position: absolute;
            width: 100%;
            height: 100%;
        }
        p{
            position: fixed;
            top: 50%;
            left: 50%;
            transform: translate(-50%,-50%);
            color: pink;
            animation: k 1.5s ease-in-out infinite;
        }
        @keyframes k{
            100%{
                font-size: 24px;
                opacity: 0;
            }
        }
    </style>
</head>
<body>
    <p style="font-size:35px; ">七夕快乐~yeah</p>
	h1 {
      		font-family: Verdana, Geneva, Tahoma, sans-serif;
   	 }
    <canvas id="pinkboard"></canvas>
    <script>
        var settings = {
            particles: {
                length: 700,  // 爱心的大小
                duration: 2,  // 爱心扩散速度,越小速度越快
                velocity: 100,  // 爱心扩散速度,越小速度越慢
                effect: -0.25, // 爱心收缩效果,比如:1扩散,-2收缩
                size: 56, // 爱心数量
            },
        };
        (function () { var b = 0; var c = ["ms", "moz", "webkit", "o"]; for (var a = 0; a < c.length && !window.requestAnimationFrame; ++a) { window.requestAnimationFrame = window[c[a] + "RequestAnimationFrame"]; window.cancelAnimationFrame = window[c[a] + "CancelAnimationFrame"] || window[c[a] + "CancelRequestAnimationFrame"] } if (!window.requestAnimationFrame) { window.requestAnimationFrame = function (h, e) { var d = new Date().getTime(); var f = Math.max(0, 16 - (d - b)); var g = window.setTimeout(function () { h(d + f) }, f); b = d + f; return g } } if (!window.cancelAnimationFrame) { window.cancelAnimationFrame = function (d) { clearTimeout(d) } } }());

        var Point = (function () {
            function Point(x, y) {
                this.x = (typeof x !== 'undefined') ? x : 0;
                this.y = (typeof y !== 'undefined') ? y : 0;
            }
            Point.prototype.clone = function () {
                return new Point(this.x, this.y);
            };
            Point.prototype.length = function (length) {
                if (typeof length == 'undefined')
                    return Math.sqrt(this.x * this.x + this.y * this.y);
                this.normalize();
                this.x *= length;
                this.y *= length;
                return this;
            };
            Point.prototype.normalize = function () {
                var length = this.length();
                this.x /= length;
                this.y /= length;
                return this;
            };
            return Point;
        })();
        var Particle = (function () {
            function Particle() {
                this.position = new Point();
                this.velocity = new Point();
                this.acceleration = new Point();
                this.age = 0;
            }
            Particle.prototype.initialize = function (x, y, dx, dy) {
                this.position.x = x;
                this.position.y = y;
                this.velocity.x = dx;
                this.velocity.y = dy;
                this.acceleration.x = dx * settings.particles.effect;
                this.acceleration.y = dy * settings.particles.effect;
                this.age = 0;
            };
            Particle.prototype.update = function (deltaTime) {
                this.position.x += this.velocity.x * deltaTime;
                this.position.y += this.velocity.y * deltaTime;
                this.velocity.x += this.acceleration.x * deltaTime;
                this.velocity.y += this.acceleration.y * deltaTime;
                this.age += deltaTime;
            };
            Particle.prototype.draw = function (context, image) {
                function ease(t) {
                    return (--t) * t * t + 1;
                }
                var size = image.width * ease(this.age / settings.particles.duration);
                context.globalAlpha = 1 - this.age / settings.particles.duration;
                context.drawImage(image, this.position.x - size / 2, this.position.y - size / 2, size, size);
            };
            return Particle;
        })();
        var ParticlePool = (function () {
            var particles,
                firstActive = 0,
                firstFree = 0,
                duration = settings.particles.duration;
            function ParticlePool(length) {
                // 创建并填充粒子池
                particles = new Array(length);
                for (var i = 0; i < particles.length; i++)
                    particles[i] = new Particle();
            }
            ParticlePool.prototype.add = function (x, y, dx, dy) {
                particles[firstFree].initialize(x, y, dx, dy);
                // 处理循环队列
                firstFree++;
                if (firstFree == particles.length) firstFree = 0;
                if (firstActive == firstFree) firstActive++;
                if (firstActive == particles.length) firstActive = 0;
            };
            ParticlePool.prototype.update = function (deltaTime) {
                var i;
                // 更新活性粒子
                if (firstActive < firstFree) {
                    for (i = firstActive; i < firstFree; i++)
                        particles[i].update(deltaTime);
                }
                if (firstFree < firstActive) {
                    for (i = firstActive; i < particles.length; i++)
                        particles[i].update(deltaTime);
                    for (i = 0; i < firstFree; i++)
                        particles[i].update(deltaTime);
                }
                // 去除非活性颗粒
                while (particles[firstActive].age >= duration && firstActive != firstFree) {
                    firstActive++;
                    if (firstActive == particles.length) firstActive = 0;
                }
            };
            ParticlePool.prototype.draw = function (context, image) {
                // 绘制活性粒子
                if (firstActive < firstFree) {
                    for (i = firstActive; i < firstFree; i++)
                        particles[i].draw(context, image);
                }
                if (firstFree < firstActive) {
                    for (i = firstActive; i < particles.length; i++)
                        particles[i].draw(context, image);
                    for (i = 0; i < firstFree; i++)
                        particles[i].draw(context, image);
                }
            };
            return ParticlePool;
        })();
        (function (canvas) {
            var context = canvas.getContext('2d'),
                particles = new ParticlePool(settings.particles.length),
                particleRate = settings.particles.length / settings.particles.duration, // particles/sec
                time;
            // 用 -PI <= t <= PI 获得心脏点
            function pointOnHeart(t) {
                return new Point(
                    160 * Math.pow(Math.sin(t), 3),
                    130 * Math.cos(t) - 50 * Math.cos(2 * t) - 20 * Math.cos(3 * t) - 10 * Math.cos(4 * t) + 25
                );
            }
            // 使用虚拟画布创建粒子图像
            var image = (function () {
                var canvas = document.createElement('canvas'),
                    context = canvas.getContext('2d');
                canvas.width = settings.particles.size;
                canvas.height = settings.particles.size;
                //用于创建路径的帮助程序函数
                function to(t) {
                    var point = pointOnHeart(t);
                    point.x = settings.particles.size / 2 + point.x * settings.particles.size / 350;
                    point.y = settings.particles.size / 2 - point.y * settings.particles.size / 350;
                    return point;
                }
                // 创建路径
                context.beginPath();
                var t = -Math.PI;
                var point = to(t);
                context.moveTo(point.x, point.y);
                while (t < Math.PI) {
                    t += 0.01; // baby steps!
                    point = to(t);
                    context.lineTo(point.x, point.y);
                }
                context.closePath();
                // 创建填充
                context.fillStyle = '#ea80b0';
                context.fill();
                // 创建映像
                var image = new Image();
                image.src = canvas.toDataURL();
                return image;
            })();
            // 渲染那个东西!
            function render() {
                // 下一个动画帧
                requestAnimationFrame(render);
                // 更新时间
                var newTime = new Date().getTime() / 1000,
                    deltaTime = newTime - (time || newTime);
                time = newTime;
                // 透明画布,清楚画布
                context.clearRect(0, 0, canvas.width, canvas.height);
                // 创建新粒子
                var amount = particleRate * deltaTime;
                for (var i = 0; i < amount; i++) {
                    var pos = pointOnHeart(Math.PI - 2 * Math.PI * Math.random());
                    var dir = pos.clone().length(settings.particles.velocity);
                    particles.add(canvas.width / 2 + pos.x, canvas.height / 2 - pos.y, dir.x, -dir.y);
                }
                //更新和绘制粒子
                particles.update(deltaTime);
                particles.draw(context, image);
            }
            // 处理(重新)调整画布的大小
            function onResize() {
                canvas.width = canvas.clientWidth;
                canvas.height = canvas.clientHeight;
            }
            window.onresize = onResize;
            // 延迟渲染引导
            setTimeout(function () {
                onResize();
                render();
            }, 10);
        })(document.getElementById('pinkboard'));
        </script>
</body>

</html>





//烟花部分代码



<html dir="ltr" lang="zh-CN">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width" />
<title>带交互功能的HTML5+JS烟花特效</title> 
<style>
/* basic styles for black background and crosshair cursor */
body {
	background: #000;
	margin: 0;
}

canvas {
	cursor: crosshair;
	display: block;
}
</style>
</head>
<canvas id="canvas">Canvas is not supported in your browser.</canvas>
<script>
// when animating on canvas, it is best to use requestAnimationFrame instead of setTimeout or setInterval
// not supported in all browsers though and sometimes needs a prefix, so we need a shim
window.requestAnimFrame = ( function() {
	return window.requestAnimationFrame ||
				window.webkitRequestAnimationFrame ||
				window.mozRequestAnimationFrame ||
				function( callback ) {
					window.setTimeout( callback, 1000 / 60 );
				};
})();

// now we will setup our basic variables for the demo
var canvas = document.getElementById( 'canvas' ),
		ctx = canvas.getContext( '2d' ),
		// full screen dimensions
		cw = window.innerWidth,
		ch = window.innerHeight,
		// firework collection
		fireworks = [],
		// particle collection
		particles = [],
		// starting hue
		hue = 120,
		// when launching fireworks with a click, too many get launched at once without a limiter, one launch per 5 loop ticks
		limiterTotal = 5,
		limiterTick = 0,
		// this will time the auto launches of fireworks, one launch per 80 loop ticks
		timerTotal = 80,
		timerTick = 0,
		mousedown = false,
		// mouse x coordinate,
		mx,
		// mouse y coordinate
		my;
		
// set canvas dimensions
canvas.width = cw;
canvas.height = ch;

// now we are going to setup our function placeholders for the entire demo

// get a random number within a range
function random( min, max ) {
	return Math.random() * ( max - min ) + min;
}

// calculate the distance between two points
function calculateDistance( p1x, p1y, p2x, p2y ) {
	var xDistance = p1x - p2x,
			yDistance = p1y - p2y;
	return Math.sqrt( Math.pow( xDistance, 2 ) + Math.pow( yDistance, 2 ) );
}

// create firework
function Firework( sx, sy, tx, ty ) {
	// actual coordinates
	this.x = sx;
	this.y = sy;
	// starting coordinates
	this.sx = sx;
	this.sy = sy;
	// target coordinates
	this.tx = tx;
	this.ty = ty;
	// distance from starting point to target
	this.distanceToTarget = calculateDistance( sx, sy, tx, ty );
	this.distanceTraveled = 0;
	// track the past coordinates of each firework to create a trail effect, increase the coordinate count to create more prominent trails
	this.coordinates = [];
	this.coordinateCount = 3;
	// populate initial coordinate collection with the current coordinates
	while( this.coordinateCount-- ) {
		this.coordinates.push( [ this.x, this.y ] );
	}
	this.angle = Math.atan2( ty - sy, tx - sx );
	this.speed = 2;
	this.acceleration = 1.05;
	this.brightness = random( 50, 70 );
	// circle target indicator radius
	this.targetRadius = 1;
}

// update firework
Firework.prototype.update = function( index ) {
	// remove last item in coordinates array
	this.coordinates.pop();
	// add current coordinates to the start of the array
	this.coordinates.unshift( [ this.x, this.y ] );
	
	// cycle the circle target indicator radius
	if( this.targetRadius < 8 ) {
		this.targetRadius += 0.3;
	} else {
		this.targetRadius = 1;
	}
	
	// speed up the firework
	this.speed *= this.acceleration;
	
	// get the current velocities based on angle and speed
	var vx = Math.cos( this.angle ) * this.speed,
			vy = Math.sin( this.angle ) * this.speed;
	// how far will the firework have traveled with velocities applied?
	this.distanceTraveled = calculateDistance( this.sx, this.sy, this.x + vx, this.y + vy );
	
	// if the distance traveled, including velocities, is greater than the initial distance to the target, then the target has been reached
	if( this.distanceTraveled >= this.distanceToTarget ) {
		createParticles( this.tx, this.ty );
		// remove the firework, use the index passed into the update function to determine which to remove
		fireworks.splice( index, 1 );
	} else {
		// target not reached, keep traveling
		this.x += vx;
		this.y += vy;
	}
}

// draw firework
Firework.prototype.draw = function() {
	ctx.beginPath();
	// move to the last tracked coordinate in the set, then draw a line to the current x and y
	ctx.moveTo( this.coordinates[ this.coordinates.length - 1][ 0 ], this.coordinates[ this.coordinates.length - 1][ 1 ] );
	ctx.lineTo( this.x, this.y );
	ctx.strokeStyle = 'hsl(' + hue + ', 100%, ' + this.brightness + '%)';
	ctx.stroke();
	
	ctx.beginPath();
	// draw the target for this firework with a pulsing circle
	ctx.arc( this.tx, this.ty, this.targetRadius, 0, Math.PI * 2 );
	ctx.stroke();
}

// create particle
function Particle( x, y ) {
	this.x = x;
	this.y = y;
	// track the past coordinates of each particle to create a trail effect, increase the coordinate count to create more prominent trails
	this.coordinates = [];
	this.coordinateCount = 5;
	while( this.coordinateCount-- ) {
		this.coordinates.push( [ this.x, this.y ] );
	}
	// set a random angle in all possible directions, in radians
	this.angle = random( 0, Math.PI * 2 );
	this.speed = random( 1, 10 );
	// friction will slow the particle down
	this.friction = 0.95;
	// gravity will be applied and pull the particle down
	this.gravity = 1;
	// set the hue to a random number +-20 of the overall hue variable
	this.hue = random( hue - 20, hue + 20 );
	this.brightness = random( 50, 80 );
	this.alpha = 1;
	// set how fast the particle fades out
	this.decay = random( 0.015, 0.03 );
}

// update particle
Particle.prototype.update = function( index ) {
	// remove last item in coordinates array
	this.coordinates.pop();
	// add current coordinates to the start of the array
	this.coordinates.unshift( [ this.x, this.y ] );
	// slow down the particle
	this.speed *= this.friction;
	// apply velocity
	this.x += Math.cos( this.angle ) * this.speed;
	this.y += Math.sin( this.angle ) * this.speed + this.gravity;
	// fade out the particle
	this.alpha -= this.decay;
	
	// remove the particle once the alpha is low enough, based on the passed in index
	if( this.alpha <= this.decay ) {
		particles.splice( index, 1 );
	}
}

// draw particle
Particle.prototype.draw = function() {
	ctx. beginPath();
	// move to the last tracked coordinates in the set, then draw a line to the current x and y
	ctx.moveTo( this.coordinates[ this.coordinates.length - 1 ][ 0 ], this.coordinates[ this.coordinates.length - 1 ][ 1 ] );
	ctx.lineTo( this.x, this.y );
	ctx.strokeStyle = 'hsla(' + this.hue + ', 100%, ' + this.brightness + '%, ' + this.alpha + ')';
	ctx.stroke();
}

// create particle group/explosion
function createParticles( x, y ) {
	// increase the particle count for a bigger explosion, beware of the canvas performance hit with the increased particles though
	var particleCount = 30;
	while( particleCount-- ) {
		particles.push( new Particle( x, y ) );
	}
}

// main demo loop
function loop() {
	// this function will run endlessly with requestAnimationFrame
	requestAnimFrame( loop );
	
	// increase the hue to get different colored fireworks over time
	hue += 0.5;
	
	// normally, clearRect() would be used to clear the canvas
	// we want to create a trailing effect though
	// setting the composite operation to destination-out will allow us to clear the canvas at a specific opacity, rather than wiping it entirely
	ctx.globalCompositeOperation = 'destination-out';
	// decrease the alpha property to create more prominent trails
	ctx.fillStyle = 'rgba(0, 0, 0, 0.5)';
	ctx.fillRect( 0, 0, cw, ch );
	// change the composite operation back to our main mode
	// lighter creates bright highlight points as the fireworks and particles overlap each other
	ctx.globalCompositeOperation = 'lighter';
	
	// loop over each firework, draw it, update it
	var i = fireworks.length;
	while( i-- ) {
		fireworks[ i ].draw();
		fireworks[ i ].update( i );
	}
	
	// loop over each particle, draw it, update it
	var i = particles.length;
	while( i-- ) {
		particles[ i ].draw();
		particles[ i ].update( i );
	}
	
	// launch fireworks automatically to random coordinates, when the mouse isn't down
	if( timerTick >= timerTotal ) {
		if( !mousedown ) {
			// start the firework at the bottom middle of the screen, then set the random target coordinates, the random y coordinates will be set within the range of the top half of the screen
			fireworks.push( new Firework( cw / 2, ch, random( 0, cw ), random( 0, ch / 2 ) ) );
			timerTick = 0;
		}
	} else {
		timerTick++;
	}
	
	// limit the rate at which fireworks get launched when mouse is down
	if( limiterTick >= limiterTotal ) {
		if( mousedown ) {
			// start the firework at the bottom middle of the screen, then set the current mouse coordinates as the target
			fireworks.push( new Firework( cw / 2, ch, mx, my ) );
			limiterTick = 0;
		}
	} else {
		limiterTick++;
	}
}

// mouse event bindings
// update the mouse coordinates on mousemove
canvas.addEventListener( 'mousemove', function( e ) {
	mx = e.pageX - canvas.offsetLeft;
	my = e.pageY - canvas.offsetTop;
});

// toggle mousedown state and prevent canvas from being selected
canvas.addEventListener( 'mousedown', function( e ) {
	e.preventDefault();
	mousedown = true;
});

canvas.addEventListener( 'mouseup', function( e ) {
	e.preventDefault();
	mousedown = false;
});
window.onload = loop;
</script>
// once the window loads, we are ready for some fireworks!







 ps:

一次失败的计划...............over

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