#include "fuzzingwindow.h" #include "ui_fuzzingwindow.h" #include "utility.h" #include FuzzingWindow::FuzzingWindow(const QVector *frames, QWidget *parent) : QDialog(parent), ui(new Ui::FuzzingWindow) { ui->setupUi(this); modelFrames = frames; fuzzTimer = new QTimer(); connect(ui->btnStartStop, &QPushButton::clicked, this, &FuzzingWindow::toggleFuzzing); connect(ui->btnAllFilters, &QPushButton::clicked, this, &FuzzingWindow::setAllFilters); connect(ui->btnNoFilters, &QPushButton::clicked, this, &FuzzingWindow::clearAllFilters); connect(fuzzTimer, &QTimer::timeout, this, &FuzzingWindow::timerTriggered); connect(ui->spinTiming, SIGNAL(valueChanged(int)), this, SLOT(changePlaybackSpeed(int))); connect(ui->listID, &QListWidget::itemChanged, this, &FuzzingWindow::idListChanged); connect(ui->spinBytes, SIGNAL(valueChanged(int)), this, SLOT(changedNumDataBytes(int))); connect(ui->bitfield, SIGNAL(gridClicked(int,int)), this, SLOT(bitfieldClicked(int,int))); refreshIDList(); currentlyFuzzing = false; for (int j = 0; j < 64; j++) bitGrid[j] = 1; redrawGrid(); ui->cbBuses->addItem(tr("0")); ui->cbBuses->addItem(tr("1")); ui->cbBuses->addItem(tr("Both")); } FuzzingWindow::~FuzzingWindow() { delete ui; } void FuzzingWindow::changePlaybackSpeed(int newSpeed) { fuzzTimer->setInterval(newSpeed); } void FuzzingWindow::changedNumDataBytes(int newVal) { qDebug() << "new num bytes: " << newVal; int byt; for (int i = 0; i < 64; i++) { byt = i / 8; if (byt >= newVal) { bitGrid[i] = 3; } else { if (bitGrid[i] == 3) bitGrid[i] = 1; } } redrawGrid(); } void FuzzingWindow::timerTriggered() { CANFrame thisFrame; sendingBuffer.clear(); int buses = ui->cbBuses->currentIndex() + 1; if (buses == 0) buses = 1; for (int count = 0; count < ui->spinBurst->value(); count++) { thisFrame.ID = currentID; for (int i = 0; i < 8; i++) thisFrame.data[i] = currentBytes[i]; if (currentID > 0x7FF) thisFrame.extended = true; else thisFrame.extended = false; thisFrame.bus = 0; //hard coded for now. TODO: do not hard code thisFrame.len = ui->spinBytes->value(); if (buses & 1) { thisFrame.bus = 0; sendingBuffer.append(thisFrame); } if (buses & 2) { thisFrame.bus = 1; sendingBuffer.append(thisFrame); } calcNextID(); calcNextBitPattern(); numSentFrames++; } emit sendFrameBatch(&sendingBuffer); ui->lblNumFrames->setText("# of sent frames: " + QString::number(numSentFrames)); } void FuzzingWindow::clearAllFilters() { for (int i = 0; i < ui->listID->count(); i++) { ui->listID->item(i)->setCheckState(Qt::Unchecked); } } void FuzzingWindow::setAllFilters() { for (int i = 0; i < ui->listID->count(); i++) { ui->listID->item(i)->setCheckState(Qt::Checked); } } void FuzzingWindow::calcNextID() { if (seqIDScan) { currentID++; if (rangeIDSelect) { if (currentID > endID) currentID = startID; } else //IDs by filter. So, select the first filter { if (currentID > selectedIDs.length()) currentID = 0; } } else //random IDs { if (rangeIDSelect) { int range = endID - startID; if (range != 0) currentID = startID + qrand() % range; else currentID = startID; } else //IDs by filter so pick a random selected ID from the filter list { currentID = qrand() % selectedIDs.length(); } } } void FuzzingWindow::calcNextBitPattern() { switch (bitSequenceType) { case BitSequenceType::Random: int thisBit; for (int byt = 0; byt < ui->spinBytes->value(); byt++) { currentBytes[byt] = 0; for (int bit = 0; bit < 8; bit++) { thisBit = bitGrid[byt * 8 + bit]; if (thisBit == 1) { if ((qrand() % 2) == 1) currentBytes[byt] |= (1 << bit); } if (thisBit == 2) currentBytes[byt] |= (1 << bit); } } break; case BitSequenceType::Sequential: break; case BitSequenceType::Sweeping: break; } } void FuzzingWindow::toggleFuzzing() { if (currentlyFuzzing) //stop it then { ui->btnStartStop->setText("Start Fuzzing"); currentlyFuzzing = false; fuzzTimer->stop(); } else //start it then { ui->btnStartStop->setText("Stop Fuzzing"); currentlyFuzzing = true; startID = Utility::ParseStringToNum(ui->txtStartID->text()); endID = Utility::ParseStringToNum(ui->txtEndID->text()); seqIDScan = ui->rbSequentialID->isChecked(); rangeIDSelect = ui->rbRangeIDSel->isChecked(); if (ui->rbSequentialBits->isChecked()) bitSequenceType = BitSequenceType::Sequential; if (ui->rbRandomBits->isChecked()) bitSequenceType = BitSequenceType::Random; if (ui->rbSweep->isChecked()) bitSequenceType = BitSequenceType::Sweeping; numSentFrames = 0; if (seqIDScan) { if (rangeIDSelect) { currentID = startID; } else //IDs by filter. So, select the first filter { currentID = 0; } } else //random IDs { if (rangeIDSelect) { int range = endID - startID; if (range != 0) currentID = startID + qrand() % range; else currentID = startID; } else //IDs by filter so pick a random selected ID from the filter list { currentID = qrand() % selectedIDs.length(); } } calcNextBitPattern(); fuzzTimer->start(); } } void FuzzingWindow::refreshIDList() { ui->listID->clear(); int id; for (int i = 0; i < modelFrames->count(); i++) { id = modelFrames->at(i).ID; if (!foundIDs.contains(id)) { foundIDs.append(id); selectedIDs.append(id); QListWidgetItem *thisItem = new QListWidgetItem(); thisItem->setText(Utility::formatNumber(id)); thisItem->setFlags(thisItem->flags() | Qt::ItemIsUserCheckable); thisItem->setCheckState(Qt::Checked); ui->listID->addItem(thisItem); } } //default is to sort in ascending order ui->listID->sortItems(); } void FuzzingWindow::idListChanged(QListWidgetItem *item) { int id = Utility::ParseStringToNum(item->text()); if (item->checkState() == Qt::Checked) { if (!selectedIDs.contains(id)) { qDebug() << "adding " << id << " to list of selected IDs"; selectedIDs.append(id); } } else { qDebug() << "removing " << id << " from the list of selected ids"; selectedIDs.removeOne(id); } } /* bitGrid stores the state of all 64 bits. The grid is capable of showing the following colors: White = not used (left as 0) Gray = past the end of the valid bits (because of # of data bytes requested) Green = fuzz it black = always keep it set to 1 */ void FuzzingWindow::bitfieldClicked(int x, int y) { qDebug() << "X: " << x << " Y: " << y; int bit = (7 - x) + (y * 8); if (bitGrid[bit] == 3) return; //naughty! bitGrid[bit]++; if (bitGrid[bit] > 2) bitGrid[bit] = 0; redrawGrid(); } void FuzzingWindow::redrawGrid() { //now update the bits in the bitfield control uint8_t refBytes[8]; uint8_t dataBytes[8]; uint8_t usedBytes[8]; for (int j = 0; j < 8; j++) { refBytes[j] = 0; dataBytes[j] = 0; usedBytes[j] = 0; } for (int i = 0; i < 64; i++) { int byt = i / 8; int bit = i % 8; switch (bitGrid[i]) { case 0: //white, keep this bit off always break; case 1: //Green, fuzz this bit dataBytes[byt] |= (1 << bit); break; case 2: //black, bit always set dataBytes[byt] |= (1 << bit); refBytes[byt] |= (1 << bit); break; case 3: //gray, this bit doesn't exist usedBytes[byt] |= (1 << bit); break; } } ui->bitfield->setUsed(usedBytes, false); ui->bitfield->setReference(refBytes, false); ui->bitfield->updateData(dataBytes, true); }