nDPI/fuzz/fuzz_alg_jitter.cpp
Ivan Nardi b51a2ac72a
fuzz: some improvements and add two new fuzzers (#1881)
Remove `FUZZING_BUILD_MODE_UNSAFE_FOR_PRODUCTION` define from
`fuzz/Makefile.am`; it is already included by the main configure script
(when fuzzing).

Add a knob to force disabling of AESNI optimizations: this way we can
fuzz also no-aesni crypto code.

Move CRC32 algorithm into the library.

Add some fake traces to extend fuzzing coverage. Note that these traces
are hand-made (via scapy/curl) and must not be used as "proof" that the
dissectors are really able to identify this kind of traffic.

Some small updates to some dissectors:

CSGO: remove a wrong rule (never triggered, BTW). Any UDP packet starting
with "VS01" will be classified as STEAM (see steam.c around line 111).
Googling it, it seems right so.

XBOX: XBOX only analyses UDP flows while HTTP only TCP ones; therefore
that condition is false.

RTP, STUN: removed useless "break"s

Zattoo: `flow->zattoo_stage` is never set to any values greater or equal
to 5, so these checks are never true.

PPStream: `flow->l4.udp.ppstream_stage` is never read. Delete it.

TeamSpeak: we check for `flow->packet_counter == 3` just above, so the
following check `flow->packet_counter >= 3` is always false.
2023-02-09 20:02:12 +01:00

36 lines
955 B
C++

#include "ndpi_api.h"
#include "fuzz_common_code.h"
#include <stdint.h>
#include <stdio.h>
#include "fuzzer/FuzzedDataProvider.h"
extern "C" int LLVMFuzzerTestOneInput(const uint8_t *data, size_t size) {
FuzzedDataProvider fuzzed_data(data, size);
u_int16_t i, num_iteration, num_learning_values;
struct ndpi_jitter_struct *s;
int rc;
/* Just to have some data */
if(fuzzed_data.remaining_bytes() < 1024)
return -1;
/* To allow memory allocation failures */
fuzz_set_alloc_callbacks_and_seed(size);
s = (struct ndpi_jitter_struct *)ndpi_malloc(sizeof(*s));
num_learning_values = fuzzed_data.ConsumeIntegral<u_int16_t>();
rc = ndpi_jitter_init(s, num_learning_values);
if (rc == 0) {
num_iteration = fuzzed_data.ConsumeIntegral<u_int8_t>();
for (i = 0; i < num_iteration; i++)
ndpi_jitter_add_value(s, fuzzed_data.ConsumeFloatingPoint<float>());
ndpi_jitter_free(s);
}
ndpi_free(s);
return 0;
}