ios/objective C ip spoofing sample - iphone

Does anyone know if there's a way to do IP spoofing in an ios/objectiveC/iphone app? I looked online, but couldn't find any way to do this. A few apps on the app store claim to be able to do this, but there is no indication anywhere as to how.

In order to modify an IP header, you need access to what's known as "raw sockets". Raw sockets aren't allowed on most operating system without elevated privileges.
Unfortunately for you, iOS apps don't run with the required privilege for raw sockets. You might be able to do something like this from the simulator running as root, using low level C sockets:
int sockfd = socket(AF_INET, SOCK_RAW, 0);
But you'll get an error if you try to run this on an iOS device (not jailbroken).
Spoofing an IP address has very limited use anyway. When you send data to a server from a spoofed IP address, you never see the response. Using a spoofed IP address, you'll never be able to establish any connection that requires any kind of handshake, including TCP and VPN connections.
About the best use of a spoofed IP address is to perform some kind of denial of service (DOS) attack, hiding your actual attack origin. You could perform a SYN flood, or you could flood UDP services such as DNS. However, you couldn't use it to post to a web server because HTTP requires a TCP connection.
More and more networks are getting smart and not forwarding traffic that doesn't originate from their network, so as time passes, these kinds of attacks will become less practical.

Related

Possible to send data between two iOS devices?

I've read tons of questions about this all over the web, and can't seem to find a solid answer. If I have an iPhone that's running on cellular data and another iOS device on wifi (in two separate locations), is it possible for them to send data to each other directly without sending it first to a web server, then retrieving it? Are the only options sending and receiving from a server/Apple's iCloud? What if I knew the devices' ip addresses? Note that the iPhone has WiFi disabled.
I'm not looking to put this in the app store, it is for personal use. I know NSNotificationCenter isn't an option.
Using the gamekit framework you can send data between two iOS devices. It is easy to implement. Other than that I don't think there is any other way to send data between two iOS devices.
Actually, it IS possible. You may want to google for something called "UDP hole punching" or "TCP hole punching".
The main approach in short: Assuming you got something like a relay server, that is some server in the internet that is publicly addressable from every private LAN that is connected to the www. No you have your two clients A and B in (different) private LANs, with some Network address translation (NAT) going on, that want to establish a peer to peer connection.
First of all both will tell the server their IP address and the port they have in their own LAN. In the UDP or TCP packet, the server will find the public address and port of the device (or the NAT (router)). So the server knows the private and the public IP address as well as the ports.
If now A wants to communicate with B, it asks the server for help. The server will send a message to B that A wants to communicate with her telling her A's public and private IP and port. A gets back B's public and private information and port.
Now here is where the magic happens. Both clients now send packets out to establish a connection simultaneously to the private and public addresses of the other party and thus punching a whole in their NATs such that incoming connections will not be blocked. Even if one party's connection establishing packets will arrive before this whole is created, the other's packets will get through to such that a connection can be created.
Beware of some NATs that scan the data for IP addresses and translate them as well, but if you encrypt your data or change the appearance of the address (complement, ...) you will be fine.
Now the master question, how can the server communicate with one of the clients without an active connection. Well in this case you can use "connection reversal" and apple's "push notifications". Use the "push notifications" (pn) to tell a client behind a NAT that there is something of interest going on and that it should contact the server. Once it has done that the connection is active and can be used in the previous described fashion.
I hope this helps some people that get to this problem although the post is quite old!
You can only use direct IP address communications if the IP address are publicly reachable IP addresses accessible over the internet, and they are static (enough) so that they are not changing on you regularly as devices get assigned to addresses dynamically. In many (most) cases, that won't be true because your devices will be assigned their IP address dynamically and those addresses are frequently going to be self-assigned IP addresses that aren't publicly addressable.
As others have commented, using Apple-provided mechanisms like iCloud are probably the easiest options. If that's not something you'd like to entertain, there are probably ways to make use of a dynamic DNS service like DynDNS to manage the actual IP addresses of your devices. With something like that you might be able to use a direct IP connection between devices based on a named DNS lookup. You'd probably have to jump through some hoops to make that happen though and I'm not sure you'd want to go to that extent.
I think that Bluetooth would be a good option for you

Lan chat design

I'm in the process of trying to write a chat application and I have a few issues
that I trying to work out. The application is basically a chat application that works on a Lan. One client acts as the
host and other clients can connect to the host and publicly chat among themselves. I want also the option of a client starting
a private chat with an already connected client. So what is the best way for this to happen. For example should the request message (which
contains the ip address of client) route through the host and then if the requested client wants to connect , then they initiate the connection
using ip of the requesting client. Should this also be on a separate port number. Does it matter if your application uses a number of ports.
Or, when ever a client connects to a host, the host should send them a list of users with there ip addresses, and then the client can
attempt a connection with the other client for a private chat.
Hope this all makes sense. Any help would be appreciated
Thanks
If you are just interested in a quick-and-dirty chat facility that only needs to work over a LAN, I'd suggest having all clients send and receive broadcast UDP packets on a single well-known port number. Then no server is necessary at all, and thus no discovery is necessary either, and things are a lot simpler.
If you really want to go the client-server route, though, you should have your server (aka host) machine accept TCP connections on a single well-known port, and then have it use select() or poll() to multiplex the incoming TCP connections and forward any data that comes in from each incoming TCP socket to all of the others sockets. Clients can connect via TCP to the server at this well-known port, but the clients will have to have some way of knowing what IP address to connect to... either from having the user type in the IP address of the server, or by some discovery mechanism (broadcast UDP packets could be used to implement that). This way is a lot more work though.
I'm all for creating my own but depending on time constraints sometimes I look for alternatives like this I used it in a company I worked at before. It's really good. But if you decide to make your own you first have to map out a logic, structure, Database and so on before you even think about code..

iPhone - Peer to Peer connection over the internet

I am building an app that uses a async socket connection with a web server.
For sending large amounts of data I would like to connect two iPhones into a Peer to Peer connection using an async socket. I am more familiar with GCDAsyncSocket than to the iOS SDK socket API.
I have done something similar, but only within a local network were I would user NSNetService to publish a presence and get the addresses needed from the p2p connection.
Can you give me a hint on how to connect two iPhone over the internet using a p2p socket connection?
I do not know much about NSNetService but it seems that it only works in a local network. If you want to establish a p2p connection from an iphone to another you will always have the problem of several NATs (Network address translators) in your route. How to find the address and route to the peer? And how to get trough all the firewalls and NATs?
I am working on an app that needs to deal with the same problem and I have answered a similar question before which I will cite here:
Actually, it IS possible. You may want to google for something called
"UDP hole punching" or "TCP hole punching".
The main approach in short: Assuming you got something like a relay
server, that is some server in the internet that is publicly
addressable from every private LAN that is connected to the www. No
you have your two clients A and B in (different) private LANs, with
some Network address translation (NAT) going on, that want to
establish a peer to peer connection.
First of all both will tell the server their IP address and the port
they have in their own LAN. In the UDP or TCP packet, the server will
find the public address and port of the device (or the NAT (router)).
So the server knows the private and the public IP address as well as
the ports.
If now A wants to communicate with B, it asks the server for help. The
server will send a message to B that A wants to communicate with her
telling her A's public and private IP and port. A gets back B's public
and private information and port.
Now here is where the magic happens. Both clients now send packets out
to establish a connection simultaneously to the private and public
addresses of the other party and thus punching a whole in their NATs
such that incoming connections will not be blocked. Even if one
party's connection establishing packets will arrive before this whole
is created, the other's packets will get through to such that a
connection can be created.
Beware of some NATs that scan the data for IP addresses and translate
them as well, but if you encrypt your data or change the appearance of
the address (complement, ...) you will be fine.
Now the master question, how can the server communicate with one of
the clients without an active connection. Well in this case you can
use "connection reversal" and apple's "push notifications". Use the
"push notifications" (pn) to tell a client behind a NAT that there is
something of interest going on and that it should contact the server.
Once it has done that the connection is active and can be used in the
previous described fashion.
I hope this helps some people that get to this problem although the
post is quite old!
Now if you find this solution helpful and you try to implement it, please tell me if you are successful in getting the public ip and port of the server-client connection on the server side. You can also answer my question about this on stackoverflow.
Please be specific, u may use GCDAsyncSocket to connect 2 phones, u may use sample code from Github.

SIP and NAT traversal

I'm trying to understand the exact problem with NAT and SIP and have seen many different explanations. Here's what I've gathered so far:
1) SIP User agent is both initiating and accepting calls, therefore unless the NAT/firewall is configured to accept incoming traffic on this port it cannot work - this makes sense but sounds more firewall and port mapping
2) SIP messages contain IP addresses (that can be private) in the body which requires NAT traversal - if this is the case
3) it's not a problem with SIP but with RTP, whose parameters that are included in the SDP as part of the SIP message body that include private IP addresses
4) something to do with UDP vs. TCP?
When a call is done with SIP the calling endpoing does not know the endpoint the call must reach i.e. the endpoint's IP.
It only knows the IP address of the SIP server.
So the INVITE goes to the SIP server and SIP servers "knows" where/how to reach the called endpoints.
The idea is that the SIP messages contain SDP data that contain the information needed so that eventually the phones will be able to set up a session and users will be able to start talking.
These data include IP, port, codecs and other parameters.
So if one of the phones is behind NAT the phone will report as its IP e.g. IP_X which is its private IP and the other endpoint can not reach that IP; the public IP is unknown at that point.
All of your assumptions are correct.
In SIP, you can split it into 2 main problems: signaling and media.
The signaling runs in SIP over either TCP or UDP, and the connection can open from both directions, as calls can be dialed or accepted by user agents.
The media runs over RTP (and RTCP), which is usually done over UDP (unless you're trying to achieve NAT traversal), and then it might go over TCP). The ports and addresses here are allocated dynamically, need to go both ways and run on multiple sessions (=multiple sockets and connections).
To achieve NAT traversal, you will usually use multiple techniques: STUN, TURN, ICE, HTTP tunneling and even an SBC.
NAT traversal for SIP requires external support from servers - usually not the SIP server - that are dedicated for the job.
I'll disagree mildly with Tsahi Levent-Levi's answer.
The problem is that the IP address you put in your Via, Contact, From/To headers, SDP, etc., must be globally routable. If you're behind a NAT you'll obviously need to put in your external IP address.
Implementing ICE, using STUN, etc., allows you to do this automatically, but you can always solve the program manually.
In particular, by inspecting your machine's routing table you can tell whether or not the machine you're calling is behind a NAT or not (by virtue of knowing that work machines are behind this VPN NAT here, and local machines are on this subnet, and everything else runs through your router's NAT). With that information you may find out a NAT's far-side/external address somehow (STUN gives this automatically, but your internet router may have a static address, or you could contact an HTTP server capable of returning your external address, or ...). Once you have that far-side/external address, you can put the address where necessary - your Contact header, SDP c= headers, and the like.
There is a whitepaper by Eyeball Networks that clearly explains the NAT & firewall traversal problem for voip and the STUN, TURN, ICE solution. There are also a couple of great diagrams on how SIP P2P and SIP TURN calls are achieved at http://www.eyeball.com/voip-solutions/stun-turn-ice.htm

C++ Winsock API how to get connecting client IP before accepting the connection?

I am using the Winsock API (not CAsyncSocket) to make a socket that listens for incoming connections.
When somebody tries to connect, how can I get their IP address BEFORE accepting the connection? I am trying to make it only accept connections from certain IP addresses.
Thanks
SO_CONDITIONAL_ACCEPT socket option. Here
Also, pretty sure it's available in XP and Server 2003, not just Vista.
Two reasons why I do not want to accept the connection in order to check the remote IP address:
1). The client would see that there is a listening socket on this port. If i decide to reject the client connection, I would not want them to know that there is a socket listening on this port.
2). This technique is not as efficient and requires more CPU, RAM, and network usage; so it is not good in case of a Denial Of Service attack.
When using ATM, the CONNECT ACK packet will come from the most recent switch, not the end client. So, you would have to call accept() on the socket, then look at the address (based on the passed addr_family), and at that point just close the socket. By the time it reaches the requester, it will probably just get a failure.
And I'm not sure how many resources you think this will take up, but accepting a connection is at a very low level, and will not really be an issue. It's pretty easy to drop them.
If you come under a DoS attack, your code CAN quit listening for a preset amount of time, so the attacker just gets failures, if you are so worried about it.
Does it really matter if the client knows there is a socket listening? Try using telnet to connect to your localhost on port 137 and see how fast the file sharing in windows drops the connection... (If you even have it enabled, and if I remembered the correct port number.. heh..)
But, at the SOCKET level, you are not going to be able to do what you want. You are talking about getting down to the TCP level, and looking at the incoming connection requests, and deal with them there.
This can be done, but you are talking about a Kernel driver to do it. I'm not sure you can do this in user-mode at all.
If you want Kernel help with this, let me know. I may be able to give you some examples, or guidance.
Just my own two cents, and IMVHO...
accept the connection, look at the IP, if it is not allowed, close the connection
Edit:
I'm assuming you're talking about TCP connection. When you listen to the port and a connection comes from a client, the API will perform the TCP 3-way handshake, and the client will know that this port is being listened to.
I am not sure if there is a way to prevent sending any packets (i.e. accepting the connection) so that you can look at the IP address first and then decide.
The only way I can think of is to do packet filtering based on the source IP at the network layer (using firewall, for example).