DeClang is an anti-hacking compiler based on LLVM project and extended the OSS project ollvm (https://github.com/obfuscator-llvm/obfuscator).
We open sourced some of the obfuscation features of DeClang for now. Some other features might be open sourced in the future.
DeClang is a compiler based anti-hack solution and has a lot of advantages over packer based solution. For the detailed comparison, please refer to the following document. https://www.slideshare.net/dena_tech/declang-clang-dena-techcon-2020
Supported host architecture
Supported target architecture
$ git clone https://github.com/DeNA/DeClang
$ cd DeClang/script
$ bash build.sh
...
$ bash build_tools.sh
...
$ bash release.sh v1.0.0
...
Then you have a Release-v1.0.0 folder in the root directory of DeClang.
If you are building DeClang on Windows, you have to install MYSYS2 and run the above script in MYSYS2 shell. Also, Visual Studio 2017 is required for build.
Define DECLANG_HOME environment variable
export DECLANG_HOME=/path/to/declang_home/
Copy Release folder to $DECLAHG_HOME
mv Release-v1.0.0 $DECLANG_HOME/.DeClang
mv Release/ $DECLANG_HOME/.DeClang
Setup DeClang for android-ndk:
bash $DECLANG_HOME/.DeClang/script/ndk_setup.sh {/path/to/ndk_root}
Recover the original NDK:
bash $DECLANG_HOME/.DeClang/script/ndk_unset.sh {/path/to/ndk_root}
Setup DeClang for Xcode:
bash $DECLANG_HOME/.DeClang/script/xcode_setup.sh -x {/path/to/Xcode.app} -p {/path/to/xcodeproject.xcodeproj}
Recover the original xcode project file:
bash $DECLANG_HOME/.DeClang/script/xcode_unset.sh {/path/to/xcodeproject.xcodeproj}
Setup DeClang for WebGL Build of Unity:
bash $DECLANG_HOME/.DeClang/script/webgl_setup.sh {/path/to/unity_webgl_support}
Recover the original WebGLSupport directory:
bash $DECLANG_HOME/.DeClang/script/webgl_unset.sh {/path/to/unity_webgl_support}
Now you can build your project using your usual build pipeline.
tar -xzf swift-LOCAL-*-a-osx.tar.gz -C ~/
to deploy~/.DeClang/gen_config.sh
Edit config.pre.json in $DECLANG_HOME/.DeClang/ folder:
vi $DECLANG_HOME/.DeClang/config.pre.json
key | description | value type |
---|---|---|
build_seed | default seed to be used by obfuscation | string |
overall_obfuscation | strength of simple obfuscation for overall code | integer 0-100 (default 0) |
flatten[name] | function name to be flatten-obfuscated | regex string |
flatten[seed] | seed to be used by flatten-obfuscation | 16-digit hexadecimal string |
flatten[split_level] | level to split Basic Block for flatten-obfuscation | integer (default 1) |
enable_obfuscation | enable/disable flatten-obfuscation | integer 0-1 (default 1) |
Generate config.json from config.pre.json:
$DECLANG_HOME/.DeClang/gen_config.sh -path $DECLANG_HOME/.DeClang/ -seed {your seed}
"seed" can be any string. You should change "seed" for each build.
If you are building your Unity project using command line then set the DECLANG_HOME in command line is sufficient. But if you are building a Unity project using GUI, you should set the DECLANG_HOME environment variable in your build script:
System.Environment.SetEnvironmentVariable("DECLANG_HOME", "/path/to/DeClang/");
~/.DeClang/
ndk_setup.sh
according to the ndkVersion
listed in build.gradle.
Also, please enable the optimization by mentioning set(CMAKE_CXX_FLAGS_RELEASE "-O2")
in the CMakefile.txt file.
If DeClang does not enable optimization, the process will not be passed to LLVM Pass, which performs obfuscation.