So, to confirm - Team Fortress 2 has already had this exploit fixed, correct?
On Thu, Sep 3, 2015 at 4:32 PM, Nathaniel Theis <[email protected]> wrote: > Actually, it looks like that only affects very old versions, (pre-2009 / > aluigi) which have much worse exploits anyways. Sorry for the confusion. > > On Thu, Sep 3, 2015 at 1:28 PM, Refeek Yeglek <[email protected]> > wrote: > >> I'll let the guys on my sourcemod's team who are looking into it know, >> thanks. >> >> On Thu, Sep 3, 2015 at 1:26 PM, Nathaniel Theis <[email protected]> >> wrote: >> >>> Note that, depending on the engine version you're on (and even SDK 2013 >>> may not do this, I haven't checked), setting sv_allowupload 0 may do >>> literally nothing; on older versions, sv_allowupload just tells the client >>> not to upload anything to the server. The client can ignore it and do it >>> anyways. >>> >>> On Thu, Sep 3, 2015 at 1:19 PM, Ross Bemrose <[email protected]> wrote: >>> >>>> You'd know if that'd been done as there would be announcements on the >>>> various hlds lists about updates for Counter-Strike: Source, Day of Defeat: >>>> Source, and Half-Life 2: Deathmatch. >>>> >>>> However, what he's actually asking is that Valve update the Source SDK >>>> 2013 with these fixes so that game developers can pull the changes from >>>> Github and merge them into their own games' code. >>>> >>>> >>>> >>>> On Thu, Sep 3, 2015 at 4:10 PM, Matthias "InstantMuffin" Kollek < >>>> [email protected]> wrote: >>>> >>>>> He is basically saying that the exploits Nathaniel found and reported >>>>> have only been fixed in Valve's main titles. He hasn't found or reported a >>>>> new exploit. >>>>> I think it has been mentioned by KyleS on one or multiple of these >>>>> mailing lists that these exploit fixes should be ported onto other >>>>> branches. Apparently that has not been done? >>>>> >>>>> >>>>> On 03.09.2015 22:06, N-Gon wrote: >>>>> >>>>> Someone give this man an unusual Finder's Fee >>>>> >>>>> On Thu, Sep 3, 2015 at 3:59 PM, Refeek Yeglek <[email protected]> >>>>> wrote: >>>>> >>>>>> Hi, I'm one of the developers for Team Fortress 2 Classic, a source >>>>>> mod project. Recently, someone abused a bug present in Source SDK 2013 MP >>>>>> to distribute viruses to quite a few of our players and developers. The >>>>>> way >>>>>> they did it was by abusing a spray exploit present in the SDK 2013 MP >>>>>> edition to upload a file pretending to be a spray to all players and >>>>>> executing it. The technical info on how it works from one of our other >>>>>> coders will be posted at the end of this email, but here's what you need >>>>>> to >>>>>> know as a server owner: >>>>>> >>>>>> We don't know how many source games are vulnerable. The big name >>>>>> VALVe ones aren't, but any sourcemod probably is. This includes ones on >>>>>> steam like Fortress Forever, or Fistful of Frags. >>>>>> >>>>>> If you're running a server for a non-VALVe or bigname(Titanfall, >>>>>> GMOD, etc.) Source Engine game, then here's what you need to do: >>>>>> >>>>>> 1. Set sv_upload to 0 on your server. >>>>>> >>>>>> 2. If you are a TF2C server host, shut your server down and start >>>>>> scanning your server for viruses. >>>>>> >>>>>> 3. Pester valve to fix this ASAP. >>>>>> >>>>>> TL;DR: >>>>>> Sprays can be exploited to run code on people's systems and break >>>>>> into accounts, we've had quite a few CS:GO and TF2 items lifted from >>>>>> accounts and moved to trade alts and disappearing after that. Disable >>>>>> sprays ASAP if you host a sourcemod multiplayer server. >>>>>> >>>>>> Here's the technical info for how stuff works: >>>>>> >>>>>> "The vulnerability is triggered by a missing check to see if a >>>>>> memory allocation succeded in the loading of VTFs. When the material is >>>>>> loaded, there is space allocated for the material. The crucial option in >>>>>> the using of this exploit is the option to skip Mipmaps from the >>>>>> material. >>>>>> If, for instance, the first mipmap is skipped, the game will copy the >>>>>> mipmap data to buffer + size of first mipmap. When the memory allocation >>>>>> fails, the buffer will be 0, because thats what malloc returns on out of >>>>>> memory. This means, that the only factor determining where the block is >>>>>> put >>>>>> is determined by the size of the first mipmap. This way you can put the >>>>>> data in the second mipmap whereever you want, meaning you can write to a >>>>>> predictable location in memory. This is additionally encouraged due to >>>>>> the >>>>>> fact that ASLR is disabled for the module in question. From that point on >>>>>> ROP is used to mark a controlled memory location executable and transfer >>>>>> control to it, bypassing DEP. The distribution of the malicious material >>>>>> file can be easily done through the use of the spray system, which >>>>>> uploads >>>>>> a custom material to the server and distributes it. This is of course not >>>>>> the only way to distribute it, but one used in this case. This is not >>>>>> absolutely accurate and technical details have been left out due to them >>>>>> not influencing this exploit." >>>>>> >>>>>> _______________________________________________ >>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>> archives, please visit: >>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds >>>>>> >>>>>> >>>>> >>>>> >>>>> _______________________________________________ >>>>> To unsubscribe, edit your list preferences, or view the list archives, >>>>> please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds >>>>> >>>>> >>>>> >>>>> _______________________________________________ >>>>> To unsubscribe, edit your list preferences, or view the list archives, >>>>> please visit: >>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds >>>>> >>>>> >>>> >>>> >>>> -- >>>> Ross Bemrose >>>> >>>> _______________________________________________ >>>> To unsubscribe, edit your list preferences, or view the list archives, >>>> please visit: >>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds >>>> >>>> >>> >>> _______________________________________________ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds >>> >>> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds >> >> > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > >
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