​I wonder how long it is until some script-kiddie figures-out how to
exploit the built-in Streaming (ala
https://github.com/ValveSoftware/steam-for-linux/issues/3990).  Valve's
response when I mentioned it was, effectively "expected behavior").

On Thu, Sep 3, 2015 at 1:45 PM, Refeek Yeglek <iamgoofb...@gmail.com> wrote:

> Our guys who decompiled the copy when they got infected figured out it was
> a very very bad script kiddie thing designed for doing exactly what is
> going on right now. Lemme go find the name of it, someone posted the name
> and feature list in the FP thread when we were trying to figure out what
> the hell happened, as they're doing hijacks by remote desktopping your
> computers.
>
> On Thu, Sep 3, 2015 at 1:40 PM, Nathaniel Theis <ntth...@gmail.com> wrote:
>
>> If, and that's a big if... hold on
>>
>> IF it's the VTF exploit I reported, yes. I'm skeptical that it is, just
>> because of how difficult it is to exploit in practice. It would require
>> very advanced Windows exploitation skills, and suggest a well-motivated,
>> targeted attacker. My hunch is that it's another exploit, one that only
>> works from malicious servers or custom maps. This one is incredibly
>> practical and easy to exploit.
>>
>> - Nate
>>
>> On Thu, Sep 3, 2015 at 1:34 PM, E. Olsen <ceo.eol...@gmail.com> wrote:
>>
>>> So, to confirm - Team Fortress 2 has already had this exploit fixed,
>>> correct?
>>>
>>> On Thu, Sep 3, 2015 at 4:32 PM, Nathaniel Theis <ntth...@gmail.com>
>>> 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 <iamgoofb...@gmail.com>
>>>> 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 <ntth...@gmail.com>
>>>>> 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 <rbemr...@gmail.com>
>>>>>> 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 <
>>>>>>> proph...@sticed.org> 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 <
>>>>>>>> iamgoofb...@gmail.com> 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
>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
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>>>>>>>> please 
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>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
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>>>>>>>> archives, please visit:
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>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> --
>>>>>>> Ross Bemrose
>>>>>>>
>>>>>>> _______________________________________________
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>>>>>>> archives, please visit:
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>>>>>>>
>>>>>>>
>>>>>>
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>>>>>>
>>>>>>
>>>>>
>>>>> _______________________________________________
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>>>>> please visit:
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>>>>>
>>>>>
>>>>
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>>>> please visit:
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>>>>
>>>>
>>>
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>>> please visit:
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>>>
>>>
>>
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>>
>>
>
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