Well you don't have to run valves code.
On Sep 3, 2015 9:45 PM, "Refeek Yeglek" <iamgoofb...@gmail.com> wrote:

> I shouldn't have to install 3rd party software to secure my servers from
> problems with valve's code.
>
> On Thu, Sep 3, 2015 at 4:32 PM, Kyle Sanderson <kyle.l...@gmail.com>
> wrote:
>
>> No, just TF has these Remote Code Execution patches. CS:S and friends are
>> still completely vulnerable for the public issues. Don't kid yourself,
>> there's definitely other vulnerable code paths. Personally, I'm disgusted
>> as this has been public knowledge for a year now, the exploits being back
>> from Quake... Sync the games that are still being sold for money.
>>
>> Valve doesn't care about your workstation, your server, anything that
>> runs their completely vulnerable code. Don't play on servers that aren't
>> yours; use SourceMod to secure your servers.
>>
>> Kyle.
>> On 3 Sep 2015 2:39 pm, "Refeek Yeglek" <iamgoofb...@gmail.com> wrote:
>>
>>> Yeah. The big games have it fixed, sourcemods are at risk here.
>>>
>>> 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."
>>>>>>>>>>
>>>>>>>>>> _______________________________________________
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>>>>>>>>>> archives, please visit:
>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> _______________________________________________
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>>>>>>>>> archives, please 
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>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> _______________________________________________
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>>>>>>>>> archives, please visit:
>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> --
>>>>>>>> Ross Bemrose
>>>>>>>>
>>>>>>>> _______________________________________________
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>>>>>>>> archives, please visit:
>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>>>>>>
>>>>>>>>
>>>>>>>
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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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>>>
>>>
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>>
>
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