You can tell if sv_allowupload does anything on your engine by checking
engine.dll for the presence of the string "ignored. File uploads are
disabled!" in engine.dll. If it appears, sv_allowupload is effective.

On Thu, Sep 3, 2015 at 1:32 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
>>>>
>>>>
>>>
>>> _______________________________________________
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>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>
>>>
>>
>> _______________________________________________
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>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>
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