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
>>>
>>>
>>
>>
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>>
>>
>>
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>> please visit:
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>>
>>
>
>
> --
> Ross Bemrose
>
> _______________________________________________
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> please visit:
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>
>
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