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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