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
>>>>>
>>>>>
>>>>
>>>>
>>>> _______________________________________________
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>>>> please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>>
>>>>
>>>>
>>>> _______________________________________________
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>>>> please visit:
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>>>>
>>>>
>>>
>>>
>>> --
>>> 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:
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>>
>>
>
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