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Bug 81634 - games-action/armagetron: Multiple vulnerabilities
Summary: games-action/armagetron: Multiple vulnerabilities
Status: RESOLVED FIXED
Alias: None
Product: Gentoo Security
Classification: Unclassified
Component: Vulnerabilities (show other bugs)
Hardware: All All
: High minor (vote)
Assignee: Gentoo Security
URL: http://aluigi.altervista.org/adv/atro...
Whiteboard: B3 [noglsa] formula7
Keywords:
Depends on:
Blocks:
 
Reported: 2005-02-11 08:26 UTC by Jean-François Brunette (RETIRED)
Modified: 2005-06-12 12:18 UTC (History)
0 users

See Also:
Package list:
Runtime testing required: ---


Attachments

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Description Jean-François Brunette (RETIRED) gentoo-dev 2005-02-11 08:26:20 UTC
------------------------------------
A] crash caused by big descriptor ID
------------------------------------

The game uses an array of 400 descriptors, but clients can pass their
descriptor ID using 16 bits numbers (so until 65535).
In short a packet with an ID major than 400 is able to crash the server
due to the access to an unallocated zone of the array.


-------------------------------
B] crash caused by big claim_id
-------------------------------

Just like the bug described before, exists a problem in the calling of
the ANET_AddrCompare() function where is passed the peers structure (an
array of 18 elements) pointing to the 16 bits value passed by the
client at the end of his packet.


-------------------------------------------
C] socket unreacheable through empty packet
-------------------------------------------

The game uses asynchronous sockets through the usage of FIONREAD that
returns the number of bytes received in the last packet (0 if there are
no new packets).
If the server receives an empty UDP packet it will continue to check
the socket's queue infinitely since there are still 0 bytes and in the
meantime it cannot handle other packets so all the clients will be
automatically disconnected from him.
The situation returns normal only when a new map starts and, so, the
socket is recreated.


--------------------------------
D] fake players temporary freeze
--------------------------------

Simple, the server and any connected client freeze completely if too
much players join and don't send data (time out). So an attacker can
fill the server with fake players and when a new map starts (races on
Armagetron are enough shorts) nobody will be able to play in that
server.
Comment 1 Thierry Carrez (RETIRED) gentoo-dev 2005-02-13 05:42:16 UTC
Not sure we should do anything here. Remote players can crash the game server or slow it down... But since there is no patch and upstream is dead, we probably won't fix it. It's not even worth masking since it could almost be seen as a bug, given the scope of the Armagetron game server.

games herd, opinion ?
Comment 2 Mr. Bones. (RETIRED) gentoo-dev 2005-02-13 13:22:03 UTC
Is there the possibility of remote code execution?  It sounds like there's just some DOS issues but you can do that without any code problems.
Comment 3 Thierry Carrez (RETIRED) gentoo-dev 2005-02-13 13:42:39 UTC
It's just a bunch of DOS issues.
Comment 4 Luke Macken (RETIRED) gentoo-dev 2005-02-23 18:17:01 UTC
21:05 <@wolf31o2> lewk^: I stick by Mr_Bones_ on it... I could care less about 
                  it and wouldn't have a problem masking it if that was what 
                  was decided...

So, shall we mask it, or leave it alone? CANTFIX/INVALID has my vote.
Comment 5 SpanKY gentoo-dev 2005-02-23 18:23:15 UTC
yeah, lets just mask it ... that way if someone feels like fixing it, it'll still be around for them to get easy access to
Comment 6 Thierry Carrez (RETIRED) gentoo-dev 2005-02-24 04:07:24 UTC
OK for masking... someone with masking powers please do it :)
Comment 7 Chris Gianelloni (RETIRED) gentoo-dev 2005-02-24 05:22:59 UTC
Masked
Comment 8 Seemant Kulleen (RETIRED) gentoo-dev 2005-04-27 13:11:29 UTC
there's a new release upstream, 0.2.6.1, that fixes the vulns.  There's also a 0.2.7.1 release for armagetron advanced, whatever that is.
Comment 9 Thierry Carrez (RETIRED) gentoo-dev 2005-04-28 09:40:30 UTC
games team: time for a bump ?
Comment 10 Thierry Carrez (RETIRED) gentoo-dev 2005-05-15 08:14:25 UTC
games team: *bump*
Comment 11 Thierry Carrez (RETIRED) gentoo-dev 2005-06-08 04:36:07 UTC
Back to enhancement scope, since the games team apparently has no interest in
bumping this.
Comment 12 Chris Gianelloni (RETIRED) gentoo-dev 2005-06-08 06:26:00 UTC
Actually, this one is in my TODO list, but my main dev box hasn't been working
for a while, so I can't really do much with it at the moment.
Comment 13 SpanKY gentoo-dev 2005-06-11 15:05:42 UTC
0.2.6.1 is now in portage ... but i have no idea if it's supposed to have the fix ?
Comment 14 SpanKY gentoo-dev 2005-06-11 15:08:09 UTC
err duh, Comment #8 says it's fixed in 0.2.6.1 ;)

unmasked
Comment 15 Thierry Carrez (RETIRED) gentoo-dev 2005-06-12 01:39:09 UTC
Ready for GLSA vote. I vote no, see above comments
Comment 16 Matthias Geerdsen (RETIRED) gentoo-dev 2005-06-12 12:18:50 UTC
also voting no
-> closing