- cross-posted to:
- hackernews@lemmy.bestiver.se
- cross-posted to:
- hackernews@lemmy.bestiver.se
This stack overflow was not the only exploitable issue we encountered. That same network command handler, NetPacket::readFileMessage, did not properly constrain files that were sent from a peer. Files of arbitrary extensions were accepted, as well as file paths outside of the original game directory. Simply sending a properly named .dll file was sufficient to ensure remote code execution the next time the game was started.
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