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Unreal Engine Exploit and Vulnerability


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:shock: The reason why I am posting this, is because of how many games that are impacted by this vulnerability in the Unreal Engine. I got this from BUGTRAQ today, and I wanted to make everyone aware of it.

 

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Date: Wed, 5 Feb 2003 12:58:07 +0000

From: Auriemma Luigi <aluigi@pivx.com>

To: bugtraq@securityfocus.com

Subject: Unreal engine: results of my research

Message-Id: <20030205125807.757ecbc8.aluigi@pivx.com>

Organization: PivX

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Status: R  

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After almost 3 months, I have finally decided to release the huge

advisory/paper about bugs founded in the Unreal engine and all the relative

code for the vulnerabilities exploitation (plus some tools that I have

written during the reversing of the engine).

 

 

The link for get the english advisory is:

 

http://www.pivx.com/luigi/adv/ueng-adv.txt

 

 

And this is the link for the italian version:

 

http://www.pivx.com/luigi/adv/ueng-adv-ita.txt

 

 

 

The games interested by the vulnerabilities are really a lot and the

following is a list of games based on Unreal engine and that have

implemented its network engine:

 

   - Star Trek: The Next Generation: Klingon Honor Guard

   - Unreal

   - The Wheel of Time

   - Deus Ex

   - Mobile Forces

   - Rune

   - Unreal Tournament

   - Hired Guns

   - Navy Seals

   - TNN Outdoor Pro Hunter

   - Werewolf

   - X-Com: Alliance

   - Adventure Pinball

   - America's Army

   - Unreal Tournament 2003

   - future games (if the developers will not use a fixed

     Unreal engine) like DeusEx2, Duke Nukem Forever,

     Postal 2, Thief III and XIII just for example

 

 

The following is a very quick list of the bugs I have found:

 

1] Unreal engine doesn't have an handshake between client and server,

  so an attacker can create DoS, DDoS and bounce attacks with spoofed

  UDP packets.

 

2] Unreal engine uses challenge keys to identify each match but, I

  don't know why, seems that the server doesn't really manage the

  keys in the client's answers and furthermore it doesn't make other

  checks to avoid an attacker easily adding faked players to the

  server.

 

3] The Unreal engine has problems managing negative long numbers

  (used for specify the size of data).

-  If an attacker use negative numbers in network packets, the Unreal

  server will allocate an amount of RAM that is equal to the number

  without the sign or crash if the amount of bytes is greater than

  the available memory.

-  If the attacker uses package files (the maps for example) he can

  easily execute code on the machine that launch the file, because

  the bug used in package file allows the attacker to overwrite the  

  EIP register and upload all his code (no size limitations) in  

  memory.

 

4] Problems with Unreal URLs (unreal://...)

 

 

Unfortunally there are no patches at the moment because (as everyone can

understood) Epic Games after almost 3 months has not taken seriously these

problems and I am sorry for have waited too much time for release the

documents (Bugtraq timeout is less than a week and generally I wait maximum

1 month; 3 months are really too too much!)

 

 

 

BYEZ

 

 

---  

PivX Security Researcher

http://www.pivx.com/luigi/

 

Apparently they have not had any responses back as far as acknowledging the vulnerability. :|

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Does this vulnerability attack the Linux version of Unreal Tournament 2003 and to what extent is the vulnerability prevalent in the Windoze versions while running under WineX???

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From what is reads, it is a flaw in the Unreal Engine itself, so it should effect all versions regardless of which OS it is running on. It seems to be a denial of service via network attack. This is not the first time that an advisory was released on some of those games. Hopefully they will acknowledge it, and release a patch to fix the bug.

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They did release a fix for UT/Linux, or someone did, but I'm not sure where it is at this present time. I really don't care. I rarely play those games online, and the vast majority don't run on Linux anyhow.

 

I don't know about UT2003 though, but it makes sense that if they fixed it for UT, they oughtta have fixed it for UT2003... Why don't we email them about it? Actually, they've probably got their attention on it now, since it got posted to Bugtraq.

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