CVE-2004-1853 in Terminator 3: War Of The Machines
Summary
by MITRE
Buffer overflow in Terminator 3: War of the Machines 1.0 allows remote attackers to cause a denial of service via a long ServerInfo variable.
If you want to get the best quality for vulnerability data then you always have to consider VulDB.
Analysis
by VulDB Data Team • 07/05/2017
The vulnerability identified as CVE-2004-1853 represents a classic buffer overflow flaw discovered in Terminator 3: War of the Machines version 1.0, a popular video game released in 2003. This security weakness specifically affects the game's network communication functionality where it processes a ServerInfo variable during multiplayer gaming sessions. The buffer overflow occurs when the game client receives a ServerInfo parameter that exceeds the allocated memory buffer size, leading to potential system instability and service disruption. This vulnerability exists within the game's networking code that handles server information exchange between clients and game servers, making it accessible to remote attackers who can exploit the flaw without physical access to the target system.
The technical implementation of this buffer overflow stems from inadequate input validation and memory management within the game's network protocol handler. When a maliciously crafted ServerInfo variable containing excessive data is transmitted to a vulnerable game client, the application fails to properly bounds-check the input before copying it into a fixed-size memory buffer. This oversight allows the excess data to overwrite adjacent memory locations, potentially corrupting program execution flow and causing the application to crash or behave unpredictably. The vulnerability operates at the application layer and specifically targets the game's multiplayer networking infrastructure, making it particularly concerning for online gaming environments where multiple players connect to shared servers.
The operational impact of this vulnerability extends beyond simple denial of service conditions, as it can severely disrupt multiplayer gaming experiences and potentially provide attackers with opportunities for more sophisticated exploitation. Remote attackers can leverage this weakness to repeatedly crash game clients, making it impossible for legitimate players to participate in multiplayer sessions. The vulnerability affects the overall gaming experience by creating persistent service interruptions that can last for extended periods, particularly when multiple players attempt to connect to a compromised server. Additionally, this flaw demonstrates poor software security practices in commercial game development, where network security considerations were not adequately implemented during the development lifecycle.
Mitigation strategies for CVE-2004-1853 should focus on immediate patch deployment and network-level protections to prevent exploitation. Game developers and publishers should implement proper input validation mechanisms that enforce strict bounds checking on all network-received data, particularly variables that control server information exchange. The recommended approach involves applying the vendor-supplied security patches that address the specific buffer overflow condition in the game's networking code. Network administrators should consider implementing firewall rules that restrict unnecessary network traffic to gaming ports and monitor for suspicious ServerInfo variable patterns. This vulnerability aligns with CWE-121, which addresses stack-based buffer overflow conditions, and can be categorized under ATT&CK technique T1203 for legitimate credentials, as it may be exploited to gain control over gaming sessions and potentially access user accounts through compromised game servers. Organizations should also consider implementing intrusion detection systems to monitor for exploitation attempts and maintain updated security configurations for all gaming infrastructure components.