CVE-2004-1869 in Etherlords IIinfo

Summary

by MITRE

Etherlords I 1.07 and earlier and Etherlords II 1.03 and earlier allows remote attackers to cause a denial of service (crash) by sending a packet that specifies the size for the next packet, then sending a larger packet than specified, which causes Etherlords to read unallocated memory.

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Analysis

by VulDB Data Team • 07/17/2017

The vulnerability identified as CVE-2004-1869 affects the Etherlords game series, specifically versions 1.07 and earlier for Etherlords I and 1.03 and earlier for Etherlords II. This represents a classic buffer overflow condition that occurs during network packet processing within the game's networking stack. The flaw manifests when the game engine receives a malformed packet sequence where an initial packet specifies a particular size for the subsequent packet, followed immediately by a packet that exceeds the previously declared size limit. This improper handling of packet size declarations creates a condition where the game's memory management routines attempt to read beyond allocated memory boundaries, leading to unpredictable behavior and ultimately system crashes.

From a technical perspective, this vulnerability falls under the category of improper input validation and memory corruption issues, aligning with CWE-121, which describes stack-based buffer overflow conditions, and CWE-125, which covers reading memory outside the bounds of a buffer. The vulnerability operates at the application layer of the network stack, specifically within the game's network protocol implementation where it processes incoming data packets. The flaw demonstrates a fundamental lack of bounds checking in the packet size validation mechanism, allowing attackers to manipulate the game's memory allocation routines through crafted network traffic. This type of vulnerability represents a classic example of how insufficient input sanitization can lead to memory corruption exploits.

The operational impact of this vulnerability extends beyond simple denial of service conditions, as it provides attackers with a mechanism to remotely destabilize game sessions and potentially disrupt multiplayer gaming experiences. When exploited, the vulnerability causes the affected game clients to crash immediately upon receiving the malicious packet sequence, effectively preventing legitimate users from participating in online gameplay. This type of attack is particularly concerning in multiplayer gaming environments where persistent connectivity is essential for maintaining game state and player engagement. The vulnerability affects not just individual users but can potentially be used to disrupt entire game servers or lobby systems that rely on these vulnerable client implementations.

Mitigation strategies for this vulnerability should focus on implementing proper bounds checking mechanisms within the game's network packet processing code. The most effective approach involves validating all packet size declarations against actual received data lengths before proceeding with memory allocation or data processing operations. Network administrators and game developers should implement input sanitization routines that verify packet size parameters against actual packet content to prevent the exploitation of memory boundary violations. Additionally, the implementation of proper error handling and graceful degradation mechanisms can help prevent complete system crashes when malformed packets are received. This vulnerability highlights the importance of applying security best practices such as the principle of least privilege and input validation, which are fundamental concepts in both the CWE framework and the MITRE ATT&CK matrix for defensive cybersecurity measures. Organizations should also consider implementing network monitoring solutions that can detect and alert on anomalous packet patterns that may indicate exploitation attempts of similar buffer overflow vulnerabilities.

Reservation

05/04/2005

Disclosure

12/31/2004

Moderation

accepted

Entry

VDB-22938

CPE

ready

EPSS

0.01130

KEV

no

Activities

very low

Sources

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