CVE-2004-2099 in Need For Speed Hot Pursuit 2info

Summary

by MITRE

Buffer overflow in Need for Speed Hot Pursuit 2.0 client (NFSHP2), version 242 and earlier, allows remote attackers (servers) to execute arbitrary code via long (1) gamename, (2) gamever, (3) hostname, (4) gametype, (5) mapname or (6) gamemode commands.

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Analysis

by VulDB Data Team • 08/02/2025

The vulnerability identified as CVE-2004-2099 represents a critical buffer overflow flaw within the Need for Speed Hot Pursuit 2.0 client software, specifically affecting versions 242 and earlier. This security weakness resides in the client's handling of network communication parameters during multiplayer gaming sessions, creating a significant attack surface that remote adversaries can exploit to gain unauthorized system control. The vulnerability manifests when the client processes specially crafted network packets containing excessively long strings for various game-related parameters, including gamename, gamever, hostname, gametype, mapname, and gamemode commands.

The technical implementation of this buffer overflow occurs within the client-side network packet parsing logic where fixed-size buffers are used to store incoming data without proper bounds checking. When remote servers send maliciously constructed packets containing oversized parameter values, the data exceeds the allocated buffer space, causing memory corruption that can be leveraged to overwrite adjacent memory locations. This type of vulnerability falls under the common weakness enumeration CWE-121, which categorizes buffer overflow conditions where insufficient bounds checking allows attackers to write beyond allocated memory regions, potentially leading to arbitrary code execution.

The operational impact of this vulnerability extends beyond simple game disruption, as it provides attackers with complete system compromise capabilities through the execution of arbitrary code. An attacker positioned as a remote server in a multiplayer gaming environment can craft malicious packets that, when processed by vulnerable client systems, result in unauthorized code execution with the privileges of the affected user. This creates a significant risk for multiplayer gaming environments where users may unknowingly connect to malicious servers, potentially leading to data theft, system takeover, or further network infiltration. The attack vector is particularly concerning because it operates at the application layer, requiring no special privileges or local access to exploit.

Mitigation strategies for CVE-2004-2099 should focus on immediate patching of affected software versions, as well as network-level protections to prevent connection to known malicious servers. Organizations and individuals should implement network segmentation to isolate gaming environments from critical systems, employ network monitoring to detect unusual packet patterns, and maintain up-to-date antivirus signatures that may identify exploit attempts. The vulnerability demonstrates the importance of proper input validation and bounds checking in network applications, aligning with ATT&CK technique T1203 which covers exploitation for execution through remote access. Additionally, this vulnerability exemplifies the broader threat landscape where gaming applications, despite their entertainment nature, can serve as attack vectors for more sophisticated cyber operations, emphasizing the need for comprehensive security measures across all software platforms.

Reservation

05/27/2005

Disclosure

12/31/2004

Moderation

accepted

Entry

VDB-23026

CPE

ready

Exploit

Download

EPSS

0.04281

KEV

no

Activities

very low

Sources

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