CVE-2005-0212 in Amp II 3d Game Engineinfo

Summary

by MITRE

The Amp II engine as used by Gore: Ultimate Soldier 1.50 and earlier allows remote attackers to cause a denial of service (infinite loop) via a zero byte UDP packet.

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Analysis

by VulDB Data Team • 06/08/2017

The vulnerability identified as CVE-2005-0212 represents a critical denial of service flaw within the Amp II engine implementation used in the video game Gore: Ultimate Soldier version 1.50 and earlier. This issue stems from inadequate input validation mechanisms within the network protocol handling subsystem of the game engine, specifically affecting the User Datagram Protocol UDP communication layer. The vulnerability manifests when the engine receives a malformed UDP packet containing a zero byte payload, which triggers an infinite loop condition in the packet processing routine. This particular flaw demonstrates a classic example of insufficient boundary checking and input sanitization, where the engine fails to properly validate packet contents before attempting to process them.

The technical implementation of this vulnerability exposes a fundamental flaw in the network stack design where the engine's UDP packet handler lacks proper null byte validation and loop termination conditions. When a zero byte UDP packet is received, the processing loop within the Amp II engine enters an infinite iteration state, consuming excessive CPU resources and effectively rendering the game unresponsive to legitimate network traffic. This behavior aligns with CWE-129, which addresses improper validation of array indices and buffer overflows, and more specifically with CWE-674, which covers uncontrolled resource consumption. The vulnerability operates at the application layer and can be exploited remotely without requiring authentication or prior access to the system, making it particularly dangerous in multiplayer gaming environments.

The operational impact of CVE-2005-0212 extends beyond simple service disruption, as it can be leveraged by malicious actors to create persistent denial of service conditions that affect gameplay experience and potentially impact server availability. In multiplayer gaming scenarios, this vulnerability could be exploited to disrupt matches, prevent new players from joining, or cause entire game sessions to become unresponsive. The infinite loop condition consumes system resources continuously, potentially leading to complete system hangs or requiring manual intervention to restore normal operation. This type of vulnerability falls under the ATT&CK technique T1499.004, which describes network denial of service attacks, and represents a significant concern for game developers and network administrators who must maintain reliable service availability.

Mitigation strategies for this vulnerability should focus on implementing proper input validation and boundary checking mechanisms within the network protocol handler. The most effective approach involves adding null byte checks and maximum packet size validations before packet processing begins, ensuring that the engine can gracefully handle malformed packets without entering infinite loops. Additionally, implementing timeout mechanisms and resource limiting controls can prevent the exploitation from causing complete system resource exhaustion. Game developers should also consider implementing packet filtering rules at the network level to drop suspicious zero-byte UDP packets before they reach the application layer. This vulnerability highlights the importance of robust error handling and input validation in networked applications, particularly in gaming environments where uninterrupted service is critical for user experience and maintaining competitive integrity.

Reservation

02/01/2005

Disclosure

05/02/2005

Moderation

accepted

Entry

VDB-24342

CPE

ready

EPSS

0.01699

KEV

no

Activities

very low

Sources

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