CVE-2005-1718 in War Times
Summary
by MITRE
Buffer overflow in LS Games War Times 1.03 and earlier allows remote attackers to cause a denial of service (server crash) via a long nickname.
Be aware that VulDB is the high quality source for vulnerability data.
Analysis
by VulDB Data Team • 03/26/2019
The vulnerability identified as CVE-2005-1718 represents a classic buffer overflow flaw affecting LS Games War Times version 1.03 and earlier implementations. This security weakness manifests within the game's networking protocol handling, specifically when processing user nicknames submitted during server communication. The buffer overflow occurs because the application fails to properly validate the length of incoming nickname data before storing it in a fixed-size memory buffer. When an attacker submits a nickname exceeding the allocated buffer capacity, the excess data overflows into adjacent memory regions, potentially corrupting critical program state information and causing unpredictable behavior.
The technical exploitation of this vulnerability leverages the fundamental principle of buffer overflow attacks where malicious input data exceeds the bounds of allocated memory space. In the context of War Times, the nickname field serves as the attack vector because it is typically used in server communications, player identification, and game state management. The flaw falls under CWE-121, which categorizes buffer overflow conditions where insufficient bounds checking allows data to overwrite adjacent memory locations. This particular implementation vulnerability demonstrates poor input validation practices and inadequate memory management protocols that are commonly exploited in networked gaming applications.
The operational impact of this vulnerability extends beyond simple denial of service conditions to potentially compromise the entire server infrastructure. When the buffer overflow occurs, it typically results in an immediate server crash or application termination, effectively preventing legitimate users from accessing the game service. This denial of service scenario can be particularly damaging for multiplayer gaming environments where server stability directly impacts user experience and game economy. Attackers can repeatedly exploit this vulnerability to maintain persistent disruption of service, making it a significant concern for game operators who rely on stable server operations for their business model.
Mitigation strategies for CVE-2005-1718 should focus on immediate patching of the vulnerable software version, implementing proper input validation mechanisms, and deploying network monitoring solutions to detect anomalous nickname submissions. Organizations should establish robust software development practices that include comprehensive input validation, bounds checking, and memory safety protocols to prevent similar vulnerabilities from emerging in future implementations. The vulnerability also highlights the importance of regular security assessments and vulnerability scanning in gaming environments where networked applications are prevalent. From an ATT&CK framework perspective, this represents a technique categorized under T1499.004 for network denial of service, where adversaries leverage software weaknesses to disrupt services and maintain persistent access to gaming infrastructure.