CVE-2005-3065 in MultiTheftAutoinfo

Summary

by MITRE

MultiTheftAuto 0.5 patch 1 and earlier allows remote attackers cause a denial of service (application crash) via a crafted command 40 that causes a -1 length to be used and triggers an out-of-bounds read.

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Analysis

by VulDB Data Team • 07/12/2018

MultiTheftAuto version 0.5 patch 1 and earlier contains a critical buffer over-read vulnerability that can be exploited to cause remote denial of service conditions. This vulnerability specifically affects the game's networking protocol implementation where command 40 processing fails to properly validate input parameters. When an attacker crafts a malicious packet containing command 40 with a length value of -1, the application attempts to process this invalid data structure, leading to an out-of-bounds memory read operation. The flaw stems from insufficient input validation and improper bounds checking within the network packet handling routines, creating a classic buffer over-read condition that can be triggered remotely without authentication requirements. This vulnerability directly maps to CWE-125: Out-of-bounds Read which is categorized under the broader weakness class of buffer over-read flaws. The attack vector operates through the game's network communication system where legitimate players can be exploited by sending malformed packets to the target server or client. The operational impact is significant as this vulnerability can be leveraged by remote attackers to crash running instances of MultiTheftAuto, effectively denying service to legitimate users and disrupting gameplay sessions. The vulnerability's exploitability is enhanced by the fact that it requires no privileged access or user interaction, making it particularly dangerous in multiplayer gaming environments where network traffic is constantly flowing. This issue represents a fundamental flaw in the application's defensive programming practices, specifically in how it handles network input validation and memory management. The vulnerability demonstrates poor adherence to secure coding principles and highlights the importance of implementing robust input sanitization and bounds checking mechanisms. According to ATT&CK framework, this vulnerability aligns with T1499.004: Endpoint Denial of Service, where adversaries can disrupt services by exploiting weaknesses in application logic. The memory corruption resulting from this out-of-bounds read can lead to unpredictable application behavior including crashes, data corruption, or potentially even arbitrary code execution depending on memory layout. The lack of proper error handling and input validation creates an attack surface that can be systematically exploited by malicious actors seeking to disrupt gaming services. This vulnerability underscores the critical need for regular security assessments of networked applications and the implementation of defensive programming techniques to prevent such memory safety issues. The flaw exists at the application layer where network protocols are parsed and processed, making it particularly challenging to defend against without proper input validation mechanisms in place. Organizations should prioritize patching this vulnerability immediately to prevent potential exploitation in active gaming environments. The security implications extend beyond simple denial of service as this type of vulnerability can serve as a precursor to more sophisticated attacks targeting the same application. Proper implementation of bounds checking and input validation would have prevented this vulnerability from manifesting in the first place, demonstrating the critical importance of defensive programming practices in game development environments.

Reservation

09/27/2005

Disclosure

09/27/2005

Moderation

accepted

Entry

VDB-26420

CPE

ready

EPSS

0.01699

KEV

no

Activities

very low

Sources

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