CVE-2006-2236 in Quake 3 Engineinfo

Summary

by MITRE

Buffer overflow in the Quake 3 Engine, as used by (1) ET 2.60, (2) Return to Castle Wolfenstein 1.41, and (3) Quake III Arena 1.32b allows remote attackers to execute arbitrary commands via a long remapShader command.

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Analysis

by VulDB Data Team • 06/24/2024

The vulnerability described in CVE-2006-2236 represents a critical buffer overflow flaw within the Quake 3 Engine implementation across multiple popular first-person shooter games. This security weakness affects versions of ET 2.60, Return to Castle Wolfenstein 1.41, and Quake III Arena 1.32b, all of which utilize the same underlying engine architecture. The flaw specifically manifests when processing a malformed remapShader command that exceeds the allocated buffer size, creating a condition where attackers can overwrite adjacent memory locations with malicious data.

The technical implementation of this vulnerability stems from inadequate input validation within the engine's shader processing subsystem. When a remote attacker sends a specially crafted remapShader command containing an excessive number of characters, the engine fails to properly bounds-check the input before copying it into a fixed-size buffer. This classic buffer overflow condition allows malicious code execution with the privileges of the affected application, typically running with the same permissions as the user who launched the game. The vulnerability falls under CWE-121, which categorizes stack-based buffer overflow conditions, and demonstrates how improper input handling can lead to complete system compromise.

The operational impact of this vulnerability extends far beyond simple game disruption, as it enables remote code execution capabilities that can be exploited by attackers to gain unauthorized access to affected systems. Given that these games were widely distributed and often run with elevated privileges, particularly on gaming platforms or servers, the potential for exploitation is significant. Attackers could leverage this vulnerability to install malware, establish backdoors, or perform other malicious activities without requiring physical access to the target system. The remote nature of the attack means that exploitation can occur from anywhere on the internet, making it particularly dangerous for online gaming environments where players frequently connect to public servers.

Mitigation strategies for this vulnerability should focus on immediate patching of affected software versions, as the original developers released updates to address the buffer overflow condition. System administrators should implement network-level restrictions to prevent unauthorized remote access to gaming servers and consider deploying intrusion detection systems that can identify suspicious remapShader command patterns. Additionally, players should be advised to avoid connecting to untrusted servers and to keep their game clients updated to the latest secure versions. The vulnerability demonstrates the importance of proper input validation and memory management in game engines, aligning with ATT&CK technique T1059 for command and scripting interpreters, where adversaries may leverage such flaws to execute malicious commands remotely. Organizations should also consider implementing application whitelisting policies and network segmentation to limit the potential impact of similar vulnerabilities in other software components.

Reservation

05/08/2006

Disclosure

05/08/2006

Moderation

accepted

Entry

VDB-30091

CPE

ready

Exploit

Download

EPSS

0.07590

KEV

no

Activities

very low

Sources

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