CVE-2006-3789 in UFO2000
Summary
by MITRE
Multiple array index errors in the (1) recv_rules, (2) recv_select_unit, (3) recv_options, and (4) recv_unit_data functions in multiplay.cpp in UFO2000 svn 1057 allow remote attackers to execute arbitrary code and cause a denial of service (opponent crash) via certain packet data that specifies an out-of-bounds index.
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Analysis
by VulDB Data Team • 07/16/2019
The vulnerability identified as CVE-2006-3789 represents a critical security flaw in the UFO2000 game client version tracked in svn 1057. This issue manifests through multiple array index errors located within the multiplay.cpp source file, specifically affecting four distinct functions that handle network communication during multiplayer gaming sessions. The flaw occurs when the game processes incoming network packets that contain maliciously crafted data specifying out-of-bounds array indices, creating a scenario where remote attackers can exploit these weaknesses to gain unauthorized code execution privileges.
The technical implementation of this vulnerability stems from inadequate input validation within the network packet processing functions. When the recv_rules, recv_select_unit, recv_options, and recv_unit_data functions receive data from remote opponents, they fail to properly validate array indices before accessing memory locations. This classic buffer overflow condition allows attackers to manipulate memory access patterns through carefully crafted network packets that specify invalid array positions, potentially leading to memory corruption and arbitrary code execution. The vulnerability operates at the application layer, specifically targeting the game's multiplayer networking subsystem where legitimate game state information is exchanged between players.
From an operational perspective, this vulnerability presents significant risks to multiplayer gaming environments where UFO2000 is deployed. Remote attackers can leverage this flaw to execute arbitrary code on victim systems, potentially gaining complete control over gaming sessions or even compromising entire gaming infrastructure. The denial of service aspect of this vulnerability manifests when opponents crash the game client of other players, disrupting multiplayer sessions and potentially causing broader network disruptions. This makes the vulnerability particularly dangerous in competitive gaming environments where maintaining stable connections is critical for fair play and user experience.
The vulnerability aligns with CWE-129, which addresses improper validation of array indices, and demonstrates characteristics consistent with ATT&CK technique T1059.007 for application layer execution. The flaw represents a classic example of a memory safety issue that could be exploited through network-based attacks, making it particularly concerning for multiplayer gaming applications that rely on robust network communication protocols. Organizations and game developers should implement immediate mitigations including input validation, bounds checking, and network segmentation to prevent exploitation of this vulnerability in production environments.
Mitigation strategies should focus on implementing comprehensive input validation across all network packet processing functions, particularly those handling multiplayer game state synchronization. Developers should employ static analysis tools and dynamic testing methodologies to identify similar vulnerabilities in other parts of the codebase, while also implementing proper bounds checking mechanisms that prevent array access violations. Additionally, network-level protections such as packet filtering and intrusion detection systems can help detect and prevent exploitation attempts targeting these specific functions, though the most effective approach involves addressing the root cause through code-level fixes that ensure all array accesses are properly validated against legitimate bounds before execution.