CVE-2006-3790 in UFO2000info

Summary

by MITRE

The decode_stringmap function in server_transport.cpp for UFO2000 svn 1057 allows remote attackers to cause a denial of service (daemon termination) via a keysize or valsize that is inconsistent with the packet size, which leads to a buffer over-read.

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Analysis

by VulDB Data Team • 07/16/2019

The vulnerability described in CVE-2006-3790 represents a critical buffer over-read condition within the UFO2000 game server implementation. This flaw exists in the decode_stringmap function located in server_transport.cpp at revision 1057 of the svn repository. The issue manifests when remote attackers send malformed network packets containing inconsistent keysize or valsize values relative to the actual packet dimensions. Such inconsistencies trigger memory access violations that result in daemon termination and complete service disruption for legitimate users.

The technical root cause of this vulnerability aligns with CWE-125, which describes out-of-bounds read conditions where programs access memory beyond the allocated buffer boundaries. The decode_stringmap function fails to properly validate the relationship between the declared keysize and valsize parameters against the actual packet structure, creating a scenario where attacker-controlled input can bypass normal bounds checking mechanisms. This type of buffer over-read vulnerability falls under the broader category of memory safety issues that have historically plagued network services and can be exploited to achieve denial of service outcomes.

From an operational perspective, this vulnerability creates a significant risk for multiplayer gaming environments where server stability directly impacts user experience and game availability. The remote exploitation capability means that attackers can initiate denial of service attacks from any location without requiring local system access or authentication. When the daemon terminates due to the buffer over-read, all connected players lose their session, and the server becomes temporarily unavailable until manual restart occurs. This disruption can be particularly damaging in competitive gaming environments or persistent worlds where server uptime is critical for maintaining game state and player engagement.

The exploitation of this vulnerability demonstrates characteristics consistent with attack patterns found in the MITRE ATT&CK framework under the T1499.004 technique category, which covers "Toggle Service State" and related denial of service methods. The attack vector leverages network communication protocols to manipulate server state through crafted input, effectively causing service disruption. Organizations and game developers should implement robust input validation mechanisms, including bounds checking for all network-parsable data structures, to prevent such buffer over-read conditions. Additionally, implementing proper error handling and graceful degradation strategies can help maintain service availability even when malformed packets are received, rather than allowing complete daemon termination.

Reservation

07/21/2006

Disclosure

07/24/2006

Moderation

accepted

Entry

VDB-31475

CPE

ready

EPSS

0.02340

KEV

no

Activities

very low

Sources

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