I'll let the guys on my sourcemod's team who are looking into it know,
thanks.

On Thu, Sep 3, 2015 at 1:26 PM, Nathaniel Theis <ntth...@gmail.com> wrote:

> Note that, depending on the engine version you're on (and even SDK 2013
> may not do this, I haven't checked), setting sv_allowupload 0 may do
> literally nothing; on older versions, sv_allowupload just tells the client
> not to upload anything to the server. The client can ignore it and do it
> anyways.
>
> On Thu, Sep 3, 2015 at 1:19 PM, Ross Bemrose <rbemr...@gmail.com> wrote:
>
>> You'd know if that'd been done as there would be announcements on the
>> various hlds lists about updates for Counter-Strike: Source, Day of Defeat:
>> Source, and Half-Life 2: Deathmatch.
>>
>> However, what he's actually asking is that Valve update the Source SDK
>> 2013 with these fixes so that game developers can pull the changes from
>> Github and merge them into their own games' code.
>>
>>
>>
>> On Thu, Sep 3, 2015 at 4:10 PM, Matthias "InstantMuffin" Kollek <
>> proph...@sticed.org> wrote:
>>
>>> He is basically saying that the exploits Nathaniel found and reported
>>> have only been fixed in Valve's main titles. He hasn't found or reported a
>>> new exploit.
>>> I think it has been mentioned by KyleS on one or multiple of these
>>> mailing lists that these exploit fixes should be ported onto other
>>> branches. Apparently that has not been done?
>>>
>>>
>>> On 03.09.2015 22:06, N-Gon wrote:
>>>
>>> Someone give this man an unusual Finder's Fee
>>>
>>> On Thu, Sep 3, 2015 at 3:59 PM, Refeek Yeglek <iamgoofb...@gmail.com>
>>> wrote:
>>>
>>>> Hi, I'm one of the developers for Team Fortress 2 Classic, a source mod
>>>> project. Recently, someone abused a bug present in Source SDK 2013 MP to
>>>> distribute viruses to quite a few of our players and developers. The way
>>>> they did it was by abusing a spray exploit present in the SDK 2013 MP
>>>> edition to upload a file pretending to be a spray to all players and
>>>> executing it. The technical info on how it works from one of our other
>>>> coders will be posted at the end of this email, but here's what you need to
>>>> know as a server owner:
>>>>
>>>> We don't know how many source games are vulnerable. The big name VALVe
>>>> ones aren't, but any sourcemod probably is. This includes ones on steam
>>>> like Fortress Forever, or Fistful of Frags.
>>>>
>>>> If you're running a server for a non-VALVe or bigname(Titanfall, GMOD,
>>>> etc.) Source Engine game, then here's what you need to do:
>>>>
>>>> 1. Set sv_upload to 0 on your server.
>>>>
>>>> 2. If you are a TF2C server host, shut your server down and start
>>>> scanning your server for viruses.
>>>>
>>>> 3. Pester valve to fix this ASAP.
>>>>
>>>> TL;DR:
>>>> Sprays can be exploited to run code on people's systems and break into
>>>> accounts, we've had quite a few CS:GO and TF2 items lifted from accounts
>>>> and moved to trade alts and disappearing after that. Disable sprays ASAP if
>>>> you host a sourcemod multiplayer server.
>>>>
>>>> Here's the technical info for how stuff works:
>>>>
>>>> "The vulnerability is triggered by a missing check to see if a memory
>>>> allocation succeded in the loading of VTFs. When the material is loaded,
>>>> there is space allocated for the material. The crucial option in the using
>>>> of this exploit is the option to skip Mipmaps from the material. If, for
>>>> instance, the first mipmap is skipped, the game will copy the mipmap data
>>>> to buffer + size of first mipmap. When the memory allocation fails, the
>>>> buffer will be 0, because thats what malloc returns on out of memory. This
>>>> means, that the only factor determining where the block is put is
>>>> determined by the size of the first mipmap. This way you can put the data
>>>> in the second mipmap whereever you want, meaning you can write to a
>>>> predictable location in memory. This is additionally encouraged due to the
>>>> fact that ASLR is disabled for the module in question. From that point on
>>>> ROP is used to mark a controlled memory location executable and transfer
>>>> control to it, bypassing DEP. The distribution of the malicious material
>>>> file can be easily done through the use of the spray system, which uploads
>>>> a custom material to the server and distributes it. This is of course not
>>>> the only way to distribute it, but one used in this case. This is not
>>>> absolutely accurate and technical details have been left out due to them
>>>> not influencing this exploit."
>>>>
>>>> _______________________________________________
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>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>>
>>>>
>>>
>>>
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>>>
>>>
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>>>
>>
>>
>> --
>> Ross Bemrose
>>
>> _______________________________________________
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>> please visit:
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>>
>>
>
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