Critical flaws in a core networking library powering Valve’s
online gaming functionality could have allowed malicious actors to
remotely crash games and even take control over affected 3rd-party
game servers.

“An attacker could remotely crash an opponent’s game client to
force a win or even perform a ‘nuclear rage quit’ and crash the
Valve game server to end the game completely,” Check Point
Research’s Eyal Itkin noted in an analysis published[1]
today. “Potentially even more damaging, attackers could remotely
take over third-party developer game servers to execute arbitrary
code.”

Valve is a popular US-based video game developer and publisher
behind the game software distribution platform Steam and several
titles such as Half-Life, Counter-Strike, Portal, Day of Defeat,
Team Fortress, Left 4 Dead, and Dota.

The four flaws (CVE-2020-6016 through CVE-2020-6019) were
uncovered in Valve’s Game Networking Sockets (GNS[2]) or Steam Sockets
library, an open-sourced networking library that provides a “basic
transport layer[3]
for games,” enabling a mix of UDP and TCP features with support for
encryption, greater reliability, and peer-to-peer (P2P)
communications.

Steam Sockets is also offered as part of the Steamworks
SDK
[4] for third-party game
developers, with the vulnerabilities found on both Steam servers
and on its clients installed on gamers’ systems.

The attack hinges on a specific flaw in the packet reassembly
mechanism (CVE-2020-6016) and a quirk in C++’s implementation of
iterators[5]
to send a bunch of malicious packets to a target game server and
trigger a heap-based buffer underflow[6], ultimately causing the
server to abort or crash.

Following responsible disclosure to Valve on September 2, 2020,
the binary updates containing the fixes were shipped to Valve’s
game clients and servers on September 17.

But according to Check Point, certain third-party game
developers are yet to patch their clients as of December 2.

“Video games have reached an all-time-high during the
coronavirus pandemic,” Itkin said. “With millions of people
currently playing online games, even the slightest security issue
can be a serious concern for gaming companies and gamers’ privacy.
Through the vulnerabilities we found, an attacker could have taken
over hundreds of thousands of gamer computers every day, with the
victims being completely blind to it.”

“Popular online platforms are good harvesting grounds for
attackers. Whenever you have millions of users logging into the
same place, the power of a strong and reliable exploit raises
exponentially.”

Check Point said that gamers playing Valve’s games through Steam
are already protected by the fix, although gamers of third-party
games should ensure their game clients received an update in recent
months to mitigate the risk associated with the flaw.

References

  1. ^
    published
    (research.checkpoint.com)
  2. ^
    GNS
    (github.com)
  3. ^
    transport layer
    (en.wikipedia.org)
  4. ^
    Steamworks SDK
    (partner.steamgames.com)
  5. ^
    iterators
    (www.geeksforgeeks.org)
  6. ^
    buffer
    underflow
    (cwe.mitre.org)

Read more