Re: Half-Life client buffer overflow

From: xenophi1e (oliver.lavery_at_sympatico.ca)
Date: 09/11/03

  • Next message: NGSSoftware Insight Security Research: "Windows 2003 Server - Defeating the stack protection mechanism"
    Date: 11 Sep 2003 16:10:48 -0000
    To: vuln-dev@securityfocus.com
    
    
    ('binary' encoding is not supported, stored as-is) In-Reply-To: <20030909100220.26939.qmail@sf-www1-symnsj.securityfocus.com>

    Try figuring out if it's always the same location that gets changed, or
    if it's the values of the bytes in the shellcode that cause the change.
    Insert a bunch of NOPs before the instructions that change and see if the
    NOPs get damaged, in which case it's the location that counts, or the
    instructions which follow them, in which case it's the values that count.
    In the former case you just have to JMP over the corruption or something.
    In the later you have to find opcodes that don't get hosed.

    ~x

    >i tried to write my own exploit for the buffer overflow in the Half-Life
    >client (Counter-Strike mod) up to Version 1.1.1.0 (Half-Life).
    >I overflow the buffer, jump to my shellcode, but everytime some bytes
    are
    >changed.
    >In my shellcode are two calls and always after the first call are some
    >bytes changed, when i look at the stack, after the overflow. With a
    >debugger i can find my shellcode on the stack and it is executed but
    only
    >to the first call. After the call opcodes, some bytes (four, five or
    six)
    >are changed and then the rest of my shellcode is ok.
    >Is the opcode for a call maybe a escape sequence for Half-Life so that
    it
    >changes some values that are following?
    >Can someone help me, please?
    >


  • Next message: NGSSoftware Insight Security Research: "Windows 2003 Server - Defeating the stack protection mechanism"

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