[HN Gopher] Valve accused of ignoring existing RCE vulnerability...
       ___________________________________________________________________
        
       Valve accused of ignoring existing RCE vulnerability in Source
       games for 2 years
        
       Author : mxscho
       Score  : 175 points
       Date   : 2021-04-10 15:30 UTC (7 hours ago)
        
 (HTM) web link (twitter.com)
 (TXT) w3m dump (twitter.com)
        
       | guidovranken wrote:
       | There's a place for being patient and lenient, but HackerOne
       | consistently seems to not shut down malfunctioning programs that
       | never pay rewards and flat out stop talking to you, yet continue
       | to collect bugs. Such a relationship is commonly called fraud so
       | I suggest reporting HackerOne to the Federal Trade Commission as
       | I have.
       | 
       | The premise of bug bounties is that the reward amount is at the
       | discretion of the program host and that the time incurred by
       | developing a fix will influence the moment of payout, but
       | refusing to pay and even communicate (for years!) for clearly
       | eligible submissions is well beyond a reasonable interpretation
       | of the conditions, and to consistently keep facilitating this
       | abuse is simply fraudulent.
        
         | tgsovlerkhgsel wrote:
         | This matches my experience. Additionally, they prohibit
         | disclosure in such cases, effectively making them complicit in
         | delaying (best case) or in many cases completely suppressing
         | disclosure.
        
       | zokier wrote:
       | Source engine itself is at least 16 years old, and has pretty
       | direct lineage to the original 21 year old Quake engine (Quake
       | (-> Quake II) -> GoldSrc -> Source). I would be more surprised if
       | there weren't lots of RCEs in it.
        
       | [deleted]
        
       | rasz wrote:
       | Imagine you are Valve - why would you fix anything? Your money
       | printer goes Brrr regardless, and legal assures you H1 deal
       | prevent participants from leaking anything.
        
       | gsich wrote:
       | 2 years? Just leak it. At some point "responsible" disclose is
       | not worth it.
        
         | anonymousab wrote:
         | Moreso, at some point it may be more responsible to exert real
         | pressure and a time concern on them to fix it by revealing the
         | flaw.
         | 
         | It depends on whether you think there's a reasonable chance
         | that someone may be using that exploit by now. Carrot and stick
         | approaches do not work without a reliable stick.
         | 
         | Edit: I suppose it also depends on how much you value going
         | through the exact same process with valve for other bugs in the
         | future. But in a situation like this it seems like little would
         | be lost.
        
         | BlueGh0st wrote:
         | Absolutely! Going public is an important part of responsible
         | disclosure
        
       | lgats wrote:
       | CVE Assigned https://cve.report/CVE-2021-30481
        
       | dkarras wrote:
       | It would be a shame if an "anonymous hacker" "hacked" @floesen_,
       | found their notes about the RCE and released it to public,
       | accidentally of course.
        
         | sneak wrote:
         | It would probably also be a shame when floesen_ got sued for an
         | NDA violation and had to spend tens of thousands of dollars in
         | civil court explaining that they got hacked and it's not their
         | fault.
        
           | tgsovlerkhgsel wrote:
           | Someone would have to do the suing though. Who would that be?
           | It could be either Valve, or HackerOne.
           | 
           | HackerOne is almost certainly smarter than doing that because
           | this would immediately ruin their reputation as a bug
           | reporting platform (and expose that they're complicit in
           | suppressing disclosure). They're much more likely to just ban
           | the H1 account or issue some limited penalty.
           | 
           | Valve could potentially try, but the risk here also seems
           | minimal: They also have a reputation to uphold, are
           | experienced enough to know that suing security researchers
           | paints a really bad picture and would draw attention to their
           | vulnerabilities, and especially if their software is full of
           | holes, this would almost certainly cause many people to
           | disclose information about those.
        
       | sodality2 wrote:
       | Dozens of Counter-strike exploits exist and the cheating scene
       | has just grown too rampantly. Valve simply doesn't care about the
       | source engine. Any new CSGO player will tell you the anti-cheat
       | doesn't work, I know first-hand.
       | 
       | The lack of care regarding source engine netcode extends to every
       | part of the source engine, including Valve Anti-cheat.
       | 
       | The anti-cheat is trivial to reverse (several PUBLIC bypasses
       | have existed for years on github, with zero patch), the engine
       | source has been leaked, reverse engineered, and fiddled with by
       | thousands of 14 year old kids. It is pathetically easy to bypass,
       | for example, by changing a single byte in memory you can see
       | through walls, see enemy money, etc. See this video I found about
       | how miserably broken it is: https://files.catbox.moe/8e3bxz.mp4
       | 
       | It is in my opinion the greatest loss to gaming that a classic,
       | legendary game like Counter-strike got completely ruined by lack
       | of care by a company that profits millions off of the case
       | unboxings.
        
         | hoffs wrote:
         | You found a video that says that they detect most old cheats
         | from hl2 days and ban them and then the video just goes to show
         | random github repos. What is that even supposed to prove?
         | Theres nothing stopping anyone from creating repos with cheats
         | that get detected or don't even work. Like it's just a super
         | cringe "gotcha" type video
        
           | sodality2 wrote:
           | They are all undetected. VAC bypasses are _public_ and have
           | existed for years with no patch.
        
         | skim_milk wrote:
         | >and fiddled with by thousands of 14 year old kids
         | 
         | People think you're kidding, but it's really that easy on
         | Source! For a while, the most popular TF2 (a Valve Source game)
         | hack was created by a 15 year old. He made at least a million
         | dollars in profit too! (can't remember if this factoid was
         | verified or not, but he can definitely pay for college now) I
         | wasn't as nearly as talented but I made some hacks for fun when
         | I was 15 or 16 years old.
        
         | chc4 wrote:
         | Video game cheats and anti-cheats are almost completely
         | disjoint from remote code exploits like what are reported in
         | the OP.
        
           | sodality2 wrote:
           | >The lack of care regarding source engine netcode extends to
           | every part of the source engine, including Valve Anti-cheat.
        
         | grawprog wrote:
         | Normally, I can handle some cheating in games, you just kinda
         | deal with it, but holy fuck csgo was just nope. Between foul
         | mouthed children and essentially watching God hackers play
         | against eachother while you just die over and over.
         | 
         | Yeah....no not exactly fun.
        
         | valec wrote:
         | > CSGO player will tell you the anti-cheat doesn't work, I know
         | first-hand.
         | 
         | > It is in my opinion the greatest loss to gaming that a
         | classic, legendary game like Counter-strike got completely
         | ruined by lack of care by a company that profits millions off
         | of the case unboxings.
         | 
         | have you played the game in recent years? this has not been the
         | case for me or the people I play with at all.
         | 
         | when playing on high trust-factor accounts, cheating is
         | basically eliminated.
         | 
         | the experience for newer players is pretty bad but once you
         | convince the system you're trustworthy, the algorithm does an
         | extremely good job of not matching you with cheaters.
         | 
         | what valve lacks in boring, sensible solutions they make up for
         | with interesting often much more complex workarounds (see: the
         | open-world csgo danger-zone map shoved into a game with a room-
         | based engine)
        
           | gsich wrote:
           | >when playing on high trust-factor accounts, cheating is
           | basically eliminated.
           | 
           | Yes, but this is not a technical fix. You just hope that
           | accounts with more "value" cheat less. Which is true in most
           | cases.
        
           | issamehh wrote:
           | Just 2 days ago on prime I ran into a string of cheaters. At
           | one point we had 2 on the enemy team and it caused someone on
           | my team to go toggle. 3 cheaters in one match. On old
           | accounts with everything.
           | 
           | I know he couldn't be an expert but the person on my team
           | says he can he blatant every game and never get banned
           | because we're on prime. I don't want to believe that but then
           | he had a lot of items and didn't mind spinbotting at all.
        
             | cmeacham98 wrote:
             | From my understanding the CS:GO matchmaking basically ranks
             | how likely of a cheater it thinks you are, and matches you
             | with people of a similar ranking. If you're queuing with
             | people that are bragging about blatantly cheating you're
             | probably in the "likely cheater" group.
             | 
             | This is all really just anecdotes, but here's my counter
             | anecdote. I play csgo on and off with friends. None of us
             | have ever cheated in csgo (or any other competitive online
             | game for that matter). I'd say we get about 1 obvious
             | cheater every 50 games, with 2-3 less obvious "maybe
             | they're using wallhacks" as well. This is significantly
             | improved from 3-4 years ago where we got a cheater once
             | every 4-5 games.
        
           | sodality2 wrote:
           | Trust DOES help an immense amount. New players will NOT have
           | good trust, though, hence why I said ask a new CSGO player.
        
         | gameswithgo wrote:
         | No anti cheat for FPS games has ever "worked", it can't. The
         | best you can do is make it a little hard for the cheats to keep
         | up with your detectors or protocol changes.
        
           | sodality2 wrote:
           | That's absolutely true! Valve anti-cheat has entirely failed
           | at that. Free open source cheats exist that VAC just cannot
           | detect. Period. Wanna know the secret? The fact that it's a
           | Java cheat.
        
         | sseneca wrote:
         | The outrageous profit Valve make from skins and the like is
         | only half the story imo, their internal structure is the rest.
         | Some of the stories ex-devs share from that place are just...
         | idk, they explain the company's apparent ineptitude
        
       | Aissen wrote:
       | Totally believable. Someone I trust in the RE community told me
       | about similar shenanigans when trying to report issues to Valve.
        
       | xyst wrote:
       | This is why I have a separate machine for "gaming" and "work"
       | 
       | Some game companies (riot games) even install their anti-cheat
       | software so that is loads in the ring 0 space. Even with their
       | best efforts, cheaters will still prosper.
       | 
       | Might even go a step further and firewall my gaming machine off
       | from the rest of my network.
        
         | walrus01 wrote:
         | It seems that a lot of people forgot about things like sony
         | installing rootkits on peoples' PCs. Now it's accepted for
         | gaming anti cheat software?
        
           | rstat1 wrote:
           | In my mind there's a huge difference between the 2. The sony
           | rootkit was installed in secret, full of security holes, hard
           | to remove, and made by a vendor that appeared to give 0 shits
           | about said security holes.
           | 
           | All of the anti-cheat solutions I've seen that run in kernel
           | mode are none of those things. They make it well known that
           | they're installing, are made by vendors that actively care
           | about the security of their products, and are trivially easy
           | to remove once they're no longer needed.
        
             | oxylibrium wrote:
             | > ...make it well known that they're installing...
             | 
             | Many vendors originally hid the fact until they started
             | receiving community backlash about it. For example, Riot
             | with Vanguard originally hid*[0] that it was running 24/7,
             | and also hid the fact that it blocked drivers, until people
             | noticed and complained about it. Many games, PUBG Lite and
             | Genshin Impact in recent memory, also do not reveal this to
             | the user.
             | 
             | [0]: https://gameriv.com/vanguard-adds-a-system-tray-icon-
             | to-give... *: I'm aware there was a blog post about it, but
             | blog post about it != clear, upfront warning on install
             | about behavior
             | 
             | > ...made by vendors that actively care about the security
             | of their products...
             | 
             | Here's some fun, all involving anti-cheats:
             | 
             | - Using xhunter1.sys (XIGNCODE3) for an LPE:
             | https://x86.re/blog/xigncode3-xhunter1.sys-lpe/ (still used
             | in some MMOs!)
             | 
             | - Using capcom.sys (rootkit shipped with Street Fighter V)
             | to write a rootkit:
             | https://www.fuzzysecurity.com/tutorials/28.html
             | 
             | - Using mhyprot2.sys (from Genshin Impact) to read/write
             | umode memory / read kmode memory with kernel privileges:
             | https://github.com/ScHaTTeNLiLiE/libmhyprot (still
             | exploitable, AFAIK!)
             | 
             | - Using BEDaisy.sys (BattlEye - shipped in Rainbow Six:
             | Siege, Fortnite, etc) for handle elevation:
             | https://back.engineering/21/08/2020/
             | 
             | In addition, you still need to trust the vendor (duh!).
             | Some of them are essentially RATs, like BattlEye - it loads
             | shellcode from the server that runs in BEService as
             | NT/SYSTEM, and they can target code pushes by IP/ingame
             | ID/etc. Reverse engineering the anti-cheat itself is not
             | enough to trust it; it can change its behavior as it sees
             | fit. They can even choose to specifically target you and
             | steal your files, and there's a very high chance you'll
             | never find out about it.
             | 
             | > ...and are trivially easy to remove once they're no
             | longer needed.
             | 
             | Depends on how you define "trivially easy" - for eg. with
             | Riot Vanguard, it installs/uninstalls separately from
             | Valorant so you need to remember that separately. Some
             | other ones, like xhunter*.sys install silently and aren't
             | easy to uninstall at all unless you go delete files in
             | System32. Others like EasyAntiCheat/BattlEye (last I used
             | it, been years since I've touched them) need special
             | uninstaller .exes that are included with the game, but are
             | not registered with Windows or don't run automatically when
             | uninstalling the game.
        
               | linkfee wrote:
               | disgusting company, disgusting policies. But awesome
               | research! ~nerrix
        
             | philistine wrote:
             | Hopefully, Microsoft is going to follow in Apple's
             | footsteps and close the access to the kernel for any and
             | all programs. Yes, we will lose a lot, since Apple right
             | now cannot cover all use cases of kernel access through new
             | APIs, but we will gain so much in security and reliability.
             | 
             | I'm of the opinion that easy kernel access for all apps and
             | games is ultimately not putting me in control of my
             | computer.
        
               | rstat1 wrote:
               | Access to kernel mode on Windows is already pretty
               | restricted as it is. As far as I understand, you either
               | have to run your whole machine in a special "Test Mode"
               | or have a specific kind of (expensive) code signing
               | certificate.
               | 
               | But beyond that, I don't see how "more restriction" ==
               | "more control for the user"
        
               | ladyanita22 wrote:
               | Are you talking about driver signing?
        
               | pjmlp wrote:
               | They already kind of did, I only install PC games via the
               | Windows store.
        
             | fuyu wrote:
             | Genshin Impact is a recent game that has included a kernel
             | mode anti-cheat. I would be very surprised if the majority
             | of players know that it exists, or understand what it means
             | to have it run in kernel mode.
             | 
             | The Genshin website previously allowed anyone to view the
             | phone number you have linked to your account via the
             | password reset mechanism. Due to common reports of accounts
             | getting stolen (and unable to be recovered), two factor
             | auth has been highly requested, but doesn't seem to be a
             | priority. I'm skeptical that they strongly care about the
             | security of their users.
             | 
             | Even if Genshins anti-cheat is completely secure, as kernel
             | anti-cheat becomes more common it's inevitable that we will
             | get an instance that is full of security holes.
             | Unfortunately as long as the user can't play their favorite
             | game without it, they will happily install it.
        
               | oxylibrium wrote:
               | Genshin Impact's anti-cheat is not completely secure: you
               | can use it to read/write umode memory / read kmode memory
               | with kernel privileges:
               | https://github.com/ScHaTTeNLiLiE/libmhyprot
               | 
               | Mirror repo after the original author took the repo down,
               | but still exploitable AFAIK.
        
               | matheusmoreira wrote:
               | Explanation of the exploit here:
               | 
               | https://github.com/Luohuayu/evil-mhyprot-cli
               | 
               | Not as bad as capcom.sys:
               | 
               | https://mobile.twitter.com/TheWack0lian/status/7793978407
               | 622...
               | 
               | The effect is the same though: ring 0 code execution.
        
               | charcircuit wrote:
               | Even if the security is bad does it even matter? User
               | mode is enough for malware. "Sure an attacker could mine
               | crypto, DoS people, use me as a proxy, keylog me, use my
               | webcam, steal my saved usernames and passwords, but at
               | least they can't upgrade my graphics drivers", said no
               | one ever.
        
               | invokestatic wrote:
               | I'm an anti cheat dev and I think client-side anti cheats
               | make no sense on a typical MMO. Pretty much all cheats
               | for those types of games can be detected server-side.
               | RuneScape is a great example of this.
        
           | pjmlp wrote:
           | Depends, Windows Store and the respective sandbox is a thing.
        
         | matheusmoreira wrote:
         | Game companies literally think they have the right to own your
         | machine. This is the kind of garbage they force gamers to
         | install on their machines:
         | 
         | https://www.theregister.com/2016/09/23/capcom_street_fighter...
         | 
         | https://mobile.twitter.com/TheWack0lian/status/7793978407622...
         | 
         | Their software also takes screen shots, walks the file system,
         | scans people's processes... Any similarities to malware may or
         | may not be mere coincidences. They're also known for false
         | positives: banning people for receiving special strings via
         | text message, unknowingly installing mods with hacks bundled in
         | or due to the presence of development tools such as debuggers
         | or even virtual machines. Good luck trying to reverse such a
         | ban, the entire gaming community has already been conditioned
         | to accept any decision as final and to even _defend_ this
         | practice. When coupled with DRM, this essentially means your
         | license to play the game has been revoked with no refunds.
        
         | sseneca wrote:
         | > Some game companies (riot games) even install their anti-
         | cheat software so that is loads in the ring 0 space.
         | 
         | Why are separate machines required, rather than dual-booting?
         | (i.e. Windows for games, Linux for everything else)
        
           | zionic wrote:
           | Because Linux and windows bootloaders routinely screw with
           | each other. I am NEVER losing another weekend to that crap
           | again. Dedicated windows gaming PC is the correct way to deal
           | with this.
        
             | andoriyu wrote:
             | That's not the case for a long time. I have rEFInd that
             | started life in windows 7 esp with freebsd dual booting,
             | now the same hard-drive booting windows 10 (upgraded from
             | 7, not fresh installation) and nixos, all with the same
             | rEFInd from the same.
             | 
             | The correct way to do so, is to have separate hard-drives
             | for different OS. Then there is zero chance of them
             | stepping on each other.
        
             | 0xbkt wrote:
             | With a UEFI-GPT setup two ESPs (one for each OS) and you're
             | good. Now that I have no software bootloaders, which need
             | to know about multiple OSs, I only need to use BIOS' own
             | boot device selector on startup.
        
           | pstrateman wrote:
           | Your computer is really a bunch of computers pretending to be
           | a single computer.
           | 
           | Most of the components have firmware that can itself be
           | loaded with malware.
        
             | sseneca wrote:
             | Ah. So, if a Windows application runs in ring 0, it can put
             | malware in a place such that it can then interact with the
             | Linux install?
             | 
             | Is there _any_ way to bypass this, apart from separate
             | machines? I didn't know this was possible.
        
               | 120391583 wrote:
               | It's a very real and terrifying threat. A standard PC has
               | numerous components with their own firmware that can
               | potentially be flashed. Some of those components may have
               | integrity checking schemes that are supposed to ensure
               | only vendor-signed code can be flashed or executed, but
               | don't rely on those measures actually working as intended
               | (and not being exploitable themselves). Hardware vendors
               | are notoriously bad at this.
               | 
               | This is one of the reasons I'm so enthusiastic about the
               | T2 and M1: a hardware root of trust designed by a
               | _competent_ vendor. (Yes, there is a flaw in the T2, but
               | it requires physical access to exploit.) In my opinion,
               | those are the only trustworthy desktops or laptops on the
               | market right now. You 'll notice AWS (Nitro) and Google
               | (Titan) also have their own proprietary hardware security
               | chips for the same reason.
        
               | rincebrain wrote:
               | Theoretically - and vice-versa.
               | 
               | Depends on what the avenue of exploit you're worried
               | about is. You can disable BIOS flashing from the OS in
               | the BIOS, but that might still be theoretically
               | vulnerable to, say, compromising the Intel ME environment
               | and flashing from there; a rootkit loaded in SMM could
               | hang around until the machine is cold power cycled (and
               | theoretically compromise the bootloader(s) to load itself
               | and then chainload the "real" bootloader every boot); if
               | you want to get really invasive, you could theoretically
               | start flashing various microcontrollers attached to the
               | system (say, a USB flash drive, or your HDD/SSD
               | controller) to do malicious things.
               | 
               | These get increasingly unlikely (and unreliable, without
               | knowing and targeting the specific hardware you're using)
               | as your attacker model includes less resources, but not
               | impossible. Intel ME code execution, BIOS and SMM
               | rootkits, malicious USB flash drive firmware and HDD
               | firmware have all been demonstrated (I haven't seen
               | malicious SSD firmware, but there's nothing theoretically
               | stopping it other than the controller doing a lot more on
               | them), and a couple have even been found in the wild.
        
           | flowless wrote:
           | You can also run virtual machine with real card attached to
           | it via VFIO if your host has IOMMU support. Guess what this
           | means for anti-cheat.
        
         | Guest19023892 wrote:
         | This is one of the reasons I like gaming on GeForce NOW. I can
         | use my primary laptop, play any game without having to install
         | anything, instantly alt-tab back to the desktop between rounds
         | without any weird bugs or crashes, etc.
        
         | fpgaminer wrote:
         | This is the way.
         | 
         | Many games package in outright spyware that siphon all kinds of
         | data off your machine including browsing history. Kerbal Space
         | Program was infamous for this (they removed the spyware at some
         | point but I haven't checked recently if it was ever added back
         | in).
        
           | matheusmoreira wrote:
           | > Many games package in outright spyware that siphon all
           | kinds of data off your machine including browsing history.
           | 
           | Please post details. Were they literally mining user data?
        
         | invokestatic wrote:
         | No, anti-cheats in ring0 haven't eliminated cheaters, but that
         | was never the point. The point is to make it more difficult to
         | cheat. And they have succeeded in that. Check any cheat forum
         | like unknowncheats. You'll see that most hackers now have to
         | chain multiple (complex) exploits together to get their cheats
         | working, only to get it patched by the anti-cheats a few
         | days/weeks later. This is way more difficult and prone to
         | detection than ReadProcessMemory was before anti-cheats went
         | ring0.
        
           | mhh__ wrote:
           | Surely the end state is cheats that even ring0 can't see i.e.
           | read the display directly, act through the mouse.
           | 
           | Maybe we should we run the entire OS in the games hypervisor?
        
             | tedunangst wrote:
             | A lot of cheats involve reading in memory game state to see
             | through walls, which your screen grabber won't be able to
             | do.
        
               | charcircuit wrote:
               | You can use DMA to read memory in an undetectable way.
        
             | zinclozenge wrote:
             | I was actually thinking that you should be able to build a
             | bot for MMOs and other kind of games that require farming
             | with a raspberry pi or arduino acting like a mouse with a
             | camera for image recognition. Don't know how feasible that
             | is, but that would be undetectable by anti-cheat software.
        
               | EamonnMR wrote:
               | Not really, some anti-cheat analysis is server-side and
               | designed to catch people acting bot-like.
        
               | chaoz_ wrote:
               | Yep. Not to mention that MMO game bots aim at automated
               | resource farming and owner still needs to somehow sell
               | it.
               | 
               | Some of the MMO games I've played used this gold transfer
               | "graph" analysis that worked pretty well with really low
               | False Positive Rate.
        
               | Natsu wrote:
               | Yeah, even if someone made a physical robot that did
               | everything, they'd notice when it did stuff like playing
               | for 1,000 hours without ever taking a break or talking to
               | anyone.
        
               | squeaky-clean wrote:
               | Just have your bot log off and "sleep" randomly for 4-10
               | hours every night, and log off for 15 minutes every few
               | hours during the day. If you ever get a private message,
               | have your system play a beep (or ping you on IRC
               | then/Discord nowadays).
               | 
               | As for not talking to anyone, a surprising amount of
               | people play MMOs just like that, so it's not really
               | atypical for a player to never communicate. Runescape
               | even has an account choice, "Ironman Mode", where you
               | have to play the game self-sufficiently, and can't trade
               | with or rely on any other players. You can still chat
               | with other players if you want, but you don't have to.
        
               | Natsu wrote:
               | I've seen people try that, but the admins just sit there
               | quietly watching them loop for an hour or something, then
               | note how long it takes them to respond to a simple hello.
               | 
               | Or in some games, they can send messages in a way that a
               | human would see, but not a bot who expects the messages
               | to come over chat. For example, waving a sign in front of
               | the character's face with a message or whatever. It helps
               | that the admins can also hide from normal presence
               | detection, even though they're visible on the bot's
               | screen, visually.
               | 
               | I've literally watched admins ban a bot using these
               | precise countermeasures. The trick is to always keep
               | giving them new things they haven't thought of to adapt
               | to.
        
               | sp0rk wrote:
               | Bots have long been designed to account for these types
               | of checks by having scheduled hours and jittered breaks.
               | Private messages and name mentions can alert the bot
               | owner so they can respond manually. I've even seen bots
               | that will pipe private messages to an IRC channel so that
               | any number of restricted people can respond to the
               | messages. It's been a long time since I've worked with
               | game bots so I'm sure they're even more advanced now.
        
               | Natsu wrote:
               | Yeah, I know it's always an arms race, but the trick is
               | to always give them something they weren't anticipating
               | that's hard to deal with in code. There are always
               | methods that would alert a human to something odd going
               | on that don't alert the bot's methods for perceiving its
               | surroundings.
               | 
               | One of the best tricks is to show them messages via a
               | method outside of normal chat which a normal player would
               | see on their screen, but which a bot would not receive as
               | 'chat'.
        
               | matheusmoreira wrote:
               | With MMOs you can actually reverse engineer the network
               | protocol and build yourself a custom client. Completely
               | avoids any anti-cheating solution since they're not even
               | running.
               | 
               | With mobile games it's ridiculously easy. I actually made
               | daily task farming bots for a couple mobile games I used
               | to play. The hardest part was getting the bot to log into
               | the game. Completely neutralized the habit-forming
               | strategies of these game companies. Ironically the bot
               | was statistically indistinguishable from any
               | sufficiently-addicted player.
        
               | gsich wrote:
               | Example for Valorant and a Raspberry Pi:
               | https://www.youtube.com/watch?v=d1jz8qbzfIk
               | 
               | No need for a camera when you can just stream the screen.
        
         | JUNGLEISMASSIVE wrote:
         | I hope those separate machines are also on separate network
         | segments without a route in between.
        
       | [deleted]
        
       | dafelst wrote:
       | I have a friend who used to work at Valve as a software engineer
       | - he mentioned to me that the entire source networking stack is
       | chock full of unchecked buffers and all sorts of potential for
       | fairly trivial RCEs, but due to Valve's internal structure (or
       | lack thereof) there really isn't any incentive for anyone to fix
       | them.
       | 
       | This was 5-6 odd years ago and he no longer works there, so
       | things might have changed, but based on this tweet it seems
       | unlikely.
        
         | KyleSanderson wrote:
         | Indeed, there's still plenty of these.
        
         | atat7024 wrote:
         | Game devs don't optimize for security, because they're not
         | incentivised to.
        
           | klodolph wrote:
           | This is a common _problem_ in other parts of the software
           | industry, but Valve is missing a piece of the solution.
           | 
           | The typical problem at software companies is that developers
           | are incentivized only to write code for new features that
           | will land them promotions and look good on their resume--but
           | bugfixes and security work is not part of that.
           | 
           | Management can counteract this with top-down initiatives.
           | Programs like "fix-it week" or teams dedicated to security
           | with different incentives in place. For example, Google
           | suffers from the "promotion-oriented programming" about as
           | badly as any other company, but they manage to take security
           | seriously.
           | 
           | Valve has "flat hierarchy", which goes in quotes because the
           | hierarchy isn't really flat, it's just hidden. Because the
           | hierarchy is hidden, it's harder to address large-scale
           | problems like institutional priorities... because there are
           | fewer people to delegate large-scale problems to.
        
           | pjmlp wrote:
           | And then their MMO/MMORPG server gets p0wned, with everyone
           | taking advantage of extra virtual money, adding assets to
           | their characters for free and auto aiming packet correction.
        
             | serf wrote:
             | and, as evidenced by Grand Theft Auto and Counter-Strike,
             | players continue playing with hackers.
             | 
             | There is even reason for (say, for example) Rockstar to
             | leave hackers alone in GTA : they act as artificial whales
             | to lure real players into buying in-game currency in order
             | to keep up/seek revenge.
             | 
             | There are a few games I can think of off the top of my head
             | that have a symbiotic relationship with hackers.
        
               | gameswithgo wrote:
               | The kind of hacking that happens in first person shooters
               | has nothing to do with security failures. It is
               | fundamentally impossible to stop aim bots. All you can do
               | is continually play cat and mouse games to make it
               | harder.
        
         | TazeTSchnitzel wrote:
         | > due to Valve's internal structure (or lack thereof) there
         | really isn't any incentive for anyone to fix them
         | 
         | This seems to be a common theme with problems at Valve.
        
       | mxscho wrote:
       | According to a tweet that was also retweeted by the user
       | @floesen_ who was mentioned in the original thread, the initial
       | report 2 years ago was done using HackerOne but has probably not
       | seen any helpful response from Valve [1]. There are also other
       | reports of Valve not reacting to HackerOne reports appropriately
       | [2].
       | 
       | It is currently unclear whether there is a publicly available PoC
       | or any exploitation going on in the wild.
       | 
       | [1] https://twitter.com/AntiCheatPD/status/1380873722966503426
       | 
       | [2] https://twitter.com/killa/status/1380872852090540032
        
         | pityJuke wrote:
         | floesen has posted a screenshot of the open ticket back in
         | December. [1]
         | 
         | [1]: https://twitter.com/floesen_/status/1337107178096881666
        
         | pricechild wrote:
         | > There are also other reports of Valve not reacting to
         | HackerOne reports appropriately
         | 
         | I'll second that.
         | 
         | I discovered and reported a vulnerability with the Steam
         | client's Bluetooth pairing process via hackerone.
         | 
         | The issue was confirmed but decided "out of scope" as
         | apparently "within bluetooth range" runs afoul of the bug
         | bounty's "require physical access" exclusion.
         | 
         | 8 months later (I haven't exactly kept on top of this) they're
         | still demanding I keep it confidential. I'll follow it up...
        
           | ziml77 wrote:
           | How can they demand that you keep it confidential if they've
           | already declared it to be out-of-scope? People need to start
           | releasing these exploits instead of being a slave because
           | they'd no longer get any payouts from HackerOne. Once the
           | exploits are public, I assure you that either Valve will
           | scramble to fix them or people will start looking for safer
           | alternatives.
        
           | veeti wrote:
           | Just release it. Maybe Valve will have to do something once
           | folks start losing their precious CS:GO skins?
        
             | mxscho wrote:
             | Doubt that.
             | 
             | There is this so-called "Steam web API key scam" which is
             | ongoing for years at this point: Scammers create phishing
             | Steam login pages to grab people's credentials. Just with
             | these credentials, the damage an attacker can do is still
             | limited because of 2FA. However, the biggest flaw is that
             | it is possible to automatically create API keys for the
             | phished accounts that allow 24/7 remote access of these
             | Steam accounts without the user even noticing. With this
             | access, scammers then automatically modify and alter trades
             | at will and at any time in the future, milliseconds before
             | people confirm them using their mobile device (2FA), e.g.,
             | by declining the original trade and setting up a new trade
             | with a scammer's bot account that has changed its profile
             | data to the one of the actually intended trading partner.
             | 
             | This attack is mostly based on phishing, spoofing and
             | confusion, but it could at least be made much harder by
             | preventing automated API key generation and therefore
             | indefinite access to an account (e.g., by implementing
             | email confirmations or captchas for API key generation).
             | 
             | Each day lots of children or laypeople are losing in-game
             | items worth thousands of dollars. I'm admin on a popular
             | CS:GO and gaming Discord server with ~30k members and we
             | see such reports multiple times a week.
             | 
             | Valve has no incentive to fix this as long as it's not
             | their money or regulators start applying pressure.
        
               | jsnell wrote:
               | Valve has been pretty aggressive about rolling out these
               | kinds of policies compared to the rest of the industry.
               | (E.g. they were wery early with requiring 2FA to be
               | enabled for a period of time before doing sensitive
               | actions like trades, adding warning interstitials on
               | links that leave Steam). I don't think the incentives
               | have changed that much.
               | 
               | So, here's what makes me confused about your story:
               | 
               | 1. I don't see any kind of activity hooks in
               | IEconService, that would let the attackers know via a
               | callback that. Are you saying that they're polling all
               | the hijacked accounts at a high frequency to detect
               | trades they could intercept? That seems like a highly
               | divergent use case from normal uses of the API, and one
               | that an abuse team would be motivated to prevent.
               | 
               | 2. I thought the Steam trade confirmation dialog showed
               | very specific information about just what was being
               | traded for what. I.e. it's not just that you're approving
               | "a trade with foo", it's "a trade with foo (whom you've
               | had as a friend for 20 days), where you give a xyzzy and
               | receive a quux". Are the users just blindly approving
               | trades worth thousands without even verifying?
               | 
               | I don't like either of your solutions though. A captcha
               | would be just be minor irritation for the attacker, and
               | anyone who can be phished into logging in can be phished
               | to approve the key generation. It seems that the bigger
               | problem here is that the API keys are unscoped. Once you
               | have that, it's easier to inform the user in the approval
               | flow about just what they're approving, and viable to nag
               | the users into revoking access for apps with dangerous
               | permissions.
        
           | yjftsjthsd-h wrote:
           | Surely that's a contradiction? Either it's a security problem
           | by their criteria, or it isn't; if it is, then they should
           | pay up and fix it, if it isn't then they have no legitimate
           | reason to care if you put full details on the front page of
           | $MAJOR_NEWS_SITE.
        
         | tgsovlerkhgsel wrote:
         | HackerOne also at least strongly discourages publishing your
         | findings if the developers refuse to take action.
         | 
         | https://www.hackerone.com/disclosure-guidelines states that
         | "After the Report has been closed, Public disclosure may be
         | requested by either the Finder or the Security Team." - so if
         | the report just doesn't get closed, you can't disclose through
         | the platform, and https://www.hackerone.com/policies/code-of-
         | conduct says "Disclosing report information without previous
         | authorization is not permitted."
         | 
         | To me, that seems that you're not permitted to disclose the
         | issue at all until the report has been closed and either 1) 30
         | days have passed and the security team hasn't requested an
         | extension, or 2) "180 days have elapsed with the Security Team
         | being unable or unwilling to provide a vulnerability disclosure
         | timeline".
         | 
         | Due to this, I refuse to report through HackerOne.
        
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