Godot Engine through 4.7.2 has a heap out-of-bounds write in the Radiance HDR (.hdr) image decoder (modules/hdr/image_loader_hdr.cpp). The run-length decoding loop expands RLE instructions read from the file into a buffer sized from the image dimensions, without validating that an instruction's repeat/copy count fits the remaining capacity of the row buffer. A crafted .hdr file therefore writes attacker-supplied bytes past the end of the heap allocation, with the overflow length and content controlled by the file. The defect is reached automatically when the product imports a crafted .hdr (e.g., when opening a project containing one), and at runtime in exported projects that load untrusted .hdr images. NOTE: the Supplier's position is that the research has identified "no security issues" because the required attacker access is outside of the current Godot Engine threat model.
| Métrique | Valeur | Interprétation |
|---|---|---|
|
AV (Vecteur d'Attaque)
Attack Vector
|
Local (L)
|
Exploit nécessite un accès local au système |
|
AC (Complexité d'Attaque)
Attack Complexity
|
High (H)
|
Conditions spécifiques doivent être réunies pour exploiter |
|
PR (Privilèges Requis)
Privileges Required
|
None (N)
|
Aucune authentification requise |
|
UI (Interaction Utilisateur)
User Interaction
|
Required (R)
|
Nécessite une action utilisateur (clic lien, ouverture fichier, etc.) |
|
S (Périmètre)
Scope
|
Unchanged (U)
|
Impact reste dans le périmètre du composant compromis |
|
C (Impact Confidentialité)
Confidentiality Impact
|
None (N)
|
Aucune divulgation d'informations |
|
I (Impact Intégrité)
Integrity Impact
|
Low (L)
|
Modification limitée des données possible |
|
A (Impact Disponibilité)
Availability Impact
|
None (N)
|
Aucune interruption de service |