Godot Engine through 4.7.2 has a heap out-of-bounds write exists in the binary resource loader (core/io/resource_format_binary.cpp, ResourceLoaderBinary::get_unicode_string). A string length is read from the resource file into a signed 32-bit integer and compared against the destination buffer size with a signed comparison, which conditionally resizes the buffer. A negative length value skips the resize; the same value is then passed to the copy routine as an unsigned byte count, where it sign-extends to a huge value, copying file-controlled data far past the undersized heap allocation. The defect is reached when the product or an exported game loads a crafted binary resource file (.res). 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 |