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  1. #1
    Auriemma Luigi
    Master Servers: yet another DDoS...
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    Master Servers: yet another DDoS...


    Yeah, seems that DDoS attacks will never die and in these months seems
    that every game can be used for launch DDoS attacks...

    This time I want to show a problem that, for me, is very obvious but
    I have not found any reference to it on Internet.

    The following is my advisory about the problem:


    ################################################## #####################

    Applications: Games'Master servers that use UDP protocol for send the
    lists of games servers currently active to the clients.
    The servers most vulnerables are owned by ID Software
    and Valve/Sierra games

    Versions: -

    Platforms: -

    Bugs: Usage of UDP protocol for sending large amount of data

    Risk (high): Distribuited Denial of Service

    Author: Auriemma Luigi, Security Researcher, PivX Solutions, LLC
    e-mail: aluigi@pivx.com
    web: http://www.pivx.com/luigi/


    ################################################## #####################


    1) Introduction
    2) Details
    3) The Code
    4) Fix
    5) Philosophy


    ################################################## #####################

    ===============
    1) Introduction
    ===============


    In the recent time and in the past, a lot of people (my friend Mike
    Kristovich, Tom Vogt and many other people) have talked and discussed
    about the usage of videogame online servers for launch DDoS attacks
    versus every host on Internet.

    All these attacks are focused on the amount of data in the responses
    of the game servers to the information queries made by the clients,
    like for example the list of players in the server.

    Instead in this advisory I want to talk about another type of DDoS
    attack that will result in an amount of data that in a lot of cases
    (depended by the game, the number of matches and more other variables)
    can be more dangerous than the "information queries DDoS".

    I talk about the "list of current game servers" sent by the Master
    Servers to the game clients.

    So the "object" used for retrieve the list of vulnerable servers now
    becomes the real "attack".



    ################################################## #####################

    ==========
    2) Details
    ==========


    First important thing to know is "what are Master Servers?".

    Master Servers are centralized servers (they have a fixed hostname)
    used for store the current list of available game servers on Internet.

    Eachone of these MS (Master Servers) is used ONLY for one specific
    game (the only exception are that servers that are not primary MS but
    just mirrors).
    For example, master3.idsoftware.com is used for Quake III,
    half-life.east.won.net for Half-Life and so on...

    When someone (a player like you) start a server game on Internet, his
    game will send a packet to the primary MS used by his game announcing
    itself so all the other players in the world will know that on his
    machine there is a multiplayer match.

    When another guy want to find a multiplayer server on Internet for
    connect to it and play, he must simply go in the Multiplayer section of
    his game and the system will send a request to the primary MS of that
    specific game and then the MS will answer with the list of current
    servers availables.


    Watch this simple schema about the sending of the list to the client:

    Game client -> Master server (request for the list)
    Game client <========== Master server (answer with big list of servers)



    My DDoS idea born when exist some Master Servers that use a connection
    less network protocol like UDP for send the list of current available
    game servers to the clients.


    So the new schema is:

    Attacker (with victim IP source) -> Master server (request)
    Victim <========== Master server (big answer)



    A quick and short list of the most important Masters Servers that
    support UDP are as follows:

    QUAKE WORLD 192.246.40.37:27000
    QUAKE WORLD 192.246.40.37:27002
    QUAKE WORLD 192.246.40.37:27003
    QUAKE WORLD 192.246.40.37:27004
    QUAKE WORLD 192.246.40.37:27006
    QUAKE III ARENA master3.idsoftware.com:27950
    HALF-LIFE half-life.east.won.net:27010
    HALF-LIFE half-life.west.won.net:27010
    TRIBES II 198.74.32.54:27999
    TRIBES II 198.74.32.55:27999
    TRIBES II 211.233.86.203:28002
    STAR TREK: VOYAGER ELITE FORCE master.stef1.ravensoft.com:27953
    DESCENT III gt.pxo.net:3445
    ....


    In the list the most powerful is the QuakeIII Master Server that is
    able to flood the client with a real rain of UDP packets... it can send
    an amount of data that can be equal to the sum of all the data sent
    by the other Master servers!!! Wow...

    NOTE: more servers can be found on Internet or you can take a look to
    the servers that support the standard game protocol used by XQF
    (http://www.linuxgames.con/xqf/), and if you want to know the format of
    the query used for contact the Master Server of a specific game I
    suggest you to see the code of Qstat (http://www.qstat.org).


    The bytes received by these Master Servers depend by the current
    matches available, however the amount of data is quite large. Just for
    example, I have tested a lot of time the primary Master Server used
    for QuakeIII (master3.idsoftware.com); the amount of data I have
    received has been about 650 times bigger than my original packet that
    was only 34 bytes (FYI: I have considered only data size, without the
    size of packets headers).

    So, the correct equation is: "more game servers ---> biggest ratio"
    This is the cause of the enormous amount of data sent back by QuakeIII
    master server.


    The worst thing is that these servers are centralized and writing a
    DDoS tool is alarmingly simple (take a look to "The Code" section of
    this paper), simply because the attacker doesn't need to retrieve a
    list of servers, get IP and ports from it and then launch an attack
    using a server of someone that probably will stay alive for some
    minutes or that probably at that moment has stopped the game...
    Master Servers are "fixed", centralized and are active EVER so a simple
    and lame UDP spoofer makes an excellent DDoS work!



    ################################################## #####################


    ===========
    3) The Code
    ===========


    I have written a DDoS tool based on this attack that simply sends
    spoofed UDP datagrams to the servers I have specified in the Details
    section.
    For see the amount of data received by QuakeIII master server, I have
    added a simple option (-t) that show the amount of bytes received in
    real-time by it.
    The utility is really dangerous so use it setting very low values and
    ONLY for confirm what I have said in this document.

    http://www.pivx.com/luigi/poc/msddos.zip


    NOTE: Remember that some ISP (network providers) now avoid spoofing
    technic from their network so in this case your packets will be
    dropped before arrive to the servers.



    ################################################## #####################

    ======
    4) Fix
    ======


    An initial fix is offered by the ISP that now finally avoid spoofed
    packets from their network.

    However the only fix possible is the usage of the TCP protocol that is
    not a bad idea because server lists have less priority than the data
    of real-time multiplayer matches.
    For example Gamespy servers use TCP protocol and many other types of
    servers use HTTP protocol, so it is very simple to remove the problem
    just adjust a tiny piece of code of the games that use these Master
    servers.


    NOTE: I have contacted both ID-Software and Sierra some weeks ago just
    for notify the problem to them.
    ID-Software seems to be unreacheable by mails (???) and Sierra
    has not answered.

    IMHO this is a well know problem because using a connection-less
    protocol like UDP without any handshake will give these effects
    EVER!!!



    ################################################## #####################

    =============
    5) Philosophy
    =============


    I'm really hopeful about the FULL-DISCLOSURE policy, because with it
    "everyone" can know the real effects of an attack, the real danger of
    a bug, someone can learn a bit of creative programming (I have learned
    a bit of interesting C from the source code of some published
    exploits) and it's useful for all the people that are hopeful in this
    type of disclosure.
    No secrets!



    ################################################## #####################

    ====================
    About PivX Solutions
    ====================


    PivX Solutions, is a premier network security consultancy offering a
    myriad of network security services to our clients, the most notable
    being our proprietary StrikeFirst Security Assessments
    (http://www.pivx.com/sf.html).

    For more information go to http://www.PivX.com


    ################################################## #####################


    Any type of feedback is really welcome!

    Byez




    ---
    PivX Security Researcher
    http://www.pivx.com/luigi/



  2. #2
    Greg Steuck
    Master Servers: yet another DDoS...
    Gast
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    Thread Starter

    Re: Master Servers: yet another DDoS...

    >>>>> "Auriemma" == Auriemma Luigi <aluigi@pivx.com> writes:

    Auriemma> Yeah, seems that DDoS attacks will never die and in these
    Auriemma> months seems that every game can be used for launch DDoS
    Auriemma> attacks...

    One could argue that using _D_DoS term here is a misnomer. The attack
    will not be truly distributed since there is only a handful of attacking
    hosts (Master Servers). And what's even better they all are under
    control of their respective owners that probably will care if most of
    their bandwidth will be consumed by rogue traffic.

    Yet I agree that the approach allows for bandwidth magnification since
    the Master Servers will probably have far better connectivity than an
    average script kiddie.

    Turning to mitigation techniques one could further argue that the server
    operators could improve their software resistance to this kind of abuse
    _without_ abandoning UDP or introducing a handshake. They will need to
    introduce rate limiting provisions into their code such that each IP
    address can request the server list only once in a certain period of
    time. It is possible though that with a certain combination of
    parameters (number of IP addresses kept, keep-alive period) this
    mitigation technique may become more resource intensive for the operator
    than switching to TCP.

    Bye
    Greg

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