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Re: Masking error messages [Re: WretchedSid] #424450
06/16/13 14:39
06/16/13 14:39
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Budapest
Aku_Aku Offline OP
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Thanks for your reply JustSid.
Now, i am still waiting for a reply from the developers too.

Re: Masking error messages [Re: Aku_Aku] #424466
06/16/13 17:25
06/16/13 17:25
Joined: Jul 2000
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Frankfurt
jcl Offline

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I have no code for checking if an image is good or bad, and I also am not sure that such code can be found in online libraries, as it's an unusual task. Most libraries just assume that the image is good. So probably you have to code that yourself in a lite-C script.

Basically you need to do a consistency check of the header of any image format that you want to load. Dependent on the compression algorithm, you might also need to check the content.

Re: Masking error messages [Re: jcl] #424469
06/16/13 18:16
06/16/13 18:16
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Canada
WretchedSid Offline
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Originally Posted By: jcl
I also am not sure that such code can be found in online libraries, as it's an unusual task. Most libraries just assume that the image is good.

Sorry, but in that case you are using shitty libraries. All libraries I've mentioned above do check the image instead of simply trusting third party content.
Malicious images have been used as attack vectors for remote code execution and privilege escalation in the past, doing a quick search over the CVEs filed in the past few years yields dozens of results.

You might want to argue that it's just a game and no one cares about games, at least that's the attitude of mot game developers (CryTek famously screwed up their Diffie-Hellman handhsake implementation in Crysis), but I personally would prefer to spend a few more CPU cycles checking the image than publishing an attack vector into my users systems. YMMV.


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Re: Masking error messages [Re: WretchedSid] #424485
06/17/13 07:30
06/17/13 07:30
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There are no "shitty libraries", whatever that means. Maybe you misunderstood something. It is theoretically possible to transport malicious code in images, but no library will "check the image" for that. An image library is for loading images, not for detecting malicious content.

The only thing an image loader can do is checking the consistency of the image header, and this only to a certain degree. For PC games, the most common image loading library is DirectX, which is also used by Gamestudio. It tends to crash with bad images, so it seems not to do any checks of that kind. If you want to check the image in any way, you need to do that by script before loading it.

Re: Masking error messages [Re: jcl] #424505
06/17/13 16:37
06/17/13 16:37
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@jcl does it crash or does it throw exceptions?


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Re: Masking error messages [Re: Rackscha] #424508
06/17/13 17:23
06/17/13 17:23
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jcl Offline

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An exception is not an alternative to a crash, it is an event in a software program that happens _after_ a crash, and causes the error messages that are discussed in this thread.

http://en.wikipedia.org/wiki/Exception_handling

Re: Masking error messages [Re: jcl] #424567
06/18/13 18:26
06/18/13 18:26
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Noooot really. An exception is not always caused by a Crash. The core of it(and its handling) is the the rewinding of the stack to a known state including an id/message of what or why it happend.

Last edited by Rackscha; 06/18/13 18:27.

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Re: Masking error messages [Re: jcl] #425496
07/06/13 15:01
07/06/13 15:01
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Budapest
Aku_Aku Offline OP
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Originally Posted By: jcl
I have no code for checking if an image is good or bad, and I also am not sure that such code can be found in online libraries, as it's an unusual task. Most libraries just assume that the image is good. So probably you have to code that yourself in a lite-C script.

Basically you need to do a consistency check of the header of any image format that you want to load. Dependent on the compression algorithm, you might also need to check the content.

Thanks for your reply, excuse me for the late.

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