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<base href="https://bugzilla.icculus.org/" />
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<th>Bug ID</th>
<td><a class="bz_bug_link
bz_status_NEW "
title="NEW - A specially crafted client can change/send sv_serverid back to the server causing a new gamestate."
href="https://bugzilla.icculus.org/show_bug.cgi?id=6324">6324</a>
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<th>Summary</th>
<td>A specially crafted client can change/send sv_serverid back to the server causing a new gamestate.
</td>
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<th>Product</th>
<td>ioquake3
</td>
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<th>Version</th>
<td>unspecified
</td>
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<th>Hardware</th>
<td>All
</td>
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<th>OS</th>
<td>All
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<th>Status</th>
<td>NEW
</td>
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<th>Severity</th>
<td>major
</td>
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<th>Priority</th>
<td>P3
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<th>Component</th>
<td>Misc
</td>
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<th>Assignee</th>
<td>zachary@ioquake.org
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<th>Reporter</th>
<td>ensiform@gmail.com
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<th>QA Contact</th>
<td>quake3-bugzilla@icculus.org
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<p>
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<pre>If a malicious client changes the value of the recieved sv_serverid to be sent
back during CL_WritePacket->SV_UserMove, they will be sent a new gamestate and
reload the map without dying or causing clientdisconnect/begin. No flags
dropped etc either.
This is similar to the behavior of the `donedl` exploit.
I have no idea how to actually prevent spoofed values (when received back on
the server) while retaining ability to allow the different serverid support for
download code and map_restart.</pre>
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