‘Counter Strike’ Bug Allows Hackers to Take over a PC with a Steam Invite
vice.com
vice.com
The most damning thing for me wasn't just the subreddits dedicated to just indexing valve's lack of attention, or the way they appear to genuinely make money off of the cheating ecosystem.
The worst was when I learned that VAC (their anti-cheating platform, IIRC) was so bad (at the time) that it appeared to only ban exact binary matches for detected cheats.
So if you wrote a cheat, that eventually, ages later did end up getting banned by VAC, all you would have to do would be to go back to your source, rename a few functions and files, recompile to a new binary, and you'd be good to go again.
As a sidenote, I just attempted to find the article that documented what I said above, and I found github repositories like this instead: https://github.com/danielkrupinski/VAC-Bypass The fact that things like this are front page google responses to phrases like "VAC Ban" (what I typed in google), really demonstrates just how abysmal Valve's performance is here.
The solution to cheating problems isn't necessarily technical, it's also social, and I think it reflects a bigger issue in our society, also present on social platforms. When anyone can interact with strangers and behave however they want, there's going to be trolls and others, motivated by the feeling that they can't be held accountable for ruining someone else's fun (or, just not realizing they are not having healthy interactions).
Lots of online platforms have developed lots of ways to cope with this, from karma systems to moderators, to social credits, to ID verification. Couldn't games take a page from that book?
Not the same level of frustration as a permaban. But I was pretty annoyed that I had to jump through hoops on a brand-new system. Really weird.
Rockstar only cared about cheating in GTA5 because people were duplicating in game money that Rockstar was trying to sell you for real money. They didn't care about cheating in GTA4 because it didn't affect any potential revenue since it only affected people who had already bought the game.
When my friends and I wrote some cheats in the past we used to hook VAC so that when it wanted to run we'd unload our hooks/cheats and let it complete scanning as normal, then once VAC was completed we'd re-hook and re-load our library/hooks.
This also allowed us to iterate on development by having live-reload of the .dll on disk by unhooking, reloading dll, and rehooking.
This was back in the days of Counter Strike: Source, when it first came out.
The day it was first released on macOS was fun too... Valve forgot to strip debug symbols on their macOS, so we were able to dump all of the debug symbols and get a much better idea on what to hook/look for and what the various structures were used for!
At least in the past, admins on servers had the option to intervene and ban people (although they could be bypassed as well). Nowadays games opt for having entirely managing servers, sadly.
Usually when someone accuses another player of cheating they are just tilted and reacting to getting out aimed or seeing something suspicious due to how netcode handles lag/ping differential with interpolation, which is adjustable.
I guess they're just printing so much money from the steam store that it's hard for anyone to care any more. I'm curious if we will ever see a great game out of valve again.
Most of the user base doesn't get sick from smooth locomotion though. Maybe teleport was better back when the project started in 2016, but in Q1 2020 especially after boneworks which came out in Q4 2019 people would see Alyx as dated. Smooth locomotion wasn't even in the game from a Q4 2019 build of the game. Continuous turning didn't even make it in until after the game was released.
Now I can handle smooth locomotion, but at the time it'd make my stomach lurch.
> I don't find there to be much replay value.
Second sentence:
> I played it once, speedran it a few times, and then played it with the developer commentary.
If that isn't replay value, what is? How often do you replay Single Player games _with_ replay value then?
I played Final Fantasy VII Remake twice, because they made the game so you can’t get everything by going though just once and I also wanted to get the PS trophies. So I replayed it, though I found it tedious and annoying at times. I don’t remember how many hours I spent but certainly under one hundred.
I’ve replayed all these games, but I wouldn’t say the latter has replay value.
I've played Alyx once and fully intend to play it again with developer commentary. Valve's commentary mode is always a treat. But beyond that I don't see myself coming back to it often. Just like with Portal.
On the other hand, I have played through Half-Life 2 quite a few times. Of course, there are also open world games like Breath of the Wild or Skyrim where I have many hundred hours of time spent.
I don't know what to suggest. Even Boneworks which is not "horror" is too scary for me. I walk through it with my tension level at 11. I made to chapter 7 before I decided it wasn't worth it to continue.
...but I also sort of liked that. :)
I guess scammers money is just as green.
There are loads of farming accounts that just walk in a circle. Why do they put those players in matches with real players. If you're not going to ban them then at least honeypot them.
All seems needlessly lackadaisical.
[On the topic of cheating, and as a comparison to CS:GO ... ] What's hilarious really is how common and in plain sight the Dota 2 cheats are: there are loads of cheat engines which people can even write their own Lua scripts to manage: and are hosted on Github. They have VK pages, customer support, registered companies, online reviews ... zero legal action taken against any of these companies that I'm aware of - and very limited work done to make the cheating more difficult.
Faceit is essentially the gold standard to be honest. definitely it if you want a higher level of gameplay without cheaters. Wish there was a faceit for silvers, though
The game that became 1.6 wasn't even their game. It was a mod for the original Half Life and they hired the modders after it got popular.
Then CS:Source came around the same time HL2 did. That is to say it exists only because HL2 did, and Source is just HL2 with guns (lol). It was very divisive in the pro scene and the majority of professional players rejected it.
GO's history is even worse. It wasn't even meant to exist at first; Hidden Path were porting CS:Source to consoles and Valve decided that it could live as its own game. They release it in 2012 and, by all accounts, it sucks. Nobody plays it. Things begin to change when they create a virtual economy (skins) and admittedly do actually improve the game a fair bit. It's only when the game sees those improvements (2013-14?) that the pro scene finally moves from 1.6 to GO.
So the situation in 2021: The most popular game on Steam is a game which, according to Valve themselves, shares 75-85% of its code with a game released almost 20 years ago (Half Life 2), and which everybody knows is a complete and utter mess under the hood (thanks in part due to the source code getting leaked, also thanks to ex-devs sharing their stories of their time working on CS:GO). This along with Valve being notorious for just not having the internal incentive structures to get bugs fixed (hence GO's spaghetti code)... it's easier to understand (but not excuse!) Valve's attitude for serious security flaws like these.
I am similar to you in that I have about 1000 hours in CS:GO, and I've spent many 1000s of hours watching the pro scene. I love Counter Strike, but with Valve the way it is, I don't see how these fundamental flaws will ever get fixed. Look at how they're allowing Valorant to decimate the North American CS scene, just like they allowed Overwatch to take from TF2's player base back in 2016.
Source hitboxes: https://youtu.be/fdRpYaQA8cU
At the time, many 1.6 players still had single/dual core CPUs and source would run at 20-80 fps, when gamers were just starting to get 100+ hz monitors. There was no mass migration of players, due to gameplay and performance issues. The game really wasn't ready for eSports level competition (and never improved to that point)
CGS failed after 2 years, and most of the pros retired afterwards.
During that time, the European 1.6 scene was flourishing. The death of the NA scene was a huge blow to international play. The compLexity roster that was drafted into CGS could have been one of the best NA teams of all time.
Fun fact, the first player drafted in CGS was a female. https://en.m.wikipedia.org/wiki/2007_Championship_Gaming_Ser...
Overwatch isn't really taking TF2's crowd though. On the surface they're similar, but mechanically they are worlds apart. Overwatch is highly polished; TF2 is downright clunky by comparison. But it allows custom servers and player scripting/mods. Blizzard is far too tight-fisted for that to realistically happen for Overwatch. TF2 also has all kinds of interesting movement mechanics due to the source engine, that overwatch just really doesn't have. Overwatch's format of merely 6-person teams means you can't really goof around like you can with TF2's 12 and 16-person teams.
I'm sure a lot of players checked out overwatch but didn't stop playing TF2 as they're simply very different games. TF2 also did release major updates albeit infrequently until the jungle inferno update back in ~2017. Now it's just radio silence apart from small seasonal updates.
I'm not as familiar with CS (only played a few dozen cs:go matches), but just from playing both that and valorant I feel like it's going to be a similar situation. Valorant is more polished but it just plays wildly different due to the player abilities.
Valve is neglectful regarding these games (look at how DotA 2 is treated by comparison), but I doubt trying to compete would've helped very much.
Overwatch got the Workshop in 2019, which, while a fairly limited visual programming thingamajig, still allows for some pretty impressive stuff.
Overwatch can be a different game now, but when it started it had a huge community that resembled TF2 at the start. It wasn’t at all about the mechanics.
The games aren't that dissimilar.
I also liked Project IGI - simple mission game. I am not into gaming really. Sniper Elite is like this by any chance?
These were the only games I liked and I'd like to try something like that again. I like normal/realistic game plays - no extra/exotic powers or sci-fi cartoonish elements to a game.
I hope Valorant kicks Valve into gear a bit. I have played many hours of both and CS:GO is a much better game (simplicity, balance, opportunity for individual skill) but we will see...
An interesting thing from an esport perspective: Riot tightly controls Valorant matches, whilst Valve will let anyone run and monetise a CS tournament. I think this will make CS a more healthy scene in the long run.
Other than that, it is mainly those washed players leaving, yes. Which still isn't healthy for the scene, and means the NA CS scene effectively doesn't exist any more (this isn't hyperbole, there are only two good NA teams right now and both were flown out to Europe by their orgs to compete there instead).
I'm sure it's a major main to maintain and occasionally add features to such an old codebase, but imo the apathy runs deeper than that.
Valorant anti-cheat is a throwback to early 2000s malware, not really years ahead.
We see this with other games as studios spend more time preparing "future IP" and less time preserving their existing. One example is Bungie's Destiny franchise. Studios need to continue monitoring - and interacting with - their playerbase to find a middle that satisfies all. Bungie made a decision a few months ago that has been reversed, per community feedback about the massively negative impact said decision would have on the game and its playerbase.
Studios like Valve, Bungie, and others truly need to step up what is essentially customer service, especially as the digital entertainment market only continues to grow and open up even more opportunities for success than before.
[1] https://www.statista.com/statistics/808773/csgo-revenue/
They also do little for scamming and impersonation. People send me and I've even randomly come across profiles that have cloned my own name/picture/profile page in an attempt to scam people by impersonating me (using my inventory page to lure them in, hoping they won't notice the URL).
Virtually every friend I have met through CSGO that has skins has gotten scammed out of at least $100. Any time I give friends a knife to borrow or to have, they immediately get dozens of friend requests from scammers. The first time I gave a friend a knife it was stolen within two weeks by a fairly sophisticated scam.
So I'll stick to cs:go and tf2 community servers, thanks.
Who is worth trusting? The answer is complicated and depends on many things. Anti cheat developers do not deserve anyone’s trust until they are open.
https://youtube.com/watch?v=ObhK8lUfIlc
https://www.theregister.com/2013/11/20/esea_gaming_bitcoin_f...
As in open source? I can't imagine that would go too well—my impression is that anti-cheat is almost entirely security by obscurity (because they have no other option; trying to beat the owner of the computer you're running on is a losing battle).
I real cost of hours spent with cheats on cs:go for me is too high.
Now they have made that mode free and it’s garbage once again. Oh well, it was great while it lasted...
I tried Face It to escape this, but it was even more toxic than match-making. No obvious hackers though.
Remote code execution vulnerabilities galore in games that haven't been patched in decades. UT99 servers can send dlls, so some even do it on purpose back then. It doesn't require much: imagine a RSS feed on a game menu. The parser has a RCE. The domain name expires. It doesn't take much.
For now, some anti cheat systems do not work on Linux. If that's the price to pay for avoiding these invasive tools, then so be it. I don't want a 0day in some random anti cheat system to ruin my day/year/life.
- https://snapcraft.io/docs/security-sandboxing
- https://docs.flatpak.org/en/latest/sandbox-permissions.html
However, in my (limited) experience, apps that actually do a lot of things have most of the sandbox features disabled anyway (network, disk access, etc.).
Note that AppImage is similar, but contains no sandboxing.
I've taken to running steam and other untrusted software under a separate user account. It's probably not ideal, and it's annoying to switch accounts to use certain software. But at least it may help limit the damage if the software is hacked as everything is contained within the throwaway account.
I'm sure one can do a lot better with selinux/apparmor/firejail, but it would probably take a lot of work to get it set up properly.
AppImage can be used with Firejail.
Firejail use is trivial to setup, we try to keep out of box breakage minimal but still strict, just `sudo apt install firejail && sudo firecfg` + a logout and back in. Disclosure: I am one of the core Firejail contributors.
Containers are _not_ safe, that's why Amazon created firecracker, and Google created gVisor.
Containers are a _convenience_, not a security measure. All security precautions apply to container apps as any other apps.
There have been some flatpak CVEs in the past, but I wonder what your claim of them not being secure is based on, other than general principles: yes, there could be a bug in the sandbox, but besides that?
https://www.youtube.com/watch?v=k238XpMMn38
The devs don't seem like they have enough time to deal with the code they have to write, let alone respond to security issues. (not their fault, of course)
Unfortunately most of the time they don't produce any results at all.
Last time I heard there was less than a dozen developers "in charge" of Steam. Everything else was an ancillary project that sprung up and shut down around it.
Valve has made enormous leaps in the quality of gaming on Linux. If they keep that up, I don't care if they never release or update another game ever again. They also designed the Index, which is probably the best VR headset on the market right now, and are engaged in VR research in general. HL Alyx (which I want to play, but don't have the hardware to do so yet) is basically a tech demo...and that's really what Valve has always done. They make tech demos that just happen to be full games that people like. The lack of a Half-Life game for so long speaks more about the lack of anything revolutionary in gaming for multiple decades.
I recommend going through @richgel999's tweets (he's an ex-Valver) for an exactly opposite opinion, with a plethora of arguments for it.
This is much worse than those situations, but luckily (and unluckily) I think the CSGO culture is fairly prepared to avoid random invites to parties.
- RCE through malicious game invite (reported 2 years ago)
https://twitter.com/the_secret_club/status/13808687591292969...
- RCE through loading a malicious map/level (reported 5 months ago)
https://twitter.com/the_secret_club/status/13809661705227509...
- RCE through connecting to a malicious game server (reported "months" ago)
https://twitter.com/the_secret_club/status/13809601207257333...
- RCE through connecting to a malicious game server, again (reported 2 years ago)
https://twitter.com/the_secret_club/status/13812019496479047...
- RCE through connecting to a malicious game server, again, again (reported a year ago)
https://twitter.com/bienpnn/status/1381616325391384577
The creator of SteamDB also says he was paid for an exploit that was never fixed...
https://twitter.com/thexpaw/status/1381621297982103553
...and one of the above RCE finders says Valve has fixed bugs in one game while not fixing it in others
Yes, you can easily avoid every exploit if you create a list of 1000 buttons to not click on in certain cases because they are "suspicious".
See https://www.osnews.com/story/131665/riot-games-maker-of-leag...
They're like in a similar situation to Google where nothing else they do is ever going to make more money than their primary source of income (Steam). Except instead of releasing a bunch of half-assed products which are eventually abandoned like Google does, Valve just does nothing.
Also, unlike Google, Valve is a private company. So they don't have any pressure from anyone to do anything. They just gotta have enough people in the office to keep Steam's servers running.
https://levvvel.com/games-with-kernel-level-anti-cheat-softw...
Both MS and Steam really need to work on locking down Windows.
A few games in Microsoft Store are actually properly sandboxed as the result. For example, We Happy Few.
As secret club shows alludes to on Twitter, it's a little jarring when you don't even receive a response from an entity that you're reporting to in good faith. It's more than disappointing. I feel for their frustration. I hope someone at Valve picks this up internally.
At this point you should probably assume all of Valve's products are riddled with security bugs that are being sold to the highest bidder and act accordingly.
Player with a multi million dollar skin inventory gets everything stolen and sues valve on the grounds that they were negligent custodians of their service.
https://secret.club/2020/10/30/alien-swarm-rce.html
Meanwhile CS:GO, their flagship game with over a million daily peak players, has numerous wormable RCEs reported and ignored for as long as 2 years.
Valve works in mysterious ways.
A CS:GO player getting an invite to play CS:GO from someone on their friends list isn't likely to raise any red flags
Edit: My mistake, I thought there were accept/deny buttons for invites. In the example video they only have a link: https://youtu.be/rNQn--9xR1Q
Holy shit, Valve. Really? Nearly two years later and this is still exploitable.
Edit, further on:
> This is not the first time Valve has been slow to respond and fix reported vulnerabilities. In 2018, Motherboard reported that a security researcher found a bug in Steam that allowed hackers to take over victims' computers—a bug that had been present for 10 years. In 2019, Valve banned a security researcher from its bug bounty program, prompting him to publish the exploit publicly.
I'm pretty appalled by this.
not to mention that the commands themselves obey absolutely zero *NIX conventions at all. Left a bad taste in my mouth ever since
Exploits aren't allowed. If a bug isn't considered an exploit and isn't explicitly against the rules they are fine to use them.
I can see how leaning into exploits for competitive can ruin the noncompetitive community, and later take out the competitive one that feeds off this community. I used to play chivalry: medieval warefare, which was a lot more fun of a game before the competitive community figured out the frame perfect meta and ruined the game for everyone else who doesn't have hours and hours of free time to throw at practicing the metagame alone, which is most gamers I imagine.
Yes, bugs are used competitively but communities will often come to consensus on which bugs are allowed and which aren't.
I think for the most part when you see a bug it's easy to tell if it'll be acceptable for competitive use. Bugs that allow enable more counterplay or raise skill ceilings are usually fine. Bugs that give you an unfair advantage or go against the spirit of the game are usually not.
FWIW I think bugs in the latter bucket should be fixed asap. While you can forbid exploits in a tournament, these kinds of bugs can ruin ladder play.
Following the rules doesn't get you very far when cheaters don't get punished.
Basically, I think you're letting Valve off the hook. Sure, the competitors shouldn't cheat, but Valve should also make sure they create an environment in which cheating isn't incentivised. In the world of software, a few years is a long time. Leaving a known bug that gives a massive competitive advantage unfixed for that long borders on negligence, especially when the fix is relatively trivial.
Yes Valve could do a better job at supporting esports. But there will always be in-game exploits as well as out of game methods to cheat so ultimately it is down to the individual participants to cheat or not.
Also these tournaments are run by third parties on third party servers. Valve isn't even involved except for a small role in the once a year majors (that haven't happened for like two years now). So saying this isn't enforced just because Valve didn't fix a bug makes no sense because Valve isn't the company that enforces these things anyways.
This is not true. Once the exploit became known, Valve released an update same day.