Valve's Game Networking Sockets prior to version v1.2.0 improperly handles long unreliable segments in function SNP_ReceiveUnreliableSegment() when configured to support plain-text messages, leading to a Heap-Based Buffer Overflow and resulting in a memory corruption and possibly even a remote code execution.
{
"cpe": "cpe:2.3:a:valvesoftware:game_networking_sockets:*:*:*:*:*:*:*:*",
"extracted_events": [
{
"introduced": "0"
},
{
"fixed": "1.2.0"
}
],
"source": [
"CPE_RANGE",
"REFERENCES"
]
}