A vulnerability in Godot Engine (all versions prior to 2.1.5 and all 3.0 versions prior to 3.0.6) exists in the (de)serialization functions within core/io/marshalls.cpp. The issue is due to signed/unsigned comparison errors, incorrect buffer size checks, integer overflows, and missing padding initialization. This can be exploited by sending a malformed packet over the network to a Godot application using built-in serialization, potentially leading to denial of service (DoS) or leakage of uninitialized memory.
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1 valid exploit after Mallory filtered fakes, detection scripts, and README-only repos.
This repository contains a proof-of-concept exploit for a vulnerability in the Godot Engine's UDP packet deserialization. The structure includes three main directories: Client, Local, and Server, each with Godot project files and GDScript code. The Client/main.gd script sends UDP packets, including a specifically crafted 'malicious' packet (PoolByteArray([20, 0, 0, 0, 0, 0, 0, 255])) to 127.0.0.1:1025, which is intended to crash or disrupt the server implemented in Server/main.gd. The Local/main.gd script demonstrates local deserialization issues but is not networked. The exploit demonstrates how a remote attacker could crash a Godot-based UDP server by sending a malformed packet. The code is written in GDScript and is intended as a proof-of-concept for research or vulnerability demonstration purposes.
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