Luigi Auriemma

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 Post subject: Call of Duty 4 1.7 fix for the callvote buffer-overflow 0.1
PostPosted: 28 Sep 2009 21:37 

Joined: 28 Sep 2009 21:30
Posts: 39
First of all I would like to thank you Luigi for making this.

I followed step by step on how to patch this and was successfully able to patch it just fine. However, I still get this when I look at the server's desktop console screen:

WARNING: Reliable command is too long (1044/1024) and will be truncated: 'b 62 620 510 5000 41 132 179 2 0 13 1 3 90 115 2 0 9 0 50 60 180 3 0 6 0 44 60 56 4 0 6 0 57 60 61 5 0 6 0 2 50 57 0 0 5 0 29 50 109 3 0 5 0 11 50 205 5 1 5 0 19 50 186 6 1 5 0 7 40 108 1 0 4 0 37 40 265 1 0 4 0 1 40 211 2 0 4 0 9 40 213 3 0 4 0 53 40 87 8 0 4 0 15 30 55 4 0 3 0 59 30 80 5 0 3 0 47 30 172 6 0 3 0 55 24 83 4 0 2 2 52 22 51 2 0 2 1 60 20 54 3 0 2 0 56 20 53 4 0 2 0 4 20 108 5 0 2 0 45 10 178 1 0 1 0 43 10 182 4 0 1 0 54 10 175 4 0 1 0 61 2 53 3 0 0 1 14 0 174 2 0 0 0 0 0 294 4 0 0 0 10 0 117 5 0 0 0 5 0 64 5 0 0 0 62 0 -1 0 2 0 0 31 0 -1 0 2 0 0 46 0 -1 0 2 0 0 30 0 -1 0 2 0 0 23 0 -1 0 2 0 0 33 0 -1 0 2 0 0 48 0 -1 0 2 0 0 35 0 -1 0 2 0 0 49 0 -1 0 2 0 0 28 0 -1 0 2 0 0 22 0 -1 0 2 0 0 39 0 -1 0 2 0 0 51 0 -1 0 2 0 0 27 0 -1 0 2 0 0 21 0 -1 0 2 0 0 26 0 -1 0 2 0 0 20 0 -1 0 2 0 0 24 0 -1 0 2 0 0 18 0 -1 0 2 0 0 34 0 -1 0 2 0 0 17 0 -1 0 2 0 0 38 0 -1 0 2 0 0 16 0 -1 0 2 0 0 42 0 -1 0 2 0 0 13 0 -1 0 2 0 0 40 0 -1 0 2 0 0 25 0 -1 0 2 0 0 36 0 -1 0 2 0 0 12 0 -1 0 2 0 0 8 0 -1 0 2 0 0 6 0 -1 0 2 0 0 32 0 -1 0 2 0 0'

Now so far the server has not crashed yet, but I thought the whole point of the callvote buffer-overflow fix was to make it so it would allow more than 1024 characters? If it still does that warning and the server never crashes I am ok with that, but when I saw this I was simply alarmed is all. Any ideas? Or do I need to not worry about it?

Thanks.


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 Post subject: Re: Call of Duty 4 1.7 fix for the callvote buffer-overflow 0.1
PostPosted: 28 Sep 2009 22:15 

Joined: 13 Aug 2007 21:44
Posts: 4068
Location: http://aluigi.org
the problem you have encountered is absolutely not related to the callvote overflow or the "Attempted to overrun string in call to va()" bugs, it's just a different thing and luckily is not a problem at all

basicly it simply tells you that was necessary to truncate that string to avoid problems for the server which (as you confirm) continue to run perfectly.
I can't say what cause a so big reliable command but "could" be related to a mod or to a too high number of players or something else (I have never played with cod4 so don't know more).

anyway don't worry.


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 Post subject: Re: Call of Duty 4 1.7 fix for the callvote buffer-overflow 0.1
PostPosted: 28 Sep 2009 23:54 

Joined: 28 Sep 2009 21:30
Posts: 39
Ah ok. Well I run your fake client for CoD4 which works great, but run it at 62 fake clients on our 64 man server. Do you think if I lowered the fake clients to 48 it would help?

I read the info listed here by you: http://aluigi.org/adv/cod4vamap-adv.txt and I understand that if somebody has joined the server and has exploited this vulnerability through the sending of a command longer than 1024 bytes causing the immediate termination of the server, but I am thinking this has to be caused from the fake client that I run since I run it at 62 slots.

Is there anyway at all to make it so the max characters can be more than 1024 to prevent truncating? Here is the last part of the log before the server just now crashed.

*
Error: started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
Error: ************************************
dvar set cl_paused 0
dvar set loc_language 0
dvar set loc_forceEnglish 0
dvar set com_errorTitle Error
dvar set com_errorMessage script runtime error
(see console for details)
exceeded maximum number of script variables
********************
ERROR: script runtime error
(see console for details)
exceeded maximum number of script variables
********************
----- Server Shutdown -----
Sending heartbeat to cod4master.activision.com
==== ShutdownGame (1) ====


Last edited by DPGmaximus on 29 Sep 2009 00:04, edited 1 time in total.

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 Post subject: Re: Call of Duty 4 1.7 fix for the callvote buffer-overflow 0.1
PostPosted: 29 Sep 2009 00:04 

Joined: 13 Aug 2007 21:44
Posts: 4068
Location: http://aluigi.org
for the fake players I don't know if they could be the cause of the too long reliable command or this script error, these are things related to the game and possibly to some modifications running on your server, so it's a field on which I don't have knowledge.

while for the 1024 truncating the fact is that even if you could be able to raise this limit then it "could" be applied by the client (obviously it's an hypothesis) causing worst effects.


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 Post subject: Re: Call of Duty 4 1.7 fix for the callvote buffer-overflow 0.1
PostPosted: 02 Oct 2009 07:31 

Joined: 28 Sep 2009 21:30
Posts: 39
I went ahead and put our server at 48 slots and it hasn't crashed since. I installed the other patches that you have and as a result our server has not crashed since last Sunday. Thank you very much for creating these fixes Luigi! Its much appreciated :).


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 Post subject: Re: Call of Duty 4 1.7 fix for the callvote buffer-overflow 0.1
PostPosted: 09 Oct 2009 02:43 

Joined: 28 Sep 2009 21:30
Posts: 39
Hi Luigi. Our CoD4 TDM server has still not crashed one single time from dropping it down to 48 slots over a week ago. However, our CoD5 servers went about 3 days before it started crashing, but thought it was just because CoD5 obviously has some more bugs that need to be addressed. As of lately though our server has been crashing just about every 2 - 4 hours. So I thought I would take another look into it and found this:

http://www.fpsadmin.com/forum/showthread.php?p=76568#post76568 apparently there are a lot of other admins having the same problem as me.

Now as you know I have put the patches you have made onto our server and even tested to see if I could crash our own server by executing the following commands while in our CoD5 servers:

/exec cod4map.cfg

and

/exec cod4va.cfg and nothing happened. I went to one of our other test servers that did not have the unofficial patch you had made and it crashed it when execing the codva.cfg. Now one thing that I find wierd is that before if our server crashed it would still show the CoD5 server console on the desktop minimized in which it would say "server not running". Now if the server crashes it simply dissappears completely from the desktop screen instead of staying minimized like before. Any ideas?


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 Post subject: Re: Call of Duty 4 1.7 fix for the callvote buffer-overflow 0.1
PostPosted: 09 Oct 2009 12:14 

Joined: 13 Aug 2007 21:44
Posts: 4068
Location: http://aluigi.org
so basicly you are experiencing the effects of a new bug of which you have no details right?
uhmmm would be useful if you can attach ollydbg to the server so that when it crashes you can see where the problem happened and maybe I could understand it.
this is an operation which can be done only if you have full access to the server (like local server or vnc access).

have you noticed something particular before the crash?
like the calling of a vote or the joining of a new user or something similar or even unusual


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 Post subject: Re: Call of Duty 4 1.7 fix for the callvote buffer-overflow 0.1
PostPosted: 12 Oct 2009 05:47 

Joined: 28 Sep 2009 21:30
Posts: 39
aluigi wrote:
have you noticed something particular before the crash?


Yes. I was able to catch this right before the server crashed and dissapeared from the desktop server console screen. This is what it says:

Dedicated server: Session update failure, rejecting incoming connection
Dedicated server: Session update failure, rejecting incoming connection
Rcon from 70.79.178.76:4752:
sv_connecttimeout
Rcon from 70.79.178.76:4754:
sv_kickbantime
Rcon from 70.79.178.76:4774:
sv_kickbantime
Rcon from 70.79.178.76:4776:
sv_maxping
Freeing Corpse 0 entnum 64 70734600 70841800
Cloning Player entnum 10 70841800
Rcon from 70.79.178.76:4778:
sv_connecttimeout
Rcon from 70.79.178.76:4799:
sv_connecttimeout
Freeing Corpse 1 entnum 65 70736800 70851400
Cloning Player entnum 16 70851400
Dedicated server: Session update failure, rejecting incoming connection
Freeing Corpse 2 entnum 66 70773750 70857350
Cloning Player entnum 2 70857350
SetTargetEnt() called on a non-broadcasting entity, may not show in client snapshots.SetTargetEnt() called on a non-broadcasting entity, may not show in client snapshots.Dedicated server: Session update failure, rejecting incoming connection
SetTargetEnt() called on a non-broadcasting entity, may not show in client snapshots.SetTargetEnt() called on a non-broadcasting entity, may not show in client snapshots.SetTargetEnt() called on a non-broadcasting entity, may not show in client snapshots.SetTargetEnt() called on a non-broadcasting entity, may not show in client snapshots.Rcon from 66.225.232.196:1170:
status
Freeing Corpse 3 entnum 67 70775950 70858600
Cloning Player entnum 9 70858600
Rcon from 66.225.232.196:1170:
say
Dedicated server: Session update failure, rejecting incoming connection
Freeing Corpse 4 entnum 68 70784850 70861900
Cloning Player entnum 10 70861900
Dedicated server: Session update failure, rejecting incoming connection
Rcon from 70.79.178.76:1373:
sv_maxping
Rcon from 70.79.178.76:1375:
sv_connecttimeout
Rcon from 70.79.178.76:1389:
sv_connecttimeout
Dedicated server: Session update failure, rejecting incoming connection
Hitch warning: 1381 msec frame time
Dedicated server: Session update failure, rejecting incoming connection
Dedicated server: Session update failure, rejecting incoming connection
Dedicated server: Session update failure, rejecting incoming connection

It says this everytime before it crashes yet it never writes any of that to the log file, but yet the log file reports everything else.


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 Post subject: Re: Call of Duty 4 1.7 fix for the callvote buffer-overflow 0.1
PostPosted: 12 Oct 2009 12:40 

Joined: 13 Aug 2007 21:44
Posts: 4068
Location: http://aluigi.org
the only thing I see are many rcon commands sends from the IP 70.79.178.76 and only one from 66.225.232.196, and all are valid because if the password was wrong was visualized the "Bad rcon" log.
for the rest expect for that "SetTargetEnt" message I don't see strange things, but not being a player/admin I don't have enough experience to judge it


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