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I have a friend who used to work at Valve as a software engineer - he mentioned to me that the entire source networking stack is chock full of unchecked buffers
by dafelst 6y ago
I have a friend who used to work at Valve as a software engineer - he mentioned to me that the entire source networking stack is chock full of unchecked buffers and all sorts of potential for fairly trivial RCEs, but due to Valve's internal structure (or lack thereof) there really isn't any incentive for anyone to fix them.
This was 5-6 odd years ago and he no longer works there, so things might have changed, but based on this tweet it seems unlikely.
- atat7024 6y agoGame devs don't optimize for security, because they're not incentivised to.
- pjmlp 6y agoAnd then their MMO/MMORPG server gets p0wned, with everyone taking advantage of extra virtual money, adding assets to their characters for free and auto aiming packet correction.
- serf 6y agoand, as evidenced by Grand Theft Auto and Counter-Strike, players continue playing with hackers. There is even reason for (say, for example) Rockstar to leave hackers alone in GTA : they act as artificial whales to lure real players into buying in-game currency in order to keep up/seek revenge. There are a few games I can think of off the top of my head that have a symbiotic relationship with hackers.
- gameswithgo 6y agoThe kind of hacking that happens in first person shooters has nothing to do with security failures. It is fundamentally impossible to stop aim bots. All you can do is continually play cat and mouse games to make it harder.
- happyconcepts 6y agoWhy is it fundamentally impossible to stop aimbots?
- chayleaf 6y agobecause it requires you to distinguish between a human's aim and a bot's aim, which is pretty much impossible with a good enough bot
- esrauch 6y agoI think Steam actually primarily catches cheaters by it seeing the other running software rather than looking at the input patterns. I'm not sure whether it would detect a cheat implemented via a camera and custom mouse hardware that sends usb events you didn't do. But I also think a lot of the hackers in both GTA and CS are cheating in ways that no regular user input could trigger, they're compromising the software at a lower level than that.
- schmorptron 6y agoFrom what I know, VAC (Valve Anti Cheat) just looks for processes running on the system and detects injections into CSs memory. Then, for CS:GO specifically there's Overwatch, in which players look at other reported players' gameplay to determine whether they were cheating, and VacNET which is a machine learning system trained on the data from Overwatch to detect aimbots that way. There's a really good talk that someone from valve gave about 3 years ago[0]. The bigger problem is that even with input recognition, one of the biggest problems are wallhacks, meaning you can see other players through walls which is an advantage that's almost as large as aimbotting in tactical shooters like CS. [0]: https://www.youtube.com/watch?v=kTiP0zKF9bc https://www.youtube.com/watch?v=kTiP0zKF9bc
- chayleaf 6y agoThe comment above was specifically about aimbots, i.e. cheats that mimic a person. Such cheats can be hidden from the system well enough for it to not know there is a program controlling the input. I'm not saying all kinds of cheats can stay 100% undetected and functional with enough effort on the hackers' side, that's obviously false.
- klodolph 6y agoThis is a common problem in other parts of the software industry, but Valve is missing a piece of the solution. The typical problem at software companies is that developers are incentivized only to write code for new features that will land them promotions and look good on their resume--but bugfixes and security work is not part of that. Management can counteract this with top-down initiatives. Programs like "fix-it week" or teams dedicated to security with different incentives in place. For example, Google suffers from the "promotion-oriented programming" about as badly as any other company, but they manage to take security seriously. Valve has "flat hierarchy", which goes in quotes because the hierarchy isn't really flat, it's just hidden. Because the hierarchy is hidden, it's harder to address large-scale problems like institutional priorities... because there are fewer people to delegate large-scale problems to.
- KyleSanderson 6y agoIndeed, there's still plenty of these.
- TazeTSchnitzel 6y ago> due to Valve's internal structure (or lack thereof) there really isn't any incentive for anyone to fix them This seems to be a common theme with problems at Valve.
- 2OEH8eoCRo0 6y agoThis seems common in the industry at large. At my job it's impossible to fix an issue unless someone specifically puts in a ticket for it. I look at all the bugs in the code taunting me. Little landmines either nobody has stepped on yet or was too lazy to write a ticket for. Some tickets languish for years in the tracking system we use until the almighty scrum master doles it out. I am in hell.
- bartvk 6y agoAt my previous client, the scrum master didn't decide 100% of the work, we could pick a small percentage of technical items to work on.
- Lutzb 6y agoThe scrum master decides the work? Why has agile become such a mess?
- bartvk 6y agoIt’s been a while, I actually forgot a bit about the process, and I got it mixed up. Point being: tasks without a clear business driver were regularly brought into the sprint by devs.
- 2OEH8eoCRo0 6y agoOther people choose their own tasks off the backlog. I chose my own and got a talking to. :) Our lead says that all work must come from the scrum master but in practice it is selectively enforced.