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nmapUlrik HaugenNMAP:QUAKE1-INFO.NSE
HistoryMar 07, 2014 - 5:28 p.m.

quake1-info NSE Script

2014-03-0717:28:40
Ulrik Haugen
nmap.org
72

9.8 High

CVSS3

Attack Vector

NETWORK

Attack Complexity

LOW

Privileges Required

NONE

User Interaction

NONE

Scope

UNCHANGED

Confidentiality Impact

HIGH

Integrity Impact

HIGH

Availability Impact

HIGH

CVSS:3.0/AV:N/AC:L/PR:N/UI:N/S:U/C:H/I:H/A:H

10 High

CVSS2

Access Vector

NETWORK

Access Complexity

LOW

Authentication

NONE

Confidentiality Impact

COMPLETE

Integrity Impact

COMPLETE

Availability Impact

COMPLETE

AV:N/AC:L/Au:N/C:C/I:C/A:C

0.973 High

EPSS

Percentile

99.8%

Extracts information from Quake game servers and other game servers which use the same protocol.

Quake uses UDP packets, which because of source spoofing can be used to amplify a denial-of-service attack. For each request, the script reports the payload amplification as a ratio. The format used is response_bytes/request_bytes=ratio

<http://www.gamers.org/dEngine/quake/QDP/qnp.html&gt;

Example Usage

nmap -n -sU -Pn --script quake1-info -pU:26000-26004 -- &lt;target&gt;

Script Output

PORT      STATE SERVICE
26000/udp open  quake
| quake1-info:
|   server info exchange payload amplification: 59/12=4.916667
|   listen address: 10.200.200.10:26000
|   server name: An anonymous Debian server
|   level name: dm1
|   players: 1/8
|   player table
|     player 1: fragmeister
|       player info exchange payload amplification: 49/6=8.166667
|       client address: 192.168.0.10:40430
|       connect time: 55587 secs
|       frags: -1
|       shirt: green3
|       pants: orange6
|_  protocol version: released (0x3)

Requires


local comm = require "comm"
local nmap = require "nmap"
local stdnse = require "stdnse"
local string = require "string"
local table = require "table"

description = [[
Extracts information from Quake game servers and other game servers
which use the same protocol.

Quake uses UDP packets, which because of source spoofing can be used to amplify
a denial-of-service attack. For each request, the script reports the payload
amplification as a ratio. The format used is
<code>response_bytes/request_bytes=ratio</code>

http://www.gamers.org/dEngine/quake/QDP/qnp.html
]]

---
-- @usage
-- nmap -n -sU -Pn --script quake1-info -pU:26000-26004 -- <target>
--
-- @output
-- PORT      STATE SERVICE
-- 26000/udp open  quake
-- | quake1-info:
-- |   server info exchange payload amplification: 59/12=4.916667
-- |   listen address: 10.200.200.10:26000
-- |   server name: An anonymous Debian server
-- |   level name: dm1
-- |   players: 1/8
-- |   player table
-- |     player 1: fragmeister
-- |       player info exchange payload amplification: 49/6=8.166667
-- |       client address: 192.168.0.10:40430
-- |       connect time: 55587 secs
-- |       frags: -1
-- |       shirt: green3
-- |       pants: orange6
-- |_  protocol version: released (0x3)
--
-- @xmloutput
-- <elem key="server_ratio">59/12=4.916667</elem>
-- <elem key="listen_address">10.200.200.10:26000</elem>
-- <elem key="server_name">An anonymous Debian server</elem>
-- <elem key="level_name">dm1</elem>
-- <elem key="players">1/8</elem>
-- <table key="player_table">
--   <table key="player 1">
--     <elem key="player_ratio">49/6=8.166667</elem>
--     <elem key="name">fragmeister</elem>
--     <elem key="client_address">192.168.0.10:40430</elem>
--     <elem key="connect_time">55587 secs</elem>
--     <elem key="frags">-1</elem>
--     <elem key="shirt">green3</elem>
--     <elem key="pants">orange6</elem>
--   </table>
-- </table>
-- <elem key="protocol_version">released (0x3)</elem>


categories = {"default", "discovery", "safe", "version"}
author = "Ulrik Haugen"
copyright = "Linköpings universitet 2014, Ulrik Haugen 2014"
license = "Same as Nmap--See https://nmap.org/book/man-legal.html"


--- Proceed with action on open/open|filtered udp ports in interval
-- [26000, 26004] and whatever Quake is listed under in nmap-services.
function portrule(host, port)
  return (port.state == 'open' or port.state == 'open|filtered')
  and port.protocol == 'udp'
  and ((26000 <= port.number and port.number <= 26004)
    or port.service == 'quake')
  and nmap.version_intensity() >= 7
end


--- Like assert but put /message/ in the ERROR key in /results_table/ to
-- better suit collate_results and pass 0 as level to error to ensure
-- the error message will not be prefixed with file and line number.
-- /results_table/ may be left out.
local function assert_w_table(condition, message, results_table)
  if condition then
    return condition
  else
    results_table = results_table or {}
    results_table.ERROR = message
    error(results_table, 0)
  end
end


-- Protocol constants and tables.
local ctrl_pkt_type = 0x8000
local ccreq_server_info = 0x02
local ccrep_server_info = 0x83
local ccreq_player_info = 0x03
local ccrep_player_info = 0x84
local game_name = "QUAKE"
local net_protocol_versions = {
  [ 0x01 ] = "qtest1",
  [ 0x02 ] = "unknown",
  [ 0x03 ] = "released"
}
local net_protocol_released = 0x03
local color_codes = {
  [ 0x0 ] = "gray0",
  [ 0x1 ] = "brown1",
  [ 0x2 ] = "lavender2",
  [ 0x3 ] = "green3",
  [ 0x4 ] = "red4",
  [ 0x5 ] = "light green5",
  [ 0x6 ] = "orange6",
  [ 0x7 ] = "light brown7",
  [ 0x8 ] = "violet8",
  [ 0x9 ] = "pink9",
  [ 0xa ] = "beige10",
  [ 0xb ] = "green11",
  [ 0xc ] = "yellow12",
  [ 0xd ] = "blue13"
}


--- Request player info from /host/:/port/ for player /id/, return
-- player info as a table on success and raise an error on failure.
local function get_player_info(host, port, id)
  local player_info = stdnse.output_table()
  local req_pl = string.pack('>I2 I2 BB',
    ctrl_pkt_type,     -- packet type
    2+2+1+1,           -- packet length
    ccreq_player_info, -- operation code
    id - 1)            -- player number (0 indexed)
  -- iptables -m u32 --u32 '0x1c=0x80000006&&0x1d&0xff=0x03'

  local status, rep_pl = comm.exchange(host, port, req_pl)
  assert_w_table(status, "No response to request for player info")
  assert_w_table(#rep_pl >= 4, "Response too small for packet header")

  player_info.player_ratio = string.format("%d/%d=%f",
    rep_pl:len(), req_pl:len(),
    rep_pl:len()/req_pl:len() )

  local rep_pkt_type, rep_pl_len, pos = string.unpack('>I2 I2', rep_pl)
  assert_w_table(rep_pl_len == rep_pl:len(),
    string.format("Incorrect reply packet length: %d"
      .. " received, %d bytes in packet",
      rep_pl_len, rep_pl:len()),
    player_info)
  local term_pos = rep_pl_len + 1
  assert_w_table(rep_pkt_type == ctrl_pkt_type,
    "Bad reply packet type", player_info)

  -- frags and connect_time are sent little endian:
  local rep_opc, player_id, name, colors, frags, connect_time, client_address, pos = string.unpack('>BBzBxxx<i4I4>z', rep_pl, pos)
  assert_w_table(pos == term_pos, "Error parsing reply (packet type/ length)",
    player_info)
  assert_w_table(rep_opc == ccrep_player_info,
    string.format("Incorrect operation code 0x%x in reply,"
      .. " should be 0x%x",
      rep_opc, ccrep_player_info),
    player_info)

  player_info.name = name
  player_info.client_address = client_address
  player_info.connect_time = string.format("%d secs", connect_time)
  player_info.frags = frags
  player_info.shirt = color_codes[colors >> 4] or "INVALID"
  player_info.pants = color_codes[colors & 0x0f] or "INVALID"
  return player_info
end


--- Request player info from /host/:/port/ for players [1,
-- /cur_players/], return player infos or errors in a table.
local function get_player_table(host, port, cur_players)
  local player_table = stdnse.output_table()
  for id = 1, cur_players do
    -- At this point we have established that the target is a Quake
    -- game server so lost ccreq or ccrep player info packets are
    -- merely noted in the output, they don't abort the script.
    local status, player_info = pcall(get_player_info, host, port, id)
    player_table[string.format("player %d", id)] = player_info
  end
  return player_table
end


--- Request server info and possibly player infos from /host/:/port/,
-- return server info and any player infos as a table on success and
-- raise an error on failure.
local function get_server_info(host, port)
  local server_info = stdnse.output_table()
  local req_pl = string.pack('>I2I2BzB',
    ctrl_pkt_type,             -- packet type
    2+2+1+game_name:len()+1+1, -- packet length
    ccreq_server_info,         -- operation code
    game_name,
    net_protocol_released)     -- net protocol version
  -- iptables -m u32 --u32 '0x1c=0x8000000c&&0x20=0x02515541&&0x24=0x4b450003'

  local status, rep_pl = comm.exchange(host, port, req_pl)
  assert_w_table(status, "No response to request for server info")
  assert_w_table(#rep_pl >= 4, "Response too small for packet header")

  nmap.set_port_state(host, port, 'open')
  server_info.server_ratio = string.format("%d/%d=%f",
    rep_pl:len(), req_pl:len(),
    rep_pl:len()/req_pl:len())

  local rep_pkt_type, rep_pl_len, pos = string.unpack('>I2 I2', rep_pl)
  assert_w_table(rep_pkt_type == ctrl_pkt_type,
    string.format("Bad reply packet type 0x%x, expected 0x%x",
    rep_pkt_type, ctrl_pkt_type), server_info)
  assert_w_table(rep_pl_len == rep_pl:len(),
    string.format("Bad reply packet length: %d received,"
      .. " %d bytes in packet",
    rep_pl_len, rep_pl:len()), server_info)
  local term_pos = rep_pl_len + 1

  local rep_opc, pos = string.unpack('>B', rep_pl, pos)
  assert_w_table(rep_opc == ccrep_server_info,
    string.format("Bad operation code 0x%x in reply,"
      .. " expected 0x%x",
    rep_opc, ccrep_server_info), server_info)
  local server_address, server_host_name, level_name, cur_players, max_players, net_protocol_version, pos = string.unpack('>zzzBBB', rep_pl, pos)
  assert_w_table(pos == term_pos, "Error parsing reply (packet type/length)",
    server_info)

  port.version.name = "quake"
  port.version.product = "Quake 1 server"
  port.version.version = net_protocol_versions[net_protocol_version]
  nmap.set_port_version(host, port)

  local player_table = get_player_table(host, port, cur_players)

  server_info.listen_address = server_address
  server_info.server_name = server_host_name
  server_info.level_name = level_name
  server_info.players = string.format("%d/%d", cur_players, max_players)
  server_info.player_table = player_table
  server_info.protocol_version = string.format(
    "%s (0x%x)",
    net_protocol_versions[net_protocol_version], net_protocol_version)
  return server_info
end


--- Return a function from structured to unstructured output indenting
-- nested tables /offset/ or two spaces with special treatment of name
-- keys and optionally using /xlate_key/ to format keys.
local function make_formatter(offset, xlate_key)
  offset = offset or 2
  xlate_key = xlate_key or function(key) return key:gsub("_", " ") end

  --- Format /results_table/ as a string starting /indent/ or zero
  -- steps from the margin for the name key and adding offset steps
  -- for other table contents and again for the contents of nested
  -- tables.
  local function formatter(results_table, indent)
    indent = indent or 0
    local output = {}

    if results_table.name then
      table.insert(output,
        string.format("%s%s", ({ [ false ] = ": ",
            [ true ] = "\n" })[indent == 0],
        results_table.name))
    end

    for key, value in pairs(results_table) do
      -- name is printed already
      if key ~= 'name' then
        if type(value) == 'table' then
          table.insert(output,
            string.format("\n%s%s",
              string.rep(" ", indent + offset),
            xlate_key(key)))
          table.insert(output, formatter(value, indent + offset))
        else
          table.insert(output,
            string.format("\n%s%s: %s",
              string.rep(" ", indent + offset),
            xlate_key(key), value))
        end
      end
    end
    return table.concat(output, '')
  end

  return formatter
end


--- Use /formatter/ to produce unstructured output from
-- /results_table/ considering /status/. Return structured and
-- unstructured output.
local function collate_results(formatter, status, results_table)
  if not status and nmap.debugging() < 1 then
    return nil
  end
  return results_table, formatter(results_table)
end


--- Nmap entry point.
function action(host, port)
  local xlate_table = {
    player_ratio = "player info exchange payload amplification",
    server_ratio = "server info exchange payload amplification",
  }

  local function xlate_key(key)
    return xlate_table[key] or key:gsub("_", " ")
  end

  return collate_results(make_formatter(nil, xlate_key),
    pcall(get_server_info, host, port))
end

9.8 High

CVSS3

Attack Vector

NETWORK

Attack Complexity

LOW

Privileges Required

NONE

User Interaction

NONE

Scope

UNCHANGED

Confidentiality Impact

HIGH

Integrity Impact

HIGH

Availability Impact

HIGH

CVSS:3.0/AV:N/AC:L/PR:N/UI:N/S:U/C:H/I:H/A:H

10 High

CVSS2

Access Vector

NETWORK

Access Complexity

LOW

Authentication

NONE

Confidentiality Impact

COMPLETE

Integrity Impact

COMPLETE

Availability Impact

COMPLETE

AV:N/AC:L/Au:N/C:C/I:C/A:C

0.973 High

EPSS

Percentile

99.8%

Related for NMAP:QUAKE1-INFO.NSE