彙總 godotengine 相關全部產品的 CVE 與安全漏洞情報,包括 CVSS、EPSS、公開時間與漏洞情報資料。
已披露問題常與 緩衝區溢位與記憶體損壞 相關,可能在 軟體部署與生產負載 場景中帶來 應用程式崩潰與記憶體損壞 等暴露風險。
相關漏洞資料主要來源於公開漏洞披露與安全公告,可用於評估歷史漏洞暴露面與修補優先順序。
| CVE | 摘要 | 來源 | 最高 CVSS | EPSS % | 公開時間 | 更新時間 |
|---|---|---|---|---|---|---|
| CVE-2021-26826 | A stack overflow issue exists in Godot Engine up to v3.2 and is caused by improper boundary checks when loading .TGA image files. Depending on the context of the application, attack vector can be local or remote, and can lead to code execution and/or system crash. | [email protected] | 7.8 | 0.65% | 2021-02-08 | 2024-11-21 |
| CVE-2021-26825 | An integer overflow issue exists in Godot Engine up to v3.2 that can be triggered when loading specially crafted.TGA image files. The vulnerability exists in ImageLoaderTGA::load_image() function at line: const size_t buffer_size = (tga_header.image_width * tga_header.image_height) * pixel_size; The bug leads to Dynamic stack buffer overflow. Depending on the context of the application, attack vector can be local or remote, and can lead to code execution and/or system crash. | [email protected] | 7.8 | 0.65% | 2021-02-08 | 2024-11-21 |
| CVE-2019-10069 | In Godot through 3.1, remote code execution is possible due to the deserialization policy not being applied correctly. | [email protected] | 9.8 | 6.60% | 2019-05-31 | 2024-11-21 |
| CVE-2018-1000224 | Godot Engine version All versions prior to 2.1.5, all 3.0 versions prior to 3.0.6. contains a Signed/unsigned comparison, wrong buffer size chackes, integer overflow, missing padding initialization vulnerability in (De)Serialization functions (core/io/marshalls.cpp) that can result in DoS (packet of death), possible leak of uninitialized memory. This attack appear to be exploitable via A malformed packet is received over the network by a Godot application that uses built-in serialization (e.g. g | [email protected] | 7.5 | 13.16% | 2018-08-20 | 2024-11-21 |