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Vuln ID | Summary | CVSS Severity |
---|---|---|
CVE-2019-10069 |
In Godot through 3.1, remote code execution is possible due to the deserialization policy not being applied correctly. Published: May 31, 2019; 6:29:01 PM -0400 |
V4.0:(not available) V3.0: 9.8 CRITICAL V2.0: 7.5 HIGH |
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. game server, or game client). Could be triggered by multiplayer opponent. This vulnerability appears to have been fixed in 2.1.5, 3.0.6, master branch after commit feaf03421dda0213382b51aff07bd5a96b29487b. Published: August 20, 2018; 4:29:01 PM -0400 |
V4.0:(not available) V3.0: 7.5 HIGH V2.0: 5.0 MEDIUM |