Description
A heap-based buffer overflow vulnerability exists in Konami's Metal Gear Online 3, originating from improper validation of lobby data fields related to kicked players. The affected function processes a list of kicked player identifiers using the lobby data key "kick_num" to determine the number of entries, and individual kicked player IDs supplied via keys in the format "kicked_id_%i". The function does not validate that "kick_num" falls within the expected bounds. The game design limits matches to a maximum of 16 players, and the corresponding buffer for storing kicked player IDs is sized accordingly. If "kick_num" exceeds this limit, the function continues writing the provided player IDs past the end of the intended buffer and into adjacent memory regions. These adjacent regions contain Steam callback handler structures responsible for processing lobby data updates, lobby messages, and other related events. By supplying an oversized "kick_num" value and appropriate "kicked_id_%i" fields, an attacker can overwrite fields within the callback handler structures, including function pointers and callback argument values. Successful exploitation may enable control-flow hijacking, potentially allowing arbitrary code execution within the game process.
Published: 2026-08-24
Score: n/a
EPSS: n/a
KEV: No
Impact: n/a
Action: n/a
AI Analysis

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Remediation

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History

Mon, 24 Aug 2026 15:15:00 +0000

Type Values Removed Values Added
Description A heap-based buffer overflow vulnerability exists in Konami's Metal Gear Online 3, originating from improper validation of lobby data fields related to kicked players. The affected function processes a list of kicked player identifiers using the lobby data key "kick_num" to determine the number of entries, and individual kicked player IDs supplied via keys in the format "kicked_id_%i". The function does not validate that "kick_num" falls within the expected bounds. The game design limits matches to a maximum of 16 players, and the corresponding buffer for storing kicked player IDs is sized accordingly. If "kick_num" exceeds this limit, the function continues writing the provided player IDs past the end of the intended buffer and into adjacent memory regions. These adjacent regions contain Steam callback handler structures responsible for processing lobby data updates, lobby messages, and other related events. By supplying an oversized "kick_num" value and appropriate "kicked_id_%i" fields, an attacker can overwrite fields within the callback handler structures, including function pointers and callback argument values. Successful exploitation may enable control-flow hijacking, potentially allowing arbitrary code execution within the game process.
Title Konami's Metal Gear Online 3 contains a heap-based buffer overflow
References

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cve-icon MITRE

Status: PUBLISHED

Assigner: certcc

Published:

Updated: 2026-08-24T16:11:06.391Z

Reserved: 2026-08-14T14:01:29.531Z

Link: CVE-2026-19874

cve-icon Vulnrichment

No data.

cve-icon NVD

Status : Received

Published: 2026-08-24T15:16:37.577

Modified: 2026-08-24T15:16:37.577

Link: CVE-2026-19874

cve-icon Redhat

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cve-icon OpenCVE Enrichment

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Weaknesses

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