Valve's Game Networking Sockets prior to version v1.2.0 improperly handles long unreliable segments in function SNP_ReceiveUnreliableSegment() when configured to support plain-text messages, leading to a Heap-Based Buffer Overflow and resulting in a memory corruption and possibly even a remote code execution.
CVSS:3.1/AV:N/AC:L/PR:N/UI:N/S:U/C:H/I:H/A:H
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