[MCPE-13916] Segfault on changing worlds Created: 09/Mar/16 Updated: 21/Aug/17 Resolved: 21/Aug/17 |
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| Status: | Resolved |
| Project: | Minecraft (Bedrock codebase) |
| Component/s: | None |
| Affects Version/s: | 0.14.0 |
| Fix Version/s: | None |
| Type: | Bug | ||
| Reporter: | C S | ||
| Resolution: | Cannot Reproduce | Votes: | 0 |
| Labels: | None | ||
| Attachments: |
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| Confirmation Status: | Unconfirmed |
| Platform: | Phone - iOS - iPhone 6 Plus |
| Description |
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My client segfaults and crashes occasionally when switching worlds on a multiplayer server. So far I cannot recreate it every time, but it happens about 10% of the time and I have recreated it about a dozen times. I believe it may be related to switching worlds multiple times in quick succession, but I cannot be sure of that. The crash log from my phone is attached. Update: With about 60 tries on an iPhone 4 running iOS 7.1.2, I cannot recreate this issue using the same exact circumstances as causes the crashes on my iPhone 6 plus. |
| Comments |
| Comment by [Mojang] Mega_Spud (Jay Wells) [ 21/Aug/17 ] |
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This ticket has been resolved as 'Cannot Reproduce' as it has not been updated recently (1 year+) |
| Comment by AMAN4700 [ 08/Aug/16 ] |
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Please respond and add the current version if you can reproduce this issue. |
| Comment by C S [ 09/Mar/16 ] |
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I just want to point out, that this could theoretically cause a security issue like a remote-code-execution exploit. I don't have any proof of concept code and this may be infeasible in practice. But in an abstract theoretical sense, we have a situation in which a server that a user connects to can: If an attacker was able to disguise malicious code as chunk data and then redirect the flow of execution to that code, they could create a remote-code-execution exploit that could infect a phone just by having the user connect to the malicious server. So much arbitrary server-defined data alongside remotely triggerable memory-location inconsistencies (ie this bug) in assembly code is just dangerous. |
| Comment by C S [ 09/Mar/16 ] |
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I can also confirm that this happens on an iPhone 6s with iOS 9.2.1. |
| Comment by C S [ 09/Mar/16 ] |
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The exact circumstances could not feasibly be replicated on a local server, because the trigger that I have been able to use to recreate the issue is related to packet manipulation where multiple change-dimension packets are sent to the client in a short period of time. |
| Comment by rplatham [ 09/Mar/16 ] |
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Does this happen if the multiplayer server is running locally on one of your devices? |