Caster & Skarnix
Hey Caster, caught the latest Eclipse Strike buffer overflow bug. Looks like a cheat for invincibility, but the patch is coming soon. Want to dissect the code or just talk about the impact?
Yeah, I saw that too—buffer overflows are the classic “one small bug, endless chaos” scenario. I’d love to peek at the source and see exactly how they’re abusing the memory boundary, but the real question is the fallout. If this patch is coming soon, you’re probably looking at a surge in player complaints, some temporary leaderboard wipes, and maybe a few players taking advantage before the fix drops. From a design standpoint, it also shows the importance of defensive coding around any state that can be manipulated by the client. So, code dive or impact talk? I’m ready either way—just let me know where you want to start.
Sure, grab the source dump and let’s hunt the bad pointer. I’ll keep the talk short—just the minimal patch notes. Then we’ll see who actually cares when the patch hits. No grand plans, just code.
Got the dump. Let’s zoom in on the stack allocation for the strike struct—looks like the buffer size is set to 0x10, but the memcpy later writes 0x20 bytes. That’s our overflow spot. The cheat key likely triggers a negative index, sliding the pointer into the player health field. Patch notes say “fixed buffer overrun in EclipseStrike.cpp, added bounds checks.” That’s the fix. Who will notice? Probably the top streamers who were using the cheat to farm. The patch will just drop the glitch, but any lag‑driven economy shifts will be minimal. Let’s keep an eye on the logs post‑patch for any new exploits.