CVE-2026-19874
Konami's Metal Gear Online 3 contains a heap-based buffer overflow
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.
Attack profile
How easy it is to exploit
- Attack vector
- Network
- Complexity
- Low
- Privileges needed
- None
- User interaction
- None
What an attacker can affect
- Confidentiality
- None
- Integrity
- High
- Availability
- High
Exploit likelihood
What each source reports
CVE List Score used
9.1
Konami's Metal Gear Online 3 contains a heap-based buffer overflow
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.
- Record
CVE-2026-19874- CVSS 3.1
- 9.1 Critical
CVSS:3.1/AV:N/AC:L/PR:N/UI:N/S:U/C:N/I:H/A:H - Weakness
- CWE-122
- Updated
- 2026-11-02
EUVDEUVD-2026-64916
9.1
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.
- Record
EUVD-2026-64916- CVSS 3.1
- 9.1 Critical
CVSS:3.1/AV:N/AC:L/PR:N/UI:N/S:U/C:N/I:H/A:H - Updated
- 2026-11-02
GitHub AdvisoriesGHSA-ggf5-p56j-ccc2
9.1
A heap-based buffer overflow vulnerability exists in Konami's Metal Gear Online 3, originating...
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.
- Record
GHSA-ggf5-p56j-ccc2- CVSS 3.1
- 9.1 Critical
CVSS:3.1/AV:N/AC:L/PR:N/UI:N/S:U/C:N/I:H/A:H - Weakness
- CWE-122
- Updated
- 2026-11-02
NVD
9.1
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.
- Record
CVE-2026-19874- CVSS 3.1
- 9.1 Critical
CVSS:3.1/AV:N/AC:L/PR:N/UI:N/S:U/C:N/I:H/A:H - Weakness
- CWE-122
- Updated
- 2026-11-02
Affected products
Public exploits
Links only. Every CVE stores no exploit code.
| Source | Link | Date |
|---|---|---|
| PoC in GitHub | alicealys/mgo3-rce | 2026-07-08 |
History
| Recorded | Changed | Sources |
|---|---|---|
| first indexed | CVE List, EUVD, GitHub Advisories, NVD, PoC in GitHub |
Dates are when Every CVE recorded each change. Upstream dates may differ.
In short
CVE-2026-19874 is a critical vulnerability (CVSS 9.1) in Konami Metal Gear Online 3, published August 24, 2026. Public exploit code exists. EPSS puts the chance of exploitation in the next 30 days at 0.83%, the 57th percentile. No source names a fixed version.