
Date: Sun, 27 Mar 2022 15:10:41 +0300 From: ariel.byd@...il.com To: osssecurity@...ts.openwall.com Subject: Re: zlib memory corruption on deflate (i.e. compress) If the match lengths are uniformly distributed between 3 and 258, you’ll get exactly 8 bits per length  not less due to entropy considerations, not more since N3 is a valid Huffman encoding with 8 bits per character. Actually, maybe not. I think 258 can be encoded as either “284 31” or “285”, and if the encoder always chooses the “285” encoding (leaving “284 31” useless) you might have 257 characters, you might need some 9bit characters. I think it’s possible to bound that by 1/64 bit per character but I have not proven it. Similarly for distances uniformly distributed between 1 and 32768. That’s a total of 23 bits per code. > On 27 Mar 2022, at 12:31, Eric Biggers <ebiggers@...nel.org> wrote: > > On Sat, Mar 26, 2022 at 09:52:17AM 0700, Tavis Ormandy wrote: >> One question remains  does this *only* affect Z_FIXED, or also >> Z_DEFAULT_STRATEGY? It seems plausible this also affects >> Z_DEFAULT_STRATEGY, because of this condition: >> >> https://github.com/madler/zlib/blob/master/trees.c#L976 >> >> } else if (s>strategy == Z_FIXED  static_lenb == opt_lenb) { >> >> That is, if the optimal and static trees are the same size, then zlib >> *chooses* the Z_FIXED strategy anyway. I don't know if this is >> practically possible yet, I'm investigating but if someone smarter than >> me already knows the answer please let me know! >> >> IMHO, this is a pretty bad bug  but if it is impossible to reach with >> Z_DEFAULT_STRATEGY, then at least there's no need to panic, as Z_FIXED >> is usually only used in special circumstances... >> >> If it possible, well... uhoh. >> > > I think it's not possible, at least with the default memLevel (which is one of > the parameters to deflateInit2()), though it gets uncomfortably close. > > Let's assume that given a sequence of "items" (matches and literals), it's > possible to craft an input that makes the compressor choose those items for one > of its blocks. It may require getting creative with de Bruijn sequences, etc., > like Tavis did in his reproducer, but generally speaking I'd consider it to be > possible. Then, I'd phrase the question of reachability of this bug as: > > "Does there exist a sequence of items with length at most 1<<(memLevel+6) > [i.e. 16384 by default] that, when encoded into a block, takes up more than > 3*(1<<(memLevel+6)) bytes [i.e. 49152 by default]?" > > Using less than the maximum allowed number of items isn't going to help. Also, > the block header won't take up significant space compared to 16384 items. So > this is basically asking "do items ever cost more than 24 bits on average"? > > This can "obviously" happen when the use of the static Huffman codes is forced > with Z_FIXED, as items can cost up to 31 bits with the static codes, and all > items can have this worstcase cost. That's what Tavis's reproducer does. > > But with Z_DEFAULT_STRATEGY, zlib uses the cheaper of the static and dynamic > codes. For the bug to happen then, both the static and dynamic codes would have > to use more than 24 bits per item on average, for the same sequence of items. > > So can the dynamic codes ever use more than 24 bits per item on average? > > It gets pretty close, but I don't think it's possible. > > The worst case must involve all matches and zero literals, unless every single > length symbol is used which seems unlikely to help (see later analysis). And > all else being equal, the most costly matches will be the ones with the most > extra length and extra offset bits. > > However, the more often a symbol is used, the shorter its Huffman codeword gets. > If we use only matches that have the most extra bits, we end up using the same > length and offset symbols a lot. There are only 4 length symbols with the > maximum extra bits of 5, so if we use those evenly we get 2bit length > codewords, for 7 bits per length. Likewise, there are only 2 offset symbols > with the maximum extra bits of 13, so if we use those evenly we get 1bit offset > codewords, for 14 bits per offset. That's 7 + 14 = 21 bits per match. > > Roughly speaking, to add 1 bit to a Huffman codeword length, we need to halve > the symbol's frequency. So roughly speaking, to add one bit to the length > codewords we'd need to add 4, 8, 16, ..., length symbols, using each one roughly > equally often. However, the number of extra bits decreases by 1 for each 4 > length symbols. Therefore we gain roughly 0.5 bits by adding the 4 length > symbols with 4 extra bits, resulting in 7.5 bits per length on average. But if > we go further, the average cost per length starts getting cheaper. > > Similarly, the number of extra bits decreases by 1 for each 2 offset symbols. > So offsets get about 0.5 bits more expensive if we also use the 2 offset symbols > with 12 extra bits, resulting in 14.5 bits per offset on average. But anything > further decreases the cost. > > That's 7.5+14.5 = 22.0 bits per match on average. > > We can do a bit "better" by considering that Huffman codewords can only be a > whole number of bits. E.g., if we're using four offset symbols, we can use the > ones with num_extra_bits=13 'n' times each and the ones with num_extra_bits=12 > n/2+1 times each, and still get 2bit codewords for all four symbols. However, > it doesn't seem that we can gain more than 1 bit on average per match from this. > > So it looks like the worst case is somewhere around 22.5 bits per item. That's > less than the required 24. It's definitely getting uncomfortably close though, > so this could use a more formal treatment. > > Also, memLevel can be as low as 1; it's a parameter to deflateInit2(). With > memLevel=1, zlib will flush blocks after just 128 items. The block header > containing the Huffman codeword lengths would be more significant in that case. > Though, the block header would still be pretty short, given that there wouldn't > be too many codewords in the codes, given the 128 item limit as well the > constraints of having to generate one of these worstcase sequences. > >  Eric
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