|
|
|
|
|
by criley2
3727 days ago
|
|
>"The fact that the back end's business logic layer didn't verify and authorize the request is hugely troubling from a big service like steam. What other dragons are lurking in there to exploit? Could I take ownership of someone else's game on the store? Get myself some free games by generating reviewer steam keys? All sorts of interesting activity is possible." This feels to me like saying "I can just walk into a big box store, take something off the shelf and walk out". Yes, you can. And people do. And yet, outside of extreme circumstances there isn't much these stores do to stop you. Loss prevention is a leaky sieve and can cost more than the loss did. Heck just steal the steam key from a boxed set in a store. The key itself doesn't have protection. Take a picture of it. Whatever. Stealing isn't hard, but still we don't do too much of it... |
|
Data security is where our intuition formed from real-world experience falls down.
Physical theft in a store is bounded by many factors, not the least of which is someone actually has to carry out the goods without being intercepted. Stores deploy additional security mechanisms to alert on high-value merchandise that is small enough to easily conceal. So stores' losses are bounded by the impracticality of "scaling up" the theft attack.
But digital systems are absurdly brittle. Most systems lack defense in depth and computers are just as good at scaling up the attacker's transactions as the legitimate ones. So once the attacker invalidates even the smallest-seeming assumption made by the developers it tends to lead to complete compromise of the system.
So when you hear "random web developer made the common mistake of relying on client side validation" it's kinda like finding a leak in your submarine's hull.