In cooperation with the university Paderborn and Münster University of Applied Sciences, we discovered a new flaw in the specification of TLS. The vulnerability is called ALPACA and exploits a weakness in the authentication of TLS for cross-protocol attacks. The attack allows an attacker to steal cookies or perform cross-site-scripting (XSS) if the specific conditions for the attack are met.
TLS is an internet standard to secure the communication between servers and clients on the internet, for example that of web servers, FTP servers, and Email servers. This is possible because TLS was designed to be application layer independent, which allows its use in many diverse communication protocols.
ALPACA is an application layer protocol content confusion attack, exploiting TLS servers implementing different protocols but using compatible certificates, such as multi-domain or wildcard certificates. Attackers can redirect traffic from one subdomain to another, resulting in a valid TLS session. This breaks the authentication of TLS and cross-protocol attacks may be possible where the behavior of one protocol service may compromise the other at the application layer.
We investigate cross-protocol attacks on TLS in general and conducted a systematic case study on web servers, redirecting HTTPS requests from a victim's web browser to SMTP, IMAP, POP3, and FTP servers. We show that in realistic scenarios, the attacker can extract session cookies and other private user data or execute arbitrary JavaScript in the context of the vulnerable web server, therefore bypassing TLS and web application security.
We evaluated the real-world attack surface of web browsers and widely-deployed Email and FTP servers in lab experiments and with internet-wide scans. We find that 1.4M web servers are generally vulnerable to cross-protocol attacks, i.e., TLS application data confusion is possible. Of these, 114k web servers can be attacked using an exploitable application server. As a countermeasure, we propose the use of the Application Layer Protocol Negotiation (ALPN) and Server Name Indication (SNI) extensions in TLS to prevent these and other cross-protocol attacks.
Although this vulnerability is very situational and can be challenging to exploit, there are some configurations that are exploitable even by a pure web attacker. Furthermore, we could only analyze a limited number of protocols, and other attack scenarios may exist. Thus, we advise that administrators review their deployments and that application developers (client and server) implement countermeasures proactively for all protocols.
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Some of the features of RenApp are as:
Rename files to a common name.
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Remove backup files from folder and subfolders.
R RenApp is free and Opensource, written in Python with QT interface. Check out the source code at sourceforge.
Title: Audio Lead / Sound Designer Focus: Creating and implementing sounds, managing audio content Type: Full-time, permanent Last day to apply: Monday 15th of April 2019 /CLOSED Location: Malmö, Sweden (Doing remote work from EU/EEA countries welcome)
You remember it: a faint rustle in your periphery, dragging footsteps around the corner, a raspy breath. You still break in cold sweat when you hear that high-pitched screech that means a monster is near. All the iconic soundscapes that make Frictional games what they are.
We are now looking for an experienced audio designer to work in-house and continue this tradition of keeping a new generation of gamers on their toes with lovingly designed, eerie and memorable soundscapes.
What will you work on?
We are quite a small team, but we consider that our selling point. As a sound designer you will get to work on everything from small effects to the overall mood of the project. This means your contribution will greatly influence how the final game sounds, feels and evokes emotions.
Here are some of the things you will be working on:
Collaborating with designers to create soundscapes, taking both artistic and gameplay aspects into account.
Being a part of designing the overall mood of the game.
Creating some of sounds used for our monsters, machines and other otherworldly noises using libraries, or from scratch if possible.
Creating sound effects timed with specific events and animations.
Refining events by working with both our map editor and scripting tools.
Researching various technical features needed to achieve certain effects.
Handling the music, either by creating it or working with a musician.
All in all, helping the game world come to life.
We also encourage working outside of your area of expertise, and always learning new things. The more areas of development you are willing and able to take part in, the better! For example you are encouraged to participate in our fortnightly testing and leave feedback on other aspects of the game.
What are we looking for?
You have to be a European (EU/EEA) resident to apply. The person we're looking for is creative, driven and self-sufficient. With a remote team such as ours, the ability to organise your own work is a fundamental skill.
We have recently set up a central hub in Malmö, Sweden, and will help you move to our seaside city if it suits your situation.
Here are some essentials we require:
Hardware and equipment to work with.
We don't expect you to have a fully equipped home studio, but enough to work on most of the sounds. Additional equipment can be provided if needed, but it is important that you have the hardware needed to start working.
At least one year of experience in audio production for games.
Good understanding of sound and music, and how they affect the player experience.
Ability to challenge yourself, make bold creative decisions, and try non-conventional things.
A critical approach to your work, with the ability to take a step back and reflect.
A strive for structure, efficiency, and clarity.
Strong self-drive and ability to organise your own work.
Interest in and ability to do research for interesting sound and music solutions.
Love for working on a variety of tasks.
Fluency in English.
And here are some more techie skills:
Familiarity with FMod or Wwise.
Basic knowledge in programming.
Basic knowledge of creating maps in a level editor.
If you want to impress us:
Love for horror, sci-fi, and narrative games.
A major role in completing at least one game.
Experience in level design.
Strong game design skills.
What do we offer?
We make games, because that's what we love. But we know there are other things we love, like playing games, taking part in sports, or spending time with our families. We believe a healthy balance between work and life reflects positively on your work, which is why we don't encourage crunch.
We also offer:
Flexible working hours.
Opportunities to influence your workflow.
Variety in your work tasks, and ability to influence your workload.
Participation in our internal game Show & Tell sessions, so you'll have input into all aspects of the game.
Social security and holidays that are up to the Swedish standards.
An inclusive and respectful work environment.
An office in central Malmö you can use as much as you please.
Fun workmates, game and movie nights, and other outings!
Apply!
If all of the above piqued your interest, we would love to hear from you! Send us your application 15th of April the latest - but the sooner, the better!
Please attach your:
Cover Letter
Why should we hire YOU?
CV
Link to your portfolio site
Link to a video reel demonstrating sound design abilities
A document describing a game soundscape you have worked on. Please write about the following:
What you worked on.
What you were going for with the design.
What went well in the project and what you would prefer to change in retrospect.
Please note that we require all the attachments to consider you.
Send your application to apply@frictionalgames.com!
By sending us your application, you give us permission to store your personal information and attachments.
We store all applications in a secure system. The applications are stored for two years, after which they are deleted. If you want your your information removed earlier, please contact us through our Contact form. Read more in our Privacy Policy.
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