Issue H-1: Escrow approvals are not cleared when club is transferred allowing for abuse after transfer
Source: #289
0x52, BenRai, Brenzee, CMierez, J4de, MiloTruck, PokemonAuditSimulator, Quantish, cergyk, ctf_sec, mstpr-brainbot, pengun, sashik_eth, shaka, shogoki, toshii
Escrow approvals remain even across club token transfers. This allows a malicious club owners to sell their club then drain everything after sale due to previous approvals.
ERC20 and ERC721 token approval persist regardless of the owner of the club. The result is that approvals set by one owner can be accessed after a token has been sold or transferred. This allows the following attack:
- User A owns clubId = 1
- User A sets approval to themselves
- User A sells clubId = 1 to User B
- User A uses persistent approval to drain all players and tokens
Malicious approvals can be used to drain club after sale
Manual Review
Club escrow system needs to be redesigned
Issue H-2: Malicious users can honeypot other users by transferring out ERC20 and ERC721 tokens right before sale
Source: #291
0x52, 0xAsen, 0xRobocop, BAHOZ, Dug, J4de, ast3ros, igingu, kiki_dev, sashik_eth, shogoki
Since the club and escrow are separate and tokens can be transferred at any time by the owner, it allows malicious users to honeypot victims.
Tokens can be transferred out of the escrow by the owner of the club at anytime. This includes right before (or even in the same block) that the club is sold. This allows users to easily honeypot victims when selling clubs:
- User A owns Club 1
- Club 1 has players worth 5 ETH
- User A lists Club 1 for 2.5 ETH
- User B buys Club 1
- User A sees the transaction in the mempool and quickly transfers all the players out
- User A maintains all their players and User B now has an empty club
Malicious users can honeypot other users
Manual Review
Club/escrow system needs a redesign
Issue M-1: Certain ERC20 token does not return bool from approve and transfer and transaction revert
Source: #14
0xGoodess, Dug, GalloDaSballo, TheNaubit, ctf_sec, deadrxsezzz, innertia, juancito, mstpr-brainbot, n1punp
Certain ERC20 token does not return bool from approve and transfer and transaction revert
According to
https://github.com/d-xo/weird-erc20#missing-return-values
Some tokens do not return a bool on ERC20 methods and use IERC20 token interface will revert transaction
Certain ERC20 token does not return bool from approve and transfer and transaction revert
function setApprovalForERC20(
IERC20 erc20Contract,
address to,
uint256 amount
) external onlyClubOwner {
erc20Contract.approve(to, amount);
}
and
function transferERC20(
IERC20 erc20Contract,
address to,
uint256 amount
) external onlyClubOwner {
erc20Contract.transfer(to, amount);
}
the transfer / approve can fail slienlty
Some tokens do not return a bool on ERC20 methods and use IERC20 token interface will revert transaction
Manual Review
Use Openzeppelin SafeTransfer / SafeApprove
Issue M-2: Users might lose funds as claimERC20Prize()
doesn't revert for no-revert-on-transfer tokens
Source: #86
0xAsen, 0xGoodess, 0xGusMcCrae, 0xPkhatri, 0xRobocop, 0xStalin, 0xeix, 0xmuxyz, 0xnirlin, 14si2o_Flint, 8olidity, ACai7, AlexCzm, BAHOZ, Bauchibred, Bauer, Cryptor, DevABDee, Diana, GimelSec, J4de, Koolex, MiloTruck, PRAISE, PTolev, Phantasmagoria, Piyushshukla, PokemonAuditSimulator, Polaris_tow, Proxy, Quantish, R-Nemes, SanketKogekar, Sulpiride, TheNaubit, Tricko, __141345__, abiih, alliums8520, ast3ros, berlin-101, cergyk, ctf_sec, cuthalion0x, dacian, ddimitrov22, deadrxsezzz, djxploit, favelanky, georgits, holyhansss, innertia, jasonxiale, josephdara, jprod15, kiki_dev, l3r0ux, lewisbroadhurst, nzm_, oot2k, oualidpro, peanuts, ravikiran.web3, sach1r0, santipu_, sashik_eth, shaka, shame, thekmj, tibthecat, tsvetanovv, whoismatthewmc1, wzrdk3lly, yy
Users can call claimERC20Prize()
without actually receiving tokens if a no-revert-on-failure token is used, causing a portion of their claimable tokens to become unclaimable.
In the FootiumPrizeDistributor
contract, whitelisted users can call claimERC20Prize()
to claim ERC20 tokens. The function adds the amount of tokens claimed to the user's total claim amount, and then transfers the tokens to the user:
FootiumPrizeDistributor.sol#L128-L131
if (value > 0) {
totalERC20Claimed[_token][_to] += value;
_token.transfer(_to, value);
}
As the the return value from transfer()
is not checked, claimERC20Prize()
does not revert even when the transfer of tokens to the user fails.
This could potentially cause users to lose assets when:
_token
is a no-revert-on-failure token.- The user calls
claimERC20Prize()
withvalue
higher than the contract's token balance.
As the contract has an insufficient balance, transfer()
will revert and the user receives no tokens. However, as claimERC20Prize()
succeeds, totalERC20Claimed
is permanently increased for the user, thus the user cannot claim these tokens again.
Users can call claimERC20Prize()
without receiving the token amount specified. These tokens become permanently unclaimable for the user, leading to a loss of funds.
Manual Review
Use safeTransfer()
from Openzeppelin's SafeERC20 to transfer ERC20 tokens. Note that transferERC20()
in FootiumEscrow.sol
also uses transfer()
and is susceptible to the same vulnerability.
Source: #152
Phantasmagoria, Sulpiride, alexzoid, descharre, juancito, mstpr-brainbot, ni8mare, santipu_, shaka
As stated in doc here
Initially clubs should be able to mint 10 players. However, clubs can always mint +1 players more than maxGenerationId
An off-by-one error is existed in academy contract when checking the generation ID while minting players. The code currently allows clubs to mint up to maxGenerationId + 1
players, which is inconsistent with the documentation. If clubs send generation IDs in the following sequence: 0-1-2-3-4-5-6-7-8-9-10, all of these numbers will be valid, and the club will be able to mint maxGenerationId + 1
players instead of the intended maxGenerationId
Since this is not intended behaviour according to the protocol docs, I'll label it as high.
https://github.com/sherlock-audit/2023-04-footium/blob/main/footium-eth-shareable/contracts/FootiumAcademy.sol#L186-L188 here code checks whether the generation id is higher than maxGeneration or not, and it can be equal to maxGeneration.
Manual Review
Use generationId >= _maxGenerationId
or do not count the "0" index
logiclogue
Marked as 'Will Fix'. I believe the solution here is instead to update the documentation to say "At game launch this value will be 9". Because the documentation as far as I'm aware is correct in that it says maxGenerationId
is the maximum generation ID, it's just that it does not represent the total players per cohort, which was the assumption with the default value being 10.
dugdaniels
Escalate for 10 USDC
This should be considered Low/Informational.
The variable is named maxGenerationId
. As the name implies (and as noted in the docs), it is the maximum integer ID that can be used to mint. A maxGenerationID
of 10
therefore means that you can mint a player with an ID of 10
. The sponsor confirmed that this is working as intended and that only the documentation needs to be clarified.
Furthermore, to imply that a maxGenerationId
of 10
should actually enforce a max id of 9
is illogical.
Ultimately, it's a configuration variable and the sponsor is updating the documentation to reflect the value that will be set to at launch. A documentation update should only be considered as informational. There is no exploit here.
sherlock-admin
Escalate for 10 USDC
This should be considered Low/Informational.
The variable is named
maxGenerationId
. As the name implies (and as noted in the docs), it is the maximum integer ID that can be used to mint. AmaxGenerationID
of10
therefore means that you can mint a player with an ID of10
. The sponsor confirmed that this is working as intended and that only the documentation needs to be clarified.Furthermore, to imply that a
maxGenerationId
of10
should actually enforce a max id of9
is illogical.Ultimately, it's a configuration variable and the sponsor is updating the documentation to reflect the value that will be set to at launch. A documentation update should only be considered as informational. There is no exploit here.
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NishithPat
Escalate for 10 USDC
Disagree with the sponsor's comment saying that the documentation is right and that maxGenerationId
is "the maximum generation ID, it's just that it does not represent the total players per cohort" or "it is the maximum integer ID that can be used to mint".
The docs say that maxGenerationId
is "the number of players that can be minted per cohort". Check the definition of maxGenerationId
in the doc.
Then going by the docs, if maxGenerationId
is the number of players that can be minted per cohort, then the contract does indeed allow maxGenerationId
+ 1 player to be minted. In that case, the issue should be valid.
sherlock-admin
Escalate for 10 USDC Disagree with the sponsor's comment saying that the documentation is right and that
maxGenerationId
is "the maximum generation ID, it's just that it does not represent the total players per cohort" or "it is the maximum integer ID that can be used to mint".The docs say that
maxGenerationId
is "the number of players that can be minted per cohort". Check the definition ofmaxGenerationId
in the doc.Then going by the docs, if
maxGenerationId
is the number of players that can be minted per cohort, then the contract does indeed allowmaxGenerationId
+ 1 player to be minted. In that case, the issue should be valid.
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logiclogue
Sponsor here, agreed with @NishithPat . My original statement is incorrect, the documentation should be updated to remove the statement "the number of players that can be minted per cohort". Their suggestion is correct
ctf-sec
Based on the comments above, NishithPat escalation is valid
hrishibhat
Escalation accepted
Valid medium Accepting @NishithPat's escalation Given that the issue correctly identifies the flaw in the code as against what the documentation says it's supposed to do, this is a valid issue.
sherlock-admin
Escalation accepted
Valid medium Accepting @NishithPat's escalation Given that the issue correctly identifies the flaw in the code as against what the documentation says it's supposed to do, this is a valid issue.
This issue's escalations have been accepted!
Contestants' payouts and scores will be updated according to the changes made on this issue.
Issue M-4: Users can bypass Player royalties on EIP2981 compatible markets by selling clubs as a whole
Source: #293
0x52, 0xRobocop
Players have a royalty built in but clubs do not. This allows bulk sale of players via clubs to bypass the fee when selling players.
contract FootiumPlayer is
ERC721Upgradeable,
AccessControlUpgradeable,
ERC2981Upgradeable,
PausableUpgradeable,
ReentrancyGuardUpgradeable,
OwnableUpgradeable
{
FootiumPlayer implements the EIP2981 standard which creates fees when buy/selling the players.
contract FootiumClub is
ERC721Upgradeable,
AccessControlUpgradeable,
PausableUpgradeable,
ReentrancyGuardUpgradeable,
OwnableUpgradeable
{
FootiumClub on the other hand never implements this standard. This allows users to sell players by selling their club to avoid any kind of fee on player sales.
Users can bypass fees on player sales by selling club instead
Manual Review
Implement EIP2981 on clubs as well
thangtranth
Escalate for 10 USDC.
I believe this issue is invalid because when reading the codebase, it seems to be the design choice of the Footium protocol to not charge new owner of the club the royalty fee for player transfer. The reason is in theory, the players still remain in the same club and are not transferred to other club. Transfer royalty is only applicable when a player NFT is transferred from one club to another, not when a club NFT is sold to a new owner. It is consistent with how other football works.
Furthermore, there is no documentation that states or implies that buying a club NFT requires paying transfer royalty for every player NFT in the club. This leads me and many other Watsons to believe that this is not an issue.
The EIP2981 is not enforced, therefore if a user want to bypass the player royalties, there are many ways to do it so selling club as a whole is not necessary. For example listing in a NFT marketplace that does not support EIP2981, so no royalty is charged.
sherlock-admin
Escalate for 10 USDC.
I believe this issue is invalid because when reading the codebase, it seems to be the design choice of the Footium protocol to not charge new owner of the club the royalty fee for player transfer. The reason is in theory, the players still remain in the same club and are not transferred to other club. Transfer royalty is only applicable when a player NFT is transferred from one club to another, not when a club NFT is sold to a new owner. It is consistent with how other football works.
Furthermore, there is no documentation that states or implies that buying a club NFT requires paying transfer royalty for every player NFT in the club. This leads me and many other Watsons to believe that this is not an issue.
The EIP2981 is not enforced, therefore if a user want to bypass the player royalties, there are many ways to do it so selling club as a whole is not necessary. For example listing in a NFT marketplace that does not support EIP2981, so no royalty is charged.
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0xRobocop
Escalate for 10 USDC
This escalation is to contra-argument the escalation made by Watson thangtranth.
While it is correct that the issue over-estimated the "Users can bypass Player royalties", and that this can be done in an easier way with a marketplace that does not enforce royalties via EIP2981 as mentioned in the watson's escalation.
There exists an inconsistency in that players NFTs implement the EIP2981 whereas that club NFTs do not, so marketplaces that do respect the EIP-2981 won't pay the royalties for the club NFTs, and this can be seen as a loss of "yield" for the developers of the footium protocol.
The argument that this seemed to be the intended behavior (not charging royalties for clubs) is subjective, as it could have easily been missed by the developers. And given that the sponsor confirmed the issue, it seems that this was the case.
sherlock-admin
Escalate for 10 USDC
This escalation is to contra-argument the escalation made by Watson thangtranth.
While it is correct that the issue over-estimated the "Users can bypass Player royalties", and that this can be done in an easier way with a marketplace that does not enforce royalties via EIP2981 as mentioned in the watson's escalation.
There exists an inconsistency in that players NFTs implement the EIP2981 whereas that club NFTs do not, so marketplaces that do respect the EIP-2981 won't pay the royalties for the club NFTs, and this can be seen as a loss of "yield" for the developers of the footium protocol.
The argument that this seemed to be the intended behavior (not charging royalties for clubs) is subjective, as it could have easily been missed by the developers. And given that the sponsor confirmed the issue, it seems that this was the case.
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logiclogue
To clarify here from the protocol designer, it's correct that we don't intend for clubs to pay for the royalties for all players on transfer. Instead, we anticipate that the club will subjectively be valued in terms of the players that belong to the club. As a result, clubs should implement the EIP2981 standard so that on club sale royalties will be paid back to the protocol developers
ctf-sec
0xRobocop escalation is valid, a valid medium for this submission
hrishibhat
Escalation accepted
Valid medium Given that the clubs should implement eip2981 to pay the protocol royalties on sale, considering this issue a valid medium
sherlock-admin
Escalation accepted
Valid medium Given that the clubs should implement eip2981 to pay the protocol royalties on sale, considering this issue a valid medium
This issue's escalations have been accepted!
Contestants' payouts and scores will be updated according to the changes made on this issue.
Issue M-5: Merkle leaf values for _clubDivsMerkleRoot are 64 bytes before hashing which can lead to merkle tree collisions
Source: #300
0x52, 0xRan4212, GimelSec, cergyk, qpzm
FootiumAcademy hashes 64 bytes when calculating leaf allowing it to collide with the internal nodes of the merkle tree.
MerkleProofUpgradeable.sol puts the following warning at the beginning of the contract:
* WARNING: You should avoid using leaf values that are 64 bytes long prior to
* hashing, or use a hash function other than keccak256 for hashing leaves.
* This is because the concatenation of a sorted pair of internal nodes in
* the merkle tree could be reinterpreted as a leaf value.
if (
!MerkleProofUpgradeable.verify(
divisionProof,
_clubDivsMerkleRoot,
keccak256(abi.encodePacked(clubId, divisionTier)) <- @audit-issue 64 bytes before hashing allows collisions with internal nodes
)
This is problematic because FootiumAcademy uses clubId and divisionTier as the base of the leaf, which are both uint256 (32 bytes each for 64 bytes total). This allows collision between leaves and internal nodes. These collisions could allow users to mint to divisions that otherwise would be impossible.
Users can abuse merkle tree collisions to mint in non-existent divisions and bypass minting fees
Manual Review
Use a combination of variables that doesn't sum to 64 bytes
0xRobocop
Escalate for 10 USDC
I encountered the same issue, and I will provide my analysis on why this is not an issue in the current codebase, not even to classify as a medium.
The problem described is that the concatenation (which will be of 64 bytes long, if keccak256 is used) of 2 internal nodes of a merkle tree could collide with leaf values that also are 64 bytes long. For example:
Leaf Value (64 bytes), ignore the =
symbols, they are used to separate the leaf value into two tranches of 32 bytes for illustration purposes:
0x9c644f34f630d76b78c6ccecfceabcf6b9f0def47e637403ac15c63bc6030920=====d6a1fb97571351113887953420cffc381edf9874c13f336e0c2c01bffe2214f4
Internal Node 1: 0x9c644f34f630d76b78c6ccecfceabcf6b9f0def47e637403ac15c63bc6030920
Internal Node 2: 0xd6a1fb97571351113887953420cffc381edf9874c13f336e0c2c01bffe2214f4
There we have a collision of a leaf value with the concatenation of the hash values of 2 sorted internal nodes.
In the current codebase, the probability of this to happen is negligible. The leaf value is computed as the concatenation of clubId
and divisionTier
. clubId
is a variable that increments 1 by 1 (when a club is minted), if we were to mint 1 club in each second until the year 2106, we could mint a maximum amount of 2^32 clubs and the maximum divisionTier
will be way lower than this number, but for illustration purposes I will assume that it is also 2^32.
Then, the maximum value the leaf can have is (again the =
symbols are for illustration purposes to show the concatenation):
0x0000000000000000000000000000000000000000000000000000000100000000====0000000000000000000000000000000000000000000000000000000100000000
For a potential collision to happen, the concatenation of 2 internal nodes (which are keccak256 values) must be equal or smaller than the above number. Due to the inequality (equal or smaller) we are only interested in the internal node that will end-up on the left side. The hash value of the left-side internal node will need to be smaller than:
0x0000000000000000000000000000000000000000000000000000000100000000
Which has 55 leading zeros. The lowest hash found in the bitcoin network has 23 leading zeros reference.
Please keep in mind that OZ contracts are too general and that's why they put the warning, not to mention that the warning is a "should" not a "must" since the exploitation of this phenomenon will depend highly on the contracts which uses their MerkleProof library.
If the values that make up the leaf were to be controllable by the users, I would agree this is a medium or even a high vulnerability, but the leaf is made up of values, clubId
and divisionTier
, that are not controllable by the users and that we can predict their values.
PD: I would argue that issues reported based on warnings written in general-purpose libraries, should be accompanied with proof of concepts (coded or not) on how can be exploited in the codebase, even if it has some hypotheticals in the case of mediums, but not too hypothetical like producing a hash value with 55 leading zeros.
sherlock-admin
Escalate for 10 USDC
I encountered the same issue, and I will provide my analysis on why this is not an issue in the current codebase, not even to classify as a medium.
The problem described is that the concatenation (which will be of 64 bytes long, if keccak256 is used) of 2 internal nodes of a merkle tree could collide with leaf values that also are 64 bytes long. For example:
Leaf Value (64 bytes), ignore the
=
symbols, they are used to separate the leaf value into two tranches of 32 bytes for illustration purposes:
0x9c644f34f630d76b78c6ccecfceabcf6b9f0def47e637403ac15c63bc6030920=====d6a1fb97571351113887953420cffc381edf9874c13f336e0c2c01bffe2214f4
Internal Node 1:
0x9c644f34f630d76b78c6ccecfceabcf6b9f0def47e637403ac15c63bc6030920
Internal Node 2:
0xd6a1fb97571351113887953420cffc381edf9874c13f336e0c2c01bffe2214f4
There we have a collision of a leaf value with the concatenation of the hash values of 2 sorted internal nodes.
In the current codebase, the probability of this to happen is negligible. The leaf value is computed as the concatenation of
clubId
anddivisionTier
.clubId
is a variable that increments 1 by 1 (when a club is minted), if we were to mint 1 club in each second until the year 2106, we could mint a maximum amount of 2^32 clubs and the maximumdivisionTier
will be way lower than this number, but for illustration purposes I will assume that it is also 2^32.Then, the maximum value the leaf can have is (again the
=
symbols are for illustration purposes to show the concatenation):
0x0000000000000000000000000000000000000000000000000000000100000000====0000000000000000000000000000000000000000000000000000000100000000
For a potential collision to happen, the concatenation of 2 internal nodes (which are keccak256 values) must be equal or smaller than the above number. Due to the inequality (equal or smaller) we are only interested in the internal node that will end-up on the left side. The hash value of the left-side internal node will need to be smaller than:
0x0000000000000000000000000000000000000000000000000000000100000000
Which has 55 leading zeros. The lowest hash found in the bitcoin network has 23 leading zeros reference.
Please keep in mind that OZ contracts are too general and that's why they put the warning, not to mention that the warning is a "should" not a "must" since the exploitation of this phenomenon will depend highly on the contracts which uses their MerkleProof library.
If the values that make up the leaf were to be controllable by the users, I would agree this is a medium or even a high vulnerability, but the leaf is made up of values,
clubId
anddivisionTier
, that are not controllable by the users and that we can predict their values.PD: I would argue that issues reported based on warnings written in general-purpose libraries, should be accompanied with proof of concepts (coded or not) on how can be exploited in the codebase, even if it has some hypotheticals in the case of mediums, but not too hypothetical like producing a hash value with 55 leading zeros.
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SergeKireev
Escalate for 10 USDC,
As per my report of the issue: #170
For the issue to be valid there only needs to be a very specific value of clubId
crafted. Indeed the divisionId
arg should not be an existent division id for the exploit to work.
The specific value which the clubId should be equal to is: any left internal node of the merkle tree
.
The owner of the contract has the power to mint arbitrary values (nowhere it is stated that it would be an auto-incremented id): https://github.com/sherlock-audit/2023-04-footium/blob/main/footium-eth-shareable/contracts/FootiumClubMinter.sol#L68-L82
So the maximums
determined in the first escalation do not hold.
Given that the vulnerability is only exploitable if the team decides to open the mint to the public in the future or if the owner account is compromised, the severity can be lowered. However the reasons for which the sponsor found this issue interesting and worth to fix still hold.
sherlock-admin
Escalate for 10 USDC,
As per my report of the issue: #170
For the issue to be valid there only needs to be a very specific value of
clubId
crafted. Indeed thedivisionId
arg should not be an existent division id for the exploit to work.The specific value which the clubId should be equal to is:
any left internal node of the merkle tree
.The owner of the contract has the power to mint arbitrary values (nowhere it is stated that it would be an auto-incremented id): https://github.com/sherlock-audit/2023-04-footium/blob/main/footium-eth-shareable/contracts/FootiumClubMinter.sol#L68-L82
So the
maximums
determined in the first escalation do not hold.Given that the vulnerability is only exploitable if the team decides to open the mint to the public in the future or if the owner account is compromised, the severity can be lowered. However the reasons for which the sponsor found this issue interesting and worth to fix still hold.
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0xRobocop
Escalate for 10 USDC
I totally agree with SergeKireev, I missed that clubID is not incremented 1 by 1 but controlled by the protocol owner. But I think the severity is still low / informational since this is not exploitable unless owner makes a mistake.
sherlock-admin
Escalate for 10 USDC
I totally agree with SergeKireev, I missed that clubID is not incremented 1 by 1 but controlled by the protocol owner. But I think the severity is still low / informational since this is not exploitable unless owner makes a mistake.
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ctf-sec
Based on the escalation and other duplicate report, can be a valid medium, severity is not high
0xRan4212
Escalate for 10 USDC.
I disagree with the downgrade to medium, even though I had originally reported this issue with a medium severity (see my report on 209).
The sponsor considered realistic the scenario where the user can control the tokenId value, so much so that stated that after audit they will explicitly prevent it that case (see the sponsor comment on report 179).
Before the sponsor acknowledgment, as I said on my report, the exploitability was theoretical, therefore a medium severity was adequate. Basically, it violated the "attack path is possible with reasonable assumptions that mimic on-chain conditions" requirement from the high severity definition here. However, post-acknowledgment I strongly believe this requirement is now satisfied.
sherlock-admin
Escalate for 10 USDC.
I disagree with the downgrade to medium, even though I had originally reported this issue with a medium severity (see my report on 209).
The sponsor considered realistic the scenario where the user can control the tokenId value, so much so that stated that after audit they will explicitly prevent it that case (see the sponsor comment on report 179).
Before the sponsor acknowledgment, as I said on my report, the exploitability was theoretical, therefore a medium severity was adequate. Basically, it violated the "attack path is possible with reasonable assumptions that mimic on-chain conditions" requirement from the high severity definition here. However, post-acknowledgment I strongly believe this requirement is now satisfied.
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hrishibhat
Escalation accepted
Valid medium Although the documentation mentions that user is allowed to use choose their club ID this is definitely a valid issue, however the implementation of the code still happens through an admin function, and for that reason considering this issue a valid medium.
sherlock-admin
Escalation accepted
Valid medium Although the documentation mentions that user is allowed to use choose their club ID this is definitely a valid issue, however the implementation of the code still happens through an admin function, and for that reason considering this issue a valid medium.
This issue's escalations have been accepted!
Contestants' payouts and scores will be updated according to the changes made on this issue.
Source: #319
BAHOZ, Dug, GalloDaSballo, juancito
changeMaxGenerationId
is meant to allow more minting for the current generation, however, because of the fact that merkleProofs do not validate for the current season, whenever the limit will be raised, the limit will allow to mint players from older seasons
It will unlock a lot more minting than it may be intended
If for any reason maxGenerationId
is increased, because of the fact that MerkleProofUpgradeable.verify
doesn't check for generationIds
and seasonId
then not only new players from the current season can be minted, but also players from older seasons.
Minting of X tokens where X is the number of old seasons
Manual Review
Enforce minting exclusively for the current season or change validation to validate the generations and seasons being minted
logiclogue
This is an interesting one. A decision needs to be made whether this is the intended behaviour. Marking as 'Sponsor Confirmed'.
Source: #342
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The FootiumClub.sol
contract when minting uses _mint()
instead of _safeMint()
which can cause to mint a club to a contract who does not support nfts. On the other hand FootiumPlayer.sol
uses _safeMint()
.
See summary.
FootiumClub.sol
might mint a club NFT to a contract that cannot handle nfts.
Manual Review
Use _safeMint()
as in FootiumPlayer.