Attack ChainAIDerived
Hypothetical attack flow derived from CVE metadata – not a confirmed exploit chain
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AccessRegister or obtain player credentials
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DeliveryConnect to PocketMine-MP server (AV:N, PR:L)
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ExploitPosition avatar near many online players
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ExecutionFlood server with crafted ActorEventPacket EATING_ITEM messages
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PersistServer rebroadcasts ConsumingItemAnimation to all visible peers
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ImpactAmplified CPU/memory exhaustion causes server performance degradation
Vulnerability Assessment
| Weakness |
CWE
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| Exploitation Conditions | Exploitation requires the attacker to hold a valid authenticated session on the PocketMine-MP server (CVSS PR:L) and to be positioned so that other active players fall within the server's entity visibility radius - the more visible players, the greater the amplification. No special server configuration or elevated permissions are needed beyond standard player access; the vulnerable ActorEventPacket handler is active in all default installations before 5.39.2. The impact is negligible on servers with few concurrent players and grows substantially on crowded public servers. No admin-level access, non-default settings, or specific platform is required. |
| Impact | The CVSS 4.0 vector (AV:N/AC:L/AT:N/PR:L/UI:N, score 5.3 Medium) accurately reflects the low-privilege authenticated requirement and network reachability. The VI:L integrity dimension in the provided vector is debatable - the primary real-world impact is resource exhaustion (CPU and memory waste on the server plus animation spam to peer clients) rather than a meaningful integrity change, suggesting a slight framing mismatch in the vendor-supplied metrics. The amplification effect scales with server population, meaning crowded public servers face proportionally worse impact. A publicly available exploit reference exists via the GitHub security advisory (GHSA-7hmv-4j2j-pp6f), which lowers the exploitation barrier to any registered player. No EPSS score was provided in the input data and no CISA KEV listing exists, consistent with this being a moderate-severity gaming-server nuisance rather than a critical enterprise threat. Any server operator running PocketMine-MP without rate-limiting plugins should prioritize upgrading, since the patch is a clean architectural fix with no functional trade-offs. |
| Exploit ScenarioDerived | An attacker registers a player account on a PocketMine-MP server and positions their character within view of many other players, then floods the server with crafted ActorEventPacket EATING_ITEM messages. The server rebroadcasts a consuming animation to every visible peer for each packet received, amplifying the attacker's bandwidth by a factor equal to the number of visible players and steadily exhausting server CPU and memory. A publicly available exploit reference via the GitHub advisory lowers the effort required. |
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Alert meAnalysisAIv1 – Sep 09, 2026
Network amplification in PocketMine-MP before 5.39.2 allows authenticated game clients to trigger server-broadcast consuming animations for all visible players by sending crafted ActorEventPacket messages. Each malicious packet causes the server to invoke ConsumingItemAnimation.broadcastAnimation() for every peer in range, multiplying network load and CPU/memory consumption proportionally to the online player count. A publicly available proof-of-concept exists via the GitHub security advisory; no active exploitation has been confirmed in CISA KEV.
RemediationAI
Upgrade PocketMine-MP to version 5.39.2, confirmed as the patched release per the GitHub advisory and Composer package metadata. The fix is implemented in commit aeea1150a772a005b92bd418366f1b7cf1a91ab5, which removes client-driven ActorEventPacket processing entirely and replaces it with server-authoritative animation scheduling. For operators unable to upgrade immediately, a plugin using PocketMine-MP's DataPacketDecodeEvent API can rate-limit or silently drop ActorEventPacket messages from clients; this mitigates the amplification but requires ongoing plugin maintenance and will not protect against other client-packet abuse vectors. No other compensating controls are described by the vendor. Full advisory details are at https://github.com/pmmp/PocketMine-MP/security/advisories/GHSA-7hmv-4j2j-pp6f.
Affected VersionsENISA
Affected Packages
Source: OSV (Open Source Vulnerabilities)
Affects your stack
Affects 2 packages in composer, euvd
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Technical ContextAI · show details
PocketMine-MP (CPE: cpe:2.3:a:pmmp:pocketmine-mp:*:*:*:*:*:*:*:*, distributed via Composer as pocketmine/pocketmine-mp) is a PHP-based server implementation for Minecraft Bedrock Edition. The MCPE network protocol uses ActorEventPacket to signal entity-related events such as eating food or drinking potions. The vulnerability (CWE-406: Insufficient Control of Network Message Volume) resided in InGamePacketHandler.php, where the server accepted client-sent EATING_ITEM events and called broadcastAnimation(new ConsumingItemAnimation()) for every player within visible range, without any rate limiting or server-side verification that the client was actually consuming an item. The fix (commit aeea1150) discards all client-originated ActorEventPacket messages entirely and moves the consuming animation trigger to a server-controlled tick loop in Player.php, firing every 4 ticks when isUsingItem() is true. The advisory notes this is the same class of flaw previously patched in AnimatePacket and LevelSoundEventPacket during the PM4 network overhaul, making this a recurring pattern in the codebase.
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Severity by source
CVSS:4.0/AV:N/AC:L/AT:N/PR:L/UI:N/VC:N/VI:L/VA:N/SC:N/SI:N/SA:N
Authenticated player required (PR:L); primary impact is server resource exhaustion (A:L); no confidentiality or integrity change results from animation amplification.
Primary rating from Vendor (VulnCheck).
CVSS VectorVendor: VulnCheck
DescriptionCVE.org
PocketMine-MP versions before 5.39.2 contain a network amplification vulnerability in ActorEventPacket handling that allows clients to trigger consuming animations for all visible players. Attackers can send crafted ActorEventPacket messages to spam animation events to other clients and waste server CPU and memory resources.
Threat Intelligence Overview
How this decision was reached
The engine reads each signal below and applies a fixed list of rules from top to bottom. The first rule that matches sets the recommended action – like a statement, every line is shown.
What every action level means
SSVC AssessmentENISA
Priority Score
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