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rand(3)

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NAME    [Toc]    [Back]

       rand - pseudo-random number generator

LIBRARY    [Toc]    [Back]

       libcrypto, -lcrypto

SYNOPSIS    [Toc]    [Back]

        #include <openssl/rand.h>

        int  RAND_bytes(unsigned char *buf, int num);
        int  RAND_pseudo_bytes(unsigned char *buf, int num);

        void RAND_seed(const void *buf, int num);
        void RAND_add(const void *buf, int num, int entropy);
        int  RAND_status(void);
        void RAND_screen(void);

        int  RAND_load_file(const char *file, long max_bytes);
        int  RAND_write_file(const char *file);
        const char *RAND_file_name(char *file, size_t num);

        int  RAND_egd(const char *path);

        void RAND_set_rand_method(RAND_METHOD *meth);
        RAND_METHOD *RAND_get_rand_method(void);
        RAND_METHOD *RAND_SSLeay(void);

        void RAND_cleanup(void);

DESCRIPTION    [Toc]    [Back]

       These functions implement a cryptographically secure
       pseudo-random number generator (PRNG). It is used by other
       library functions for example to generate random keys, and
       applications can use it when they need randomness.

       A cryptographic PRNG must be seeded with unpredictable
       data such as mouse movements or keys pressed at random by
       the user. This is described in RAND_add(3). Its state can
       be saved in a seed file (see RAND_load_file(3)) to avoid
       having to go through the seeding process whenever the
       application is started.

       RAND_bytes(3) describes how to obtain random data from the
       PRNG.

INTERNALS    [Toc]    [Back]

       The RAND_SSLeay() method implements a PRNG based on a
       cryptographic hash function.

       The following description of its design is based on the
       SSLeay documentation:

       First up I will state the things I believe I need for a
       good RNG.

       1   A good hashing algorithm to mix things up and to convert
 the RNG 'state' to random numbers.

       2   An initial source of random 'state'.



       3   The state should be very large.  If the RNG is being
           used to generate 4096 bit RSA keys, 2 2048 bit random
           strings are required (at a minimum).  If your RNG
           state only has 128 bits, you are obviously limiting
           the search space to 128 bits, not 2048.  I'm probably
           getting a little carried away on this last point but
           it does indicate that it may not be a bad idea to keep
           quite a lot of RNG state.  It should be easier to
           break a cipher than guess the RNG seed data.

       4   Any RNG seed data should influence all subsequent random
 numbers generated.  This implies that any random
           seed data entered will have an influence on all subsequent
 random numbers generated.

       5   When using data to seed the RNG state, the data used
           should not be extractable from the RNG state.  I
           believe this should be a requirement because one possible
 source of 'secret' semi random data would be a
           private key or a password.  This data must not be disclosed
 by either subsequent random numbers or a 'core'
           dump left by a program crash.

       6   Given the same initial 'state', 2 systems should deviate
 in their RNG state (and hence the random numbers
           generated) over time if at all possible.

       7   Given the random number output stream, it should not
           be possible to determine the RNG state or the next
           random number.

       The algorithm is as follows.

       There is global state made up of a 1023 byte buffer (the
       'state'), a working hash value ('md'), and a counter
       ('count').

       Whenever seed data is added, it is inserted into the
       'state' as follows.

       The input is chopped up into units of 20 bytes (or less
       for the last block).  Each of these blocks is run through
       the hash function as follows:  The data passed to the hash
       function is the current 'md', the same number of bytes
       from the 'state' (the location determined by in incremented
 looping index) as the current 'block', the new key
       data 'block', and 'count' (which is incremented after each
       use).  The result of this is kept in 'md' and also xored
       into the 'state' at the same locations that were used as
       input into the hash function. I believe this system
       addresses points 1 (hash function; currently SHA-1), 3
       (the 'state'), 4 (via the 'md'), 5 (by the use of a hash
       function and xor).

       When bytes are extracted from the RNG, the following process
 is used.  For each group of 10 bytes (or less), we do
       the following:

       Input into the hash function the local 'md' (which is initialized
 from the global 'md' before any bytes are generated),
 the bytes that are to be overwritten by the random
       bytes, and bytes from the 'state' (incrementing looping
       index). From this digest output (which is kept in 'md'),
       the top (up to) 10 bytes are returned to the caller and
       the bottom 10 bytes are xored into the 'state'.

       Finally, after we have finished 'num' random bytes for the
       caller, 'count' (which is incremented) and the local and
       global 'md' are fed into the hash function and the results
       are kept in the global 'md'.

       I believe the above addressed points 1 (use of SHA-1), 6
       (by hashing into the 'state' the 'old' data from the
       caller that is about to be overwritten) and 7 (by not
       using the 10 bytes given to the caller to update the
       'state', but they are used to update 'md').

       So of the points raised, only 2 is not addressed (but see
       RAND_add(3)).

SEE ALSO    [Toc]    [Back]

      
      
       BN_rand(3), RAND_add(3), RAND_load_file(3), RAND_egd(3),
       RAND_bytes(3), RAND_set_rand_method(3), RAND_cleanup(3)



2001-07-11                    0.9.6g                      rand(3)
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