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- Tech Note 0001
- How to Gather Entropy on Embedded Systems
- Tom St Denis
- Introduction
- ------------
- This tech note explains a relatively simple way to gather entropy for a PRNG (Yarrow in this case) in embedded systems
- where there are few sources of entropy or physical sources.
- When trying to setup a secure random number generator a fresh source of random data (entropy) is required to ensure the
- deterministic state of the PRNG is not known or predetermined with respect to an attacker.
- At the very least the system requires one timer and one source of un-timed interrupts. by "un-timed" I mean interrupts
- that do not occur at regular intervals [e.g. joypad/keypad input, network packets, etc...].
- First we shall begin by taking an overview of how the Yarrow PRNG works within libtomcrypt. At the heart of all
- PRNGs is the "prng_state" data type. This is a union of structures that hold the PRNG state for the various prngs. The
- first thing we require is a state...
- prng_state myPrng;
- Next we must initialize the state once to get the ball rolling
- if (yarrow_start(&myPrng) != CRYPT_OK) {
- // error should never happen!
- }
- At this point the PRNG is ready to accept fresh entropy which is added with
- int yarrow_add_entropy(const unsigned char *buf, unsigned long len, prng_state *prng)
- This function is **NOT** thread safe which will come under consideration later. To add entropy to our PRNG we must
- call this function with fresh data as its sampled. Lets say we have a timer counter called "uTimer" which is a 32-bit
- long and say a 32-bit joyPad state called "uPad". An example interrupt handler would look like
- void joypad_interrupt(...) {
- unsigned char buf[8];
- STORE32L(uTimer, buf);
- STORE32L(uPad, buf+4)
- if (yarrow_add_entropy(buf, 8, &myPrng) != CRYPT_OK) {
- // this should never occur either unless you didn't call yarrow_start
- }
-
- // handle interrupt
- }
- In this snippet the timer count and state of the joypad are added together into the entropy pool. The timer is important
- because with respect to the joypad it is a good source of entropy (on its own its not). For example, the probability of
- the user pushing the up arrow is fairly high, but at a specific time is not.
- This method doesn't gather alot of entropy and has to be used to for quite a while. One way to speed it up is to tap
- multiple sources. If you have a network adapter and other sources of events (keyboard, mouse, etc...) trapping their
- data is ideal as well. Its important to gather the timer along with the event data.
- As mentioned the "yarrow_add_entropy()" function is not thread safe. If your system allows interrupt handlers to be
- interrupted themselves then you could have trouble. One simple way is to detect when an interrupt is in progress and
- simply not add entropy during the call (jump over the yarrow_add_entropy() call)
- Once you feel that there has been enough entropy added to the pool then within a single thread you can call
- int yarrow_ready(prng_state *prng)
- Now the PRNG is ready to read via the
- unsigned long yarrow_read(unsigned char *buf, unsigned long len, prng_state *prng)
- It is a very good idea that once you call the yarrow_ready() function that you stop harvesting entropy in your interrupt
- functions. This will free up alot of CPU time. Also one more final note. The yarrow_read() function is not thread
- safe either. This means if you have multiple threads or processes that read from it you will have to add your own semaphores
- around calls to it.
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