[Buildroot] [PATCH] package/urandom-scripts: do not seed if initial seed doesn't exist
Peter Korsgaard
peter at korsgaard.com
Sun May 22 10:11:31 UTC 2022
>>>>> "Jason" == Jason A Donenfeld <Jason at zx2c4.com> writes:
> By returning a failure in the event that the initial seed doesn't exist,
> we'd then skip creating a new seed, which means we'd never in fact have
> an initial seed, and this script is therefore useless. Fix this by
> checking for the existence of the seed file first, and just returning 0
> if it's not there.
> Reported-by: Nicolas Cavallari <Nicolas.Cavallari at green-communications.fr>
> Reported-by: Eugen Hristev <Eugen.Hristev at microchip.com>
> Signed-off-by: Jason A. Donenfeld <Jason at zx2c4.com>
Committed to 2022.02.x, thanks.
> ---
> package/urandom-scripts/S20urandom | 1 +
> 1 file changed, 1 insertion(+)
> diff --git a/package/urandom-scripts/S20urandom b/package/urandom-scripts/S20urandom
> index c6b2ebd48f..6c6aea9eee 100644
> --- a/package/urandom-scripts/S20urandom
> +++ b/package/urandom-scripts/S20urandom
> @@ -18,6 +18,7 @@ else
> fi
> init_rng() {
> + [ -f "$URANDOM_SEED" ] || return 0
> printf 'Initializing random number generator: '
> dd if="$URANDOM_SEED" bs="$pool_size" of=/dev/urandom count=1 2> /dev/null
> status=$?
> --
> 2.35.1
--
Bye, Peter Korsgaard
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