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rand(3)

rand(3)                             OpenSSL                            rand(3)

NAME
       rand - pseudo-random number generator

SYNOPSIS
        #include <openssl/rand.h>

        int  RAND_set_rand_engine(ENGINE *engine);

        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, double entropy);
        int  RAND_status(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(const RAND_METHOD *meth);
        const RAND_METHOD *RAND_get_rand_method(void);
        RAND_METHOD *RAND_SSLeay(void);

        void RAND_cleanup(void);

        /* For Win32 only */
        void RAND_screen(void);
        int RAND_event(UINT, WPARAM, LPARAM);

DESCRIPTION
       Since the introduction of the ENGINE API, the recommended way of
       controlling default implementations is by using the ENGINE API
       functions. The default RAND_METHOD, as set by RAND_set_rand_method()
       and returned by RAND_get_rand_method(), is only used if no ENGINE has
       been set as the default "rand" implementation. Hence, these two
       functions are no longer the recommended way to control defaults.

       If an alternative RAND_METHOD implementation is being used (either set
       directly or as provided by an ENGINE module), then it is entirely
       responsible for the generation and management of a cryptographically
       secure PRNG stream. The mechanisms described below relate solely to the
       software PRNG implementation built in to OpenSSL and used by default.

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

1.0.2l                            2017-05-25                           rand(3)
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