[Buildroot] [PATCH] package/urandom-scripts: do not seed if initial seed doesn't exist

Jason A. Donenfeld Jason at zx2c4.com
Mon Apr 18 20:36:20 UTC 2022


Hi Eugen,

On Mon, Apr 18, 2022 at 08:19:13PM +0000, Eugen.Hristev--- via buildroot wrote:
> On 4/16/22 4:47 PM, Peter Korsgaard wrote:
> 
> >>>>>> "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, thanks.
> > 
> > --
> > Bye, Peter Korsgaard
> > 
> 
> 
> Hi Jason,
> 
> I cherry-picked this patch to my 2022.02.1 tree, and rebuilt my images.
> I still see this message at boot time :
> 
> "Initializing random number generator: FAIL"
> 
> Any ideas about what I could try ?

Huh, no, not sure. Are you sure your new images are running the new
file? I've manually run that function and I don't see it erroring...

Jason



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