Bluetooth LE Security and Access Control

When you take the plastic separator out of Puck.js's battery compartment, it'll start up, and will be connectable (and programmable) by anyone.

Much like many other development devices, this is done so you can get up and running quickly, without the hurdle of having to enter passwords.

However as soon as you want to use Puck.js properly, you will almost certainly want to lock it down so that it can't be programmed by other people.

Note: While unbonded (see the end of this page) Bluetooth communications are unencrypted - so you should be aware that someone within range with bluetooth sniffing hardware could conceivably view anything written or uploaded to Puck.js.

There are a few options:

Don't allow connections to Puck.js

With NRF.setAdvertising you can allow Puck.js to keep transmitting advertising data, but ensure that no computer can connect to it:

NRF.setAdvertising({}, { connectable:false });

Add a password with E.setPassword("password")

See here. This will keep the UART service and allow any computer to connect to Puck.js, but will require anyone connecting to enter a password to access the Espruino Console.

This isn't perfect as it still allows anyone to connect, just not to access the JavaScript prompt.

'Hide' the console device

Using a command like LoopbackA.setConsole(true) you can force the JavaScript console into Loopback.

This means it will only be accessible via reads and writes to the LoopbackB variable. If someone connects to Puck.js they will still get access to the UART, but will be unable to do anything.

Anything written to the Bluetooth UART will still be available on the Bluetooth variable via Bluetooth.on('data', function(data) { ... }) and you can write responses with Bluetooth.write(...).

Note: you will no longer be able to program the Puck until you reset it or programatically call Bluetooth.setConsole().

Disconnect when an unknown address is found (whitelisting)

You can easily hook onto the connect event, and then force a disconnect if it is from an unknown address.

NRF.on('connect',function(addr) {
  if (addr!="69:2d:94:d0:9d:97 public")
    NRF.disconnect();
});

Other Puck.js devices will tend to have an address of the form "aa:bb:cc:dd:ee:ff random", but PCs and phones will generally have the form "aa:bb:cc:dd:ee:ff public"

To find out which MAC address to use, you can upload this code:

devices = [];
NRF.on('connect',function(addr) {
  devices.push(addr);
});
// now connect a few times and see what's in 'devices' using the left-hand side

NOTE: New versions of Android can perform 'MAC randomisation' where they use a random MAC address each time they connect - meaning this is impossible to use in those cases.

NOTE: MAC addresses can be modified so this is not 100% secure. However the chances of someone guessing the correct MAC address without being in the area to snoop on a connection while it is active are extemely low.

Disable the BLE UART

If you don't need the user to be able to access the BLE UART, we'd suggest totally disabling it with NRF.setServices

NRF.setServices(undefined, {
  uart : false
});

This will completely remove the UART service, making Puck.js unprogrammable until it is reset.

Calling NRF.setServices again with uart:true will re-add the service. For instance the following code will disable or enable the UART (as well as flashing the red or green LEDs) when the button is pressed.

var locked = true;
NRF.setServices(undefined,{uart:!locked}­);
setWatch(function() {
  locked = !locked;
  digitalPulse(locked?LED1:LED2,1,100);
  NRF.setServices(undefined,{uart:!locked}­);
}, BTN, {repeat:true, edge:"rising", debounce:50});

Disable Bluetooth

You can call NRF.sleep() and NRF.wake() to turn Bluetooth off or on.

This will stop the device from advertising its presence, and will make it unconnectable by anyone - however it does increase the battery life.

The following code flashes the red or green LED and turns Bluetooth on or off.

var locked = false;
setWatch(function() {
  locked = !locked;
  digitalPulse(locked?LED1:LED2,1,100);
  if (locked) NRF.sleep();
  else NRF.wake();
}, BTN, {repeat:true, edge:"rising", debounce:50});

Bonding / Whitelisting

As of Espruino 1v92, Bonding is implemented in Puck.js. When devices are bonded they will be able to establish secure communications with each other.

Puck.js will accept secure or insecure connections - it is up to the connecting device to initiate the bonding procedure. If NRF.setWhitelist(true) has been called, when a device is next bonded to Puck.js, it will be added to the whitelist and the whitelist will be enabled - stopping other devices from connecting until Puck.js is restarted with the button held down.

Puck.js can also handle secure connections and bonding when it connects to other devices. Once connected, you can initiate the bonding procedure with the startBonding method, and can check the status of the connection with getSecurityStatus.

Passkey/Pin pairing

As of Espruino 2v02 (or 'cutting edge' builds), you can set a static Passkey for Espruino:

NRF.setSecurity({passkey:"123456", mitm:1, display:1});

When connecting, the central device will then request a passkey, and the connection will fail if it isn't correct.

When Espruino is acting as central connecting to another device you can enter a passkey using the BluetoothDevice.passkeyRequest event and BluetoothDevice.sendPasskey method (as long as NRF.setSecurity contains keyboard:1).

Disable the dump() and E.dumpStr() commands

These commands allow someone with console access to Espruino to easily dump the program code that's stored in the device.

You can disable them with global.dump=function(){};E.dumpStr=function(){};, however this is not full protection: with some work it is possible to re-enable them, and even without them, console access to Espruino allows you to read the state of the interpreter, so you can still reconstruct most of the code even without dump().

If you're worried about code readout then it's best to disable the console completely (see above).

This page is auto-generated from GitHub. If you see any mistakes or have suggestions, please let us know.