368 lines
11 KiB
JavaScript
368 lines
11 KiB
JavaScript
/** @fileOverview Random number generator.
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*
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* @author Emily Stark
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* @author Mike Hamburg
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* @author Dan Boneh
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*/
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/** @namespace Random number generator
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*
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* @description
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* <p>
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* This random number generator is a derivative of Ferguson and Schneier's
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* generator Fortuna. It collects entropy from various events into several
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* pools, implemented by streaming SHA-256 instances. It differs from
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* ordinary Fortuna in a few ways, though.
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* </p>
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*
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* <p>
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* Most importantly, it has an entropy estimator. This is present because
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* there is a strong conflict here between making the generator available
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* as soon as possible, and making sure that it doesn't "run on empty".
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* In Fortuna, there is a saved state file, and the system is likely to have
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* time to warm up.
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* </p>
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*
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* <p>
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* Second, because users are unlikely to stay on the page for very long,
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* and to speed startup time, the number of pools increases logarithmically:
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* a new pool is created when the previous one is actually used for a reseed.
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* This gives the same asymptotic guarantees as Fortuna, but gives more
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* entropy to early reseeds.
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* </p>
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*
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* <p>
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* The entire mechanism here feels pretty klunky. Furthermore, there are
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* several improvements that should be made, including support for
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* dedicated cryptographic functions that may be present in some browsers;
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* state files in local storage; cookies containing randomness; etc. So
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* look for improvements in future versions.
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* </p>
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*/
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sjcl.random = {
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/** Generate several random words, and return them in an array
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* @param {Number} nwords The number of words to generate.
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*/
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randomWords: function (nwords, paranoia) {
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var out = [], i, readiness = this.isReady(paranoia), g;
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if (readiness === this._NOT_READY) {
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throw new sjcl.exception.notReady("generator isn't seeded");
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} else if (readiness & this._REQUIRES_RESEED) {
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this._reseedFromPools(!(readiness & this._READY));
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}
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for (i=0; i<nwords; i+= 4) {
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if ((i+1) % this._MAX_WORDS_PER_BURST === 0) {
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this._gate();
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}
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g = this._gen4words();
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out.push(g[0],g[1],g[2],g[3]);
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}
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this._gate();
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return out.slice(0,nwords);
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},
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setDefaultParanoia: function (paranoia) {
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this._defaultParanoia = paranoia;
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},
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/**
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* Add entropy to the pools.
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* @param data The entropic value. Should be a 32-bit integer, array of 32-bit integers, or string
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* @param {Number} estimatedEntropy The estimated entropy of data, in bits
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* @param {String} source The source of the entropy, eg "mouse"
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*/
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addEntropy: function (data, estimatedEntropy, source) {
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source = source || "user";
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var id,
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i, ty = 0, tmp,
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t = (new Date()).valueOf(),
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robin = this._robins[source],
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oldReady = this.isReady();
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id = this._collectorIds[source];
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if (id === undefined) { id = this._collectorIds[source] = this._collectorIdNext ++; }
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if (robin === undefined) { robin = this._robins[source] = 0; }
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this._robins[source] = ( this._robins[source] + 1 ) % this._pools.length;
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switch(typeof(data)) {
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case "number":
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data=[data];
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ty=1;
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break;
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case "object":
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if (estimatedEntropy === undefined) {
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/* horrible entropy estimator */
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estimatedEntropy = 0;
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for (i=0; i<data.length; i++) {
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tmp= data[i];
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while (tmp>0) {
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estimatedEntropy++;
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tmp = tmp >>> 1;
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}
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}
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}
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this._pools[robin].update([id,this._eventId++,ty||2,estimatedEntropy,t,data.length].concat(data));
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break;
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case "string":
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if (estimatedEntropy === undefined) {
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/* English text has just over 1 bit per character of entropy.
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* But this might be HTML or something, and have far less
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* entropy than English... Oh well, let's just say one bit.
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*/
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estimatedEntropy = data.length;
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}
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this._pools[robin].update([id,this._eventId++,3,estimatedEntropy,t,data.length]);
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this._pools[robin].update(data);
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break;
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default:
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throw new sjcl.exception.bug("random: addEntropy only supports number, array or string");
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}
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/* record the new strength */
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this._poolEntropy[robin] += estimatedEntropy;
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this._poolStrength += estimatedEntropy;
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/* fire off events */
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if (oldReady === this._NOT_READY) {
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if (this.isReady() !== this._NOT_READY) {
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this._fireEvent("seeded", Math.max(this._strength, this._poolStrength));
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}
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this._fireEvent("progress", this.getProgress());
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}
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},
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/** Is the generator ready? */
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isReady: function (paranoia) {
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var entropyRequired = this._PARANOIA_LEVELS[ (paranoia !== undefined) ? paranoia : this._defaultParanoia ];
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if (this._strength && this._strength >= entropyRequired) {
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return (this._poolEntropy[0] > this._BITS_PER_RESEED && (new Date()).valueOf() > this._nextReseed) ?
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this._REQUIRES_RESEED | this._READY :
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this._READY;
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} else {
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return (this._poolStrength >= entropyRequired) ?
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this._REQUIRES_RESEED | this._NOT_READY :
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this._NOT_READY;
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}
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},
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/** Get the generator's progress toward readiness, as a fraction */
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getProgress: function (paranoia) {
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var entropyRequired = this._PARANOIA_LEVELS[ paranoia ? paranoia : this._defaultParanoia ];
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if (this._strength >= entropyRequired) {
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return 1.0;
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} else {
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return (this._poolStrength > entropyRequired) ?
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1.0 :
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this._poolStrength / entropyRequired;
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}
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},
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/** start the built-in entropy collectors */
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startCollectors: function () {
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if (this._collectorsStarted) { return; }
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if (window.addEventListener) {
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window.addEventListener("load", this._loadTimeCollector, false);
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window.addEventListener("mousemove", this._mouseCollector, false);
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} else if (document.attachEvent) {
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document.attachEvent("onload", this._loadTimeCollector);
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document.attachEvent("onmousemove", this._mouseCollector);
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}
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else {
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throw new sjcl.exception.bug("can't attach event");
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}
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this._collectorsStarted = true;
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},
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/** stop the built-in entropy collectors */
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stopCollectors: function () {
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if (!this._collectorsStarted) { return; }
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if (window.removeEventListener) {
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window.removeEventListener("load", this._loadTimeCollector, false);
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window.removeEventListener("mousemove", this._mouseCollector, false);
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} else if (window.detachEvent) {
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window.detachEvent("onload", this._loadTimeCollector);
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window.detachEvent("onmousemove", this._mouseCollector);
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}
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this._collectorsStarted = false;
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},
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/* use a cookie to store entropy.
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useCookie: function (all_cookies) {
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throw new sjcl.exception.bug("random: useCookie is unimplemented");
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},*/
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/** add an event listener for progress or seeded-ness. */
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addEventListener: function (name, callback) {
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this._callbacks[name][this._callbackI++] = callback;
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},
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/** remove an event listener for progress or seeded-ness */
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removeEventListener: function (name, cb) {
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var i, j, cbs=this._callbacks[name], jsTemp=[];
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/* I'm not sure if this is necessary; in C++, iterating over a
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* collection and modifying it at the same time is a no-no.
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*/
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for (j in cbs) {
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if (cbs.hasOwnProperty(j) && cbs[j] === cb) {
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jsTemp.push(j);
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}
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}
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for (i=0; i<jsTemp.length; i++) {
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j = jsTemp[i];
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delete cbs[j];
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}
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},
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/* private */
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_pools : [new sjcl.hash.sha256()],
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_poolEntropy : [0],
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_reseedCount : 0,
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_robins : {},
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_eventId : 0,
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_collectorIds : {},
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_collectorIdNext : 0,
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_strength : 0,
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_poolStrength : 0,
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_nextReseed : 0,
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_key : [0,0,0,0,0,0,0,0],
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_counter : [0,0,0,0],
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_cipher : undefined,
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_defaultParanoia : 6,
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/* event listener stuff */
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_collectorsStarted : false,
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_callbacks : {progress: {}, seeded: {}},
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_callbackI : 0,
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/* constants */
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_NOT_READY : 0,
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_READY : 1,
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_REQUIRES_RESEED : 2,
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_MAX_WORDS_PER_BURST : 65536,
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_PARANOIA_LEVELS : [0,48,64,96,128,192,256,384,512,768,1024],
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_MILLISECONDS_PER_RESEED : 30000,
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_BITS_PER_RESEED : 80,
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/** Generate 4 random words, no reseed, no gate.
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* @private
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*/
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_gen4words: function () {
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for (var i=0; i<4; i++) {
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this._counter[i] = this._counter[i]+1 | 0;
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if (this._counter[i]) { break; }
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}
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return this._cipher.encrypt(this._counter);
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},
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/* Rekey the AES instance with itself after a request, or every _MAX_WORDS_PER_BURST words.
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* @private
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*/
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_gate: function () {
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this._key = this._gen4words().concat(this._gen4words());
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this._cipher = new sjcl.cipher.aes(this._key);
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},
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/** Reseed the generator with the given words
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* @private
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*/
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_reseed: function (seedWords) {
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this._key = sjcl.hash.sha256.hash(this._key.concat(seedWords));
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this._cipher = new sjcl.cipher.aes(this._key);
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for (var i=0; i<4; i++) {
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this._counter[i] = this._counter[i]+1 | 0;
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if (this._counter[i]) { break; }
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}
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},
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/** reseed the data from the entropy pools
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* @param full If set, use all the entropy pools in the reseed.
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*/
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_reseedFromPools: function (full) {
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var reseedData = [], strength = 0, i;
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this._nextReseed = reseedData[0] =
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(new Date()).valueOf() + this._MILLISECONDS_PER_RESEED;
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for (i=0; i<16; i++) {
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/* On some browsers, this is cryptographically random. So we might
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* as well toss it in the pot and stir...
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*/
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reseedData.push(Math.random()*0x100000000|0);
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}
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for (i=0; i<this._pools.length; i++) {
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reseedData = reseedData.concat(this._pools[i].finalize());
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strength += this._poolEntropy[i];
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this._poolEntropy[i] = 0;
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if (!full && (this._reseedCount & (1<<i))) { break; }
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}
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/* if we used the last pool, push a new one onto the stack */
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if (this._reseedCount >= 1 << this._pools.length) {
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this._pools.push(new sjcl.hash.sha256());
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this._poolEntropy.push(0);
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}
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/* how strong was this reseed? */
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this._poolStrength -= strength;
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if (strength > this._strength) {
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this._strength = strength;
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}
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this._reseedCount ++;
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this._reseed(reseedData);
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},
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_mouseCollector: function (ev) {
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var x = ev.x || ev.clientX || ev.offsetX, y = ev.y || ev.clientY || ev.offsetY;
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sjcl.random.addEntropy([x,y], 2, "mouse");
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},
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_loadTimeCollector: function (ev) {
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var d = new Date();
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sjcl.random.addEntropy(d, 2, "loadtime");
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},
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_fireEvent: function (name, arg) {
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var j, cbs=sjcl.random._callbacks[name], cbsTemp=[];
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/* TODO: there is a race condition between removing collectors and firing them */
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/* I'm not sure if this is necessary; in C++, iterating over a
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* collection and modifying it at the same time is a no-no.
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*/
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for (j in cbs) {
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if (cbs.hasOwnProperty(j)) {
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cbsTemp.push(cbs[j]);
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}
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}
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for (j=0; j<cbsTemp.length; j++) {
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cbsTemp[j](arg);
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}
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}
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};
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