bintzwing/core/random.js
2010-05-26 15:34:42 -07:00

368 lines
11 KiB
JavaScript

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