/** @fileOverview Random number generator.
*
* @author Emily Stark
* @author Mike Hamburg
* @author Dan Boneh
* @author Michael Brooks
*/
/** @constructor
* @class Random number generator
* @description
* Use sjcl.random as a singleton for this class!
*
* 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.
*
*
*
* 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.
*
*
*
* 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.
*
*
*
* 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.
*
*/
sjcl.prng = function(defaultParanoia) {
/* private */
this._pools = [new sjcl.hash.sha256()];
this._poolEntropy = [0];
this._reseedCount = 0;
this._robins = {};
this._eventId = 0;
this._collectorIds = {};
this._collectorIdNext = 0;
this._strength = 0;
this._poolStrength = 0;
this._nextReseed = 0;
this._key = [0,0,0,0,0,0,0,0];
this._counter = [0,0,0,0];
this._cipher = undefined;
this._defaultParanoia = defaultParanoia;
/* event listener stuff */
this._collectorsStarted = false;
this._callbacks = {progress: {}, seeded: {}};
this._callbackI = 0;
/* constants */
this._NOT_READY = 0;
this._READY = 1;
this._REQUIRES_RESEED = 2;
this._MAX_WORDS_PER_BURST = 65536;
this._PARANOIA_LEVELS = [0,48,64,96,128,192,256,384,512,768,1024];
this._MILLISECONDS_PER_RESEED = 30000;
this._BITS_PER_RESEED = 80;
};
sjcl.prng.prototype = {
/** Generate several random words, and return them in an array.
* A word consists of 32 bits (4 bytes)
* @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; i0) {
estimatedEntropy++;
tmp = tmp >>> 1;
}
}
}
this._pools[robin].update([id,this._eventId++,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:
err=1;
}
if (err) {
throw new sjcl.exception.bug("random: addEntropy only supports number, array of numbers 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; }
this._eventListener = {
loadTimeCollector: this._bind(this._loadTimeCollector),
mouseCollector: this._bind(this._mouseCollector),
keyboardCollector: this._bind(this._keyboardCollector),
accelerometerCollector: this._bind(this._accelerometerCollector),
touchCollector: this._bind(this._touchCollector)
};
if (window.addEventListener) {
window.addEventListener("load", this._eventListener.loadTimeCollector, false);
window.addEventListener("mousemove", this._eventListener.mouseCollector, false);
window.addEventListener("keypress", this._eventListener.keyboardCollector, false);
window.addEventListener("devicemotion", this._eventListener.accelerometerCollector, false);
window.addEventListener("touchmove", this._eventListener.touchCollector, false);
} else if (document.attachEvent) {
document.attachEvent("onload", this._eventListener.loadTimeCollector);
document.attachEvent("onmousemove", this._eventListener.mouseCollector);
document.attachEvent("keypress", this._eventListener.keyboardCollector);
} 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._eventListener.loadTimeCollector, false);
window.removeEventListener("mousemove", this._eventListener.mouseCollector, false);
window.removeEventListener("keypress", this._eventListener.keyboardCollector, false);
window.removeEventListener("devicemotion", this._eventListener.accelerometerCollector, false);
window.removeEventListener("touchmove", this._eventListener.touchCollector, false);
} else if (document.detachEvent) {
document.detachEvent("onload", this._eventListener.loadTimeCollector);
document.detachEvent("onmousemove", this._eventListener.mouseCollector);
document.detachEvent("keypress", this._eventListener.keyboardCollector);
}
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= 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);
},
_keyboardCollector: function () {
this._addCurrentTimeToEntropy(1);
},
_mouseCollector: function (ev) {
var x, y;
try {
x = ev.x || ev.clientX || ev.offsetX || 0;
y = ev.y || ev.clientY || ev.offsetY || 0;
} catch (err) {
// Event originated from a secure element. No mouse position available.
x = 0;
y = 0;
}
if (x != 0 && y!= 0) {
sjcl.random.addEntropy([x,y], 2, "mouse");
}
this._addCurrentTimeToEntropy(0);
},
_touchCollector: function(ev) {
var touch = ev.touches[0] || ev.changedTouches[0];
var x = touch.pageX || touch.clientX,
y = touch.pageY || touch.clientY;
sjcl.random.addEntropy([x,y],1,"touch");
this._addCurrentTimeToEntropy(0);
},
_loadTimeCollector: function () {
this._addCurrentTimeToEntropy(2);
},
_addCurrentTimeToEntropy: function (estimatedEntropy) {
if (typeof window !== 'undefined' && window.performance && typeof window.performance.now === "function") {
//how much entropy do we want to add here?
sjcl.random.addEntropy(window.performance.now(), estimatedEntropy, "loadtime");
} else {
sjcl.random.addEntropy((new Date()).valueOf(), estimatedEntropy, "loadtime");
}
},
_accelerometerCollector: function (ev) {
var ac = ev.accelerationIncludingGravity.x||ev.accelerationIncludingGravity.y||ev.accelerationIncludingGravity.z;
if(window.orientation){
var or = window.orientation;
if (typeof or === "number") {
sjcl.random.addEntropy(or, 1, "accelerometer");
}
}
if (ac) {
sjcl.random.addEntropy(ac, 2, "accelerometer");
}
this._addCurrentTimeToEntropy(0);
},
_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