Card entropy fixes compiled into standalone

This commit is contained in:
Ian Coleman
2016-11-25 14:38:19 +11:00
parent 55b592b498
commit 78b8d6048a

View File

@@ -161,7 +161,7 @@
<select class="mnemonic-length form-control">
<option value="raw">From entropy length (3 words per 32 bits)</option>
<option value="12">12 Words</option>
<option value="15">15 Words</option>
<option value="15" selected>15 Words</option>
<option value="18">18 Words</option>
<option value="21">21 Words</option>
<option value="24">24 Words</option>
@@ -17949,6 +17949,8 @@ var time_estimates;time_estimates={estimate_attack_times:function(e){var t,n,s,o
window.Entropy = new (function() {
var TWO = new BigInteger(2);
// matchers returns an array of the matched events for each type of entropy.
// eg
// matchers.binary("010") returns ["0", "1", "0"]
@@ -18057,7 +18059,6 @@ window.Entropy = new (function() {
// eg the second last card can be only one of two, not one of fifty two
// so the added entropy for that card is only one bit at most
if (base.asInt == 52) {
// Get the maximum value WITHOUT replacement
var totalDecks = Math.ceil(base.parts.length / 52);
var totalCards = totalDecks * 52;
var totalCombos = factorial(52).pow(totalDecks);
@@ -18068,18 +18069,77 @@ window.Entropy = new (function() {
var currentCombos = totalCombos.divide(remainingCombos);
var numberOfBits = Math.log2(currentCombos);
var maxWithoutReplace = BigInteger.pow(2, numberOfBits);
// aggresive flooring of numberOfBits by BigInteger.pow means a
// more accurate result can be had for small numbers using the
// built-in Math.pow function.
if (numberOfBits < 32) {
maxWithoutReplace = BigInteger(Math.round(Math.pow(2, numberOfBits)));
// Use a bunch of sorted decks to measure entropy from, populated
// as needed.
var sortedDecks = [];
// Initialize the final entropy value for these cards
var entropyInt = BigInteger.ZERO;
// Track how many instances of each card have been used, and thus
// how many decks are in use.
var cardCounts = {};
// Track the total bits of entropy that remain, which diminishes as
// each card is drawn.
var totalBitsLeft = numberOfBits;
// Work out entropy contribution of each card drawn
for (var i=0; i<base.parts.length; i++) {
// Get the card that was drawn
var cardLower = base.parts[i];
var card = cardLower.toUpperCase();
// Initialize the deck for this card if needed, to track how
// much entropy it adds.
if (!(card in cardCounts)) {
cardCounts[card] = 0;
}
// Get the deck this card is from
var deckIndex = cardCounts[card];
while (deckIndex > sortedDecks.length-1) {
sortedDecks.push(getSortedDeck());
}
// See how many bits this card contributes (depends on how many
// are left in the deck it's from)
var deckForCard = sortedDecks[deckIndex];
var cardsLeftInDeck = deckForCard.length;
var additionalBits = Math.log2(cardsLeftInDeck);
// Work out the min and max value for this card
var nextTotalBitsLeft = totalBitsLeft - additionalBits;
var minPossibleNewEntropy = TWO.pow(nextTotalBitsLeft).subtract(1);
var maxPossibleNewEntropy = TWO.pow(totalBitsLeft).subtract(1);
var diff = maxPossibleNewEntropy.subtract(minPossibleNewEntropy);
// BigInteger aggresively floors numbers which greatly affects
// the small numbers. In that case, use native Math library
var useBigInt = totalBitsLeft >= 32;
if (!useBigInt) {
minPossibleNewEntropy = Math.round(Math.pow(2, nextTotalBitsLeft)-1);
maxPossibleNewEntropy = Math.round(Math.pow(2, totalBitsLeft)-1);
diff = maxPossibleNewEntropy - minPossibleNewEntropy;
}
// Scale the value between possible min and max depending on
// this card value
var thisCardIndex = deckForCard.indexOf(card);
var toAdd = BigInteger.ZERO;
if (cardsLeftInDeck > 1) {
if (useBigInt) {
toAdd = diff.multiply(thisCardIndex)
.divide(deckForCard.length - 1)
.add(minPossibleNewEntropy);
}
else {
var ratio = thisCardIndex / (deckForCard.length -1);
var f = diff * ratio;
toAdd = new BigInteger(f).add(minPossibleNewEntropy);
}
}
// Add this card entropy to existing entropy
entropyInt = entropyInt.add(toAdd);
// Remove this card from the deck it comes from
deckForCard.splice(thisCardIndex,1);
// Ensure the next insance of this card uses the next deck
cardCounts[card] = cardCounts[card] + 1;
// Next card drawn has less total remaining bits to work with
totalBitsLeft = nextTotalBitsLeft;
}
// Get the maximum value WITH replacement
var maxWithReplace = BigInteger.pow(52, base.parts.length);
// Calculate the new value by scaling the original value down
var withoutReplace = entropyInt.multiply(maxWithoutReplace).divide(maxWithReplace);
// Left pad with zeros based on number of bits
var entropyBin = withoutReplace.toString(2);
// Convert to binary
var entropyBin = entropyInt.toString(2);
var numberOfBitsInt = Math.floor(numberOfBits);
while (entropyBin.length < numberOfBitsInt) {
entropyBin = "0" + entropyBin;
@@ -18110,6 +18170,18 @@ window.Entropy = new (function() {
return e;
}
function getSortedDeck() {
var s = [];
var suits = "CDHS";
var values = "A23456789TJQK";
for (var i=0; i<suits.length; i++) {
for (var j=0; j<values.length; j++) {
s.push(values[j]+suits[i]);
}
}
return s;
}
function getBase(str) {
// Need to get the lowest base for the supplied entropy.
// This prevents interpreting, say, dice rolls as hexadecimal.