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Card entropy fixes compiled into standalone
This commit is contained in:
+85
-13
@@ -161,7 +161,7 @@
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<select class="mnemonic-length form-control">
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<select class="mnemonic-length form-control">
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<option value="raw">From entropy length (3 words per 32 bits)</option>
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<option value="raw">From entropy length (3 words per 32 bits)</option>
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<option value="12">12 Words</option>
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<option value="12">12 Words</option>
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<option value="15">15 Words</option>
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<option value="15" selected>15 Words</option>
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<option value="18">18 Words</option>
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<option value="18">18 Words</option>
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<option value="21">21 Words</option>
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<option value="21">21 Words</option>
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<option value="24">24 Words</option>
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<option value="24">24 Words</option>
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@@ -17949,6 +17949,8 @@ var time_estimates;time_estimates={estimate_attack_times:function(e){var t,n,s,o
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window.Entropy = new (function() {
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window.Entropy = new (function() {
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var TWO = new BigInteger(2);
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// matchers returns an array of the matched events for each type of entropy.
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// matchers returns an array of the matched events for each type of entropy.
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// eg
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// eg
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// matchers.binary("010") returns ["0", "1", "0"]
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// matchers.binary("010") returns ["0", "1", "0"]
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@@ -18057,7 +18059,6 @@ window.Entropy = new (function() {
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// eg the second last card can be only one of two, not one of fifty two
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// eg the second last card can be only one of two, not one of fifty two
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// so the added entropy for that card is only one bit at most
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// so the added entropy for that card is only one bit at most
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if (base.asInt == 52) {
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if (base.asInt == 52) {
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// Get the maximum value WITHOUT replacement
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var totalDecks = Math.ceil(base.parts.length / 52);
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var totalDecks = Math.ceil(base.parts.length / 52);
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var totalCards = totalDecks * 52;
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var totalCards = totalDecks * 52;
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var totalCombos = factorial(52).pow(totalDecks);
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var totalCombos = factorial(52).pow(totalDecks);
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@@ -18068,18 +18069,77 @@ window.Entropy = new (function() {
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var currentCombos = totalCombos.divide(remainingCombos);
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var currentCombos = totalCombos.divide(remainingCombos);
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var numberOfBits = Math.log2(currentCombos);
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var numberOfBits = Math.log2(currentCombos);
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var maxWithoutReplace = BigInteger.pow(2, numberOfBits);
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var maxWithoutReplace = BigInteger.pow(2, numberOfBits);
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// aggresive flooring of numberOfBits by BigInteger.pow means a
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// Use a bunch of sorted decks to measure entropy from, populated
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// more accurate result can be had for small numbers using the
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// as needed.
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// built-in Math.pow function.
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var sortedDecks = [];
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if (numberOfBits < 32) {
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// Initialize the final entropy value for these cards
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maxWithoutReplace = BigInteger(Math.round(Math.pow(2, numberOfBits)));
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var entropyInt = BigInteger.ZERO;
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// Track how many instances of each card have been used, and thus
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// how many decks are in use.
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var cardCounts = {};
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// Track the total bits of entropy that remain, which diminishes as
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// each card is drawn.
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var totalBitsLeft = numberOfBits;
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// Work out entropy contribution of each card drawn
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for (var i=0; i<base.parts.length; i++) {
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// Get the card that was drawn
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var cardLower = base.parts[i];
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var card = cardLower.toUpperCase();
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// Initialize the deck for this card if needed, to track how
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// much entropy it adds.
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if (!(card in cardCounts)) {
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cardCounts[card] = 0;
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}
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// Get the deck this card is from
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var deckIndex = cardCounts[card];
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while (deckIndex > sortedDecks.length-1) {
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sortedDecks.push(getSortedDeck());
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}
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// See how many bits this card contributes (depends on how many
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// are left in the deck it's from)
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var deckForCard = sortedDecks[deckIndex];
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var cardsLeftInDeck = deckForCard.length;
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var additionalBits = Math.log2(cardsLeftInDeck);
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// Work out the min and max value for this card
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var nextTotalBitsLeft = totalBitsLeft - additionalBits;
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var minPossibleNewEntropy = TWO.pow(nextTotalBitsLeft).subtract(1);
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var maxPossibleNewEntropy = TWO.pow(totalBitsLeft).subtract(1);
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var diff = maxPossibleNewEntropy.subtract(minPossibleNewEntropy);
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// BigInteger aggresively floors numbers which greatly affects
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// the small numbers. In that case, use native Math library
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var useBigInt = totalBitsLeft >= 32;
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if (!useBigInt) {
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minPossibleNewEntropy = Math.round(Math.pow(2, nextTotalBitsLeft)-1);
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maxPossibleNewEntropy = Math.round(Math.pow(2, totalBitsLeft)-1);
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diff = maxPossibleNewEntropy - minPossibleNewEntropy;
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}
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// Scale the value between possible min and max depending on
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// this card value
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var thisCardIndex = deckForCard.indexOf(card);
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var toAdd = BigInteger.ZERO;
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if (cardsLeftInDeck > 1) {
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if (useBigInt) {
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toAdd = diff.multiply(thisCardIndex)
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.divide(deckForCard.length - 1)
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.add(minPossibleNewEntropy);
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}
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else {
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var ratio = thisCardIndex / (deckForCard.length -1);
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var f = diff * ratio;
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toAdd = new BigInteger(f).add(minPossibleNewEntropy);
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}
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}
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// Add this card entropy to existing entropy
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entropyInt = entropyInt.add(toAdd);
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// Remove this card from the deck it comes from
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deckForCard.splice(thisCardIndex,1);
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// Ensure the next insance of this card uses the next deck
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cardCounts[card] = cardCounts[card] + 1;
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// Next card drawn has less total remaining bits to work with
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totalBitsLeft = nextTotalBitsLeft;
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}
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}
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// Get the maximum value WITH replacement
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// Convert to binary
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var maxWithReplace = BigInteger.pow(52, base.parts.length);
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var entropyBin = entropyInt.toString(2);
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// Calculate the new value by scaling the original value down
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var withoutReplace = entropyInt.multiply(maxWithoutReplace).divide(maxWithReplace);
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// Left pad with zeros based on number of bits
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var entropyBin = withoutReplace.toString(2);
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var numberOfBitsInt = Math.floor(numberOfBits);
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var numberOfBitsInt = Math.floor(numberOfBits);
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while (entropyBin.length < numberOfBitsInt) {
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while (entropyBin.length < numberOfBitsInt) {
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entropyBin = "0" + entropyBin;
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entropyBin = "0" + entropyBin;
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@@ -18110,6 +18170,18 @@ window.Entropy = new (function() {
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return e;
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return e;
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}
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}
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function getSortedDeck() {
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var s = [];
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var suits = "CDHS";
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var values = "A23456789TJQK";
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for (var i=0; i<suits.length; i++) {
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for (var j=0; j<values.length; j++) {
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s.push(values[j]+suits[i]);
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}
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}
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return s;
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}
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function getBase(str) {
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function getBase(str) {
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// Need to get the lowest base for the supplied entropy.
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// Need to get the lowest base for the supplied entropy.
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// This prevents interpreting, say, dice rolls as hexadecimal.
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// This prevents interpreting, say, dice rolls as hexadecimal.
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