/** @fileOverview Random number generator. * * @author Emily Stark * @author Mike Hamburg * @author Dan Boneh */ /** @constructor * @class Random number generator * * @description *

* 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 * @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; } 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, false); window.removeEventListener("mousemove", this._mouseCollector, false); } 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= 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 || 0, y = ev.y || ev.clientY || ev.offsetY || 0; sjcl.random.addEntropy([x,y], 2, "mouse"); }, _loadTimeCollector: function (ev) { sjcl.random.addEntropy((new Date()).valueOf(), 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