aboutsummaryrefslogtreecommitdiff
path: root/src/js/entropy.js
blob: 8a0c799f549ed4d2ef8b6b75e41592c0a0ef7f8f (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
/*
 * Detects entropy from a string.
 *
 * Formats include:
 * binary [0-1]
 * base 6 [0-5]
 * dice 6 [1-6]
 * decimal [0-9]
 * hexadecimal [0-9A-F]
 * card [A2-9TJQK][CDHS]
 *
 * Automatically uses lowest entropy to avoid issues such as interpretting 0101
 * as hexadecimal which would be 16 bits when really it's only 4 bits of binary
 * entropy.
 */

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"]
    // matchers.binary("a10") returns ["1", "0"]
    // matchers.hex("a10") returns ["a", "1", "0"]
    var matchers = {
        binary: function(str) {
            return str.match(/[0-1]/gi) || [];
        },
        base6: function(str) {
            return str.match(/[0-5]/gi) || [];
        },
        dice: function(str) {
            return str.match(/[1-6]/gi) || []; // ie dice numbers
        },
        base10: function(str) {
            return str.match(/[0-9]/gi) || [];
        },
        hex: function(str) {
            return str.match(/[0-9A-F]/gi) || [];
        },
        card: function(str) {
            // Format is NumberSuit, eg
            // AH ace of hearts
            // 8C eight of clubs
            // TD ten of diamonds
            // JS jack of spades
            // QH queen of hearts
            // KC king of clubs
            return str.match(/([A2-9TJQK][CDHS])/gi) || [];
        }
    }

    // Convert array of cards from ["ac", "4d", "ks"]
    // to numbers between 0 and 51 [0, 16, 51]
    function convertCardsToInts(cards) {
        var ints = [];
        var values = "a23456789tjqk";
        var suits = "cdhs";
        for (var i=0; i<cards.length; i++) {
            var card = cards[i].toLowerCase();
            var value = card[0];
            var suit = card[1];
            var asInt = 13 * suits.indexOf(suit) + values.indexOf(value);
            ints.push(asInt);
        }
        return ints;
    }

    this.fromString = function(rawEntropyStr) {
        // Find type of entropy being used (binary, hex, dice etc)
        var base = getBase(rawEntropyStr);
        // Convert dice to base6 entropy (ie 1-6 to 0-5)
        // This is done by changing all 6s to 0s
        if (base.str == "dice") {
            var newParts = [];
            var newInts = [];
            for (var i=0; i<base.parts.length; i++) {
                var c = base.parts[i];
                if ("12345".indexOf(c) > -1) {
                    newParts[i] = base.parts[i];
                    newInts[i] = base.ints[i];
                }
                else {
                    newParts[i] = "0";
                    newInts[i] = 0;
                }
            }
            base.str = "base 6 (dice)";
            base.ints = newInts;
            base.parts = newParts;
            base.matcher = matchers.base6;
        }
        // Detect empty entropy
        if (base.parts.length == 0) {
            return {
                binaryStr: "",
                cleanStr: "",
                cleanHtml: "",
                base: base,
            };
        }
        // Convert base.ints to BigInteger.
        // Due to using unusual bases, eg cards of base52, this is not as simple as
        // using BigInteger.parse()
        var entropyInt = BigInteger.ZERO;
        for (var i=base.ints.length-1; i>=0; i--) {
            var thisInt = BigInteger.parse(base.ints[i]);
            var power = (base.ints.length - 1) - i;
            var additionalEntropy = BigInteger.parse(base.asInt).pow(power).multiply(thisInt);
            entropyInt = entropyInt.add(additionalEntropy);
        }
        // Convert entropy to binary
        var entropyBin = entropyInt.toString(2);
        // If the first integer is small, it must be padded with zeros.
        // Otherwise the chance of the first bit being 1 is 100%, which is
        // obviously incorrect.
        // This is not perfect for non-2^n bases.
        var expectedBits = Math.floor(base.parts.length * Math.log2(base.asInt));
        while (entropyBin.length < expectedBits) {
            entropyBin = "0" + entropyBin;
        }
        // Assume cards are NOT replaced.
        // Additional entropy decreases as more cards are used. This means
        // total possible entropy is measured using n!, not base^n.
        // 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) {
            var totalDecks = Math.ceil(base.parts.length / 52);
            var totalCards = totalDecks * 52;
            var totalCombos = factorial(52).pow(totalDecks);
            var totalRemainingCards = totalCards - base.parts.length;
            var remainingDecks = Math.floor(totalRemainingCards / 52);
            var remainingCards = totalRemainingCards % 52;
            var remainingCombos = factorial(52).pow(remainingDecks).multiply(factorial(remainingCards));
            var currentCombos = totalCombos.divide(remainingCombos);
            var numberOfBits = Math.log2(currentCombos);
            var maxWithoutReplace = BigInteger.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;
            }
            // Convert to binary
            var entropyBin = entropyInt.toString(2);
            var numberOfBitsInt = Math.floor(numberOfBits);
            while (entropyBin.length < numberOfBitsInt) {
                entropyBin = "0" + entropyBin;
            }
        }
        // Supply a 'filtered' entropy string for display purposes
        var entropyClean = base.parts.join("");
        var entropyHtml = base.parts.join("");
        if (base.asInt == 52) {
            entropyClean = base.parts.join(" ").toUpperCase();
            entropyClean = entropyClean.replace(/C/g, "\u2663");
            entropyClean = entropyClean.replace(/D/g, "\u2666");
            entropyClean = entropyClean.replace(/H/g, "\u2665");
            entropyClean = entropyClean.replace(/S/g, "\u2660");
            entropyHtml = base.parts.join(" ").toUpperCase();
            entropyHtml = entropyHtml.replace(/C/g, "<span class='card-suit club'>\u2663</span>");
            entropyHtml = entropyHtml.replace(/D/g, "<span class='card-suit diamond'>\u2666</span>");
            entropyHtml = entropyHtml.replace(/H/g, "<span class='card-suit heart'>\u2665</span>");
            entropyHtml = entropyHtml.replace(/S/g, "<span class='card-suit spade'>\u2660</span>");
        }
        // Return the result
        var e = {
            binaryStr: entropyBin,
            cleanStr: entropyClean,
            cleanHtml: entropyHtml,
            base: base,
        }
        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.
        var binaryMatches = matchers.binary(str);
        var hexMatches = matchers.hex(str);
        // Find the lowest base that can be used, whilst ignoring any irrelevant chars
        if (binaryMatches.length == hexMatches.length && hexMatches.length > 0) {
            var ints = binaryMatches.map(function(i) { return parseInt(i, 2) });
            return {
                ints: ints,
                parts: binaryMatches,
                matcher: matchers.binary,
                asInt: 2,
                str: "binary",
            }
        }
        var cardMatches = matchers.card(str);
        if (cardMatches.length >= hexMatches.length / 2) {
            var ints = convertCardsToInts(cardMatches);
            return {
                ints: ints,
                parts: cardMatches,
                matcher: matchers.card,
                asInt: 52,
                str: "card",
            }
        }
        var diceMatches = matchers.dice(str);
        if (diceMatches.length == hexMatches.length && hexMatches.length > 0) {
            var ints = diceMatches.map(function(i) { return parseInt(i) });
            return {
                ints: ints,
                parts: diceMatches,
                matcher: matchers.dice,
                asInt: 6,
                str: "dice",
            }
        }
        var base6Matches = matchers.base6(str);
        if (base6Matches.length == hexMatches.length && hexMatches.length > 0) {
            var ints = base6Matches.map(function(i) { return parseInt(i) });
            return {
                ints: ints,
                parts: base6Matches,
                matcher: matchers.base6,
                asInt: 6,
                str: "base 6",
            }
        }
        var base10Matches = matchers.base10(str);
        if (base10Matches.length == hexMatches.length && hexMatches.length > 0) {
            var ints = base10Matches.map(function(i) { return parseInt(i) });
            return {
                ints: ints,
                parts: base10Matches,
                matcher: matchers.base10,
                asInt: 10,
                str: "base 10",
            }
        }
        var ints = hexMatches.map(function(i) { return parseInt(i, 16) });
        return {
            ints: ints,
            parts: hexMatches,
            matcher: matchers.hex,
            asInt: 16,
            str: "hexadecimal",
        }
    }

    // Polyfill for Math.log2
    // See https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/log2#Polyfill
    Math.log2 = Math.log2 || function(x) {
        // The polyfill isn't good enough because of the poor accuracy of
        // Math.LOG2E
        // log2(8) gave 2.9999999999999996 which when floored causes issues.
        // So instead use the BigInteger library to get it right.
        return BigInteger.log(x) / BigInteger.log(2);
    };

    // Depends on BigInteger
    function factorial(n) {
        if (n == 0) {
            return 1;
        }
        f = BigInteger.ONE;
        for (var i=1; i<=n; i++) {
            f = f.multiply(new BigInteger(i));
        }
        return f;
    }

})();