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Tweaked how some errors were returned so that the functions could be unit tested.
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1 changed files with 21 additions and 7 deletions
26
src/lib.js
26
src/lib.js
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@ -10,10 +10,23 @@ var randomNumber = require("random-number-csprng");
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*/
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module.exports.iCanHasGoodCrypto = iCanHasGoodCrypto = function() {
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//return(false); // Debugging
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//
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// If we don't have a Window variable, we're in Node.js, probably doing unit tests, so
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// return true.
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//
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// Even if I screw this up and there exists a web browser that doesn't have window defined
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// worst case is that a non-existant crypto.getRandomValues() function is called, and I'd rather
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// have some sort of error versus a user accidentally using weak crypto.
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//
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if (typeof(window) == "undefined") {
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return(true);
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}
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if (typeof(window) != "undefined") {
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if (window.crypto && window.crypto.getRandomValues) {
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return(true);
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}
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}
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return(false);
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@ -26,8 +39,9 @@ module.exports.iCanHasGoodCrypto = iCanHasGoodCrypto = function() {
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module.exports.getRandomValue = getRandomValue = function(max) {
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return new Promise(function(resolve, reject) {
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if (max <= 0){
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resolve(NaN);
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if (max <= 0) {
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reject("max can't be less or equal to zero!");
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return(null);
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}
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if (iCanHasGoodCrypto()) {
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@ -40,7 +54,7 @@ module.exports.getRandomValue = getRandomValue = function(max) {
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resolve(retval);
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}).catch({code: "RandomGenerationError"}, function(err) {
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console.log("randomNumber(): Something went wrong!");
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reject(err);
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});
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@ -75,11 +89,11 @@ module.exports.getBase6 = getBase6 = function(roll, num_dice) {
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//
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var max_dice_roll = Math.pow(6, num_dice) - 1;
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if (roll > max_dice_roll) {
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throw("Value too large!");
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throw(new Error("Value too large!"));
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}
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if (roll < 0) {
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throw("Value cannot be negative!");
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throw(new Error("Value cannot be negative!"));
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}
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//
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