diceware/main.js
2017-11-08 23:27:42 -05:00

658 lines
14 KiB
JavaScript

/**
* Our main Javascript file.
*/
var Promise = require("bluebird");
var randomNumber = require("random-number-csprng");
//
// This "put everything in an object" approach is a holdover from
// before I started using webpack. Yay legacy code.
//
var Diceware = {};
//
// How many dice per roll?
//
Diceware.num_dice_per_roll = 5;
/**
* Return true if we have a function that returns cryptographically random
* values. False otherwise.
*/
Diceware.i_can_has_good_crypto = function() {
//return(false); // Debugging
if (window.crypto && window.crypto.getRandomValues) {
return(true);
}
return(false);
} // End of i_can_has_good_crypto()
/**
* Return a random integer between 0 and max, inclusive.
*/
Diceware.getRandomValue = function(max) {
return new Promise(function(resolve, reject) {
if (max <= 0){
resolve(NaN);
}
if (Diceware.i_can_has_good_crypto()) {
Promise.try(function() {
return randomNumber(0, max);
}).then(function(number) {
retval = number;
resolve(retval);
}).catch({code: "RandomGenerationError"}, function(err) {
console.log("randomNumber(): Something went wrong!");
});
} else {
//
// Fall back to something way less secure. The user has already
// been warned.
//
retval = Math.floor(Math.random() * max);
resolve(retval);
}
}); // End of Promise()
} // End of getRandomValue()
/**
* Convert a number from base 10 into base 6.
*
* @param integer roll The random value.
* @param integer num_dice The number of dice we're returning.
*
* @return array An array of the base 6 numbers.
*/
Diceware.getBase6 = function(roll, num_dice) {
var retval = [];
//
// Sanity check
//
var max_dice_roll = Math.pow(6, num_dice) - 1;
if (roll > max_dice_roll) {
throw("Value too large!");
}
if (roll < 0) {
throw("Value cannot be negative!");
}
//
// Go through each die, starting with the most significant one, and
// get its value.
//
var num_dice_left = num_dice - 1;
var dice_value_left = roll;
for (var i = num_dice_left; i >= 0; i--) {
var die_value = Math.pow(6, i);
var value = Math.floor( dice_value_left / die_value);
var left = dice_value_left % die_value;
retval.push(value);
dice_value_left = dice_value_left - (die_value * value);
}
return(retval);
} // End of getBase6()
/**
* Convert a base-6 number to a dice roll
*
* @param array roll An array of integers in base-6 notation
* @param integer num_dice The number of dice rolled
*
* @return array An array of integers representing dice rolls
*/
Diceware.convertBase6ToDice = function(roll, num_dice) {
var retval = [];
if (roll.length != num_dice) {
throw("Mismatch between size of roll (" + roll.length + ") and number of dice (" + num_dice + ")");
}
for (var k in roll) {
var num = roll[k];
if (num < 0) {
throw("Value " + num + " is negative!");
}
if (num > 5) {
throw("Value " + num + " is too large!");
}
num++;
retval.push(num);
}
return(retval);
} // End of convertBase6ToDice()
/**
* Get the maximum value from the number of dice we're rolling.
* This is in a separate function so it is testable.
*/
Diceware.getNumValuesFromNumDice = function(num_dice) {
var retval;
if (num_dice == 0) {
throw("Number of dice cannot be zero!");
} else if (num_dice < 0){
throw("Number of dice is negative!");
}
retval = Math.pow(6, num_dice);
return(retval);
} // End of getNumValuesFromNumDice()
/**
* This is our main entry point for rolling dice.
*
* Get our maximum number for a random value, turn it into base-6,
* then turn it into a dice roll!
*
* @return object An object that contains a dice roll and the raw random value.
*
*/
Diceware.rollDice = function(num_dice) {
return new Promise(function(resolve, reject) {
var retval = {};
var max = Diceware.getNumValuesFromNumDice(num_dice);
Promise.try(function() {
return(Diceware.getRandomValue(max - 1));
}).then(function(random) {
var base6 = Diceware.getBase6(random, num_dice);
var dice = Diceware.convertBase6ToDice(base6, num_dice);
retval.value = random;
retval.roll = dice;
resolve(retval);
});
}); // End of Promise()
} // End of rollDice()
/**
* Look up a word from our wordlist.
*
* @param object wordlist Our hash table of dice rolls and their corresponding words.
* @param integer index
*
* @return string The word from the dicelist
*/
Diceware.get_word = function(wordlist, index) {
var retval = wordlist[index];
if (retval) {
retval = retval[0].toUpperCase() + retval.slice(1);
} else {
retval = "((Word not found in wordlist)) ";
}
return(retval);
}
/**
* This function displays each dice roll.
*
* @param array rows Array of rows of dice rolls that we had.
* @param object cb Our callback to fire when done
* @param integer in_fadein_duration How long before fading in a roll of dice
* @param integer in_fadeout_delay How long before fading out the diceroll
*
*/
Diceware.display_row = function(rows, cb, in_fadein_duration, in_fadeout_delay) {
var fadein_duration = in_fadein_duration || 250;
var fadeout_delay = in_fadeout_delay || 750;
if (rows.length) {
//
// Grab a row, and hide each of the dice and the word in it.
//
var row = rows.shift();
var html = row.hide().appendTo(".results");
html.find(".dice_element").each(function(i, value) {
jQuery(value).hide();
});
//
// Now show the row, and loop through each element, fading in
// the dice and the word in sequence.
//
html.show(fadein_duration, function() {
jQuery(this).find(".dice_element").each(function(i, value) {
var delay = i * 100;
setTimeout(function() {
jQuery(value).show();
}, delay);
});
//
// Decrease the delays with subsequent rolls so that users
// don't get impatent.
// (I know I did when rolling 8 dice!)
//
fadein_duration -= 25;
fadeout_delay -= 50;
//
// Now fade out the entire row, and call ourselves again
// so we can repeat with the next row.
//
jQuery(this).delay(fadeout_delay)
.fadeOut(fadeout_delay, function() {
Diceware.display_row(rows, cb, fadein_duration, fadeout_delay);
});
});
} else {
//
// All done with displaying rows, fire our callback and get outta here.
//
cb();
}
} // End of display_row()
/**
* Display the actual results.
*
* @param cb object Optional callback to fire when done
*/
Diceware.display_results = function(cb) {
jQuery(".results_words_key").hide().clone().appendTo(".results");
jQuery(".results_words_value").hide().clone().appendTo(".results");
jQuery(".results").append("<br clear=\"all\" />");
jQuery(".results_phrase_key").hide().clone().appendTo(".results");
jQuery(".results_phrase_value").hide().clone().appendTo(".results");
jQuery(".results").append("<br clear=\"all\" />");
jQuery(".results_num_possible_key").hide().clone().appendTo(".results");
jQuery(".results_num_possible_value").hide().clone().appendTo(".results");
jQuery(".results .results_words_key").fadeIn(500, function() {
jQuery(".results .results_words_value").fadeIn(500, function() {
jQuery(".results .results_phrase_key").fadeIn(400, function() {
jQuery(".results .results_phrase_value").fadeIn(400, function() {
jQuery(".results .results_num_possible_key").fadeIn(300, function() {
jQuery(".results .results_num_possible_value").fadeIn(300, function() {
if (cb) {
cb();
}
});
});
});
});
});
});
} // End of display_results()
/**
* Return the width of the browser window.
*/
Diceware.get_width = function() {
return(jQuery(window).width());
}
/**
* Return true if we are running on a mobile screen.
*/
Diceware.is_mobile = function() {
if (Diceware.get_width() <= 480) {
return(true);
}
return(false);
} // End of is_mobile()
/**
* Do some preliminary work, such as clearing out results and scrolling.
*/
Diceware.rollDiceHanlderPre = function() {
//
// Clear out more space when mobile
//
// In the future, I should just use a media query in CSS
//
var target_height = 300;
if (Diceware.is_mobile()) {
target_height = 400;
}
jQuery(".results").animate({height: target_height}, 400);
//
// If we're running on an iPhone or similar, scroll down so that we can
// see the dice rolls and passphrase.
//
if (Diceware.is_mobile()) {
var aTag = $("a[name='roll_dice_button']");
$("html,body").animate({scrollTop: aTag.offset().top}, "slow");
}
//
// Remove any old results
//
jQuery(".results").empty();
} // End of rollDiceHandlerPre()
/**
* Our handler for what to do when the "Roll Dice" button is clicked".
* It generates the passphrase and updates the HTML.
*/
Diceware.rollDiceHandler = function(e) {
Diceware.rollDiceHanlderPre();
//
// Make our dice rolls
//
var num_dice = jQuery(".dice_button.active").html();
var num_passwords = Number(Math.pow(6, (Diceware.num_dice_per_roll * num_dice)));
var passphrase = new Array();
var rolls = new Array();
//
// Create an array of empty items, since this is the only way I can
// figure out to do a loop in Bluebird at this time. Ugh.
//
var items = [];
for (i=0; i<num_dice; i++) { items.push(null); }
Promise.map(items, function(element) {
//
// Do our dice rolls all at once.
//
return(Diceware.rollDice(Diceware.num_dice_per_roll));
}).then(function(data) {
//
// Now that we have the results, get the word for each roll,
// save the roll, and push the word onto the passphrase.
//
data.forEach(function(row) {
var roll = {};
roll.dice = row;
roll.word = Diceware.get_word(wordlist, roll.dice.value);
rolls.push(roll);
passphrase.push(roll.word);
});
Diceware.rollDiceHanlderPost(rolls, passphrase, num_passwords);
});
} // End of rollDiceHandler()
/**
* Our post work, of displaying the results of our dice rolls.
*/
Diceware.rollDiceHanlderPost = function(rolls, passphrase, num_passwords) {
//
// Populate our results by cloning the hidden base rows which
// represent each die.
//
jQuery(".results_words_value").html(passphrase.join(" "));
jQuery(".results_phrase_value").html(passphrase.join(""));
jQuery(".results_num_possible_value").html(num_passwords.toLocaleString("en"));
var rows = new Array();
for (var key in rolls) {
var roll = rolls[key];
var row = jQuery("<div></div>");
//
// Clone and append specific dice to this row.
//
for (var key2 in roll.dice.roll) {
var die = roll.dice.roll[key2];
var classname = ".source .dice" + die;
var tmp = jQuery(classname).clone().appendTo(row);
}
//
// Now append the word
//
var dice_word = jQuery(".dice_word").clone();
dice_word.html("\"" + roll.word + "\"");
row.append(dice_word);
//
// And clear to the next line
//
row.append("<br clear=\"all\" />");
rows.push(row);
}
//
// Now display those rows.
//
Diceware.display_row(rows, function() {
//
// And then display the results
//
Diceware.display_results(function() {
//
// Set the height of this back to auto so we don't have unused space.
// I'm amazed that we don't see a "flash" of the results div
// temporarily shrinking, but this seems to work as per what I saw
// at http://stackoverflow.com/questions/5003220/javascript-jquery-animate-to-auto-height
//
// Well then.
//
var height = jQuery(".results").height();
jQuery(".results").css("height", "auto");
var new_height = jQuery(".results").height();
jQuery(".results").height(height);
jQuery(".results").animate({height: new_height}, 400);
});
});
} // End of rollDiceHandlerPost()
/**
* Turn our GET method data into an associative array.
*/
Diceware.extractGetData = function(get_data) {
var retval = {};
if (!location.search) {
return(retval);
}
var get = get_data.substring(1);
var pairs = get.split("&");
for (var k in pairs) {
var row = pairs[k];
var pair = row.split("=");
var key = pair[0];
var value = pair[1];
retval[key] = value;
}
return(retval);
} // End of extractGetData()
/**
* Our main function when being used via the UI. We call this to set up our jQuery hooks.
*
* I should probably refactor this more in the future--this function came about
* when I changed the code from self-contained to contained in an external object
* in preparation fro Qunit testing...
*
*/
Diceware.go = function() {
console.log("Thanks for checking out my code! You can find the Git repo at https://github.com/dmuth/diceware");
//
// Handler to mark the clicked number of dice button as active.
//
jQuery(".dice_button").on("click", function(e) {
jQuery(".dice_button").removeClass("active");
jQuery(e.target).addClass("active");
});
jQuery("#roll_dice").on("click", Diceware.rollDiceHandler);
//
// If we're not on a mobile, bring in the GitHub ribbon.
//
if (!Diceware.is_mobile()) {
jQuery("#github_ribbon").fadeIn(1000);
}
if (!Diceware.i_can_has_good_crypto()) {
jQuery(".source .bad_crypto").clone().hide().fadeIn(800).appendTo(".message");
}
var get_data = Diceware.extractGetData(location.search);
var dice = 5;
if (get_data["dice"]) {
if (get_data["dice"] >= 5 && get_data["dice"] <= 7) {
dice = get_data["dice"];
Diceware.num_dice_per_roll = dice;
}
}
console.log("Rolling " + Diceware.num_dice_per_roll + " dice per roll");
var file = "wordlist-" + dice + "-dice.js";
if (dice == 5) {
//
// 5 Dice? Let's use the EFF version.
//
file = "wordlist-" + dice + "-dice-eff.js";
}
var js = "./wordlist/" + file;
console.log("Looks like we're loading '" + js + "'!");
//
// Load our wordlist.
//
jQuery.getScript(js).done(
function(data) {
//
// If "debug" is set in the GET data, roll the dice on page load.
// Speed up my development a bit. :-)
//
var debug = location.search.indexOf("debug");
if (get_data["debug"] && get_data["debug"] > 0) {
var num = get_data["debug"];
if (num < 2) {
num = 2;
} else if (num > 8) {
num = 8;
}
var id="#button-dice-" + num;
jQuery(id).click();
console.log("Debug mode enabled, auto-rolling " + num + " times!");
jQuery("#roll_dice").click();
}
}).fail(
function(jqxhr, settings, exception) {
console.log("Error loading Javascript:", jqxhr.status, settings, exception);
});
} // End of go()
//
// Run go() automatically, as that is the webpack way.
//
Diceware.go();