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- /*
- Copyright (c) 2004-2012, The Dojo Foundation All Rights Reserved.
- Available via Academic Free License >= 2.1 OR the modified BSD license.
- see: http://dojotoolkit.org/license for details
- */
- if(!dojo._hasResource["dojox.math.random.Secure"]){ //_hasResource checks added by build. Do not use _hasResource directly in your code.
- dojo._hasResource["dojox.math.random.Secure"] = true;
- dojo.provide("dojox.math.random.Secure");
- // Copyright (c) 2005 Tom Wu
- // All Rights Reserved.
- // See "LICENSE-BigInteger" for details.
- // Random number generator - requires a PRNG backend, e.g. prng4.js
- dojo.declare("dojox.math.random.Secure", null, {
- // summary:
- // Super simple implementation of a random number generator,
- // which relies on Math.random().
- constructor: function(prng, noEvents){
- // summary:
- // Intializes an instance of a secure random generator.
- // prng: Function:
- // function that returns an instance of PRNG (pseudorandom number generator)
- // with two methods: init(array) and next(). It should have a property "size"
- // to indicate the required pool size.
- // noEvents: Boolean?:
- // if false or absent, onclick and onkeypress event will be used to add
- // "randomness", otherwise events will not be used.
- this.prng = prng;
- // Initialize the pool with junk if needed.
- var p = this.pool = new Array(prng.size);
- this.pptr = 0;
- for(var i = 0, len = prng.size; i < len;) { // extract some randomness from Math.random()
- var t = Math.floor(65536 * Math.random());
- p[i++] = t >>> 8;
- p[i++] = t & 255;
- }
- this.seedTime();
- if(!noEvents){
- this.h = [
- dojo.connect(dojo.body(), "onclick", this, "seedTime"),
- dojo.connect(dojo.body(), "onkeypress", this, "seedTime")
- ];
- }
- },
- destroy: function(){
- // summary:
- // Disconnects events, if any, preparing the object for GC.
- if(this.h){
- dojo.forEach(this.h, dojo.disconnect);
- }
- },
- nextBytes: function(/* Array */ byteArray){
- // summary:
- // Fills in an array of bytes with random numbers
- // byteArray: Array:
- // array to be filled in with random numbers, only existing
- // elements will be filled.
- var state = this.state;
- if(!state){
- this.seedTime();
- state = this.state = this.prng();
- state.init(this.pool);
- for(var p = this.pool, i = 0, len = p.length; i < len; p[i++] = 0);
- this.pptr = 0;
- //this.pool = null;
- }
- for(var i = 0, len = byteArray.length; i < len; ++i){
- byteArray[i] = state.next();
- }
- },
- seedTime: function() {
- // summary:
- // Mix in the current time (w/milliseconds) into the pool
- this._seed_int(new Date().getTime());
- },
- _seed_int: function(x) {
- // summary:
- // Mix in a 32-bit integer into the pool
- var p = this.pool, i = this.pptr;
- p[i++] ^= x & 255;
- p[i++] ^= (x >> 8) & 255;
- p[i++] ^= (x >> 16) & 255;
- p[i++] ^= (x >> 24) & 255;
- if(i >= this.prng.size){
- i -= this.prng.size;
- }
- this.pptr = i;
- }
- });
- }
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