Cooperative random
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static/js/dom.js
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16
static/js/dom.js
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export function updatePlayerDom() {
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let list = document.querySelector("#playerList");
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list.replaceChildren();
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let newDom = document.createElement("li");
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newDom.textContent = ID;
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list.appendChild(newDom);
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for (let playerId of Object.keys(players)) {
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let newDom = document.createElement("li");
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if (playerId !== ID) {
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newDom.textContent = playerId;
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list.appendChild(newDom);
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}
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}
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}
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@ -1,21 +1,39 @@
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import { Player } from "./player.js";
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const ID = window.crypto.randomUUID();
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const ID = window.crypto.randomUUID();
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// Timeout to consider a player disconnected
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// Timeout to consider a player disconnected
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const TIMEOUT = 30_000;
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const TIMEOUT = 30_000;
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let players = {};
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let players = {};
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const WAITING = 0;
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const PRE_GAME = 1;
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const PLAYING = 2;
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const POST_GAME = 3;
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let game_state = WAITING;
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document.addEventListener("DOMContentLoaded", () => {
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document.addEventListener("DOMContentLoaded", () => {
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let socket = io();
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let socket = io();
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socket.on("connect", () => {
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socket.on("connect", () => {
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console.log("Connected!");
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console.log("Connected!");
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socket.emit("message", { type: "ANNOUNCE", author: ID, name: "" });
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socket.emit("message", {
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players[ID] = { name: "", timeout: null };
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type: "ANNOUNCE",
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id: window.crypto.randomUUID(),
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author: ID,
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name: "",
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});
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// Create self
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players[ID] = new Player(ID, name);
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});
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});
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socket.on("message", (data) => {
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socket.on("message", (data) => {
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// Ignore any messages that originate from us.
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// Ignore any messages that originate from us.
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if (data.author !== ID) {
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if (data.author === ID) {
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return;
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}
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switch (data.type) {
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switch (data.type) {
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case "ANNOUNCE":
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case "ANNOUNCE":
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playerConnected(socket, data);
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playerConnected(socket, data);
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@ -24,38 +42,158 @@ document.addEventListener("DOMContentLoaded", () => {
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case "KEEPALIVE":
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case "KEEPALIVE":
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keepAlive(data);
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keepAlive(data);
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break;
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break;
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}
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case "SYNC":
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sync(data);
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break;
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case "RANDOM":
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cooperativeRandom(data);
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break;
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}
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}
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});
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});
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// Emit keepalive messages to inform other players we are still here
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// Emit keepalive messages to inform other players we are still here
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window.setInterval(() => {
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window.setInterval(() => {
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socket.emit("message", { type: "KEEPALIVE", author: ID });
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socket.emit("message", {
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type: "KEEPALIVE",
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id: window.crypto.randomUUID(),
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author: ID,
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});
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}, TIMEOUT / 5);
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}, TIMEOUT / 5);
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});
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});
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/**
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* Process player connect packets: these inform that a new player has joined.
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*
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* @param socket Socket instance used to announce ourselves to new player
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* @param data Packet received
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*/
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function playerConnected(socket, data) {
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function playerConnected(socket, data) {
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// Block players from joining mid-game
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if (game_state !== WAITING) {
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return;
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}
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// When a new player is seen, all announce to ensure they know all players.
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// When a new player is seen, all announce to ensure they know all players.
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if (players[data.author] === undefined) {
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if (players[data.author] === undefined) {
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players[data.author] = { name: data.name, timeout: window.setTimeout(() => { delete players[data.author]; updatePlayerDom(); }, TIMEOUT) };
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players[data.author] = new Player(data.author, data.name);
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socket.emit("message", { type: "ANNOUNCE", author: ID, name: "" });
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socket.emit("message", {
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type: "ANNOUNCE",
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id: window.crypto.randomUUID(),
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author: ID,
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name: "",
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});
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players[data.author].resetTimeout();
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} else {
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} else {
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}
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}
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updatePlayerDom();
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updatePlayerDom();
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}
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}
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/**
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* Process keep-alive packets: these are packets that check players are still online.
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*
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* @param data Packet received
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*/
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function keepAlive(data) {
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function keepAlive(data) {
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window.clearTimeout(players[data.author].timeout);
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players[data.author].resetTimeout();
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players[data.author].timeout = window.setTimeout(() => { delete players[data.author]; updatePlayerDom(); }, TIMEOUT);
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}
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}
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function updatePlayerDom() {
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/**
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let list = document.querySelector('#playerList');
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* Process sync packets: update player details like status and name.
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list.replaceChildren();
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*
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for (let playerId of Object.keys(players)) {
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* @param data Packet received
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let newDom = document.createElement('li');
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*/
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newDom.textContent = playerId;
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function sync(data) {
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list.appendChild(newDom);
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players[data.author].name = data.name;
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players[data.author].ready = data.ready;
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if (allPlayersReady()) {
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game_state = PRE_GAME;
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// Decide turn order. "Master" begins a cooperative rng process.
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//
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}
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}
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function allPlayersReady() {
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for (let player of Object.values(players)) {
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if (!player.ready) {
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return false;
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}
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}
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return true;
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}
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// Track ongoing random sessions.
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const randomSessions = {};
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/**
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* Process cooperative random protocol.
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*
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* @param socket Socket instance for communication
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* @param data Packet received
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*/
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function cooperativeRandom(socket, data) {
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// Step 0: extract relevant information from data
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let session = randomSessions[data.session];
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const stage = data.stage;
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if (session === undefined) {
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// Step 1: generate and encrypt our random value. 4 bytes = 32 bit integer
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const noise = CryptoJS.libs.WordArray.random(4);
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const key = CryptoJS.libs.WordArray.random(256);
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const cipherText = CryptoJS.AES.encrypt(noise, key);
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randomSessions[data.session] = {
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range: data.range,
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cipherTexts: {},
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cipherKeys: {},
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ourKey: key,
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ourNoise: noise,
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finalValue: -1,
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};
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session = randomSessions[data.session];
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// Step 2: send our random value and wait for all responses
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socket.emit("message", {
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type: "RANDOM",
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author: ID,
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stage: "CIPHERTEXT",
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range: data.range,
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cipherText: cipherText,
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});
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}
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if (stage === "CIPHERTEXT") {
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session.cipherTexts[data.author] = data.cipherText;
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if (Object.keys(session.cipherTexts).length === Object.keys(players).length) {
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// Step 3: release our key once all players have sent a ciphertext
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socket.emit("message", {
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type: "RANDOM",
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author: ID,
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stage: "DECRYPT",
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cipherKey: session.ourKey,
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});
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}
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} else if (stage === "DECRYPT") {
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session.cipherKeys[data.author] = data.cipherKey;
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// Step 4: get final random value
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if (Object.keys(session.cipherKeys).length === Object.keys(players).length) {
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let total = 0;
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for (let participant of Object.keys(session.cipherKeys)) {
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total += CryptoJS.AES.decrypt(
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session.cipherTexts[participant],
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session.cipherKeys[participant]
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);
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}
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session.finalValue = total % session.range;
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}
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}
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}
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}
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}
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21
static/js/player.js
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static/js/player.js
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import { updatePlayerDom } from "./dom.js";
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export class Player {
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constructor(id, name) {
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this.name = name;
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this.timeout = null;
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this.id = id;
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this.ready = false;
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}
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resetTimeout() {
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if (this.timeout !== null) {
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window.clearTimeout(players[data.author].timeout);
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}
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this.timeout = window.setTimeout(() => {
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delete players[this.id];
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updatePlayerDom();
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}, TIMEOUT);
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}
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}
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<link href="{{ url_for('static', filename='css/style.css') }}" rel="stylesheet">
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<link href="{{ url_for('static', filename='css/style.css') }}" rel="stylesheet">
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<script src="https://cdn.socket.io/4.5.4/socket.io.min.js"></script>
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<script src="https://cdn.socket.io/4.5.4/socket.io.min.js"></script>
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<script src="{{ url_for('static', filename='js/index.js') }}"></script>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/crypto-js/4.1.1/crypto-js.min.js"></script>
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<script type="module" src="{{ url_for('static', filename='js/index.js') }}"></script>
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</head>
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</head>
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<body>
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<body>
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BIN
whitepaper/demonstration/presentation.pdf
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whitepaper/demonstration/presentation.pdf
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whitepaper/demonstration/presentation.tex
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whitepaper/demonstration/presentation.tex
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\documentclass{beamer}
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\usetheme{default}
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\setbeamertemplate{frametitle}[default][center]
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\title{"Risk" in an untrusted setting}
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\author{Jude Southworth}
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\begin{document}
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\begin{frame}[plain]
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\maketitle
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\end{frame}
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\begin{frame}{Risk}
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\begin{itemize}
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\item \textit{Risk} is a popular strategy board game.
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\item It is played on a single board, depicting a world map, partitioned into regions.
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\item A player owns a region of the map by stationing troops within the region.
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\item Players fight for regions by gambling some of their troops against the troops in the other player's region.
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\end{itemize}
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\end{frame}
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\begin{frame}{Risk}
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\begin{itemize}
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\item \textit{Risk} has a variant called "fog of war".
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\item In this variant, players cannot see the number of troops stationed within regions they don't control, or don't neighbour.
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\item This variant is therefore only played online, in a \textbf{trusted setup}.
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\end{itemize}
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\end{frame}
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\begin{frame}{Proposition}
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\begin{itemize}
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\item Play fog-of-war Risk in an untrusted setup.
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\item In the untrusted setup, the same guarantees should be made as the trusted setup, but on a peer-to-peer network.
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\end{itemize}
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\end{frame}
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\begin{frame}{Proposition}
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\begin{itemize}
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\item Zero-knowledge proofs. \begin{itemize}
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\item
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\end{itemize}
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\item Asymmetric encryption. \begin{itemize}
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\item
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\end{itemize}
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\item Hashing. \begin{itemize}
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\item
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\end{itemize}
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\end{itemize}
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\end{frame}
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\end{document}
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