RSA keygen. some other stuff
This commit is contained in:
parent
cf0c9135e1
commit
ed171bf77f
@ -1,2 +1,4 @@
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import { generate_keypair } from "./paillier.js";
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export { generate_keypair };
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import { generate_rsa_keypair } from "./rsa.js";
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export { generate_keypair, generate_rsa_keypair };
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@ -12,3 +12,24 @@ export function mod_exp(a, b, n) {
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return res;
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}
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export function mod_inv(a, n) {
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let t = 0n;
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let new_t = 1n;
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let r = n;
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let new_r = a;
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while (new_r !== 0n) {
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let quotient = r / new_r;
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t = new_t;
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new_t = t - quotient * new_t;
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r = new_r;
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new_r = r - quotient * new_r;
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}
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if (t < 0) {
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t = t + n;
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}
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return t;
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}
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47
static/js/modules/crypto/rsa.js
Normal file
47
static/js/modules/crypto/rsa.js
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@ -0,0 +1,47 @@
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import { generate_prime } from "./random_primes.js";
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import { mod_exp, mod_inv } from "./math.js";
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let p, q, pubKey, privKey;
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class PubKey {
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constructor(p, q) {
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this.n = p * q;
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this.e = 65537;
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}
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decrypt(m) {
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return mod_exp(m, this.e, this.n);
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}
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}
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class PrivKey {
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constructor(p, q) {
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this.n = p * q;
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this.d = mod_inv(65537, (q - 1) * (p - 1));
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}
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encrypt(c) {
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return mod_exp(c, this.d, this.n);
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}
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}
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export function generate_rsa_keypair() {
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if (window.sessionStorage.getItem("rsa_p") === null) {
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p = generate_prime();
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window.sessionStorage.setItem("rsa_p", p);
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} else {
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p = BigInt(window.sessionStorage.getItem("rsa_p"));
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}
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if (window.sessionStorage.getItem("rsa_q") === null) {
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q = generate_prime();
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window.sessionStorage.setItem("rsa_q", q);
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} else {
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q = BigInt(window.sessionStorage.getItem("rsa_q"));
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}
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pubKey = new PubKey(p, q);
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privKey = new PrivKey(p, q);
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return { pubKey, privKey };
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}
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@ -1,4 +1,4 @@
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import { socket, players } from "./main.js";
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import { socket, game } from "./main.js";
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import { Packet } from "./packet.js";
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/**
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@ -25,7 +25,7 @@ export class Barrier {
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resolve(data) {
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this.hits.add(data.author);
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if (this.hits.size === Object.keys(players).length - 1) {
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if (this.hits.size === Object.keys(game.players).length - 1) {
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this.hits = new Set();
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this.resolver();
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}
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@ -1,15 +1,4 @@
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import {
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gameState,
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WAITING,
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PRE_GAME,
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PLAYING,
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us,
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socket,
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players,
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ID,
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allPlayersReady,
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startPregame,
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} from "./main.js";
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import { game, socket, ID } from "./main.js";
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import { Region } from "./map.js";
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import { Packet } from "./packet.js";
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@ -31,28 +20,18 @@ export function lockMapDom() {
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document.querySelectorAll(".actions").forEach((e) => e.classList.add("hidden"));
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}
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export function updateDom() {
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if (gameState !== WAITING) {
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document.querySelector("#ready-button").style.display = "none";
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}
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updatePlayerDom();
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showRemainingReinforcements();
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updateMapDom();
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}
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function updateMapDom() {
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if (us.isPlaying) {
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if (game.us.isPlaying) {
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unlockMapDom();
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} else {
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lockMapDom();
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}
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if (gameState === PRE_GAME) {
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if (game.isPregame()) {
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document.querySelectorAll(".fortify, .attack").forEach((e) => {
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e.classList.add("hidden");
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});
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} else if (gameState === PLAYING) {
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} else if (game.isPlaying()) {
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document.querySelectorAll(".node button").forEach((e) => {
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e.classList.remove("hidden");
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});
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@ -72,16 +51,23 @@ function updateMapDom() {
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}
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}
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document.addEventListener("gameStateUpdate", () => {
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if (!game.isWaiting()) {
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document.querySelector("#ready-button").style.display = "none";
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}
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});
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document.addEventListener("gameStateUpdate", updateMapDom);
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function updatePlayerDom() {
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let list = document.querySelector("#playerList");
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list.replaceChildren();
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for (let playerId of Object.keys(players).sort()) {
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let player = players[playerId];
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for (let playerId of Object.keys(game.players).sort()) {
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let player = game.players[playerId];
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let statusSpan = document.createElement("div");
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statusSpan.classList.add("status-span");
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if (gameState === WAITING) {
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if (game.isWaiting()) {
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if (player.ready) {
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statusSpan.textContent = "R";
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statusSpan.classList.add("ready");
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@ -110,21 +96,19 @@ function updatePlayerDom() {
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}
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}
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document.addEventListener("addPlayer", updatePlayerDom);
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document.addEventListener("removePlayer", updatePlayerDom);
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document.addEventListener("updatePlayer", updatePlayerDom);
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document.addEventListener("gameStateUpdate", updatePlayerDom);
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document.addEventListener("DOMContentLoaded", () => {
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document.querySelector("#ready-button").addEventListener("click", async (ev) => {
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let nowReady = ev.target.textContent === "Not ready";
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us.ready = nowReady;
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ev.target.classList.toggle("active");
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ev.target.textContent = nowReady ? "Ready" : "Not ready";
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socket.emit("message", Packet.createSetReady(nowReady));
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updatePlayerDom();
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if (allPlayersReady()) {
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await startPregame();
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}
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});
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document.querySelector("#end-turn").addEventListener("click", async (ev) => {
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@ -212,7 +196,7 @@ document.addEventListener("DOMContentLoaded", () => {
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});
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document.querySelector("#shuffleColors").addEventListener("click", () => {
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Object.values(players).forEach((player) => {
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Object.values(game.players).forEach((player) => {
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player.resetColor();
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});
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updatePlayerDom();
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@ -220,11 +204,11 @@ document.addEventListener("DOMContentLoaded", () => {
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});
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function showRemainingReinforcements() {
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if (gameState === PRE_GAME) {
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if (game.isPregame()) {
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document.querySelector(
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"#remaining-reinforcements"
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).innerHTML = `<span>Remaining placements: ${reinforcementsRemaining()}</span>`;
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} else if (gameState === PLAYING) {
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} else if (game.isPlaying()) {
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document.querySelector(
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"#remaining-reinforcements"
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).innerHTML = `<span>Remaining placements: ${
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@ -1,4 +1,4 @@
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import { Player } from "./player";
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import { Player } from "./player.js";
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const WAITING = 0;
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const PRE_GAME = 1;
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@ -25,18 +25,23 @@ export class Game {
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incrementState() {
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this.state += 1;
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const event = new CustomEvent("gameStateUpdate", {
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detail: { newState: this.state },
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});
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document.dispatchEvent(event);
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}
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currentPlayer() {
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return Object.values(this.players).filter((p) => p.isPlaying)[0];
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}
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addPlayer(id, name, is_us) {
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addPlayer(id, is_us) {
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let is_new = this.players[id] === undefined;
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if (this.isWaiting()) {
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this.players[id] = new Player(id, name, is_us);
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if (is_us === true) {
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this.players[id] = new Player(id, is_us);
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if (is_us) {
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this.us = this.players[id];
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}
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}
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@ -64,7 +69,10 @@ export class Game {
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}
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setReady(id, ready) {
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this.players[id].readyState = ready;
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this.players[id].ready = ready;
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const event = new CustomEvent("updatePlayer");
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document.dispatchEvent(event);
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if (this._allPlayersReady()) {
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this.incrementState();
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@ -73,7 +81,7 @@ export class Game {
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_allPlayersReady() {
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for (let player of Object.values(this.players)) {
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if (!player.readyState) {
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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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@ -2,17 +2,16 @@ import { generate_keypair } from "../crypto/main.js";
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import { Random } from "./random.js";
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import { Barrier } from "./barrier.js";
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import { Packet } from "./packet.js";
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import { updateDom } from "./dom.js";
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import { Game } from "./game.js";
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import "./dom.js";
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export const ID = window.crypto.randomUUID();
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export let us = null;
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export const game = new Game();
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export let socket;
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let random;
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let barrier;
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let keys;
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const paillier = generate_keypair();
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const rsa = generate_rsa_keypair();
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// Not totally reliable but better than nothing.
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window.addEventListener("beforeunload", () => {
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@ -23,15 +22,17 @@ document.addEventListener("DOMContentLoaded", () => {
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socket = io();
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random = new Random();
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barrier = new Barrier();
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keys = generate_keypair();
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socket.on("connect", () => {
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window.console.log("Connected!");
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window.console.log(`We are: ${ID}`);
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socket.emit("message", Packet.createAnnounce());
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game.addPlayer(ID, name, true);
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game.addPlayer(ID, true);
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});
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socket.on("message", async (data) => {
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window.console.log(data);
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// todo validate signature
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switch (data.type) {
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@ -62,10 +63,11 @@ document.addEventListener("DOMContentLoaded", () => {
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*
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* @param data Packet received
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*/
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document.addEventListener("ANNOUNCE", (data) => {
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document.addEventListener("ANNOUNCE", (ev) => {
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const data = ev.detail;
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if (data.author === ID) return;
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let is_new = game.addPlayer(data.author, data.name, false);
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let is_new = game.addPlayer(data.author, false);
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// When a new player is seen, all announce to ensure they know all players.
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if (is_new) {
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@ -73,7 +75,8 @@ document.addEventListener("ANNOUNCE", (data) => {
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}
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});
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document.addEventListener("DISCONNECT", (data) => {
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document.addEventListener("DISCONNECT", (ev) => {
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const data = ev.detail;
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game.removePlayer(data.author);
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});
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@ -82,54 +85,61 @@ document.addEventListener("DISCONNECT", (data) => {
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*
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* @param data Packet received
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*/
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document.addEventListener("KEEPALIVE", (data) => {
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document.addEventListener("KEEPALIVE", (ev) => {
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const data = ev.detail;
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game.keepAlive(data.author);
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});
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document.addEventListener("ACT", async (data) => {
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if (data.author !== game.currentPlayer().id) {
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if (data.action === "DEFENSE") {
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await game.players[data.author].setDefense(data.amount);
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}
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return;
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}
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document.addEventListener("ACT", async (ev) => {
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const data = ev.detail;
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if (game.isWaiting()) {
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game.setReady(data.author, data.ready);
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} else if (game.isPregame()) {
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if (!Region.allRegionsClaimed()) {
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// Claim a region in the pregame.
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if (game.currentPlayer().claim(data)) {
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// Increment to next player.
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game.currentPlayer().endTurn();
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}
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} else if (!Region.allReinforcementsPlaced()) {
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if (game.currentPlayer().reinforce(data)) {
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game.currentPlayer().endTurn();
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} else {
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if (data.author !== game.currentPlayer().id) {
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if (data.action === "DEFENSE") {
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await game.players[data.author].setDefense(data.amount);
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}
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return;
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}
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if (Region.allReinforcementsPlaced()) {
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game.incrementState();
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}
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} else {
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if (await game.currentPlayer().act(data)) {
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game.currentPlayer().endTurn();
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if (game.isPregame()) {
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if (!Region.allRegionsClaimed()) {
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// Claim a region in the pregame.
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if (game.currentPlayer().claim(data)) {
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// Increment to next player.
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game.currentPlayer().endTurn();
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}
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} else if (!Region.allReinforcementsPlaced()) {
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if (game.currentPlayer().reinforce(data)) {
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game.currentPlayer().endTurn();
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}
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}
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if (Region.allReinforcementsPlaced()) {
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game.incrementState();
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}
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} else {
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if (await game.currentPlayer().act(data)) {
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game.currentPlayer().endTurn();
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}
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}
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}
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});
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export async function startPregame() {
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gameState = PRE_GAME;
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document.addEventListener("gameStateUpdate", async () => {
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if (game.isPregame()) {
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let firstPlayerIndex = await random.get(
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Object.keys(game.players).length,
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"first-player"
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);
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let firstPlayerIndex = await random.get(Object.keys(players).length, "first-player");
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let firstPlayer = Object.values(game.players).sort((a, b) =>
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a.id < b.id ? -1 : 1
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)[firstPlayerIndex];
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let firstPlayer = Object.values(players).sort((a, b) => (a.id < b.id ? -1 : 1))[
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firstPlayerIndex
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];
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firstPlayer.isPlaying = true;
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await barrier.wait();
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updateDom();
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}
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firstPlayer.isPlaying = true;
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await barrier.wait();
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}
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});
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@ -12,7 +12,6 @@ export class Packet {
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static createAnnounce() {
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return {
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...this._createBase("ANNOUNCE"),
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name: "",
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};
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}
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@ -1,6 +1,5 @@
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import { Packet } from "./packet.js";
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import { socket } from "./main.js";
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import { updateDom } from "./dom.js";
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// Timeout to consider a player disconnected
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const TIMEOUT = 30_000;
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@ -34,7 +33,7 @@ export class Player {
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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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socket.emit("message", Packet.createKeepAlive());
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}, TIMEOUT / 5);
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}, TIMEOUT / 2);
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}
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}
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@ -1,4 +1,4 @@
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import { socket, ID, players } from "./main.js";
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import { socket, ID, game } from "./main.js";
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class RandomSession {
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constructor(range) {
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@ -87,7 +87,7 @@ export class Random {
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if (
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Object.keys(session.cipherTexts).length ===
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Object.keys(players).length - 1
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Object.keys(game.players).length - 1
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) {
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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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@ -104,7 +104,7 @@ export class Random {
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// Step 4: get final random value
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if (
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Object.keys(session.cipherKeys).length ===
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Object.keys(players).length - 1
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Object.keys(game.players).length - 1
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) {
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// Lock out wait calls as they may resolve to never-ending promises.
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await navigator.locks.request(`random-${data.session}`, () => {
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