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@@ -81,6 +81,104 @@ class Edge {
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}
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}
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+/**
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+ * As all the Bombe's rotors move in step, at any given point the vast majority of the scramblers
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+ * in the machine share the majority of their state, which is hosted in this class.
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+ */
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+class SharedScrambler {
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+ /**
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+ * SharedScrambler constructor.
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+ * @param {Object[]} rotors - List of rotors in the shared state _only_.
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+ * @param {Object} reflector - The reflector in use.
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+ */
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+ constructor(rotors, reflector) {
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+ this.reflector = reflector;
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+ this.rotors = rotors;
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+ this.rotorsRev = [].concat(rotors).reverse();
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+ this.lowerCache = new Array(26);
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+ this.higherCache = new Array(26);
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+ for (let i=0; i<26; i++) {
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+ this.higherCache[i] = new Array(26);
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+ }
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+ this.cacheGen();
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+ }
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+
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+ /**
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+ * Step the rotors forward.
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+ * @param {number} n - How many rotors to step. This includes the rotors which are not part of
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+ * the shared state, so should be 2 or more.
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+ */
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+ step(n) {
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+ for (let i=0; i<n-1; i++) {
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+ this.rotors[i].step();
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+ }
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+ this.cacheGen();
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+ }
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+
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+ /**
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+ * Optimisation: We pregenerate all routes through the machine with the top rotor removed,
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+ * as these rarely change. This saves a lot of lookups. This function generates this route
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+ * table.
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+ * We also just-in-time cache the full routes through the scramblers, because after stepping
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+ * the fast rotor some scramblers will be in states occupied by other scrambles on previous
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+ * iterations.
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+ */
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+ cacheGen() {
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+ for (let i=0; i<26; i++) {
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+ this.lowerCache[i] = undefined;
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+ for (let j=0; j<26; j++) {
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+ this.higherCache[i][j] = undefined;
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+ }
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+ }
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+ for (let i=0; i<26; i++) {
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+ if (this.lowerCache[i] !== undefined) {
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+ continue;
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+ }
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+ let letter = i;
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+ for (const rotor of this.rotors) {
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+ letter = rotor.transform(letter);
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+ }
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+ letter = this.reflector.transform(letter);
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+ for (const rotor of this.rotorsRev) {
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+ letter = rotor.revTransform(letter);
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+ }
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+ // By symmetry
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+ this.lowerCache[i] = letter;
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+ this.lowerCache[letter] = i;
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+ }
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+ }
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+
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+ /**
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+ * Get the fully cached result, if present.
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+ * @param {number} pos - Position of the fast rotor
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+ * @param {number} i - Letter
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+ * @returns {number|undefined} - undefined if not cached
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+ */
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+ fullTransform(pos, i) {
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+ return this.higherCache[pos][i];
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+ }
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+
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+ /**
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+ * Add a value to the full result cache.
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+ * @param {number} pos - Position of the fast rotor
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+ * @param {number} i - Letter
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+ * @param {number} val - Transformed letter
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+ */
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+ addCache(pos, i, val) {
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+ this.higherCache[pos][i] = val;
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+ this.higherCache[pos][val] = i;
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+ }
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+
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+ /**
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+ * Map a letter through this (partial) scrambler.
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+ * @param {number} i - The letter
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+ * @returns {number}
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+ */
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+ transform(i) {
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+ return this.lowerCache[i];
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+ }
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+}
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+
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/**
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* Scrambler.
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*
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@@ -89,18 +187,17 @@ class Edge {
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*/
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class Scrambler {
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/** Scrambler constructor.
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- * @param {Object[]} rotors - List of rotors in this scrambler
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- * @param {Object} reflector - This scrambler's reflector
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+ * @param {Object} base - The SharedScrambler whose state this scrambler uses
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+ * @param {Object} rotor - The non-shared fast rotor in this scrambler
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* @param {number} pos - Position offset from start of crib
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* @param {number} end1 - Letter in menu this scrambler is attached to
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* @param {number} end2 - Other letter in menu this scrambler is attached to
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*/
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- constructor(rotors, reflector, pos, end1, end2) {
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- this.reflector = reflector;
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- this.rotors = rotors;
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- this.rotorsRev = [].concat(rotors).reverse();
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+ constructor(base, rotor, pos, end1, end2) {
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+ this.baseScrambler = base;
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+ this.rotor = rotor;
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this.initialPos = pos;
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- this.rotors[0].pos += pos;
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+ this.rotor.pos += pos;
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this.end1 = end1;
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this.end2 = end2;
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}
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@@ -111,13 +208,15 @@ class Scrambler {
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* All nodes in the Bombe step in sync.
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* @param {number} n - How many rotors to step
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*/
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- step(n) {
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- // The Bombe steps the slowest rotor on an actual Enigma first.
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- for (let i=this.rotors.length - 1; i>=this.rotors.length-n; i--) {
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- this.rotors[i].step();
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- }
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+ step() {
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+ // The Bombe steps the slowest rotor on an actual Enigma fastest, for reasons.
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+ // ...but for optimisation reasons I'm going to cheat and not do that, as this vastly
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+ // simplifies caching the state of the majority of the scramblers. The results are the
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+ // same, just in a slightly different order.
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+ this.rotor.step();
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}
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+
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/**
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* Run a letter through the scrambler.
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* @param {number} i - The letter to transform (as a number)
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@@ -125,13 +224,14 @@ class Scrambler {
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*/
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transform(i) {
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let letter = i;
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- for (const rotor of this.rotors) {
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- letter = rotor.transform(letter);
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- }
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- letter = this.reflector.transform(letter);
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- for (const rotor of this.rotorsRev) {
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- letter = rotor.revTransform(letter);
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+ const cached = this.baseScrambler.fullTransform(this.rotor.pos, i);
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+ if (cached !== undefined) {
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+ return cached;
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}
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+ letter = this.rotor.transform(letter);
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+ letter = this.baseScrambler.transform(letter);
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+ letter = this.rotor.revTransform(letter);
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+ this.baseScrambler.addCache(this.rotor.pos, i, letter);
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return letter;
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}
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@@ -155,15 +255,11 @@ class Scrambler {
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*/
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getPos() {
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let result = "";
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- for (let i=0; i<this.rotors.length; i++) {
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- let pos = this.rotors[i].pos;
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- // Enigma steps *before* encrypting each character. This means we need to roll the fast
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- // rotor back by one before outputting it, to ensure the position is correct for the
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- // first character.
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- // As usual with the Bombe we do not take stepping of other rotors into account!
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- if (i === 0) {
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- pos = Utils.mod(pos - 1, 26);
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- }
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+ // Roll back the fast rotor by one step
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+ let pos = Utils.mod(this.rotor.pos - 1, 26);
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+ result += i2a(pos);
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+ for (let i=0; i<this.baseScrambler.rotors.length; i++) {
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+ pos = this.baseScrambler.rotors[i].pos;
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result += i2a(pos);
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}
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return result.split("").reverse().join("");
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@@ -228,16 +324,14 @@ export class BombeMachine {
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for (let i=0; i<26; i++) {
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this.scramblers.push(new Array());
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}
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+ this.sharedScrambler = new SharedScrambler(this.baseRotors.slice(1), reflector);
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this.allScramblers = new Array();
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this.indicator = undefined;
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for (const edge of edges) {
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- const cRotors = [];
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- for (const r of this.baseRotors) {
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- cRotors.push(r.copy());
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- }
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+ const cRotor = this.baseRotors[0].copy();
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const end1 = a2i(edge.node1.letter);
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const end2 = a2i(edge.node2.letter);
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- const scrambler = new Scrambler(cRotors, reflector, edge.pos, end1, end2);
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+ const scrambler = new Scrambler(this.sharedScrambler, cRotor, edge.pos, end1, end2);
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if (edge.pos === 0) {
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this.indicator = scrambler;
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}
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@@ -249,7 +343,7 @@ export class BombeMachine {
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// use one of the actual scramblers if there's one in the right position, but if not we'll
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// just create one.
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if (this.indicator === undefined) {
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- this.indicator = new Scrambler(this.baseRotors, reflector, 0, undefined);
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+ this.indicator = new Scrambler(this.sharedScrambler, this.baseRotors[0].copy(), 0, undefined, undefined);
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this.allScramblers.push(this.indicator);
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}
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@@ -362,34 +456,35 @@ export class BombeMachine {
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return [graphs[0][2], graphs[0][4]];
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}
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- /**
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- * Implement Welchman's diagonal board: If A steckers to B, that implies B steckers to A, and
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- * so forth. This function just gets the paired wire.
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- * @param {number[2]} i - Bombe state wire
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- * @returns {number[2]}
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- */
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- getDiagonal(i) {
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- return [i[1], i[0]];
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- }
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-
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/**
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* Bombe electrical simulation. Energise a wire. For all connected wires (both via the diagonal
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* board and via the scramblers), energise them too, recursively.
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* @param {number[2]} i - Bombe state wire
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*/
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- energise(i) {
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- const idx = 26*i[0] + i[1];
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+ energise(i, j) {
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+ const idx = 26*i + j;
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if (this.wires[idx]) {
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return;
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}
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this.energiseCount ++;
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this.wires[idx] = true;
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- this.energise(this.getDiagonal(i));
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+ // Welchman's diagonal board: if A steckers to B, that implies B steckers to A. Handle
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+ // both.
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+ const idxPair = 26*j + i;
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+ this.wires[idxPair] = true;
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- for (const scrambler of this.scramblers[i[0]]) {
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- const out = scrambler.transform(i[1]);
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- const other = scrambler.getOtherEnd(i[0]);
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- this.energise([other, out]);
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+ for (const scrambler of this.scramblers[i]) {
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+ const out = scrambler.transform(j);
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+ const other = scrambler.getOtherEnd(i);
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+ this.energise(other, out);
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+ }
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+ if (i === j) {
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+ return;
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+ }
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+ for (const scrambler of this.scramblers[j]) {
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+ const out = scrambler.transform(i);
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+ const other = scrambler.getOtherEnd(j);
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+ this.energise(other, out);
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}
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}
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@@ -401,6 +496,9 @@ export class BombeMachine {
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* @result number
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*/
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singleStecker(stecker, x) {
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+ if (stecker === undefined) {
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+ return x;
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+ }
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if (x === stecker[0]) {
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return stecker[1];
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}
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@@ -420,14 +518,14 @@ export class BombeMachine {
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* @returns {string}
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*/
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tryDecrypt(stecker) {
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- const fastRotor = this.indicator.rotors[0];
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+ const fastRotor = this.indicator.rotor;
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const initialPos = fastRotor.pos;
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const res = [];
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// The indicator scrambler starts in the right place for the beginning of the ciphertext.
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for (let i=0; i<Math.min(26, this.ciphertext.length); i++) {
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const t = this.indicator.transform(this.singleStecker(stecker, a2i(this.ciphertext[i])));
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res.push(i2a(this.singleStecker(stecker, t)));
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- fastRotor.pos = Utils.mod(fastRotor.pos + 1, 26);
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+ this.indicator.step(1);
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}
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fastRotor.pos = initialPos;
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return res.join("");
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@@ -452,7 +550,7 @@ export class BombeMachine {
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// Energise the test input, follow the current through each scrambler
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// (and the diagonal board)
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this.energiseCount = 0;
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- this.energise(this.testInput);
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+ this.energise(...this.testInput);
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// Count the energised outputs
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let count = 0;
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for (let j=26*this.testRegister; j<26*(1+this.testRegister); j++) {
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@@ -502,8 +600,11 @@ export class BombeMachine {
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break;
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}
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}
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+ if (n > 1) {
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+ this.sharedScrambler.step(n);
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+ }
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for (const scrambler of this.allScramblers) {
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- scrambler.step(n);
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+ scrambler.step();
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}
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// Send status messages at what seems to be a reasonably sensible frequency
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// (note this won't be triggered on 3-rotor runs - they run fast enough it doesn't seem necessary)
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