CyberChef/src/core/lib/Bombe.mjs

757 lines
28 KiB
JavaScript

/**
* Emulation of the Bombe machine.
*
* @author s2224834
* @author The National Museum of Computing - Bombe Rebuild Project
* @copyright Crown Copyright 2019
* @license Apache-2.0
*/
import OperationError from "../errors/OperationError.mjs";
import Utils from "../Utils.mjs";
import {Rotor, Plugboard, a2i, i2a} from "./Enigma.mjs";
/**
* Convenience/optimisation subclass of Rotor
*
* This allows creating multiple Rotors which share backing maps, to avoid repeatedly parsing the
* rotor spec strings and duplicating the maps in memory.
*/
class CopyRotor extends Rotor {
/**
* Return a copy of this Rotor.
* @returns {Object}
*/
copy() {
const clone = {
map: this.map,
revMap: this.revMap,
pos: this.pos,
step: this.step,
transform: this.transform,
revTransform: this.revTransform,
};
return clone;
}
}
/**
* Node in the menu graph
*
* A node represents a cipher/plaintext letter.
*/
class Node {
/**
* Node constructor.
* @param {number} letter - The plain/ciphertext letter this node represents (as a number).
*/
constructor(letter) {
this.letter = letter;
this.edges = new Set();
this.visited = false;
}
}
/**
* Edge in the menu graph
*
* An edge represents an Enigma machine transformation between two letters.
*/
class Edge {
/**
* Edge constructor - an Enigma machine mapping between letters
* @param {number} pos - The rotor position, relative to the beginning of the crib, at this edge
* @param {number} node1 - Letter at one end (as a number)
* @param {number} node2 - Letter at the other end
*/
constructor(pos, node1, node2) {
this.pos = pos;
this.node1 = node1;
this.node2 = node2;
node1.edges.add(this);
node2.edges.add(this);
this.visited = false;
}
/**
* Given the node at one end of this edge, return the other end.
* @param node {number} - The node we have
* @returns {number}
*/
getOther(node) {
return this.node1 === node ? this.node2 : this.node1;
}
}
/**
* As all the Bombe's rotors move in step, at any given point the vast majority of the scramblers
* in the machine share the majority of their state, which is hosted in this class.
*/
class SharedScrambler {
/**
* SharedScrambler constructor.
* @param {Object[]} rotors - List of rotors in the shared state _only_.
* @param {Object} reflector - The reflector in use.
*/
constructor(rotors, reflector) {
this.lowerCache = new Array(26);
this.higherCache = new Array(26);
for (let i=0; i<26; i++) {
this.higherCache[i] = new Array(26);
}
this.changeRotors(rotors, reflector);
}
/**
* Replace the rotors and reflector in this SharedScrambler.
* This takes care of flushing caches as well.
* @param {Object[]} rotors - List of rotors in the shared state _only_.
* @param {Object} reflector - The reflector in use.
*/
changeRotors(rotors, reflector) {
this.reflector = reflector;
this.rotors = rotors;
this.rotorsRev = [].concat(rotors).reverse();
this.cacheGen();
}
/**
* Step the rotors forward.
* @param {number} n - How many rotors to step. This includes the rotors which are not part of
* the shared state, so should be 2 or more.
*/
step(n) {
for (let i=0; i<n-1; i++) {
this.rotors[i].step();
}
this.cacheGen();
}
/**
* Optimisation: We pregenerate all routes through the machine with the top rotor removed,
* as these rarely change. This saves a lot of lookups. This function generates this route
* table.
* We also just-in-time cache the full routes through the scramblers, because after stepping
* the fast rotor some scramblers will be in states occupied by other scrambles on previous
* iterations.
*/
cacheGen() {
for (let i=0; i<26; i++) {
this.lowerCache[i] = undefined;
for (let j=0; j<26; j++) {
this.higherCache[i][j] = undefined;
}
}
for (let i=0; i<26; i++) {
if (this.lowerCache[i] !== undefined) {
continue;
}
let letter = i;
for (const rotor of this.rotors) {
letter = rotor.transform(letter);
}
letter = this.reflector.transform(letter);
for (const rotor of this.rotorsRev) {
letter = rotor.revTransform(letter);
}
// By symmetry
this.lowerCache[i] = letter;
this.lowerCache[letter] = i;
}
}
/**
* Map a letter through this (partial) scrambler.
* @param {number} i - The letter
* @returns {number}
*/
transform(i) {
return this.lowerCache[i];
}
}
/**
* Scrambler.
*
* This is effectively just an Enigma machine, but it only operates on one character at a time and
* the stepping mechanism is different.
*/
class Scrambler {
/** Scrambler constructor.
* @param {Object} base - The SharedScrambler whose state this scrambler uses
* @param {Object} rotor - The non-shared fast rotor in this scrambler
* @param {number} pos - Position offset from start of crib
* @param {number} end1 - Letter in menu this scrambler is attached to
* @param {number} end2 - Other letter in menu this scrambler is attached to
*/
constructor(base, rotor, pos, end1, end2) {
this.baseScrambler = base;
this.initialPos = pos;
this.changeRotor(rotor);
this.end1 = end1;
this.end2 = end2;
// For efficiency reasons, we pull the relevant shared cache from the baseScrambler into
// this object - this saves us a few pointer dereferences
this.cache = this.baseScrambler.higherCache[pos];
}
/**
* Replace the rotor in this scrambler.
* The position is reset automatically.
* @param {Object} rotor - New rotor
*/
changeRotor(rotor) {
this.rotor = rotor;
this.rotor.pos += this.initialPos;
}
/**
* Step the rotor forward.
*
* The base SharedScrambler needs to be instructed to step separately.
*/
step() {
// The Bombe steps the slowest rotor on an actual Enigma fastest, for reasons.
// ...but for optimisation reasons I'm going to cheat and not do that, as this vastly
// simplifies caching the state of the majority of the scramblers. The results are the
// same, just in a slightly different order.
this.rotor.step();
this.cache = this.baseScrambler.higherCache[this.rotor.pos];
}
/**
* Run a letter through the scrambler.
* @param {number} i - The letter to transform (as a number)
* @returns {number}
*/
transform(i) {
let letter = i;
const cached = this.cache[i];
if (cached !== undefined) {
return cached;
}
letter = this.rotor.transform(letter);
letter = this.baseScrambler.transform(letter);
letter = this.rotor.revTransform(letter);
this.cache[i] = letter;
this.cache[letter] = i;
return letter;
}
/**
* Given one letter in the menu this scrambler maps to, return the other.
* @param end {number} - The node we have
* @returns {number}
*/
getOtherEnd(end) {
return this.end1 === end ? this.end2 : this.end1;
}
/**
* Read the position this scrambler is set to.
* Note that because of Enigma's stepping, you need to set an actual Enigma to the previous
* position in order to get it to make a certain set of electrical connections when a button
* is pressed - this function *does* take this into account.
* However, as with the rest of the Bombe, it does not take stepping into account - the middle
* and slow rotors are treated as static.
* @return {string}
*/
getPos() {
let result = "";
// Roll back the fast rotor by one step
let pos = Utils.mod(this.rotor.pos - 1, 26);
result += i2a(pos);
for (let i=0; i<this.baseScrambler.rotors.length; i++) {
pos = this.baseScrambler.rotors[i].pos;
result += i2a(pos);
}
return result.split("").reverse().join("");
}
}
/**
* Bombe simulator class.
*/
export class BombeMachine {
/**
* Construct a Bombe.
*
* Note that there is no handling of offsets here: the crib specified must exactly match the
* ciphertext. It will check that the crib is sane (length is vaguely sensible and there's no
* matching characters between crib and ciphertext) but cannot check further - if it's wrong
* your results will be wrong!
*
* There is also no handling of rotor stepping - if the target Enigma stepped in the middle of
* your crib, you're out of luck. TODO: Allow specifying a step point - this is fairly easy to
* configure on a real Bombe, but we're not clear on whether it was ever actually done for
* real (there would almost certainly have been better ways of attacking in most situations
* than attempting to exhaust options for the stepping point, but in some circumstances, e.g.
* via Banburismus, the stepping point might have been known).
*
* @param {string[]} rotors - list of rotor spec strings (without step points!)
* @param {Object} reflector - Reflector object
* @param {string} ciphertext - The ciphertext to attack
* @param {string} crib - Known plaintext for this ciphertext
* @param {boolean} check - Whether to use the checking machine
* @param {function} update - Function to call to send status updates (optional)
*/
constructor(rotors, reflector, ciphertext, crib, check, update=undefined) {
if (ciphertext.length < crib.length) {
throw new OperationError("Crib overruns supplied ciphertext");
}
if (crib.length < 2) {
// This is the absolute bare minimum to be sane, and even then it's likely too short to
// be useful
throw new OperationError("Crib is too short");
}
if (crib.length > 25) {
// A crib longer than this will definitely cause the middle rotor to step somewhere
// A shorter crib is preferable to reduce this chance, of course
throw new OperationError("Crib is too long");
}
for (let i=0; i<crib.length; i++) {
if (ciphertext[i] === crib[i]) {
throw new OperationError(`Invalid crib: character ${ciphertext[i]} at pos ${i} in both ciphertext and crib`);
}
}
this.ciphertext = ciphertext;
this.crib = crib;
this.initRotors(rotors);
this.check = check;
this.updateFn = update;
const [mostConnected, edges] = this.makeMenu();
// This is the bundle of wires corresponding to the 26 letters within each of the 26
// possible nodes in the menu
this.wires = new Array(26*26);
// These are the pseudo-Engima devices corresponding to each edge in the menu, and the
// nodes in the menu they each connect to
this.scramblers = new Array();
for (let i=0; i<26; i++) {
this.scramblers.push(new Array());
}
this.sharedScrambler = new SharedScrambler(this.baseRotors.slice(1), reflector);
this.allScramblers = new Array();
this.indicator = undefined;
for (const edge of edges) {
const cRotor = this.baseRotors[0].copy();
const end1 = a2i(edge.node1.letter);
const end2 = a2i(edge.node2.letter);
const scrambler = new Scrambler(this.sharedScrambler, cRotor, edge.pos, end1, end2);
if (edge.pos === 0) {
this.indicator = scrambler;
}
this.scramblers[end1].push(scrambler);
this.scramblers[end2].push(scrambler);
this.allScramblers.push(scrambler);
}
// The Bombe uses a set of rotors to keep track of what settings it's testing. We cheat and
// use one of the actual scramblers if there's one in the right position, but if not we'll
// just create one.
if (this.indicator === undefined) {
this.indicator = new Scrambler(this.sharedScrambler, this.baseRotors[0].copy(), 0, undefined, undefined);
this.allScramblers.push(this.indicator);
}
this.testRegister = a2i(mostConnected.letter);
// This is an arbitrary letter other than the most connected letter
for (const edge of mostConnected.edges) {
this.testInput = [this.testRegister, a2i(edge.getOther(mostConnected).letter)];
break;
}
}
/**
* Build Rotor objects from list of rotor wiring strings.
* @param {string[]} rotors - List of rotor wiring strings
*/
initRotors(rotors) {
// This is ordered from the Enigma fast rotor to the slow, so bottom to top for the Bombe
this.baseRotors = [];
for (const rstr of rotors) {
const rotor = new CopyRotor(rstr, "", "A", "A");
this.baseRotors.push(rotor);
}
}
/**
* Replace the rotors and reflector in all components of this Bombe.
* @param {string[]} rotors - List of rotor wiring strings
* @param {Object} reflector - Reflector object
*/
changeRotors(rotors, reflector) {
// At the end of the run, the rotors are all back in the same position they started
this.initRotors(rotors);
this.sharedScrambler.changeRotors(this.baseRotors.slice(1), reflector);
for (const scrambler of this.allScramblers) {
scrambler.changeRotor(this.baseRotors[0].copy());
}
}
/**
* If we have a way of sending status messages, do so.
* @param {...*} msg - Message to send.
*/
update(...msg) {
if (this.updateFn !== undefined) {
this.updateFn(...msg);
}
}
/**
* Recursive depth-first search on the menu graph.
* This is used to a) isolate unconnected sub-graphs, and b) count the number of loops in each
* of those graphs.
* @param {Object} node - Node object to start the search from
* @returns {[number, number, Object, number, Object[]} - loop count, node count, most connected
* node, order of most connected node, list of edges in this sub-graph
*/
dfs(node) {
let loops = 0;
let nNodes = 1;
let mostConnected = node;
let nConnections = mostConnected.edges.size;
let edges = new Set();
node.visited = true;
for (const edge of node.edges) {
if (edge.visited) {
// Already been here from the other end.
continue;
}
edge.visited = true;
edges.add(edge);
const other = edge.getOther(node);
if (other.visited) {
// We have a loop, record that and continue
loops += 1;
continue;
}
// This is a newly visited node
const [oLoops, oNNodes, oMostConnected, oNConnections, oEdges] = this.dfs(other);
loops += oLoops;
nNodes += oNNodes;
edges = new Set([...edges, ...oEdges]);
if (oNConnections > nConnections) {
mostConnected = oMostConnected;
nConnections = oNConnections;
}
}
return [loops, nNodes, mostConnected, nConnections, edges];
}
/**
* Build a menu from the ciphertext and crib.
* A menu is just a graph where letters in either the ciphertext or crib (Enigma is symmetric,
* so there's no difference mathematically) are nodes and states of the Enigma machine itself
* are the edges.
* Additionally, we want a single connected graph, and of the subgraphs available, we want the
* one with the most loops (since these generate feedback cycles which efficiently close off
* disallowed states).
* Finally, we want to identify the most connected node in that graph (as it's the best choice
* of measurement point).
* @returns [Object, Object[]] - the most connected node, and the list of edges in the subgraph
*/
makeMenu() {
// First, we make a graph of all of the mappings given by the crib
// Make all nodes first
const nodes = new Map();
for (const c of this.ciphertext + this.crib) {
if (!nodes.has(c)) {
const node = new Node(c);
nodes.set(c, node);
}
}
// Then all edges
for (let i=0; i<this.crib.length; i++) {
const a = this.crib[i];
const b = this.ciphertext[i];
new Edge(i, nodes.get(a), nodes.get(b));
}
// list of [loop_count, node_count, most_connected_node, connections_on_most_connected, edges]
const graphs = [];
// Then, for each unconnected subgraph, we count the number of loops and nodes
for (const start of nodes.keys()) {
if (nodes.get(start).visited) {
continue;
}
const subgraph = this.dfs(nodes.get(start));
graphs.push(subgraph);
}
// Return the subgraph with the most loops (ties broken by node count)
graphs.sort((a, b) => {
let result = b[0] - a[0];
if (result === 0) {
result = b[1] - a[1];
}
return result;
});
this.nLoops = graphs[0][0];
return [graphs[0][2], graphs[0][4]];
}
/**
* Bombe electrical simulation. Energise a wire. For all connected wires (both via the diagonal
* board and via the scramblers), energise them too, recursively.
* @param {number} i - Bombe wire bundle
* @param {number} j - Bombe stecker hypothesis wire within bundle
*/
energise(i, j) {
const idx = 26*i + j;
if (this.wires[idx]) {
return;
}
this.wires[idx] = true;
// Welchman's diagonal board: if A steckers to B, that implies B steckers to A. Handle
// both.
const idxPair = 26*j + i;
this.wires[idxPair] = true;
if (i === this.testRegister || j === this.testRegister) {
this.energiseCount++;
if (this.energiseCount === 26) {
// no point continuing, bail out
return;
}
}
for (let k=0; k<this.scramblers[i].length; k++) {
const scrambler = this.scramblers[i][k];
const out = scrambler.transform(j);
const other = scrambler.getOtherEnd(i);
// Lift the pre-check before the call, to save some function call overhead
const otherIdx = 26*other + out;
if (!this.wires[otherIdx]) {
this.energise(other, out);
if (this.energiseCount === 26) {
return;
}
}
}
if (i === j) {
return;
}
for (let k=0; k<this.scramblers[j].length; k++) {
const scrambler = this.scramblers[j][k];
const out = scrambler.transform(i);
const other = scrambler.getOtherEnd(j);
const otherIdx = 26*other + out;
if (!this.wires[otherIdx]) {
this.energise(other, out);
if (this.energiseCount === 26) {
return;
}
}
}
}
/**
* Trial decryption at the current setting.
* Used after we get a stop.
* This applies the detected stecker pair if we have one. It does not handle the other
* steckering or stepping (which is why we limit it to 26 characters, since it's guaranteed to
* be wrong after that anyway).
* @param {string} stecker - Known stecker spec string.
* @returns {string}
*/
tryDecrypt(stecker) {
const fastRotor = this.indicator.rotor;
const initialPos = fastRotor.pos;
const res = [];
const plugboard = new Plugboard(stecker);
// The indicator scrambler starts in the right place for the beginning of the ciphertext.
for (let i=0; i<Math.min(26, this.ciphertext.length); i++) {
const t = this.indicator.transform(plugboard.transform(a2i(this.ciphertext[i])));
res.push(i2a(plugboard.transform(t)));
this.indicator.step(1);
}
fastRotor.pos = initialPos;
return res.join("");
}
/**
* Format a steckered pair, in sorted order to allow uniquing.
* @param {number} a - A letter
* @param {number} b - Its stecker pair
* @returns {string}
*/
formatPair(a, b) {
if (a < b) {
return `${i2a(a)}${i2a(b)}`;
}
return `${i2a(b)}${i2a(a)}`;
}
/**
* The checking machine was used to manually verify Bombe stops. Using a device which was
* effectively a non-stepping Enigma, the user would walk through each of the links in the
* menu at the rotor positions determined by the Bombe. By starting with the stecker pair the
* Bombe gives us, we find the stecker pair of each connected letter in the graph, and so on.
* If a contradiction is reached, the stop is invalid. If not, we have most (but not
* necessarily all) of the plugboard connections.
* You will notice that this procedure is exactly the same as what the Bombe itself does, only
* we start with an assumed good hypothesis and read out the stecker pair for every letter.
* On the real hardware that wasn't practical, but fortunately we're not the real hardware, so
* we don't need to implement the manual checking machine procedure.
* @param {number} pair - The stecker pair of the test register.
* @returns {string} - The empty string for invalid stops, or a plugboard configuration string
* containing all known pairs.
*/
checkingMachine(pair) {
if (pair !== this.testInput[1]) {
// We have a new hypothesis for this stop - apply the new one.
// De-energise the board
for (let i=0; i<this.wires.length; i++) {
this.wires[i] = false;
}
this.energiseCount = 0;
// Re-energise with the corrected hypothesis
this.energise(this.testRegister, pair);
}
const results = new Set();
results.add(this.formatPair(this.testRegister, pair));
for (let i=0; i<26; i++) {
let count = 0;
let other;
for (let j=0; j<26; j++) {
if (this.wires[i*26 + j]) {
count++;
other = j;
}
}
if (count > 1) {
// This is an invalid stop.
return "";
} else if (count === 0) {
// No information about steckering from this wire
continue;
}
results.add(this.formatPair(i, other));
}
return [...results].join(" ");
}
/**
* Check to see if the Bombe has stopped. If so, process the stop.
* @returns {(undefined|string[3])} - Undefined for no stop, or [rotor settings, plugboard settings, decryption preview]
*/
checkStop() {
// Count the energised outputs
const count = this.energiseCount;
if (count === 26) {
return undefined;
}
// If it's not all of them, we have a stop
let steckerPair;
// The Bombe tells us one stecker pair as well. The input wire and test register we
// started with are hypothesised to be a stecker pair.
if (count === 25) {
// Our steckering hypothesis is wrong. Correct value is the un-energised wire.
for (let j=0; j<26; j++) {
if (!this.wires[26*this.testRegister + j]) {
steckerPair = j;
break;
}
}
} else if (count === 1) {
// This means our hypothesis for the steckering is correct.
steckerPair = this.testInput[1];
} else {
// This was known as a "boxing stop" - we have a stop but not a single hypothesis.
// If this happens a lot it implies the menu isn't good enough.
// If we have the checking machine enabled, we're going to just check each wire in
// turn. If we get 0 or 1 hit, great.
// If we get multiple hits, or the checking machine is off, the user will just have to
// deal with it.
if (!this.check) {
// We can't draw any conclusions about the steckering (one could maybe suggest
// options in some cases, but too hard to present clearly).
return [this.indicator.getPos(), "??", this.tryDecrypt("")];
}
let stecker = undefined;
for (let i = 0; i < 26; i++) {
const newStecker = this.checkingMachine(i);
if (newStecker !== "") {
if (stecker !== undefined) {
// Multiple hypotheses can't be ruled out.
return [this.indicator.getPos(), "??", this.tryDecrypt("")];
}
stecker = newStecker;
}
}
if (stecker === undefined) {
// Checking machine ruled all possibilities out.
return undefined;
}
// If we got here, there was just one possibility allowed by the checking machine. Success.
return [this.indicator.getPos(), stecker, this.tryDecrypt(stecker)];
}
let stecker;
if (this.check) {
stecker = this.checkingMachine(steckerPair);
if (stecker === "") {
// Invalid stop - don't count it, don't return it
return undefined;
}
} else {
stecker = `${i2a(this.testRegister)}${i2a(steckerPair)}`;
}
const testDecrypt = this.tryDecrypt(stecker);
return [this.indicator.getPos(), stecker, testDecrypt];
}
/**
* Having set up the Bombe, do the actual attack run. This tries every possible rotor setting
* and attempts to logically invalidate them. If it can't, it's added to the list of candidate
* solutions.
* @returns {string[][3]} - list of 3-tuples of candidate rotor setting, plugboard settings, and decryption preview
*/
run() {
let stops = 0;
const result = [];
// For each possible rotor setting
const nChecks = Math.pow(26, this.baseRotors.length);
for (let i=1; i<=nChecks; i++) {
// Benchmarking suggests this is faster than using .fill()
for (let i=0; i<this.wires.length; i++) {
this.wires[i] = false;
}
this.energiseCount = 0;
// Energise the test input, follow the current through each scrambler
// (and the diagonal board)
this.energise(...this.testInput);
const stop = this.checkStop();
if (stop !== undefined) {
stops++;
result.push(stop);
}
// Step all the scramblers
// This loop counts how many rotors have reached their starting position (meaning the
// next one needs to step as well)
let n = 1;
for (let j=1; j<this.baseRotors.length; j++) {
if ((i % Math.pow(26, j)) === 0) {
n++;
} else {
break;
}
}
if (n > 1) {
this.sharedScrambler.step(n);
}
for (const scrambler of this.allScramblers) {
scrambler.step();
}
// Send status messages at what seems to be a reasonably sensible frequency
// (note this won't be triggered on 3-rotor runs - they run fast enough it doesn't seem necessary)
if (n > 3) {
this.update(this.nLoops, stops, i/nChecks);
}
}
return result;
}
}