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Add Bombe operation
Still needs some work, but functional
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6 changed files with 682 additions and 4 deletions
472
src/core/lib/Bombe.mjs
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472
src/core/lib/Bombe.mjs
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/**
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* Emulation of the Bombe machine.
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*
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* @author s2224834
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* @copyright Crown Copyright 2019
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* @license Apache-2.0
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*/
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import OperationError from "../errors/OperationError";
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import Utils from "../Utils";
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import {Rotor, a2i, i2a} from "./Enigma";
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/**
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* Convenience/optimisation subclass of Rotor
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*
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* This allows creating multiple Rotors which share backing maps, to avoid repeatedly parsing the
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* rotor spec strings and duplicating the maps in memory.
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*/
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class CopyRotor extends Rotor {
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/**
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* Return a copy of this Rotor.
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*/
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copy() {
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const clone = {
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map: this.map,
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revMap: this.revMap,
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pos: this.pos,
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step: this.step,
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transform: this.transform,
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revTransform: this.revTransform,
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};
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return clone;
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}
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}
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/**
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* Node in the menu graph
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*
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* A node represents a cipher/plaintext letter.
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*/
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class Node {
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/**
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* Node constructor.
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* @param {number} letter - The plain/ciphertext letter this node represents (as a number).
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*/
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constructor(letter) {
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this.letter = letter;
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this.edges = new Set();
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this.visited = false;
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}
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}
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/**
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* Edge in the menu graph
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*
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* An edge represents an Enigma machine transformation between two letters.
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*/
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class Edge {
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/**
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* Edge constructor - an Enigma machine mapping between letters
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* @param {number} pos - The rotor position, relative to the beginning of the crib, at this edge
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* @param {number} node1 - Letter at one end (as a number)
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* @param {number} node2 - Letter at the other end
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*/
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constructor(pos, node1, node2) {
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this.pos = pos;
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this.node1 = node1;
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this.node2 = node2;
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node1.edges.add(this);
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node2.edges.add(this);
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this.visited = false;
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}
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/**
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* Given the node at one end of this edge, return the other end.
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* @param node {number} - The node we have
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* @returns {number}
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*/
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getOther(node) {
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if (this.node1 === node) {
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return this.node2;
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}
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return this.node1;
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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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* This is effectively just an Enigma machine, but it only operates on one character at a time and
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* the stepping mechanism is different.
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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 {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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this.initialPos = pos;
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this.rotors[0].pos += pos;
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this.end1 = end1;
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this.end2 = end2;
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}
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/**
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* Step the rotors forward.
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*
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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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}
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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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* @returns {number}
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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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}
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return letter;
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}
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/**
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* Given one letter in the menu this scrambler maps to, return the other.
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* @param end {number} - The node we have
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* @returns {number}
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*/
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getOtherEnd(end) {
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if (this.end1 === end) {
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return this.end2;
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}
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return this.end1;
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}
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/**
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* Read the position this scrambler is set to.
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* Note that because of Enigma's stepping, you need to set an actual Enigma to the previous
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* position in order to get it to make a certain set of electrical connections when a button
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* is pressed - this function *does* take this into account.
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* However, as with the rest of the Bombe, it does not take stepping into account - the middle
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* and slow rotors are treated as static.
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* @return {string}
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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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result += i2a(pos);
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}
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return result.split("").reverse().join("");
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}
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}
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/**
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* Bombe simulator class.
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*/
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export class BombeMachine {
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/**
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* Construct a Bombe.
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*
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* Note that there is no handling of offsets here: the crib specified must exactly match the
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* ciphertext. It will check that the crib is sane (length is vaguely sensible and there's no
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* matching characters between crib and ciphertext) but cannot check further - if it's wrong
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* your results will be wrong!
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* @param {string[]} rotors - list of rotor spec strings (without step points!)
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* @param {Object} reflector - Reflector object
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* @param {string} ciphertext - The ciphertext to attack
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* @param {string} crib - Known plaintext for this ciphertext
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* @param {function} update - Function to call to send status updates (optional)
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*/
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constructor(rotors, reflector, ciphertext, crib, update=undefined) {
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if (ciphertext.length !== crib.length) {
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throw new OperationError("Ciphertext and crib length differ");
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}
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if (crib.length < 2) {
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// This is the absolute bare minimum to be sane, and even then it's likely too short to
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// be useful
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throw new OperationError("Crib is too short");
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}
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if (crib.length > 25) {
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// A crib longer than this will definitely cause the middle rotor to step somewhere
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// A shorter crib is preferable to reduce this chance, of course
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throw new OperationError("Crib is too long");
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}
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for (let i=0; i<ciphertext.length; i++) {
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if (ciphertext[i] === crib[i]) {
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throw new OperationError(`Invalid crib: character ${ciphertext[i]} at pos ${i} in both ciphertext and crib`);
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}
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}
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this.ciphertext = ciphertext;
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this.crib = crib;
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// This is ordered from the Enigma fast rotor to the slow, so bottom to top for the Bombe
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this.baseRotors = [];
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for (const rstr of rotors) {
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const rotor = new CopyRotor(rstr, "", "A", "A");
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this.baseRotors.push(rotor);
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}
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this.updateFn = update;
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const [mostConnected, edges] = this.makeMenu();
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// This is the bundle of wires corresponding to the 26 letters within each of the 26
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// possible nodes in the menu
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this.wires = new Array(26*26).fill(false);
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// These are the pseudo-Engima devices corresponding to each edge in the menu, and the
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// nodes in the menu they each connect to
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this.scramblers = new Array();
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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.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 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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if (edge.pos === 0) {
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this.indicator = scrambler;
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}
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this.scramblers[end1].push(scrambler);
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this.scramblers[end2].push(scrambler);
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this.allScramblers.push(scrambler);
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}
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// The Bombe uses a set of rotors to keep track of what settings it's testing. We cheat and
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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.allScramblers.push(this.indicator);
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}
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this.testRegister = a2i(mostConnected.letter);
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// This is an arbitrary letter other than the most connected letter
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for (const edge of mostConnected.edges) {
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this.testInput = [this.testRegister, a2i(edge.getOther(mostConnected).letter)];
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break;
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}
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}
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/**
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* If we have a way of sending status messages, do so.
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* @param {string} msg - Message to send.
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*/
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update(msg) {
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if (this.updateFn !== undefined) {
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this.updateFn(msg);
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}
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}
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/**
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* Recursive depth-first search on the menu graph.
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* This is used to a) isolate unconnected sub-graphs, and b) count the number of loops in each
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* of those graphs.
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* @param {Object} node - Node object to start the search from
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* @returns {[number, number, Object, number, Object[]} - loop count, node count, most connected
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* node, order of most connected node, list of edges in this sub-graph
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*/
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dfs(node) {
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let loops = 0;
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let nNodes = 1;
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let mostConnected = node;
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let nConnections = mostConnected.edges.size;
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let edges = new Set();
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node.visited = true;
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for (const edge of node.edges) {
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if (edge.visited) {
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// Already been here from the other end.
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continue;
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}
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edge.visited = true;
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edges.add(edge);
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const other = edge.getOther(node);
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if (other.visited) {
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// We have a loop, record that and continue
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loops += 1;
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continue;
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}
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// This is a newly visited node
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const [oLoops, oNNodes, oMostConnected, oNConnections, oEdges] = this.dfs(other);
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loops += oLoops;
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nNodes += oNNodes;
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edges = new Set([...edges, ...oEdges]);
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if (oNConnections > nConnections) {
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mostConnected = oMostConnected;
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nConnections = oNConnections;
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}
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}
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return [loops, nNodes, mostConnected, nConnections, edges];
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}
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/**
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* Build a menu from the ciphertext and crib.
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* A menu is just a graph where letters in either the ciphertext or crib (Enigma is symmetric,
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* so there's no difference mathematically) are nodes and states of the Enigma machine itself
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* are the edges.
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* Additionally, we want a single connected graph, and of the subgraphs available, we want the
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* one with the most loops (since these generate feedback cycles which efficiently close off
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* disallowed states).
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* Finally, we want to identify the most connected node in that graph (as it's the best choice
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* of measurement point).
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* @returns [Object, Object[]] - the most connected node, and the list of edges in the subgraph
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*/
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makeMenu() {
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// First, we make a graph of all of the mappings given by the crib
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// Make all nodes first
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const nodes = new Map();
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for (const c of this.ciphertext + this.crib) {
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if (!nodes.has(c)) {
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const node = new Node(c);
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nodes.set(c, node);
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}
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}
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// Then all edges
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for (let i=0; i<this.crib.length; i++) {
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const a = this.crib[i];
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const b = this.ciphertext[i];
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new Edge(i, nodes.get(a), nodes.get(b));
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}
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// list of [loop_count, node_count, most_connected_node, connections_on_most_connected, edges]
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const graphs = [];
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// Then, for each unconnected subgraph, we count the number of loops and nodes
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for (const start of nodes.keys()) {
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if (nodes.get(start).visited) {
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continue;
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}
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const subgraph = this.dfs(nodes.get(start));
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graphs.push(subgraph);
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}
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// Return the subgraph with the most loops (ties broken by node count)
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graphs.sort((a, b) => {
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let result = b[0] - a[0];
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if (result === 0) {
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result = b[1] - a[1];
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}
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return result;
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});
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this.nLoops = graphs[0][0];
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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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* 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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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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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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}
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}
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/**
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* Having set up the Bombe, do the actual attack run. This tries every possible rotor setting
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* and attempts to logically invalidate them. If it can't, it's added to the list of candidate
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* solutions.
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* @returns {string[][2]} - list of pairs of candidate rotor setting, and calculated stecker pair
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*/
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run() {
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let stops = 0;
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const result = [];
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// For each possible rotor setting
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const nChecks = Math.pow(26, this.baseRotors.length);
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for (let i=1; i<=nChecks; i++) {
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this.wires.fill(false);
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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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// 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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if (this.wires[j]) {
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count++;
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}
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}
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// If it's not all of them, we have a stop
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if (count < 26) {
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stops += 1;
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let stecker;
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// The Bombe tells us one stecker pair as well. The input wire and test register we
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// started with are hypothesised to be a stecker pair.
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if (count === 25) {
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// Our steckering hypothesis is wrong. Correct value is the un-energised wire.
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for (let j=0; j<26; j++) {
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if (!this.wires[26*this.testRegister + j]) {
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stecker = `${i2a(this.testRegister)} <-> ${i2a(j)}`;
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break;
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}
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}
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} else if (count === 1) {
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// This means our hypothesis for the steckering is correct.
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stecker = `${i2a(this.testRegister)} <-> ${i2a(this.testInput[1])}`;
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} else {
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// Unusual, probably indicative of a poor menu. I'm a little unclear on how
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// this was really handled, but we'll return it for the moment.
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stecker = `? (wire count: ${count})`;
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}
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result.push([this.indicator.getPos(), stecker]);
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}
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// Step all the scramblers
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// This loop counts how many rotors have reached their starting position (meaning the
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// next one needs to step as well)
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let n = 1;
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for (let j=1; j<this.baseRotors.length; j++) {
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if ((i % Math.pow(26, j)) === 0) {
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n++;
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} else {
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break;
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}
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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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}
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// Send status messages at what seems to be a reasonably sensible frequency
|
||||
if (n > 2) {
|
||||
const msg = `Bombe run with ${this.nLoops} loops in menu (2+ desirable): ${stops} stops, ${Math.floor(100 * i / nChecks)}% done`;
|
||||
this.update(msg);
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue