Provably fair : verification error : primedice.com & bitsler.com - node.js

I'm trying to verify dice rolls but getting wrong roll numbers generated. I've tried official verification script from 2 sites:
primedice.com nodeJS verification script.
bitsler.com and PHP script to check a roll.
Can you help me understanding why I can't get the same roll numbers as on sites...Let's focus on primedice, because I think the issue is surely similar.
details of a primedice.com roll:
roll #20,549,462,672
server seed (hashed) : a72c7d6e95b7122dc21968505b91d729f4eef30af2c019488bb76274290ad183
client seed (nonced) : a9e65af098fe00229917de5659746dda-28
roll number shown on site: 35.02
I suppose the nonce to use there is 28 in the code. so I fill nodejs variable as this:
var clientSeed = "a9e65af098fe00229917de5659746dda";
var serverSeed =
"a72c7d6e95b7122dc21968505b91d729f4eef30af2c019488bb76274290ad183";
var nonce = 28;
//----- official roll function from primedice.com
var crypto = require('crypto');
var roll = function(key, text) {
var hash = crypto.createHmac('sha512', key).update(text).digest('hex');
var index = 0;
var lucky = parseInt(hash.substring(index * 5, index * 5 + 5), 16);
while (lucky >= Math.pow(10, 6)) {
index++;
lucky = parseInt(hash.substring(index * 5, index * 5 + 5), 16); //if we reach the end of the hash, just default to highest number
if (index * 5 + 5 > 128) {
lucky = 99.99;
break;
}
}
lucky %= Math.pow(10, 4);
lucky /= Math.pow(10, 2);
return lucky;
}
console.log(roll(serverSeed, clientSeed+'-'+nonce));
then used the roll function as given by the site.
the result generated was:
roll number generated : 50.64
so 50.64 is not what the site shows ==> 35.02
Any idea?

I understand what the problem is. Here is the roll to verify
roll #20,549,462,672
server seed (hashed) :
a72c7d6e95b7122dc21968505b91d729f4eef30af2c019488bb76274290ad183
client seed (nonced) : a9e65af098fe00229917de5659746dda-28
As you can see, it shows "server seed (hashed)". You cannot calculate the right value with a hashed representation of the seed. You will need the real seed to get the right number.
Knowing the real seed would mean you can bet and be 100% sure to win on each new roll.
So, the service won't let you see the server seed that is used to let you bet. You must do a seeds change then the server will show you the real seed used for your last sessions.
Therefore you can only verify rolls numbers from an old server seed, not from the current one, since it is kept secret by the service for security reasons.

Related

How do I generate a string that contains a keyword?

I'm currently making a program with many functions that utilise Math.rand(). I'm trying to generate a string with a given keyword (in this case, lathe). I want the program to log a string that has "lathe" (or any version of it, with capitals or not), but everything I've tried has the program hit its call stack size limit (I understand exactly why, I want the program to generate a string with the word without it hitting its call stack size).
What I have tried:
function generateStringWithKeyword(randNum: number) {
const chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789+/";
let result = "";
for(let i = 0; i < randNum; i++) {
result += chars[Math.floor(Math.random() * chars.length)];
if(result.includes("lathe")) {
continue;
} else {
generateStringWithKeyword(randNum);
}
}
console.log(result);
}
This is what I have now, after doing brief research on stackoverflow I learned that it might have been better to add the if/else block with a continue, rather than using
if(!result.includes("lathe")) return generateStringWithKeyword(randNum);
But both ways I had hit the call stack size limit.
A "correct" version of your algorithm, written as an iterative function instead of as a recursive one so as not to exceed stack depth, would look something like this:
function generateStringWithKeyword(randNum: number) {
const chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789+/";
let result = "";
let attemptCnt = 0;
while (!result.toLowerCase().includes("lathe")) {
attemptCnt++;
result = "";
for (let i = 0; i < randNum; i++) {
result += chars[Math.floor(Math.random() * chars.length)];
}
if (attemptCnt > 1e6) {
console.log("I GIVE UP");
return;
}
}
console.log(result);
return result;
}
I don't like when my browser hangs because of a script that won't finish, so I put a maximum attempt count in there. A million chances seems reasonable. When you try it out, this happens:
generateStringWithKeyword(10); // I GIVE UP
Which makes sense; let's perform a rough back-of-the-envelope probability calculation to see how long we might expect this to take. The chance that "lathe" will appear in some case at position 1 of the word is (2/64)×(2/64)×(2×64)×(2/64)×(2/64) ("L" or "l" appears first, followed by "A" or "a", etc) which is approximately 3×10-8. For a word of length 10, "lathe" can appear starting at positions 1, 2, 3, 4, 5, or 6. While this isn't exactly correct, let's think of this as multiplying your chances by 6 of getting the word somewhere, so the actual chance of getting a valid result is somewhere around 1.8×10-7. So we can expect that you'd need to make approximately 1 ÷ 1.8×10-7 = 5.6 million chances to succeed.
Oh, darn, I only gave it a million. Let's up that to 10 million and try again:
generateStringWithKeyword(10); // "lATHELEYSc"
Great! Although, it does sometimes still give up. And really, an algorithm which needs millions of tries before it succeeds is very, very inefficient. You might want to read about bogosort, a sorting algorithm which works by randomly shuffling things and checking to see if they are sorted, and it keeps trying until it works. It's used for educational purposes to highlight how such techniques don't really perform well enough to be practical. Nobody would ever want to use such an algorithm for real.
So how would you do this "the right" way? Well, my suggestion here is to just build your result correctly the first time. If you have 10 characters and 5 of them need to be "lathe" in some case, then you will need 5 truly random characters. So randomly decide how many of those letters should be before "lathe". If you pick 2, for example, then put 2 random characters, plus "lathe" in a random case, plus 3 more random characters.
It could be something like this, where I mostly use your same style of for-loops and += string concatenation:
function generateStringWithKeyword(randNum: number) {
const keyword = "lathe";
if (randNum < keyword.length) throw new Error(
"This is not possible; \"" + keyword + "\" doesn't fit in " + randNum + " characters"
);
const actuallyRandNum = randNum - keyword.length;
const chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789+/";
let result = "";
const kwInsertionPoint = Math.floor(Math.random() * (actuallyRandNum + 1));
for (let i = 0; i < kwInsertionPoint; i++) {
result += chars[Math.floor(Math.random() * chars.length)];
}
for (let i = 0; i < keyword.length; i++) {
result += Math.random() < 0.5 ? keyword[i].toLowerCase() : keyword[i].toUpperCase();
}
for (let i = kwInsertionPoint; i < actuallyRandNum; i++) {
result += chars[Math.floor(Math.random() * chars.length)];
}
return result;
}
If you run this, you will see that it is very efficient, and never gives up:
console.log(Array.from({ length: 4 }, () => generateStringWithKeyword(5)).join(" "));
// "lathE LaThe lATHe LatHe"
console.log(Array.from({ length: 4 }, () => generateStringWithKeyword(7)).join(" "));
// "p6lAtHe laThE01 nlaTheK lATHeRJ"
console.log(Array.from({ length: 4 }, () => generateStringWithKeyword(10)).join(" "));
// "giMqzLaTHe 5klAthegBo oVdLatHe0q twNlATheCr"
Playground link to code

How to create a big list of different UUIDs, efficiently?

I want to generate tickets for an event. I need to generate a lot of them and I decided to have the ticket number as UUIDs. The question is how to generate a big list of UUIDs and it to be different.
I know the easy way to just check every new UUID generated in the already existing list, but this is not very performance friendly. :)
I am using NodeJS with UUID v4.
Thank you!
You could use home-grown UUID function, which is guaranteed to be unique pseudo-random integer in the range [0...2128). Below is one based on Linear Contguential Generator. Constants are taken from here or here. You only need to keep previous number/UUID at hands to generate next one, no need to check because it will be repeated only after full period of 2128.
Code relies on BigInt, tested with node v12
const a = 199967246047888932297834045878657099405n; // should satisfy a % 8n = 5n
const c = 1n; // should be odd
const m = (1n << 128n);
const mask = m - 1n;
function LCG128(state) {
return (BigInt(state) * a + c) & mask; // same as % m
}
q = 7654321n; // seed
q = LCG128(q);
q.toString(16); // first UUID
q = LCG128(q);
q.toString(16); // second UUID
q = LCG128(q);
q.toString(16); // third UUID
UPDATE
Just to be a more philosophical on the issue at hands:
You could consider UUID4 to be black box and trust it - this is what #ChrisWhite proposed
You could consider UUID4 to be black box and distrust it - that is whatyou proposed to check in the list or answer by #KevinPastor
Make your own transparent box which produces numbers in the proper range and be unique - that is my proposal
Beauty of LCG approach is that, given good multiplier and carry, it uniquely and reversable maps range [0...2128) into itself (it could do that for 64bit numbers, with different a, c, or 32bit numbers and so on and so forth). You could even use counter as input starting with 0 up to 2128-1 and it will produce non-repeatable numbers in the same range filling whole [0...2128). So you know that if you either chain it with previous uuid, or use counter, there is 0 chances of collision.
You can create an empty object and every time you generate a UUID, you add an attribute to that object where the key is the generated UUID. When you will generate another UUID, you just have to check if the object attribute is undefined or not to see if it's already used.
const uuids = [];
let uuidUsed = {};
const size = 10;
for (let i = 0; i < size; i++) {
let uuid = uuidv4();
while (uuidUsed[uuid] !== undefined) {
uuid = uuidv4();
}
uuidUsed[uuid] = true;
}
here’s a list of 446,538 IPs formatted in the following way: | id | date | name | uuid | ip |
https://minerlock.com/lock/F50f4b8d8e27e

Distribute a value value along time interval in array. I am using nodejs.

Sorry if the text is confusing, I don't speak English.
My problem is:
1. I have the number of pages that was printed.
2. The duration of printing (start time and finish)
3. I want to plot a chart by hour whith the number of pages per hour
Example:
900 pages
1:30 hous
I want this Array of hour: [600, 300]
I think this is more a mathematical problem, but I don't had a good idea to do this. The are a lot of data and i need to do a algorithm fast and optimized.
Obs: I am more interested in the logic, not in the programming language.
Ok, not sure that works for everything but I think is a good start.
I have made the assumption that your duration is in minutes or else I believe you can transform it to minutes.
function something(pages,totalDutation){
// pages = 900
// totalDutation = 90
var printsPerMinute = pages / totalDutation //get the prints per minute!
var printsPerHour = Math.floor(printsPerMinute * 60) //calculate the prints made in one hour
var countOfHours = parseInt(totalDutation / 60) //divide the total duration by 60 to get the count of hours
var remainingPrints = (totalDutation % 60) * printsPerMinute //add the extra prints that didn't complete a whole hour.
var result = Array(countOfHours).fill(printsPerHour) //create an array and fill it.
if(remainingPrints) result.push(remainingPrints)
return result
}
Take a look at the NodeJS example below to get an idea of how it can be done.
Might need a bit of fine-tuning, though.
Calculate the number of prints per hour
Make as many iterations as hours taken
Do (total prints - prints per hour) as long as a > b,
otherwise return the remaining total prints
const getPagesPerHour = function (totalPrints, totalTime) {
const printsPerHour = (totalPrints / totalTime) * 60;
return Array.apply(null, { length: Math.ceil(totalPrints/printsPerHour) }).map(function (val, key) {
if (totalPrints > printsPerHour) {
totalPrints = (totalPrints - printsPerHour);
return printsPerHour;
} else {
return totalPrints;
}
});
}
console.log(getPagesPerHour(900, 90)); // [600, 300]

Node.js - How to generate random numbers in specific range using crypto.randomBytes

How can I generate random numbers in a specific range using crypto.randomBytes?
I want to be able to generate a random number like this:
console.log(random(55, 956)); // where 55 is minimum and 956 is maximum
and I'm limited to use crypto.randomBytes only inside random function to generate random number for this range.
I know how to convert generated bytes from randomBytes to hex or decimal but I can't figure out how to get a random number in a specific range from random bytes mathematically.
To generate random number in a certain range you can use the following equation
Math.random() * (high - low) + low
But you want to use crypto.randomBytes instead of Math.random()
this function returns a buffer with randomly generated bytes. In turn, you need to convert the result of this function from bytes to decimal. this can be done using biguint-format package. To install this package simply use the following command:
npm install biguint-format --save
Now you need to convert the result of crypto.randomBytes to decimal, you can do that as follow:
var x= crypto.randomBytes(1);
return format(x, 'dec');
Now you can create your random function which will be as follow:
var crypto = require('crypto'),
format = require('biguint-format');
function randomC (qty) {
var x= crypto.randomBytes(qty);
return format(x, 'dec');
}
function random (low, high) {
return randomC(4)/Math.pow(2,4*8-1) * (high - low) + low;
}
console.log(random(50,1000));
Thanks to answer from #Mustafamg and huge help from #CodesInChaos I managed to resolve this issue. I made some tweaks and increase range to maximum 256^6-1 or 281,474,976,710,655. Range can be increased more but you need to use additional library for big integers, because 256^7-1 is out of Number.MAX_SAFE_INTEGER limits.
If anyone have same problem feel free to use it.
var crypto = require('crypto');
/*
Generating random numbers in specific range using crypto.randomBytes from crypto library
Maximum available range is 281474976710655 or 256^6-1
Maximum number for range must be equal or less than Number.MAX_SAFE_INTEGER (usually 9007199254740991)
Usage examples:
cryptoRandomNumber(0, 350);
cryptoRandomNumber(556, 1250425);
cryptoRandomNumber(0, 281474976710655);
cryptoRandomNumber((Number.MAX_SAFE_INTEGER-281474976710655), Number.MAX_SAFE_INTEGER);
Tested and working on 64bit Windows and Unix operation systems.
*/
function cryptoRandomNumber(minimum, maximum){
var distance = maximum-minimum;
if(minimum>=maximum){
console.log('Minimum number should be less than maximum');
return false;
} else if(distance>281474976710655){
console.log('You can not get all possible random numbers if range is greater than 256^6-1');
return false;
} else if(maximum>Number.MAX_SAFE_INTEGER){
console.log('Maximum number should be safe integer limit');
return false;
} else {
var maxBytes = 6;
var maxDec = 281474976710656;
// To avoid huge mathematical operations and increase function performance for small ranges, you can uncomment following script
/*
if(distance<256){
maxBytes = 1;
maxDec = 256;
} else if(distance<65536){
maxBytes = 2;
maxDec = 65536;
} else if(distance<16777216){
maxBytes = 3;
maxDec = 16777216;
} else if(distance<4294967296){
maxBytes = 4;
maxDec = 4294967296;
} else if(distance<1099511627776){
maxBytes = 4;
maxDec = 1099511627776;
}
*/
var randbytes = parseInt(crypto.randomBytes(maxBytes).toString('hex'), 16);
var result = Math.floor(randbytes/maxDec*(maximum-minimum+1)+minimum);
if(result>maximum){
result = maximum;
}
return result;
}
}
So far it works fine and you can use it as really good random number generator, but I strictly not recommending using this function for any cryptographic services. If you will, use it on your own risk.
All comments, recommendations and critics are welcome!
To generate numbers in the range [55 .. 956], you first generate a random number in the range [0 .. 901] where 901 = 956 - 55. Then add 55 to the number you just generated.
To generate a number in the range [0 .. 901], pick off two random bytes and mask off 6 bits. That will give you a 10 bit random number in the range [0 .. 1023]. If that number is <= 901 then you are finished. If it is bigger than 901, discard it and get two more random bytes. Do not attempt to use MOD, to get the number into the right range, that will distort the output making it non-random.
ETA: To reduce the chance of having to discard a generated number.
Since we are taking two bytes from the RNG, we get a number in the range [0 .. 65535]. Now 65535 MOD 902 is 591. Hence, if our two-byte random number is less than (65535 - 591), that is, less than 64944, we can safely use the MOD operator, since each number in the range [0 .. 901] is now equally likely. Any two-byte number >= 64944 will still have to be thrown away, as using it would distort the output away from random. Before, the chances of having to reject a number were (1024 - 901) / 1024 = 12%. Now the chances of a rejection are (65535 - 64944) / 65535 = 1%. We are far less likely to have to reject the randomly generated number.
running <- true
while running
num <- two byte random
if (num < 64944)
result <- num MOD 902
running <- false
endif
endwhile
return result + 55
The crypto package now has a randomInt() function. It was added in v14.10.0 and v12.19.0.
console.log(crypto.randomInt(55, 957)); // where 55 is minimum and 956 is maximum
The upper bound is exclusive.
Here is the (abridged) implementation:
// Largest integer we can read from a buffer.
// e.g.: Buffer.from("ff".repeat(6), "hex").readUIntBE(0, 6);
const RAND_MAX = 0xFFFF_FFFF_FFFF;
const range = max - min;
const excess = RAND_MAX % range;
const randLimit = RAND_MAX - excess;
while (true) {
const x = randomBytes(6).readUIntBE(0, 6);
// If x > (maxVal - (maxVal % range)), we will get "modulo bias"
if (x > randLimit) {
// Try again
continue;
}
const n = (x % range) + min;
return n;
}
See the full source and the official docs for more information.
So the issue with most other solutions are that they distort the distribution (which you probably would like to be uniform).
The pseudocode from #rossum lacks generalization. (But he proposed the right solution in the text)
// Generates a random integer in range [min, max]
function randomRange(min, max) {
const diff = max - min + 1;
// finds the minimum number of bit required to represent the diff
const numberBit = Math.ceil(Math.log2(diff));
// as we are limited to draw bytes, minimum number of bytes
const numberBytes = Math.ceil(numberBit / 4);
// as we might draw more bits than required, we look only at what we need (discard the rest)
const mask = (1 << numberBit) - 1;
let randomNumber;
do {
randomNumber = crypto.randomBytes(numberBytes).readUIntBE(0, numberBytes);
randomNumber = randomNumber & mask;
// number of bit might represent a numbers bigger than the diff, in that case try again
} while (randomNumber >= diff);
return randomNumber + min;
}
About performance concerns, basically the number is in the right range between 50% - 100% of the time (depending on the parameters). That is in the worst case scenario the loop is executed more than 7 times with less than 1% chance and practically, most of the time the loop is executed one or two times.
The random-js library acknowledges that most solution out there don't provide random numbers with uniform distributions and provides a more complete solution

Checksum Algorithm Producing Unpredictable Results

I'm working on a checksum algorithm, and I'm having some issues. The kicker is, when I hand craft a "fake" message, that is substantially smaller than the "real" data I'm receiving, I get a correct checksum. However, against the real data - the checksum does not work properly.
Here's some information on the incoming data/environment:
This is a groovy project (see code below)
All bytes are to be treated as unsigned integers for the purpose of checksum calculation
You'll notice some finagling with shorts and longs in order to make that work.
The size of the real data is 491 bytes.
The size of my sample data (which appears to add correctly) is 26 bytes
None of my hex-to-decimal conversions are producing a negative number, as best I can tell
Some bytes in the file are not added to the checksum. I've verified that the switch for these is working properly, and when it is supposed to - so that's not the issue.
My calculated checksum, and the checksum packaged with the real transmission always differ by the same amount.
I have manually verified that the checksum packaged with the real data is correct.
Here is the code:
// add bytes to checksum
public void addToChecksum( byte[] bytes) {
//if the checksum isn't enabled, don't add
if(!checksumEnabled) {
return;
}
long previouschecksum = this.checksum;
for(int i = 0; i < bytes.length; i++) {
byte[] tmpBytes = new byte[2];
tmpBytes[0] = 0x00;
tmpBytes[1] = bytes[i];
ByteBuffer tmpBuf = ByteBuffer.wrap(tmpBytes);
long computedBytes = tmpBuf.getShort();
logger.info(getHex(bytes[i]) + " = " + computedBytes);
this.checksum += computedBytes;
}
if(this.checksum < previouschecksum) {
logger.error("Checksum DECREASED: " + this.checksum);
}
//logger.info("Checksum: " + this.checksum);
}
If anyone can find anything in this algorithm that could be causing drift from the expected result, I would greatly appreciate your help in tracking this down.
I don't see a line in your code where you reset your this.checksum.
This way, you should alway get a this.checksum > previouschecksum, right? Is this intended?
Otherwise I can't find a flaw in your above code. Maybe your 'this.checksum' is of the wrong type (short for instance). This could rollover so that you get negative values.
here is an example for such a behaviour
import java.nio.ByteBuffer
short checksum = 0
byte[] bytes = new byte[491]
def count = 260
for (def i=0;i<count;i++) {
bytes[i]=255
}
bytes.each { b ->
byte[] tmpBytes = new byte[2];
tmpBytes[0] = 0x00;
tmpBytes[1] = b;
ByteBuffer tmpBuf = ByteBuffer.wrap(tmpBytes);
long computedBytes = tmpBuf.getShort();
checksum += computedBytes
println "${b} : ${computedBytes}"
}
println checksum +"!=" + 255*count
just play around with the value of the 'count' variable which somehow corresponds to the lenght of your input.
Your checksum will keep incrementing until it rolls over to being negative (as it is a signed long integer)
You can also shorten your method to:
public void addToChecksum( byte[] bytes) {
//if the checksum isn't enabled, don't add
if(!checksumEnabled) {
return;
}
long previouschecksum = this.checksum;
this.checksum += bytes.inject( 0L ) { tot, it -> tot += it & 0xFF }
if(this.checksum < previouschecksum) {
logger.error("Checksum DECREASED: " + this.checksum);
}
//logger.info("Checksum: " + this.checksum);
}
But that won't stop it rolling over to being negative. For the sake of saving 12 bytes per item that you are generating a hash for, I would still suggest something like MD5 which is know to work is probably better than rolling your own... However I understand sometimes there are crazy requirements you have to stick to...

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