dcache/src/mcaptcha/defense.rs
Aravinth Manivannan b8a2a026d6
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feat: test variable difficulty driver
2023-12-30 20:28:05 +05:30

399 lines
13 KiB
Rust

/*
* mCaptcha - A proof of work based DoS protection system
* Copyright © 2021 Aravinth Manivannan <realravinth@batsense.net>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as
* published by the Free Software Foundation, either version 3 of the
* License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
use serde::{Deserialize, Serialize};
use libmcaptcha::defense::Level;
use libmcaptcha::errors::*;
//
///// Level struct that describes threshold-difficulty factor mapping
//#[derive(Debug, Deserialize, Serialize, Copy, Clone, PartialEq)]
//pub struct Level {
// pub visitor_threshold: u32,
// pub difficulty_factor: u32,
//}
//
///// Bulder struct for [Level] to describe threshold-difficulty factor mapping
//#[derive(Debug, Copy, Clone, PartialEq)]
//pub struct LevelBuilder {
// visitor_threshold: Option<u32>,
// difficulty_factor: Option<u32>,
//}
//
//impl Default for LevelBuilder {
// fn default() -> Self {
// LevelBuilder {
// visitor_threshold: None,
// difficulty_factor: None,
// }
// }
//}
//
//impl LevelBuilder {
// /// set visitor count for level
// pub fn visitor_threshold(&mut self, visitor_threshold: u32) -> &mut Self {
// self.visitor_threshold = Some(visitor_threshold);
// self
// }
//
// /// set difficulty factor for level. difficulty_factor can't be zero because
// /// Difficulty is calculated as:
// /// ```no_run
// /// let difficulty_factor = 500;
// /// let difficulty = u128::max_value() - u128::max_value() / difficulty_factor;
// /// ```
// /// the higher the `difficulty_factor`, the higher the difficulty.
// pub fn difficulty_factor(&mut self, difficulty_factor: u32) -> CaptchaResult<&mut Self> {
// if difficulty_factor > 0 {
// self.difficulty_factor = Some(difficulty_factor);
// Ok(self)
// } else {
// Err(CaptchaError::DifficultyFactorZero)
// }
// }
//
// /// build Level struct
// pub fn build(&mut self) -> CaptchaResult<Level> {
// if self.visitor_threshold.is_none() {
// Err(CaptchaError::SetVisitorThreshold)
// } else if self.difficulty_factor.is_none() {
// Err(CaptchaError::SetDifficultyFactor)
// } else {
// Ok(Level {
// difficulty_factor: self.difficulty_factor.unwrap(),
// visitor_threshold: self.visitor_threshold.unwrap(),
// })
// }
// }
//}
//
/// Builder struct for [Defense]
#[derive(Debug, Clone, PartialEq)]
pub struct DefenseBuilder {
levels: Vec<Level>,
}
impl Default for DefenseBuilder {
fn default() -> Self {
DefenseBuilder { levels: vec![] }
}
}
impl DefenseBuilder {
/// add a level to [Defense]
pub fn add_level(&mut self, level: Level) -> CaptchaResult<&mut Self> {
for i in self.levels.iter() {
if i.visitor_threshold == level.visitor_threshold {
return Err(CaptchaError::DuplicateVisitorCount);
}
}
self.levels.push(level);
Ok(self)
}
/// Build [Defense]
pub fn build(&mut self) -> CaptchaResult<Defense> {
if !self.levels.is_empty() {
// sort levels to arrange in ascending order
self.levels.sort_by_key(|a| a.visitor_threshold);
for level in self.levels.iter() {
if level.difficulty_factor == 0 {
return Err(CaptchaError::DifficultyFactorZero);
}
}
// as visitor count increases, difficulty_factor too should increse
// if it decreses, an error must be thrown
for i in 0..self.levels.len() - 1 {
if self.levels[i].difficulty_factor > self.levels[i + 1].difficulty_factor {
return Err(CaptchaError::DecreaseingDifficultyFactor);
}
}
Ok(Defense {
levels: self.levels.to_owned(),
})
} else {
Err(CaptchaError::LevelEmpty)
}
}
}
/// struct describes all the different [Level]s at which an mCaptcha system operates
#[derive(Debug, Serialize, Deserialize, Clone, PartialEq)]
pub struct Defense {
levels: Vec<Level>,
// index of current visitor threshold
}
impl From<Defense> for Vec<Level> {
fn from(d: Defense) -> Self {
d.levels
}
}
impl Defense {
///! Difficulty is calculated as:
///! ```rust
///! let difficulty = u128::max_value() - u128::max_value() / difficulty_factor;
///! ```
///! The higher the `difficulty_factor`, the higher the difficulty.
// /// Get difficulty factor of current level of defense
// pub fn get_difficulty(&self, current_visitor_threshold: usize) -> u32 {
// self.levels[current_visitor_threshold].difficulty_factor
// }
//
// /// tighten up defense. Increases defense level by a factor of one.
// /// When defense is at max level, calling this method will have no effect
// pub fn tighten_up(&mut self) {
// if self.current_visitor_threshold < self.levels.len() - 1 {
// self.current_visitor_threshold += 1;
// }
// }
// /// Loosen up defense. Decreases defense level by a factor of one.
// /// When defense is at the lowest level, calling this method will have no effect.
// pub fn loosen_up(&mut self) {
// if self.current_visitor_threshold > 0 {
// self.current_visitor_threshold -= 1;
// }
// }
//
// /// Set defense to maximum level
// pub fn max_defense(&mut self) {
// self.current_visitor_threshold = self.levels.len() - 1;
// }
//
// /// Set defense to minimum level
// pub fn min_defense(&mut self) {
// self.current_visitor_threshold = 0;
// }
//
pub fn get_levels(&self) -> Vec<Level> {
self.levels.clone()
}
/// Get current level's visitor threshold
pub fn current_level(&self, current_visitor_level: u32) -> &Level {
for level in self.levels.iter() {
if current_visitor_level <= level.visitor_threshold {
return level;
}
}
self.levels.last().as_ref().unwrap()
// &self.levels[self.current_visitor_threshold]
}
//
// /// Get current level's visitor threshold
// pub fn visitor_threshold(&self) -> u32 {
// self.levels[self.current_visitor_threshold].difficulty_factor
// }
}
#[cfg(test)]
mod tests {
use super::*;
use libmcaptcha::defense::Level;
use libmcaptcha::LevelBuilder;
#[test]
fn defense_builder_duplicate_visitor_threshold() {
let mut defense_builder = DefenseBuilder::default();
let err = defense_builder
.add_level(
LevelBuilder::default()
.visitor_threshold(50)
.difficulty_factor(50)
.unwrap()
.build()
.unwrap(),
)
.unwrap()
.add_level(
LevelBuilder::default()
.visitor_threshold(50)
.difficulty_factor(50)
.unwrap()
.build()
.unwrap(),
);
assert_eq!(err, Err(CaptchaError::DuplicateVisitorCount));
}
#[test]
fn defense_builder_decreasing_difficulty_factor() {
let mut defense_builder = DefenseBuilder::default();
let err = defense_builder
.add_level(
LevelBuilder::default()
.visitor_threshold(50)
.difficulty_factor(50)
.unwrap()
.build()
.unwrap(),
)
.unwrap()
.add_level(
LevelBuilder::default()
.visitor_threshold(500)
.difficulty_factor(10)
.unwrap()
.build()
.unwrap(),
)
.unwrap()
.build();
assert_eq!(err, Err(CaptchaError::DecreaseingDifficultyFactor));
}
#[test]
fn checking_for_integer_overflow() {
let mut defense = DefenseBuilder::default()
.add_level(
LevelBuilder::default()
.visitor_threshold(5)
.difficulty_factor(5)
.unwrap()
.build()
.unwrap(),
)
.unwrap()
.add_level(
LevelBuilder::default()
.visitor_threshold(10)
.difficulty_factor(50)
.unwrap()
.build()
.unwrap(),
)
.unwrap()
.add_level(
LevelBuilder::default()
.visitor_threshold(20)
.difficulty_factor(60)
.unwrap()
.build()
.unwrap(),
)
.unwrap()
.add_level(
LevelBuilder::default()
.visitor_threshold(30)
.difficulty_factor(65)
.unwrap()
.build()
.unwrap(),
)
.unwrap()
.build()
.unwrap();
// for _ in 0..500 {
// defense.tighten_up();
// }
//
// defense.get_difficulty();
// for _ in 0..500000 {
// defense.tighten_up();
// }
//
defense.current_level(10_000_000);
}
fn get_defense() -> Defense {
DefenseBuilder::default()
.add_level(
LevelBuilder::default()
.visitor_threshold(50)
.difficulty_factor(50)
.unwrap()
.build()
.unwrap(),
)
.unwrap()
.add_level(
LevelBuilder::default()
.visitor_threshold(500)
.difficulty_factor(5000)
.unwrap()
.build()
.unwrap(),
)
.unwrap()
.add_level(
LevelBuilder::default()
.visitor_threshold(5000)
.difficulty_factor(50000)
.unwrap()
.build()
.unwrap(),
)
.unwrap()
.add_level(
LevelBuilder::default()
.visitor_threshold(50000)
.difficulty_factor(500000)
.unwrap()
.build()
.unwrap(),
)
.unwrap()
.add_level(
LevelBuilder::default()
.visitor_threshold(500000)
.difficulty_factor(5000000)
.unwrap()
.build()
.unwrap(),
)
.unwrap()
.build()
.unwrap()
}
#[test]
fn defense_builder_works() {
let defense = get_defense();
assert_eq!(defense.levels[0].difficulty_factor, 50);
assert_eq!(defense.levels[1].difficulty_factor, 5000);
assert_eq!(defense.levels[2].difficulty_factor, 50_000);
assert_eq!(defense.levels[3].difficulty_factor, 500_000);
assert_eq!(defense.levels[4].difficulty_factor, 5_000_000);
}
#[test]
fn tighten_up_works() {
let defense = get_defense();
assert_eq!(defense.current_level(0).difficulty_factor, 50);
assert_eq!(defense.current_level(500).difficulty_factor, 5_000);
assert_eq!(defense.current_level(501).difficulty_factor, 50_000);
assert_eq!(defense.current_level(5_000).difficulty_factor, 50_000);
assert_eq!(defense.current_level(5_001).difficulty_factor, 500_000);
assert_eq!(defense.current_level(50_000).difficulty_factor, 500_000);
assert_eq!(defense.current_level(50_001).difficulty_factor, 5_000_000);
assert_eq!(defense.current_level(500_000).difficulty_factor, 5_000_000);
assert_eq!(defense.current_level(500_001).difficulty_factor, 5_000_000);
}
}