tmp22/src/defense.rs

478 lines
14 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/>.
*/
//! Defense datatypes
//! ```rust
//! use libmcaptcha::{LevelBuilder, DefenseBuilder};
//! 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(500)
//! .unwrap()
//! .build()
//! .unwrap(),
//! )
//! .unwrap()
//! .build()
//! .unwrap();
//! ```
use crate::errors::*;
use serde::{Deserialize, Serialize};
/// 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(),
})
}
}
}
/// 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
current_visitor_threshold: usize,
}
impl From<Defense> for Vec<Level> {
fn from(d: Defense) -> Self {
d.levels
}
}
/// 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(),
current_visitor_threshold: 0,
})
} else {
Err(CaptchaError::LevelEmpty)
}
}
}
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) -> u32 {
self.levels[self.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;
}
/// 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::*;
#[test]
fn level_builder_works() {
let level = LevelBuilder::default()
.difficulty_factor(1)
.unwrap()
.visitor_threshold(0)
.build()
.unwrap();
assert_eq!(level.visitor_threshold, 0);
assert_eq!(level.difficulty_factor, 1);
assert_eq!(
LevelBuilder::default().difficulty_factor(0),
Err(CaptchaError::DifficultyFactorZero)
);
assert_eq!(
LevelBuilder::default()
.difficulty_factor(1)
.unwrap()
.build(),
Err(CaptchaError::SetVisitorThreshold)
);
assert_eq!(
LevelBuilder::default().visitor_threshold(10).build(),
Err(CaptchaError::SetDifficultyFactor)
);
}
#[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.get_difficulty();
}
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 mut defense = get_defense();
assert_eq!(defense.get_difficulty(), 50);
defense.tighten_up();
assert_eq!(defense.get_difficulty(), 5_000);
defense.tighten_up();
assert_eq!(defense.get_difficulty(), 50_000);
defense.tighten_up();
assert_eq!(defense.get_difficulty(), 500_000);
defense.tighten_up();
assert_eq!(defense.get_difficulty(), 5_000_000);
defense.tighten_up();
assert_eq!(defense.get_difficulty(), 5_000_000);
}
#[test]
fn max_defense_works() {
let mut defense = get_defense();
defense.max_defense();
assert_eq!(defense.get_difficulty(), 5_000_000);
}
#[test]
fn minimum_defense_works() {
let mut defense = get_defense();
defense.min_defense();
assert_eq!(defense.get_difficulty(), 50);
}
#[test]
fn loosen_up_works() {
let mut defense = get_defense();
defense.max_defense();
assert_eq!(defense.get_difficulty(), 5_000_000);
defense.loosen_up();
assert_eq!(defense.get_difficulty(), 500_000);
defense.loosen_up();
assert_eq!(defense.get_difficulty(), 50_000);
defense.loosen_up();
assert_eq!(defense.get_difficulty(), 5_000);
defense.loosen_up();
assert_eq!(defense.get_difficulty(), 50);
defense.loosen_up();
assert_eq!(defense.get_difficulty(), 50);
}
}