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ARNG object doesn't need the reversal caches, saves 256KB of memory allocation Move RNG algorithms & support logic into a subfolder
189 lines
8.8 KiB
C#
189 lines
8.8 KiB
C#
using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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namespace PKHeX.Core
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{
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/// <summary>
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/// <inheritdoc cref="Core.LCRNG"/>
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/// </summary>
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/// <remarks>
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/// <inheritdoc cref="Core.LCRNG"/>
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/// <br>
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/// Provides common RNG algorithms used by Generation 3 & 4.
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/// This class has extra logic (tuned for performance) that can be used to find the original state(s) based on a limited amount of observed results.
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/// Refer to the documentation for those methods.
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/// </br>
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/// </remarks>
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public sealed class RNG : LCRNG
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{
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/// <summary> LCRNG used for Encryption and mainline game RNG calls. </summary>
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public static readonly RNG LCRNG = new(0x41C64E6D, 0x00006073, 0xEEB9EB65, 0x0A3561A1);
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/// <summary> LCRNG used by Colosseum & XD for game RNG calls. </summary>
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public static readonly RNG XDRNG = new(0x000343FD, 0x00269EC3, 0xB9B33155, 0xA170F641);
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/// <summary> Alternate LCRNG used by mainline game RNG calls to disassociate the seed from the <see cref="LCRNG"/>, for anti-shiny and other purposes. </summary>
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public static readonly LCRNG ARNG = new(0x6C078965, 0x00000001, 0x9638806D, 0x69C77F93);
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#region Seed Reversal Logic
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// Bruteforce cache for searching seeds
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private const int cacheSize = 1 << 16;
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// 1,2 (no gap)
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private readonly uint k2; // Mult<<8
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private readonly byte[] low8 = new byte[cacheSize];
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private readonly bool[] flags = new bool[cacheSize];
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// 1,3 (single gap)
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private readonly uint k0g; // Mult*Mult
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private readonly uint k2s; // Mult*Mult<<8
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private readonly byte[] g_low8 = new byte[cacheSize];
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private readonly bool[] g_flags = new bool[cacheSize];
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// Euclidean division approach
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private readonly long t0; // Add - 0xFFFF
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private readonly long t1; // 0xFFFF * ((long)Mult + 1)
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#endregion
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private RNG(uint f_mult, uint f_add, uint r_mult, uint r_add) : base(f_mult, f_add, r_mult, r_add)
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{
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// Set up bruteforce utility
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k2 = f_mult << 8;
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k0g = f_mult * f_mult;
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k2s = k0g << 8;
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// Populate Meet Middle Arrays
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uint k4g = f_add * (f_mult + 1); // 1,3's multiplier
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for (uint i = 0; i <= byte.MaxValue; i++)
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{
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SetFlagData(i, f_mult, f_add, flags, low8); // 1,2
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SetFlagData(i, k0g, k4g, g_flags, g_low8); // 1,3
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}
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t0 = f_add - 0xFFFFU;
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t1 = 0xFFFFL * ((long) f_mult + 1);
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}
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#region Initialization
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static void SetFlagData(uint i, uint mult, uint add, bool[] f, byte[] v)
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{
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// the second rand() also has 16 bits that aren't known. It is a 16 bit value added to either side.
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// to consider these bits and their impact, they can at most increment/decrement the result by 1.
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// with the current calc setup, the search loop's calculated value may be -1 (loop does subtraction)
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// since LCGs are linear (hence the name), there's no values in adjacent cells. (no collisions)
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// if we mark the prior adjacent cell, we eliminate the need to check flags twice on each loop.
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uint right = (mult * i) + add;
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ushort val = (ushort) (right >> 16);
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f[val] = true; v[val] = (byte)i;
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--val;
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f[val] = true; v[val] = (byte)i;
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// now the search only has to access the flags array once per loop.
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}
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#endregion
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/// <summary>
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/// Gets the origin seeds for two successive 16 bit rand() calls using a meet-in-the-middle approach.
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/// </summary>
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/// <param name="first">First rand() call, 16 bits, already shifted left 16 bits.</param>
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/// <param name="second">Second rand() call, 16 bits, already shifted left 16 bits.</param>
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/// <remarks>
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/// Use a meet-in-the-middle attack to reduce the search space to 2^8 instead of 2^16
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/// flag/2^8 tables are precomputed and constant (unrelated to rand pairs)
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/// https://crypto.stackexchange.com/a/10609
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/// </remarks>
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/// <returns>Possible origin seeds that generate the 2 random numbers</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal IEnumerable<uint> RecoverLower16Bits(uint first, uint second)
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{
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uint k1 = second - (first * Mult);
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for (uint i = 0, k3 = k1; i <= 255; ++i, k3 -= k2)
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{
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ushort val = (ushort)(k3 >> 16);
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if (flags[val])
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yield return Prev(first | i << 8 | low8[val]);
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}
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}
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/// <summary>
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/// Gets the origin seeds for two 16 bit rand() calls (ignoring a rand() in between) using a meet-in-the-middle approach.
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/// </summary>
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/// <param name="first">First rand() call, 16 bits, already shifted left 16 bits.</param>
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/// <param name="third">Third rand() call, 16 bits, already shifted left 16 bits.</param>
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/// <remarks>
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/// Use a meet-in-the-middle attack to reduce the search space to 2^8 instead of 2^16
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/// flag/2^8 tables are precomputed and constant (unrelated to rand pairs)
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/// https://crypto.stackexchange.com/a/10609
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/// </remarks>
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/// <returns>Possible origin seeds that generate the 2 random numbers</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal IEnumerable<uint> RecoverLower16BitsGap(uint first, uint third)
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{
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uint k1 = third - (first * k0g);
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for (uint i = 0, k3 = k1; i <= 255; ++i, k3 -= k2s)
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{
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ushort val = (ushort)(k3 >> 16);
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if (g_flags[val])
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yield return Prev(first | i << 8 | g_low8[val]);
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}
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}
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/// <summary>
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/// Gets the origin seeds for two successive 16 bit rand() calls using a Euclidean division approach.
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/// </summary>
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/// <param name="first">First rand() call, 16 bits, already shifted left 16 bits.</param>
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/// <param name="second">Second rand() call, 16 bits, already shifted left 16 bits.</param>
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/// <remarks>
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/// For favorable multiplier values, this k_max gives a search space less than 2^8 (meet-in-the-middle)
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/// For the programmed methods in this program, it is only advantageous to use this with <see cref="XDRNG"/>.
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/// https://crypto.stackexchange.com/a/10629
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/// </remarks>
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/// <returns>Possible origin seeds that generate the 2 random numbers</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal IEnumerable<uint> RecoverLower16BitsEuclid16(uint first, uint second)
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{
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const int bitshift = 32;
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const long inc = 1L << bitshift;
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return GetPossibleSeedsEuclid(first, second, bitshift, inc);
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}
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/// <summary>
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/// Gets the origin seeds for two successive 15 bit rand() calls using a Euclidean division approach.
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/// </summary>
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/// <param name="first">First rand() call, 15 bits, already shifted left 16 bits.</param>
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/// <param name="second">Second rand() call, 15 bits, already shifted left 16 bits.</param>
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/// <remarks>
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/// Calculate the quotient of the Euclidean division (k_max) attack to reduce the search space.
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/// For favorable multiplier values, this k_max gives a search space less than 2^8 (meet-in-the-middle)
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/// For the programmed methods in this program, it is only advantageous to use this with <see cref="XDRNG"/>.
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/// https://crypto.stackexchange.com/a/10629
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/// </remarks>
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/// <returns>Possible origin seeds that generate the 2 random numbers</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal IEnumerable<uint> RecoverLower16BitsEuclid15(uint first, uint second)
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{
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const int bitshift = 31;
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const long inc = 1L << bitshift;
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return GetPossibleSeedsEuclid(first, second, bitshift, inc);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private IEnumerable<uint> GetPossibleSeedsEuclid(uint first, uint second, int bitshift, long inc)
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{
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long t = second - (Mult * first) - t0;
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long kmax = (((t1 - t) >> bitshift) << bitshift) + t;
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for (long k = t; k <= kmax; k += inc)
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{
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// compute modulo in steps for reuse in yielded value (x % Mult)
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long fix = k / Mult;
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long remainder = k - (Mult * fix);
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if (remainder >> 16 == 0)
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yield return Prev(first | (uint) fix);
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}
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}
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}
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}
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