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battleShipClient.ts
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battleShipClient.ts
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const snarkjs = require('snarkjs');
const { buildPoseidonOpt } = require("circomlibjs");
import { poseidonEncrypt, poseidonDecrypt, genRandomNonce } from '../src/poseidon_encryption/index';
import { genKeypair, genEcdhSharedKey } from 'maci-crypto';
type Board = Array<Array<string>>;
interface shot { [key: number]: encryption_object }
interface hit { [key: number]: encryption_object }
interface public_keys { [key: string]: Array<BigInt> }
interface shared_keys { [key: string]: string }
interface encryption_object { [index: number]: Array<BigInt> }
interface Game {
players : Array<string>,
pubKeys : public_keys,
sharedKeys: shared_keys,
boards : Array<Uint8Array>,
joinable: boolean;
turns : number,
shots: shot,
hits: hit,
hitNonce: Array<encryption_object>,
winner: string
}
//stores the data of a player and generates proofs
class BattleShipClient {
public player_address: string;
private keypair: any;
public sharedKey: Array<BigInt>;
private board: Board;
public boardHash;
public wasm_board_path: string;
public zkey_board_path: string;
public wasm_shot_path: string;
public zkey_shot_path: string;
public wasm_winner_path: string;
public zkey_winner_path: string;
private enemy_hit_count: number;
static poseidon: any;
static F: any;
constructor(
player_address: string,
board: Board,
) {
this.player_address = player_address;
this.board = board;
this.keypair = genKeypair();
this.enemy_hit_count = 0;
this.wasm_board_path = 'circuits/artifacts/setup/board_js/board.wasm';
this.wasm_shot_path = 'circuits/artifacts/setup/shot_js/shot.wasm';
this.wasm_winner_path = 'circuits/artifacts/setup/winner_js/winner.wasm';
this.zkey_board_path = 'circuits/artifacts/setup/zkey/board_final.zkey';
this.zkey_shot_path = 'circuits/artifacts/setup/zkey/shot_final.zkey';
this.zkey_winner_path = 'circuits/artifacts/setup/zkey/winner_final.zkey';
}
static async initialize(player_address: string, board: Board) {
// instantiate poseidon hash on bn254 curve
BattleShipClient.poseidon = await buildPoseidonOpt();
const client = new BattleShipClient(
player_address,
board
);
return client
}
async hash_board(board: Board) {
// poseidon hash of the board
const boardHash = await BattleShipClient.poseidon(board.flat());
return boardHash
}
async newGameData() {
// instantiate poseidon hash on bn254 curve + store ffjavascript obj reference
const poseidon = await buildPoseidonOpt();
BattleShipClient.F = poseidon.F;
// compute the board hash
this.boardHash = await this.hash_board(this.board);
// prepare the input to generate board proof
const input_board = {
ships: this.board,
hash: BattleShipClient.F.toObject(this.boardHash)
}
// generate board proof
const { proof, publicSignals } = await snarkjs.groth16.fullProve(
input_board,
this.wasm_board_path,
this.zkey_board_path
);
return {
boardHash: this.boardHash,
host_address: this.player_address,
host_pubkey: this.keypair.pubKey,
board_proof: proof
}
}
async joinGameData(gameID: string) {
// compute the board hash
this.boardHash = await this.hash_board(this.board);
// prepare the input to generate board proof
const input_board = {
ships: this.board,
hash: BattleShipClient.F.toObject(this.boardHash)
}
// generate board proof
const { proof, publicSignals } = await snarkjs.groth16.fullProve(
input_board,
this.wasm_board_path,
this.zkey_board_path
);
return {
gameID: gameID,
boardHash: this.boardHash,
joiner_address: this.player_address,
joiner_pubkey: this.keypair.pubKey,
board_proof: proof
}
}
async openingShot(gameID: string, first_shot: Array<number>) {
let opening_shot_encrypted: encryption_object = {};
const encryption_nonce = genRandomNonce();
const encrypted_shot = poseidonEncrypt(
first_shot,
this.sharedKey,
encryption_nonce
)
opening_shot_encrypted[0] = [encryption_nonce];
opening_shot_encrypted[1] = encrypted_shot;
return {
gameID: gameID,
opening_shot_encrypted
}
}
async genSharedKey(game: Game) {
// generate the shared from the enemy's public key
let sharedKeyHash;
const pubKeys = game.pubKeys;
if (Object.keys(pubKeys).length === 2) {
for (const key_owner in pubKeys) {
if (key_owner != this.player_address) {
this.sharedKey = genEcdhSharedKey(
this.keypair.privKey,
pubKeys[key_owner]
)
}
}
sharedKeyHash = await BattleShipClient.poseidon(
this.sharedKey.map((x) => x.toString())
)
sharedKeyHash = BattleShipClient.F.toObject(sharedKeyHash).toString()
}
game.sharedKeys[this.player_address] = sharedKeyHash;
}
async turnData(gameID: number, player_shot: Array<number>, enemy_shot: Array<BigInt>, enemy_encryption_nonce: BigInt) {
// required function to avoid block-redeclaration errors
async function fullProve(input, wasm_path, zkey_path) {
let { proof, publicSignals } = await snarkjs.groth16.fullProve(input, wasm_path, zkey_path);
return [proof, publicSignals]
}
let player_shot_encrypted: encryption_object = {};
// encrypt player's shot coordinates
const shot_encryption_nonce = genRandomNonce();
const encrypted_player_shot = poseidonEncrypt(
player_shot.map((x) => BigInt(x)),
this.sharedKey,
shot_encryption_nonce
)
player_shot_encrypted[0] = [shot_encryption_nonce];
player_shot_encrypted[1] = encrypted_player_shot;
// enemy's shot hit/miss integrity proof public / private inputs
let input_shot = {
ships: this.board,
hash: BattleShipClient.F.toObject(this.boardHash),
encrypted_shot: enemy_shot.map((x) => x.toString()),
nonce: enemy_encryption_nonce.toString(),
key: this.sharedKey.map((x) => x.toString())
}
// compute witness and run through groth16 circuit for proof / signals
const [ shot_proof, shot_publicSignals ] = await fullProve(
input_shot,
this.wasm_shot_path,
this.zkey_shot_path
)
// encrypt hit result and store the nonce as key and ciphertext as value
let enemy_hit_encrypted: encryption_object = {};
const hit_encryption_nonce = genRandomNonce();
const hit_encrypted = poseidonEncrypt(
[BigInt(shot_publicSignals[0])],
this.sharedKey,
hit_encryption_nonce
)
enemy_hit_encrypted[0] = [hit_encryption_nonce];
enemy_hit_encrypted[1] = hit_encrypted;
// count enemy hits and encrypt the result
let enemy_hit_count_encrypted: encryption_object = {};
if (shot_publicSignals[0] === '1') this.enemy_hit_count++;
const hit_count_encryption_nonce = genRandomNonce();
const hit_count_encrypted = poseidonEncrypt(
[BigInt(this.enemy_hit_count)],
this.sharedKey,
hit_count_encryption_nonce
)
enemy_hit_count_encrypted[0] = [hit_count_encryption_nonce];
enemy_hit_count_encrypted[1] = hit_count_encrypted;
// zk prove if the enemy is the winner: hit count = 17
let input_winner = {
encrypted_hit_count: enemy_hit_count_encrypted['1'].map((x) => x.toString()),
nonce: enemy_hit_count_encrypted['0'].toString(),
key: this.sharedKey.map((x) => x.toString())
}
let [winner_proof, winner_publicSignals] = await fullProve(
input_winner,
this.wasm_winner_path,
this.zkey_winner_path
)
return {
gameID: gameID,
player_shot_encrypted: player_shot_encrypted,
shot_proof: shot_proof,
enemy_hit_encrypted: enemy_hit_encrypted,
enemy_hit_count_encrypted: enemy_hit_count_encrypted,
winner_proof: winner_proof,
winner_publicSignals: winner_publicSignals
}
}
printGameData(game: Game) {
function shot_decrypt(shot: Array<BigInt>, key: Array<BigInt>, nonce: BigInt) {
const result = poseidonDecrypt(
shot,
key,
nonce,
2
)
return result
}
function hit_decrypt(hit: Array<BigInt>, key: Array<BigInt>, nonce: BigInt) {
const result = poseidonDecrypt(
hit,
key,
nonce,
1
)
return result
}
// call data from the game state
let players = game.players;
let turn_number = game.turns;
let hitNonce = game.hitNonce;
let hits = game.hits;
let boards = game.boards;
let shots = game.shots;
const skey = this.sharedKey;
const hash_identifier = BattleShipClient.F.toObject(this.boardHash).toString();
const host_identifier = BattleShipClient.F.toObject(boards[0]).toString();
const joiner_identifier = BattleShipClient.F.toObject(boards[1]).toString();
let player_shots: shot = {};
// print cleartext data according to player's turn index
let indexes = [];
let hit_history;
if (hash_identifier === host_identifier) {
console.log('\x1b[35m%s\x1b[0m','\nPlayer1 is the host!');
console.log('\x1b[36m%s\x1b[0m','Turn number: ', turn_number);
console.log('\x1b[36m%s\x1b[0m','Address: ', players[0]);
console.log('\x1b[36m%s\x1b[0m','Board Hash: ', host_identifier);
hit_history = hit_decrypt(hitNonce[0][1], skey, hitNonce[0][0][0])
console.log('\x1b[36m%s\x1b[0m','Sucessful hits: ',Number(hit_history));
for (let turn in shots) {
const index = Number(turn);
if (index % 2 === 0) {
player_shots[index] = shots[index];
indexes.push(index)
}
}
console.log('\x1b[36m%s\x1b[0m','Targeted shots: ');
for(let key in player_shots) {
let shot = shot_decrypt(shots[key][1], skey, shots[key][0][0]);
let hit = Number(hit_decrypt(hits[key][1], skey, hits[key][0][0]));
console.log(` Turn ${key} --> [${shot}] --> ${ hit == 1 ? "Hit" : "Missed"}`);
}
let enemy_hit_history = hit_decrypt(hitNonce[1][1], skey, hitNonce[1][0][0]);
if (Number(hit_history < 17) && Number(enemy_hit_history) < 17) console.log('\x1b[36m%s\x1b[0m','No Winner yet!');
else if (Number(hit_history < 17) && Number(enemy_hit_history) === 17) console.log('\x1b[36m%s\x1b[0m', 'Winner: ','Player2');
else console.log('\x1b[36m%s\x1b[0m','Winner: ', 'Player1');
}
else {
console.log('\x1b[35m%s\x1b[0m','\nPlayer2 is the joiner!');
console.log('\x1b[36m%s\x1b[0m','Turn number: ', turn_number);
console.log('\x1b[36m%s\x1b[0m','Address: ', players[1]);
console.log('\x1b[36m%s\x1b[0m','Board Hash: ', joiner_identifier);
hit_history = hit_decrypt(hitNonce[1][1], skey, hitNonce[1][0][0]);
console.log('\x1b[36m%s\x1b[0m','Sucessful hits: ', Number(hit_history));
for (let turn in shots) {
const index = Number(turn);
if (index % 2 === 1) {
player_shots[index] = shots[index];
}
}
console.log('\x1b[36m%s\x1b[0m','Targeted shots: ');
for(let key in player_shots) {
let shot = shot_decrypt(shots[key][1],skey,shots[key][0][0])
let hit = Number(hit_decrypt(hits[key][1],skey,hits[key][0][0]));
console.log(` Turn ${key} --> [${shot}] --> ${ hit == 1 ? "Hit" : "Missed"}`);
}
let enemy_hit_history = hit_decrypt(hitNonce[0][1], skey, hitNonce[0][0][0]);
if (Number(hit_history < 17) && Number(enemy_hit_history) < 17) console.log('\x1b[36m%s\x1b[0m','No Winner yet!');
else if (Number(hit_history < 17) && Number(enemy_hit_history) === 17) console.log('\x1b[36m%s\x1b[0m','Winner: ','Player1');
else console.log('\x1b[36m%s\x1b[0m','Winner: ', 'Player2');
}
}
}
export { BattleShipClient };