captcha: add a small amount of noise

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Alex Gleason 2024-10-05 15:24:44 -05:00
parent 1cd7c99bda
commit 3aaf5030ca
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@ -1,4 +1,4 @@
import { createCanvas, Image, loadImage } from '@gfx/canvas-wasm';
import { CanvasRenderingContext2D, createCanvas, Image, loadImage } from '@gfx/canvas-wasm';
import TTLCache from '@isaacs/ttlcache';
import { z } from 'zod';
@ -98,13 +98,16 @@ function generateCaptcha(
// Draw the background image.
ctx.drawImage(bgImage, 0, 0, bg.width, bg.height);
ctx.globalCompositeOperation = 'source-atop';
ctx.drawImage(puzzleHole, solution.x, solution.y, puzzle.width, puzzle.height);
addNoise(ctx, bg.width, bg.height);
// Draw the puzzle piece.
pctx.drawImage(puzzleMask, 0, 0, puzzle.width, puzzle.height);
pctx.globalCompositeOperation = 'source-in';
pctx.drawImage(bgImage, solution.x, solution.y, puzzle.width, puzzle.height, 0, 0, puzzle.width, puzzle.height);
pctx.drawImage(bg, solution.x, solution.y, puzzle.width, puzzle.height, 0, 0, puzzle.width, puzzle.height);
// Draw the hole.
ctx.globalCompositeOperation = 'source-atop';
ctx.drawImage(puzzleHole, solution.x, solution.y, puzzle.width, puzzle.height);
return {
bg,
@ -113,6 +116,26 @@ function generateCaptcha(
};
}
/**
* Add a small amount of noise to the image.
* This protects against an attacker pregenerating every possible solution and then doing a reverse-lookup.
*/
function addNoise(ctx: CanvasRenderingContext2D, width: number, height: number): void {
const imageData = ctx.getImageData(0, 0, width, height);
// Loop over every pixel.
for (let i = 0; i < imageData.data.length; i += 4) {
// Add/subtract a small amount from each color channel.
// We skip i+3 because that's the alpha channel, which we don't want to modify.
for (let j = 0; j < 3; j++) {
const alteration = Math.floor(Math.random() * 11) - 5; // Vary between -5 and +5
imageData.data[i + j] = Math.min(Math.max(imageData.data[i + j] + alteration, 0), 255);
}
}
ctx.putImageData(imageData, 0, 0);
}
/** Random coordinates such that the piece fits within the canvas. */
function generateSolution(bgSize: Dimensions, puzzleSize: Dimensions): Point {
return {