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authorcirakg <cirakg@cirakg.xyz>2026-10-18 23:44:18 +0200
committercirakg <cirakg@cirakg.xyz>2026-10-18 23:44:18 +0200
commite47ae684101981a7c20f3270994a61944059c825 (patch)
treec2baab8baafa1be446dad7f224f1a1cf68493825 /source/util/Jobs.mc
parentb70cde45b67e1f6bb65d598d25c1a5184bdab520 (diff)
feat(crypto): add SHA-512, HMAC, PBKDF2, HKDF, AES-256 records and self-test
- Sha512: FIPS 180-4 in Monkey C (no native SHA-512), rotations inlined with precomputed masks; constants derived from the primes, not typed. - Hmac: RFC 2104 over SHA-1/256/512 (native HMAC only supports SHA-256). - Kdf: resumable PBKDF2-HMAC-SHA256 job with calibration bounds (2,000-200,000 iterations) and HKDF-SHA256. - Aes: CBC with PKCS#7 over the native cipher; AES-256 chosen. - SealedBox: encrypt-then-MAC records (HKDF-split keys, length-prefixed aad, constant-time tag check before decryption). - SelfTest: known-answer tests for every primitive at start-up. - Bytes (wipe, constant-time equal), Clock (2038-safe widening, trusted clock), Jobs (bounded steps against the watchdog, timer runner). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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+// Author: cirakg & claude ai
+// Summary: Resumable jobs: long work split into small steps so no single event trips the watchdog.
+//
+// Connect IQ kills code that runs too long without returning to the system
+// ("Watchdog Tripped"). The device files allow 120,000 bytecodes per event on
+// the Forerunner 255/255S and 240,000 on the other targets; the simulator does
+// not enforce this in test runs, so the only protection is design: anything
+// that can take long (key derivation, SHA-512 batches, 2D barcode encoding,
+// large imports) is a Job whose step() does a bounded amount of work.
+//
+// JobRunner drives a job from a timer, one step per tick, and calls back when
+// it is done. Tests call Jobs.runToCompletion() instead, synchronously.
+
+import Toybox.Lang;
+import Toybox.Timer;
+
+module Jobs {
+
+ // Base class for resumable work.
+ class Job {
+
+ function initialize() {
+ }
+
+ // Do at most `budget` units of work. Returns true when the job is done.
+ function step(budget as Number) as Boolean {
+ return true;
+ }
+ }
+
+ // Run a job to the end without yielding. Only for tests and work that is
+ // known to be small.
+ function runToCompletion(job as Job, budget as Number) as Void {
+ while (!job.step(budget)) {
+ }
+ }
+
+ // Drives a job from a timer: one step of `budget` units every TICK_MS.
+ class JobRunner {
+
+ // Pause between steps, so the UI stays responsive.
+ static const TICK_MS = 50;
+
+ private var _job as Job;
+ private var _budget as Number;
+ private var _onDone as Method() as Void;
+ private var _timer as Timer.Timer?;
+
+ function initialize(job as Job, budget as Number, onDone as Method() as Void) {
+ _job = job;
+ _budget = budget;
+ _onDone = onDone;
+ }
+
+ // Start stepping; the first step runs on the first tick.
+ function start() as Void {
+ var timer = new Timer.Timer();
+ timer.start(method(:onTick), TICK_MS, true);
+ _timer = timer;
+ }
+
+ // Stop without finishing (for example, when the user leaves the screen).
+ function cancel() as Void {
+ var timer = _timer;
+ if (timer != null) {
+ timer.stop();
+ _timer = null;
+ }
+ }
+
+ function onTick() as Void {
+ if (_job.step(_budget)) {
+ cancel();
+ _onDone.invoke();
+ }
+ }
+ }
+}