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Improve button logistics for starting a room search
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Vendored
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@@ -13,7 +13,7 @@
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<link rel="shortcut icon" href="/favicon.ico" />
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<link rel="apple-touch-icon" sizes="180x180" href="/apple-touch-icon.png" />
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<link rel="manifest" href="/site.webmanifest" />
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<script type="module" crossorigin src="/assets/index-DnuO1-Ih.js"></script>
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<script type="module" crossorigin src="/assets/index-CkdCzb4h.js"></script>
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<link rel="stylesheet" crossorigin href="/assets/index-BpFnqQF8.css">
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</head>
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<body>
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@@ -445,7 +445,8 @@ export function CrackerPanel({
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<p className="text-sm text-muted-foreground leading-relaxed">
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For unknown-keyed GroupText packets, this will attempt to dictionary attack, then brute
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force payloads as they arrive, testing room names up to the specified length to discover
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active rooms on the local mesh.
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active rooms on the local mesh (GroupText packets may not be hashtag messages; we have no
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way of knowing but try as if they are).
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<strong> Retry failed at n+1</strong> will let the cracker return to the failed queue and
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pick up messages it couldn't crack, attempting them at one longer length.
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<strong> Decrypt historical</strong> will run an async job on any room name it finds to see
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@@ -465,7 +466,13 @@ export function CrackerPanel({
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'disabled:opacity-50 disabled:cursor-not-allowed'
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)}
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>
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{isRunning ? 'Stop' : 'Start Cracking'}
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{isRunning
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? 'Stop Search'
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: gpuAvailable === false
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? 'GPU Not Available'
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: !wordlistLoaded
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? 'Loading dictionary...'
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: 'Find Rooms'}
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</button>
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<div className="flex items-center gap-2">
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