feat: Phase 1 WinAuth Go 移植完整实现
将原 C#/.NET WinAuth 移植为 Go + Gio GUI,覆盖 Phase 1 全部功能。 核心模块: - internal/authenticator: TOTP (Google/Microsoft/Okta) + HOTP + BattleNet + Steam,含 enroll/sync/code 生成、Steam 交易确认轮询 - internal/config: YAML 配置 + 老版 WinAuth XML 导入(DPAPI + Password + Blowfish/PBKDF2 解密链) - internal/crypto: 现代加密 (WAGO1) + DPAPI 跨平台封装 + 老版 Blowfish ECB - internal/win32: 单实例 Mutex 锁 + 全局热键管理器 (RegisterHotKey + PeekMessage 泵) + SendInput Unicode 注入 + 剪贴板文本/CF_DIB 图像读写 + AttachThreadInput 焦点切换 - internal/hotkey: "Ctrl+Alt+G" 风格快捷键字符串解析/格式化 - internal/qr: gozxing 二维码解码 + otpauth:// URI 解析 - internal/i18n: en/zh-CN/de 三语 TOML UI 模块 (Gio): - 主窗口:圆环倒计时进度条、复制按钮 + Toast 反馈、空列表占位、行分隔线 - 添加流程:vendor 菜单 + 各 vendor 独立对话框 + 二维码扫描入口(文件 / 剪贴板) - 设置:密码加密、老版 XML 导入、每条目热键配置 - Steam:注册向导(含 captcha/email/SMS 多步)+ 交易确认窗 构建:Windows 主目标,非 Windows 平台所有 Win32 功能走 build-tag 桩实现。
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package authenticator
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import (
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"context"
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"crypto/hmac"
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"crypto/sha1"
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"encoding/binary"
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"encoding/hex"
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"encoding/json"
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"fmt"
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"io"
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"net/http"
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"strconv"
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"strings"
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"time"
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"git.wxccs.org/iceking2nd/winauth-go/internal/global"
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"git.wxccs.org/iceking2nd/winauth-go/internal/httpc"
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)
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// steamChars is the alphanumeric alphabet that Steam Guard maps the
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// truncated HMAC into. It deliberately omits visually similar characters.
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var steamChars = []byte{
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'2', '3', '4', '5', '6', '7', '8', '9', 'B', 'C',
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'D', 'F', 'G', 'H', 'J', 'K', 'M', 'N', 'P', 'Q',
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'R', 'T', 'V', 'W', 'X', 'Y',
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}
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const (
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steamCodeDigits = 5
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steamQueryTime = "https://api.steampowered.com:443/ITwoFactorService/QueryTime/v0001"
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)
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// SteamAuthenticator implements Steam Guard's variant of TOTP. Full
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// enrollment / login / session handling will be added in a later phase;
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// this file covers code generation, time sync, and persistence — enough
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// for an already-enrolled authenticator imported from the original WinAuth
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// config to keep working.
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type SteamAuthenticator struct {
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Base
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Serial string
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DeviceID string
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SteamData string // JSON blob from FinalizeAddAuthenticator
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SessionData string // optional cookie/session JSON
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}
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// NewSteamAuthenticator returns a fresh 5-character Steam Guard authenticator.
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func NewSteamAuthenticator() *SteamAuthenticator {
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s := &SteamAuthenticator{Base: NewBase()}
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s.CodeDigits = steamCodeDigits
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return s
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}
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// Name returns the short logger tag for this type.
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func (s *SteamAuthenticator) Name() string { return "steam" }
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// CurrentCode returns the current 5-char Steam Guard code.
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func (s *SteamAuthenticator) CurrentCode() (string, error) {
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if s.SecretKey == nil {
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return "", fmt.Errorf("steam: no secret loaded")
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}
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return s.steamCode(), nil
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}
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// steamCode mirrors the C# CalculateCode override, mapping a 4-byte
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// truncation into the Steam alphabet.
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func (s *SteamAuthenticator) steamCode() string {
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mac := hmac.New(sha1.New, s.SecretKey)
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var counter [8]byte
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binary.BigEndian.PutUint64(counter[:], s.CodeInterval())
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_, _ = mac.Write(counter[:])
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sum := mac.Sum(nil)
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start := sum[len(sum)-1] & 0x0F
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full := binary.BigEndian.Uint32(sum[start:start+4]) & 0x7FFFFFFF
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out := make([]byte, steamCodeDigits)
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for i := 0; i < steamCodeDigits; i++ {
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out[i] = steamChars[full%uint32(len(steamChars))]
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full /= uint32(len(steamChars))
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}
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return string(out)
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}
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// Sync hits the Steam ITwoFactorService/QueryTime endpoint to recompute
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// the local-vs-server clock offset.
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func (s *SteamAuthenticator) Sync() error {
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const fn = "internal.authenticator.SteamAuthenticator.Sync"
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logger := global.Log.WithField("func", fn)
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ctx, cancel := context.WithTimeout(context.Background(), 5*time.Second)
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defer cancel()
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req, err := http.NewRequestWithContext(ctx, http.MethodPost, steamQueryTime,
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strings.NewReader("steamid=0"))
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if err != nil {
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return err
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}
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req.Header.Set("Content-Type", "application/x-www-form-urlencoded")
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resp, err := httpc.New().Do(req)
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if err != nil {
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logger.WithError(err).Warn("query time failed; using local clock")
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return nil
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}
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defer resp.Body.Close()
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body, err := io.ReadAll(resp.Body)
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if err != nil {
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return err
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}
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var parsed struct {
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Response struct {
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ServerTime json.Number `json:"server_time"`
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} `json:"response"`
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}
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if err := json.Unmarshal(body, &parsed); err != nil {
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logger.WithError(err).Warn("query time: invalid JSON")
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return nil
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}
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serverSec, err := strconv.ParseInt(string(parsed.Response.ServerTime), 10, 64)
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if err != nil {
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logger.WithError(err).Warn("query time: bad server_time")
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return nil
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}
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s.ServerTimeDiff = serverSec*1000 - NowMillis()
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s.LastServerTime = NowMillis()
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logger.WithField("offset_ms", s.ServerTimeDiff).Debug("clock synced")
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return nil
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}
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// SecretData encodes the Steam-specific payload as "<base>|<serialhex>|<deviceidhex>|<steamdatahex>|<sessionhex>".
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func (s *SteamAuthenticator) SecretData() string {
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enc := func(v string) string { return strings.ToUpper(hex.EncodeToString([]byte(v))) }
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return s.EncodeSecretData() + "|" +
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enc(s.Serial) + "|" +
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enc(s.DeviceID) + "|" +
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enc(s.SteamData) + "|" +
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enc(s.SessionData)
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}
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// SetSecretData reverses SecretData.
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func (s *SteamAuthenticator) SetSecretData(value string) error {
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if value == "" {
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s.SecretKey = nil
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s.Serial = ""
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s.DeviceID = ""
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s.SteamData = ""
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s.SessionData = ""
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return nil
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}
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parts := strings.Split(value, "|")
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if err := s.DecodeSecretData(parts[0]); err != nil {
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return err
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}
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dec := func(s string) string {
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raw, _ := hex.DecodeString(s)
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return string(raw)
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}
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if len(parts) > 1 {
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s.Serial = dec(parts[1])
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}
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if len(parts) > 2 {
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s.DeviceID = dec(parts[2])
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}
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if len(parts) > 3 {
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s.SteamData = dec(parts[3])
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if s.SteamData != "" && !strings.HasPrefix(s.SteamData, "{") {
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// legacy WinAuth stored only the revocation_code; wrap to JSON
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s.SteamData = `{"revocation_code":"` + s.SteamData + `"}`
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}
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}
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if len(parts) > 4 {
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s.SessionData = dec(parts[4])
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}
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return nil
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}
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