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 ui
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import (
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"context"
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"fmt"
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"strings"
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"sync"
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"time"
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"gioui.org/layout"
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"gioui.org/unit"
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"gioui.org/widget"
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"gioui.org/widget/material"
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"git.wxccs.org/iceking2nd/winauth-go/internal/authenticator"
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"git.wxccs.org/iceking2nd/winauth-go/internal/global"
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"git.wxccs.org/iceking2nd/winauth-go/internal/i18n"
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)
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// restoreBattleNetDialog drives the paper-restore flow: the user types
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// the serial they wrote down at enrollment time plus the 10-char
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// restore code, and the backend asks Blizzard for the original secret.
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//
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// SECURITY: the restore code is functionally a root key — anybody
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// holding it can recover the authenticator and authorize Battle.Net
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// logins. The editor masks it by default and we never log it.
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type restoreBattleNetDialog struct {
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nameEd widget.Editor
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serialEd widget.Editor
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codeEd widget.Editor
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showCode widget.Bool
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okBtn widget.Clickable
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cancelBtn widget.Clickable
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errorMsg string
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mu sync.Mutex
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pending bool
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result *authenticator.BattleNetAuthenticator
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resultEr error
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invalidate func()
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}
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func newRestoreBattleNetDialog(invalidate func()) *restoreBattleNetDialog {
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d := &restoreBattleNetDialog{invalidate: invalidate}
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d.nameEd.SingleLine = true
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d.serialEd.SingleLine = true
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d.codeEd.SingleLine = true
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d.codeEd.Mask = '*'
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return d
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}
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func (d *restoreBattleNetDialog) Layout(
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gtx layout.Context, th *material.Theme,
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onDone func(authenticator.Authenticator, string),
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) layout.Dimensions {
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const fn = "internal.ui.restoreBattleNetDialog.Layout"
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if d.showCode.Update(gtx) {
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if d.showCode.Value {
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d.codeEd.Mask = 0
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} else {
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d.codeEd.Mask = '*'
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}
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}
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d.mu.Lock()
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pending := d.pending
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finished := !pending && (d.result != nil || d.resultEr != nil)
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res := d.result
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resErr := d.resultEr
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d.mu.Unlock()
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if finished {
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if resErr != nil {
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d.errorMsg = fmt.Sprintf(i18n.T("msg_restore_failed"), resErr.Error())
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d.mu.Lock()
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d.result, d.resultEr = nil, nil
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d.mu.Unlock()
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} else if res != nil {
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name := strings.TrimSpace(d.nameEd.Text())
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if name == "" {
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name = i18n.T("vendor_battlenet")
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}
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// Wipe the code editor so a leftover value cannot be read
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// off the screen if the parent reuses the dialog.
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d.codeEd.SetText("")
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onDone(res, name)
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return layout.Dimensions{Size: gtx.Constraints.Max}
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}
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}
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if d.okBtn.Clicked(gtx) && !pending {
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serial := strings.TrimSpace(d.serialEd.Text())
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code := d.codeEd.Text()
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if serial == "" {
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d.errorMsg = i18n.T("msg_empty_serial")
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} else if strings.TrimSpace(code) == "" {
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d.errorMsg = i18n.T("msg_empty_restore_code")
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} else {
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d.mu.Lock()
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d.pending = true
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d.errorMsg = i18n.T("msg_restoring")
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d.mu.Unlock()
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go func(serial, code string) {
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ctx, cancel := context.WithTimeout(context.Background(), 30*time.Second)
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defer cancel()
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b := authenticator.NewBattleNetAuthenticator()
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err := b.Restore(ctx, serial, code)
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d.mu.Lock()
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d.pending = false
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if err != nil {
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global.Log.WithField("func", fn).WithError(err).Warn("battle.net restore failed")
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d.resultEr = err
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} else {
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d.result = b
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}
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d.mu.Unlock()
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if d.invalidate != nil {
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d.invalidate()
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}
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}(serial, code)
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}
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}
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if d.cancelBtn.Clicked(gtx) && !pending {
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// Clear the code editor on cancel so the secret does not linger.
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d.codeEd.SetText("")
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onDone(nil, "")
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return layout.Dimensions{Size: gtx.Constraints.Max}
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}
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body := func(gtx layout.Context) layout.Dimensions {
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return layout.Flex{Axis: layout.Vertical}.Layout(gtx,
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layout.Rigid(material.Body2(th, i18n.T("battlenet_restore_intro")).Layout),
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layout.Rigid(layout.Spacer{Height: unit.Dp(8)}.Layout),
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layout.Rigid(labeledEditor(th, i18n.T("label_name"), &d.nameEd, i18n.T("vendor_battlenet"))),
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layout.Rigid(labeledEditor(th, i18n.T("label_serial"), &d.serialEd, "US-1234-5678-9012")),
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layout.Rigid(labeledEditor(th, i18n.T("label_restore_code"), &d.codeEd, "")),
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layout.Rigid(material.CheckBox(th, &d.showCode, i18n.T("label_show_restore_code")).Layout),
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layout.Rigid(errorLabel(th, d.errorMsg)),
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)
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}
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return modalCard(gtx, th, i18n.T("dialog_restore_battlenet_title"),
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i18n.T("btn_restore"), i18n.T("btn_cancel"),
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&d.okBtn, &d.cancelBtn, body)
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}
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