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。
This commit is contained in:
2026-06-12 03:10:37 +08:00
commit c671f2115e
165 changed files with 10102 additions and 0 deletions
+146
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package ui
import (
"context"
"fmt"
"strings"
"sync"
"time"
"gioui.org/layout"
"gioui.org/unit"
"gioui.org/widget"
"gioui.org/widget/material"
"git.wxccs.org/iceking2nd/winauth-go/internal/authenticator"
"git.wxccs.org/iceking2nd/winauth-go/internal/global"
"git.wxccs.org/iceking2nd/winauth-go/internal/i18n"
)
// restoreBattleNetDialog drives the paper-restore flow: the user types
// the serial they wrote down at enrollment time plus the 10-char
// restore code, and the backend asks Blizzard for the original secret.
//
// SECURITY: the restore code is functionally a root key — anybody
// holding it can recover the authenticator and authorize Battle.Net
// logins. The editor masks it by default and we never log it.
type restoreBattleNetDialog struct {
nameEd widget.Editor
serialEd widget.Editor
codeEd widget.Editor
showCode widget.Bool
okBtn widget.Clickable
cancelBtn widget.Clickable
errorMsg string
mu sync.Mutex
pending bool
result *authenticator.BattleNetAuthenticator
resultEr error
invalidate func()
}
func newRestoreBattleNetDialog(invalidate func()) *restoreBattleNetDialog {
d := &restoreBattleNetDialog{invalidate: invalidate}
d.nameEd.SingleLine = true
d.serialEd.SingleLine = true
d.codeEd.SingleLine = true
d.codeEd.Mask = '*'
return d
}
func (d *restoreBattleNetDialog) Layout(
gtx layout.Context, th *material.Theme,
onDone func(authenticator.Authenticator, string),
) layout.Dimensions {
const fn = "internal.ui.restoreBattleNetDialog.Layout"
if d.showCode.Update(gtx) {
if d.showCode.Value {
d.codeEd.Mask = 0
} else {
d.codeEd.Mask = '*'
}
}
d.mu.Lock()
pending := d.pending
finished := !pending && (d.result != nil || d.resultEr != nil)
res := d.result
resErr := d.resultEr
d.mu.Unlock()
if finished {
if resErr != nil {
d.errorMsg = fmt.Sprintf(i18n.T("msg_restore_failed"), resErr.Error())
d.mu.Lock()
d.result, d.resultEr = nil, nil
d.mu.Unlock()
} else if res != nil {
name := strings.TrimSpace(d.nameEd.Text())
if name == "" {
name = i18n.T("vendor_battlenet")
}
// Wipe the code editor so a leftover value cannot be read
// off the screen if the parent reuses the dialog.
d.codeEd.SetText("")
onDone(res, name)
return layout.Dimensions{Size: gtx.Constraints.Max}
}
}
if d.okBtn.Clicked(gtx) && !pending {
serial := strings.TrimSpace(d.serialEd.Text())
code := d.codeEd.Text()
if serial == "" {
d.errorMsg = i18n.T("msg_empty_serial")
} else if strings.TrimSpace(code) == "" {
d.errorMsg = i18n.T("msg_empty_restore_code")
} else {
d.mu.Lock()
d.pending = true
d.errorMsg = i18n.T("msg_restoring")
d.mu.Unlock()
go func(serial, code string) {
ctx, cancel := context.WithTimeout(context.Background(), 30*time.Second)
defer cancel()
b := authenticator.NewBattleNetAuthenticator()
err := b.Restore(ctx, serial, code)
d.mu.Lock()
d.pending = false
if err != nil {
global.Log.WithField("func", fn).WithError(err).Warn("battle.net restore failed")
d.resultEr = err
} else {
d.result = b
}
d.mu.Unlock()
if d.invalidate != nil {
d.invalidate()
}
}(serial, code)
}
}
if d.cancelBtn.Clicked(gtx) && !pending {
// Clear the code editor on cancel so the secret does not linger.
d.codeEd.SetText("")
onDone(nil, "")
return layout.Dimensions{Size: gtx.Constraints.Max}
}
body := func(gtx layout.Context) layout.Dimensions {
return layout.Flex{Axis: layout.Vertical}.Layout(gtx,
layout.Rigid(material.Body2(th, i18n.T("battlenet_restore_intro")).Layout),
layout.Rigid(layout.Spacer{Height: unit.Dp(8)}.Layout),
layout.Rigid(labeledEditor(th, i18n.T("label_name"), &d.nameEd, i18n.T("vendor_battlenet"))),
layout.Rigid(labeledEditor(th, i18n.T("label_serial"), &d.serialEd, "US-1234-5678-9012")),
layout.Rigid(labeledEditor(th, i18n.T("label_restore_code"), &d.codeEd, "")),
layout.Rigid(material.CheckBox(th, &d.showCode, i18n.T("label_show_restore_code")).Layout),
layout.Rigid(errorLabel(th, d.errorMsg)),
)
}
return modalCard(gtx, th, i18n.T("dialog_restore_battlenet_title"),
i18n.T("btn_restore"), i18n.T("btn_cancel"),
&d.okBtn, &d.cancelBtn, body)
}