Files
winauth-go/internal/ui/dialog_steam.go
T
iceking2nd c671f2115e 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。
2026-06-12 03:10:37 +08:00

441 lines
12 KiB
Go

package ui
import (
"bytes"
"context"
"fmt"
"image"
_ "image/gif"
_ "image/jpeg"
_ "image/png"
"io"
"net/http"
"strings"
"sync"
"time"
"gioui.org/layout"
"gioui.org/op/paint"
"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"
)
// steamWizardStep enumerates the wizard pages. The state machine is
// driven by the EnrollState.Requires* flags returned by each Enroll
// call; we just map them onto a UI step.
type steamWizardStep int
const (
steamStepCredentials steamWizardStep = iota
steamStepCaptcha
steamStepEmail
steamStepActivation
steamStepDone
)
// addSteamDialog is the Steam mobile authenticator enrollment wizard.
// It owns a single long-lived EnrollState plus a SteamAuthenticator
// instance; each "OK"-style button kicks off a goroutine that runs one
// Enroll round and updates the UI when it finishes.
//
// SECURITY: state.Password is wiped by Enroll itself once the credentials
// have been RSA-encrypted and sent. Captcha / email / SMS codes are not
// secrets per se but we still avoid logging them anywhere.
type addSteamDialog struct {
nameEd widget.Editor
usernameEd widget.Editor
passwordEd widget.Editor
captchaEd widget.Editor
emailEd widget.Editor
activateEd widget.Editor
okBtn widget.Clickable
cancelBtn widget.Clickable
step steamWizardStep
errorMsg string
mu sync.Mutex
pending bool
authImpl *authenticator.SteamAuthenticator
state *authenticator.EnrollState
lastDone bool
lastErr error
finalName string
// Cached decoded captcha image, plus a marker so we re-fetch only
// when the URL actually changes between Enroll rounds.
captchaURLLoaded string
captchaImg image.Image
captchaImgErr error
captchaLoading bool
invalidate func()
}
func newAddSteamDialog(invalidate func()) *addSteamDialog {
d := &addSteamDialog{
step: steamStepCredentials,
authImpl: authenticator.NewSteamAuthenticator(),
state: &authenticator.EnrollState{},
invalidate: invalidate,
}
d.nameEd.SingleLine = true
d.usernameEd.SingleLine = true
d.passwordEd.SingleLine = true
d.passwordEd.Mask = '*'
d.captchaEd.SingleLine = true
d.emailEd.SingleLine = true
d.activateEd.SingleLine = true
return d
}
func (d *addSteamDialog) Layout(
gtx layout.Context, th *material.Theme,
onDone func(authenticator.Authenticator, string),
) layout.Dimensions {
const fn = "internal.ui.addSteamDialog.Layout"
d.mu.Lock()
pending := d.pending
finished := !pending && d.lastDone
resErr := d.lastErr
stateErr := ""
if d.state != nil {
stateErr = d.state.Error
}
d.mu.Unlock()
// Network-error path (e.g. transport, parse): show and let user retry.
if finished && resErr != nil {
d.errorMsg = fmt.Sprintf(i18n.T("msg_enroll_failed"), resErr.Error())
d.mu.Lock()
d.lastDone = false
d.lastErr = nil
d.mu.Unlock()
}
// Successful Enroll round: advance the wizard based on which flags
// the state machine just set, or surface state.Error for soft fails.
if finished && resErr == nil {
d.mu.Lock()
d.lastDone = false
st := d.state
d.mu.Unlock()
if st.Success {
d.step = steamStepDone
d.errorMsg = ""
} else if stateErr != "" {
d.errorMsg = stateErr
// Stay on current step so the user can retry the same input.
} else {
d.errorMsg = ""
switch {
case st.RequiresCaptcha:
d.step = steamStepCaptcha
case st.RequiresEmailAuth:
d.step = steamStepEmail
case st.RequiresActivation:
d.step = steamStepActivation
}
}
}
// Captcha image fetch when we land on the captcha step with a new URL.
if d.step == steamStepCaptcha && d.state != nil && d.state.CaptchaURL != "" &&
d.state.CaptchaURL != d.captchaURLLoaded && !d.captchaLoading {
d.captchaLoading = true
d.captchaURLLoaded = d.state.CaptchaURL
urlCopy := d.state.CaptchaURL
go func(u string) {
img, err := fetchCaptchaImage(u)
d.mu.Lock()
d.captchaImg = img
d.captchaImgErr = err
d.captchaLoading = false
d.mu.Unlock()
if d.invalidate != nil {
d.invalidate()
}
}(urlCopy)
}
// Cancel: always allowed; abort whatever step we're on.
if d.cancelBtn.Clicked(gtx) {
// Scrub the password just in case the user cancels before Enroll
// had a chance to wipe it.
d.mu.Lock()
if d.state != nil {
d.state.Password = ""
}
d.mu.Unlock()
onDone(nil, "")
return layout.Dimensions{Size: gtx.Constraints.Max}
}
// OK button: action depends on current step.
if d.okBtn.Clicked(gtx) && !pending {
switch d.step {
case steamStepDone:
// Final hand-off: build SessionData JSON now (we couldn't
// earlier because we kept the jar live until success).
d.mu.Lock()
sess := authenticator.SessionFromEnrollState(d.state)
d.authImpl.SessionData = sess.ToJSON()
d.mu.Unlock()
name := d.finalName
if name == "" {
name = i18n.T("vendor_steam")
}
onDone(d.authImpl, name)
return layout.Dimensions{Size: gtx.Constraints.Max}
case steamStepCredentials:
username := strings.TrimSpace(d.usernameEd.Text())
password := d.passwordEd.Text()
if username == "" {
d.errorMsg = i18n.T("msg_empty_username")
break
}
if password == "" {
d.errorMsg = i18n.T("msg_empty_password")
break
}
name := strings.TrimSpace(d.nameEd.Text())
if name == "" {
name = i18n.T("vendor_steam")
}
d.finalName = name
d.errorMsg = ""
d.mu.Lock()
d.state.Username = username
d.state.Password = password
// Drop the editor's plaintext copy as soon as we've handed
// it to the state machine.
d.passwordEd.SetText("")
d.mu.Unlock()
d.runEnroll(fn)
case steamStepCaptcha:
txt := strings.TrimSpace(d.captchaEd.Text())
if txt == "" {
d.errorMsg = i18n.T("msg_empty_captcha")
break
}
d.errorMsg = ""
d.mu.Lock()
d.state.CaptchaText = txt
d.mu.Unlock()
d.captchaEd.SetText("")
d.runEnroll(fn)
case steamStepEmail:
txt := strings.TrimSpace(d.emailEd.Text())
if txt == "" {
d.errorMsg = i18n.T("msg_empty_email_code")
break
}
d.errorMsg = ""
d.mu.Lock()
d.state.EmailAuthText = txt
d.mu.Unlock()
d.emailEd.SetText("")
d.runEnroll(fn)
case steamStepActivation:
txt := strings.TrimSpace(d.activateEd.Text())
if txt == "" {
d.errorMsg = i18n.T("msg_empty_activation_code")
break
}
d.errorMsg = ""
d.mu.Lock()
d.state.ActivationCode = txt
d.mu.Unlock()
d.activateEd.SetText("")
d.runEnroll(fn)
}
}
body := d.layoutBody(th)
return modalCard(gtx, th, i18n.T("dialog_add_steam_title"),
d.okLabel(), i18n.T("btn_cancel"),
&d.okBtn, &d.cancelBtn, body)
}
// runEnroll fires off a background goroutine that performs exactly one
// Enroll round. The Layout function picks up the result on the next frame.
func (d *addSteamDialog) runEnroll(fn string) {
d.mu.Lock()
if d.pending {
d.mu.Unlock()
return
}
d.pending = true
d.errorMsg = i18n.T("msg_busy")
d.mu.Unlock()
go func() {
ctx, cancel := context.WithTimeout(context.Background(), 60*time.Second)
defer cancel()
_, err := d.authImpl.Enroll(ctx, d.state)
d.mu.Lock()
d.pending = false
d.lastDone = true
d.lastErr = err
d.mu.Unlock()
if err != nil {
global.Log.WithField("func", fn).WithError(err).Warn("steam enroll round failed")
}
if d.invalidate != nil {
d.invalidate()
}
}()
}
// okLabel chooses the primary-button text for the current step.
func (d *addSteamDialog) okLabel() string {
switch d.step {
case steamStepCredentials:
return i18n.T("btn_login")
case steamStepActivation:
return i18n.T("btn_activate")
case steamStepDone:
return i18n.T("btn_finish")
default:
return i18n.T("btn_continue")
}
}
// layoutBody renders the inputs specific to the current wizard step.
func (d *addSteamDialog) layoutBody(th *material.Theme) layout.Widget {
return func(gtx layout.Context) layout.Dimensions {
switch d.step {
case steamStepCredentials:
return layout.Flex{Axis: layout.Vertical}.Layout(gtx,
layout.Rigid(material.Body2(th, i18n.T("steam_step_credentials")).Layout),
layout.Rigid(layout.Spacer{Height: unit.Dp(8)}.Layout),
layout.Rigid(labeledEditor(th, i18n.T("label_name"), &d.nameEd, i18n.T("vendor_steam"))),
layout.Rigid(labeledEditor(th, i18n.T("label_username"), &d.usernameEd, "")),
layout.Rigid(labeledEditor(th, i18n.T("label_password"), &d.passwordEd, "")),
layout.Rigid(errorLabel(th, d.errorMsg)),
)
case steamStepCaptcha:
d.mu.Lock()
img := d.captchaImg
loading := d.captchaLoading
imgErr := d.captchaImgErr
d.mu.Unlock()
return layout.Flex{Axis: layout.Vertical}.Layout(gtx,
layout.Rigid(material.Body2(th, i18n.T("steam_step_captcha")).Layout),
layout.Rigid(layout.Spacer{Height: unit.Dp(8)}.Layout),
layout.Rigid(captchaImageWidget(th, img, loading, imgErr)),
layout.Rigid(layout.Spacer{Height: unit.Dp(8)}.Layout),
layout.Rigid(labeledEditor(th, i18n.T("label_captcha_text"), &d.captchaEd, "")),
layout.Rigid(errorLabel(th, d.errorMsg)),
)
case steamStepEmail:
domain := ""
d.mu.Lock()
if d.state != nil {
domain = d.state.EmailDomain
}
d.mu.Unlock()
return layout.Flex{Axis: layout.Vertical}.Layout(gtx,
layout.Rigid(material.Body2(th, fmt.Sprintf(i18n.T("steam_step_email"), domain)).Layout),
layout.Rigid(layout.Spacer{Height: unit.Dp(8)}.Layout),
layout.Rigid(labeledEditor(th, i18n.T("label_email_code"), &d.emailEd, "")),
layout.Rigid(errorLabel(th, d.errorMsg)),
)
case steamStepActivation:
return layout.Flex{Axis: layout.Vertical}.Layout(gtx,
layout.Rigid(material.Body2(th, i18n.T("steam_step_activation")).Layout),
layout.Rigid(layout.Spacer{Height: unit.Dp(8)}.Layout),
layout.Rigid(labeledEditor(th, i18n.T("label_activation_code"), &d.activateEd, "")),
layout.Rigid(errorLabel(th, d.errorMsg)),
)
case steamStepDone:
revocation := ""
d.mu.Lock()
if d.state != nil {
revocation = d.state.RevocationCode
}
d.mu.Unlock()
return layout.Flex{Axis: layout.Vertical}.Layout(gtx,
layout.Rigid(material.Body2(th, i18n.T("steam_step_done")).Layout),
layout.Rigid(layout.Spacer{Height: unit.Dp(8)}.Layout),
layout.Rigid(func(gtx layout.Context) layout.Dimensions {
return layout.Flex{Axis: layout.Vertical}.Layout(gtx,
layout.Rigid(material.Body2(th, i18n.T("label_revocation_code")).Layout),
layout.Rigid(material.H6(th, revocation).Layout),
)
}),
layout.Rigid(errorLabel(th, d.errorMsg)),
)
}
return layout.Dimensions{}
}
}
// captchaImageWidget paints the captcha PNG/JPEG, or a placeholder line
// while it loads / on failure. We never log the captcha URL because it
// contains the captcha gid which is a Steam session token.
func captchaImageWidget(th *material.Theme, img image.Image, loading bool, imgErr error) layout.Widget {
return func(gtx layout.Context) layout.Dimensions {
if loading {
return material.Body2(th, i18n.T("hint_captcha_loading")).Layout(gtx)
}
if imgErr != nil {
return material.Body2(th, fmt.Sprintf(i18n.T("hint_captcha_failed"), imgErr.Error())).Layout(gtx)
}
if img == nil {
return layout.Dimensions{}
}
return widget.Image{
Src: paint.NewImageOp(img),
Fit: widget.Unscaled,
}.Layout(gtx)
}
}
// fetchCaptchaImage GETs the captcha URL and decodes it as PNG/JPEG/GIF.
// 10s timeout — Steam's captchas are tiny so anything longer is a hang.
func fetchCaptchaImage(rawURL string) (image.Image, error) {
ctx, cancel := context.WithTimeout(context.Background(), 10*time.Second)
defer cancel()
req, err := http.NewRequestWithContext(ctx, http.MethodGet, rawURL, nil)
if err != nil {
return nil, err
}
// Steam's captcha endpoint accepts any UA but the rest of the flow
// uses the mobile UA, so be consistent.
req.Header.Set("User-Agent", "Mozilla/5.0 (Linux; Android 4.1.1) Mobile")
resp, err := http.DefaultClient.Do(req)
if err != nil {
return nil, err
}
defer resp.Body.Close()
if resp.StatusCode != http.StatusOK {
return nil, fmt.Errorf("status %d", resp.StatusCode)
}
// Cap at 256KB — captchas are tiny; anything bigger is suspicious.
body, err := io.ReadAll(io.LimitReader(resp.Body, 256*1024))
if err != nil {
return nil, err
}
img, _, err := image.Decode(bytes.NewReader(body))
if err != nil {
return nil, err
}
return img, nil
}