Files
winauth-go/internal/win32/instance_windows.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

97 lines
2.9 KiB
Go

//go:build windows
package win32
import (
"fmt"
"syscall"
"time"
"unsafe"
"golang.org/x/sys/windows"
)
// AcquireInstanceLock takes a named mutex so a second launch of
// winauth-go can detect the first one. Returns a Release closer to be
// deferred at program exit. If another instance is already running it
// returns alreadyRunning=true and a zero Release; the caller may then
// call ActivateOtherInstance(windowTitle) to bring the existing window
// forward and exit.
func AcquireInstanceLock(name string) (release func(), alreadyRunning bool, err error) {
wname, err := syscall.UTF16PtrFromString(name)
if err != nil {
return nil, false, fmt.Errorf("win32: utf16: %w", err)
}
h, err := windows.CreateMutex(nil, false, wname)
if h == 0 {
return nil, false, fmt.Errorf("win32: CreateMutex: %w", err)
}
// CreateMutex returns the existing handle when the name is taken; in
// that case GetLastError reports ERROR_ALREADY_EXISTS. err is set
// regardless of whether the handle is valid, so check the error
// number rather than err != nil.
if errno, ok := err.(syscall.Errno); ok && errno == windows.ERROR_ALREADY_EXISTS {
windows.CloseHandle(h)
return nil, true, nil
}
return func() { windows.CloseHandle(h) }, false, nil
}
// ActivateOtherInstance walks the top-level windows looking for one
// whose title matches windowTitle, then restores + foregrounds it. The
// match is exact. Used after AcquireInstanceLock reports a duplicate
// launch.
func ActivateOtherInstance(windowTitle string) error {
wtitle, err := syscall.UTF16PtrFromString(windowTitle)
if err != nil {
return err
}
hwnd, _ := findWindow(nil, wtitle)
if hwnd == 0 {
// The mutex says somebody is running, but the window isn't up
// yet — give it a brief moment then retry once.
time.Sleep(200 * time.Millisecond)
hwnd, _ = findWindow(nil, wtitle)
}
if hwnd == 0 {
return fmt.Errorf("win32: could not locate existing window %q", windowTitle)
}
const (
SW_RESTORE = 9
)
showWindow(hwnd, SW_RESTORE)
setForegroundWindow(hwnd)
return nil
}
// -----------------------------------------------------------------------------
// raw syscall stubs — the windows package does not expose these directly.
var (
user32 = windows.NewLazySystemDLL("user32.dll")
procFindWindowW = user32.NewProc("FindWindowW")
procShowWindow = user32.NewProc("ShowWindow")
procSetForegroundWindow = user32.NewProc("SetForegroundWindow")
)
func findWindow(class, title *uint16) (windows.HWND, error) {
r, _, e := procFindWindowW.Call(
uintptr(unsafe.Pointer(class)),
uintptr(unsafe.Pointer(title)),
)
if r == 0 {
return 0, e
}
return windows.HWND(r), nil
}
func showWindow(hwnd windows.HWND, cmdShow int32) bool {
r, _, _ := procShowWindow.Call(uintptr(hwnd), uintptr(cmdShow))
return r != 0
}
func setForegroundWindow(hwnd windows.HWND) bool {
r, _, _ := procSetForegroundWindow.Call(uintptr(hwnd))
return r != 0
}