c671f2115e
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。
97 lines
2.9 KiB
Go
97 lines
2.9 KiB
Go
//go:build windows
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package win32
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import (
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"fmt"
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"syscall"
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"time"
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"unsafe"
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"golang.org/x/sys/windows"
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)
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// AcquireInstanceLock takes a named mutex so a second launch of
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// winauth-go can detect the first one. Returns a Release closer to be
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// deferred at program exit. If another instance is already running it
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// returns alreadyRunning=true and a zero Release; the caller may then
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// call ActivateOtherInstance(windowTitle) to bring the existing window
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// forward and exit.
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func AcquireInstanceLock(name string) (release func(), alreadyRunning bool, err error) {
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wname, err := syscall.UTF16PtrFromString(name)
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if err != nil {
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return nil, false, fmt.Errorf("win32: utf16: %w", err)
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}
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h, err := windows.CreateMutex(nil, false, wname)
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if h == 0 {
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return nil, false, fmt.Errorf("win32: CreateMutex: %w", err)
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}
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// CreateMutex returns the existing handle when the name is taken; in
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// that case GetLastError reports ERROR_ALREADY_EXISTS. err is set
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// regardless of whether the handle is valid, so check the error
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// number rather than err != nil.
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if errno, ok := err.(syscall.Errno); ok && errno == windows.ERROR_ALREADY_EXISTS {
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windows.CloseHandle(h)
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return nil, true, nil
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}
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return func() { windows.CloseHandle(h) }, false, nil
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}
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// ActivateOtherInstance walks the top-level windows looking for one
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// whose title matches windowTitle, then restores + foregrounds it. The
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// match is exact. Used after AcquireInstanceLock reports a duplicate
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// launch.
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func ActivateOtherInstance(windowTitle string) error {
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wtitle, err := syscall.UTF16PtrFromString(windowTitle)
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if err != nil {
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return err
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}
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hwnd, _ := findWindow(nil, wtitle)
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if hwnd == 0 {
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// The mutex says somebody is running, but the window isn't up
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// yet — give it a brief moment then retry once.
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time.Sleep(200 * time.Millisecond)
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hwnd, _ = findWindow(nil, wtitle)
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}
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if hwnd == 0 {
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return fmt.Errorf("win32: could not locate existing window %q", windowTitle)
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}
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const (
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SW_RESTORE = 9
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)
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showWindow(hwnd, SW_RESTORE)
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setForegroundWindow(hwnd)
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return nil
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}
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// -----------------------------------------------------------------------------
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// raw syscall stubs — the windows package does not expose these directly.
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var (
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user32 = windows.NewLazySystemDLL("user32.dll")
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procFindWindowW = user32.NewProc("FindWindowW")
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procShowWindow = user32.NewProc("ShowWindow")
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procSetForegroundWindow = user32.NewProc("SetForegroundWindow")
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)
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func findWindow(class, title *uint16) (windows.HWND, error) {
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r, _, e := procFindWindowW.Call(
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uintptr(unsafe.Pointer(class)),
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uintptr(unsafe.Pointer(title)),
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)
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if r == 0 {
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return 0, e
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}
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return windows.HWND(r), nil
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}
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func showWindow(hwnd windows.HWND, cmdShow int32) bool {
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r, _, _ := procShowWindow.Call(uintptr(hwnd), uintptr(cmdShow))
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return r != 0
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}
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func setForegroundWindow(hwnd windows.HWND) bool {
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r, _, _ := procSetForegroundWindow.Call(uintptr(hwnd))
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return r != 0
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}
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