Hardware wallet window: invoices paid from PLEDGER, checksummed addresses, DEX signing, block confirmation animation

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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ZHU MINCHAOandClaude Opus 5.5 committed 2026-11-03 22:29:42 +08:00
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using System;
using System.Globalization;
using System.Linq;
using Decentralized.Domain;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace Decentralized
{
/// <summary>
/// 硬件钱包:从终端打开的独立窗口,石墨机身、墨水屏、下面两个物理按键(左 ✕ 拒绝,右 ✓ 确认,签名要按住)。
/// 链上的转账都从这里发:终端只开账单(收款地址、币种、金额),玩家在钱包里手输地址、核对、按住 ✓ 签名,
/// 然后看着交易进内存池、打包、确认。地址带校验位,输错一位几乎都会被拦下;碰巧合法的错地址没人用,币就没了。
/// DEX 兑换是合约调用,没有收款地址,只要签名。
/// </summary>
public static class WalletWindow
{
public const string Id = "pd_wallet";
private const float WinW = 452f, WinH = 624f, ScreenW = 384f, ScreenH = 470f, Bezel = 6f;
private enum Screen { Home, Send, Review, Broadcast, Done }
/// <summary>终端开出的账单:转账(有收款地址)或合约调用(DEX 兑换,没有地址)。付清后执行。</summary>
public sealed class Bill
{
public string Address, Asset, Summary;
public double Amount;
public bool Contract;
public Action Execute;
}
/// <summary>当前待付的账单(同一时间一张,新的覆盖旧的)。</summary>
public static Bill Pending;
private sealed class Tx
{
public string To, Asset;
public double Amount;
public Bill Bill;
public long Block;
public float Start;
public bool Finished;
}
private static Screen _screen = Screen.Home;
private static string _to = "", _amount = "", _asset = Assets.PSC, _note;
private static Tx _tx;
private static readonly string[] SendAssets = { Assets.PSC, Assets.CRC, Assets.CRT, Assets.CRA, Assets.Ponero };
// 出块动画各阶段的结束时刻(秒):签名、内存池、打包、三次确认
private static readonly float[] Phases = { 0.8f, 2.0f, 3.0f, 3.7f, 4.4f, 5.1f };
private static readonly Color Ink = new Color(0.12f, 0.12f, 0.14f),
Paper = new Color(0.86f, 0.87f, 0.83f), Key = new Color(0.16f, 0.16f, 0.19f), KeyText = new Color(0.93f, 0.93f, 0.90f),
Dim = new Color(0.38f, 0.39f, 0.40f), Alert = new Color(0.62f, 0.16f, 0.12f);
public static bool IsOpen => CustomUIManager.Instance != null && CustomUIManager.Instance.IsOpen(Id);
/// <summary>终端"打开钱包转账":账单的币种和金额填好,地址留给玩家手输。</summary>
public static void OpenForBill(Bill bill)
{
Pending = bill;
if (_tx != null && !_tx.Finished) { Open(); return; }
_note = null;
if (bill.Contract) _screen = Screen.Review;
else
{
_screen = Screen.Send;
_to = "";
_asset = bill.Asset;
_amount = Amt(bill.Amount);
}
Open();
}
public static void Open()
{
if (Session.Data == null) return;
WalletDriver.Ensure();
var b = CustomUIManager.Window(Id, "PLEDGER");
if (b == null) return;
b.SetSize(WinW, WinH).SetDraggable(true).SetCloseOnEscape(true).UseMachineryStyle();
b.SetPosition(new Vector2(600f, 0f));
// 屏幕外面一圈黑色边框,里面是墨水屏
b.BeginPanel(ScreenW + Bezel * 2, ScreenH + Bezel * 2, TextAnchor.MiddleCenter, Bezel + 3f, 0f);
var bezel = b.Last.image;
b.BeginPanel(ScreenW, ScreenH, TextAnchor.UpperLeft, 14f, 6f);
var screen = b.CurrentContainer;
var paper = b.Last.image;
switch (_screen)
{
case Screen.Send: SendScreen(b); break;
case Screen.Review: ReviewScreen(b); break;
case Screen.Broadcast: BroadcastScreen(b); break;
case Screen.Done: DoneScreen(b); break;
default: HomeScreen(b); break;
}
b.AddFlexibleSpace();
if (!string.IsNullOrEmpty(_note)) { b.AddLabel(_note, "note"); }
b.End();
b.End();
// 机身下沿:左 ✕,右 ✓,左右对称
b.BeginRow(0f, TextAnchor.MiddleCenter);
b.AddIconButton(Items.ModSprite("ui_hw_no"), 60f, Reject);
b.BeginPanel(ScreenW + Bezel * 2 - 120f, 60f, TextAnchor.MiddleCenter, 0f, 0f);
var plate = b.Last.image;
b.End();
b.AddIconButton(Items.ModSprite("ui_hw_ok"), 60f, Confirm);
var ok = b.Last.root;
b.End();
var win = b.Show();
Log.Guard("硬件钱包外观", () => Skin(win, screen, bezel, paper, plate, ok));
}
/// <summary>换上硬件的样子:机身石墨色、屏幕是浅色墨水屏、屏上按钮做成黑底白字的触控键。</summary>
private static void Skin(CustomUIWindow win, RectTransform screen, Image bezel, Image paper, Image plate, GameObject ok)
{
if (win?.root == null) return;
// 自己画的像素九宫格:圆角石墨机身、黑色屏幕边框、墨水屏;标题栏和分隔线透明,标题当作机身上的刻字
Slice(win.root.GetComponent<Image>(), "ui_hw_shell", 10);
Slice(bezel, "ui_hw_bezel", 5);
Slice(paper, "ui_hw_paper", 3);
foreach (var name in new[] { "header", "rule" })
{
var img = win.root.transform.Find(name)?.GetComponent<Image>();
if (img != null) img.color = new Color(0, 0, 0, 0);
}
if (win.frame?.titleText != null)
{
var t = win.frame.titleText;
t.color = new Color(0.62f, 0.64f, 0.70f); t.fontStyle = FontStyles.Bold; t.characterSpacing = 18f; t.fontSize = 16f; t.horizontalAlignment = HorizontalAlignmentOptions.Center;
}
var content = win.frame?.contentRoot?.GetComponent<VerticalLayoutGroup>();
if (content != null) content.childAlignment = TextAnchor.UpperCenter;
if (plate != null) plate.color = new Color(0, 0, 0, 0);
foreach (var t in screen.GetComponentsInChildren<TextMeshProUGUI>(true))
{
if (t.GetComponentInParent<Button>() != null || t.GetComponentInParent<TMP_InputField>() != null) continue;
t.color = t.gameObject.name.Contains("_note") ? Alert : t.gameObject.name.Contains("_dim") ? Dim : Ink;
}
foreach (var btn in screen.GetComponentsInChildren<Button>(true))
{
var img = btn.GetComponent<Image>();
if (img != null) img.color = Key;
foreach (var t in btn.GetComponentsInChildren<TextMeshProUGUI>(true)) t.color = KeyText;
}
// 签名要按住 ✓:在按键上挂一个按住计时
if (ok != null && _screen == Screen.Review && ok.GetComponent<HoldToSign>() == null) ok.AddComponent<HoldToSign>();
}
/// <summary>把本 mod 的像素图做成九宫格贴到 Image 上:边角 border 像素不拉伸,一个像素放大成 3 个界面单位。</summary>
private static void Slice(Image img, string key, int border)
{
var src = Items.ModSprite(key);
if (img == null || src == null) return;
if (!Sliced.TryGetValue(key, out var sp))
{
src.texture.filterMode = FilterMode.Point;
sp = Sprite.Create(src.texture, src.rect, new Vector2(0.5f, 0.5f), src.pixelsPerUnit, 0, SpriteMeshType.FullRect, new Vector4(border, border, border, border));
Sliced[key] = sp;
}
img.sprite = sp;
img.type = Image.Type.Sliced;
img.pixelsPerUnitMultiplier = 100f / (3f * sp.pixelsPerUnit);
img.color = Color.white;
}
private static readonly System.Collections.Generic.Dictionary<string, Sprite> Sliced = new System.Collections.Generic.Dictionary<string, Sprite>();
public static string Amt(double v) => v.ToString(v >= 100 ? "0.##" : "0.####", CultureInfo.InvariantCulture);
/// <summary>账单金额按钱包显示的精度往上取整,照着填就够付。</summary>
public static double RoundUp(double v) => v >= 100 ? Math.Ceiling(v * 100 - 1e-6) / 100 : Math.Ceiling(v * 10000 - 1e-6) / 10000;
private static Wallet W => Session.Data.Hot;
private static string Me => Session.Data.Address("me");
private static void HomeScreen(CustomUIBuilder b)
{
var w = W;
b.AddHeader(L.T("hw.wallet.main"));
b.AddLabel(Me, "addr_dim");
b.AddSeparator();
bool any = false;
foreach (var kv in w.Balances.OrderBy(k => k.Key))
{
any = true;
b.AddLabel(L.T("hw.balance", kv.Key, Amt(kv.Value), Fmt.Credits(kv.Value * Session.Price(kv.Key))));
}
if (!any) b.AddLabel(L.T("wallet.empty"));
b.AddSeparator();
b.AddLabel(L.T("hw.total", Fmt.Credits(w.Value(Session.Price))));
if (w.Taint > 0.5) b.AddLabel(L.T("wallet.taint", Fmt.Credits(w.Taint)));
if (Pending != null) b.AddLabel(Pending.Contract ? L.T("hw.pending.sign", Pending.Summary) : L.T("hw.pending.bill", Pending.Summary));
b.AddSpace(6f);
b.BeginRow();
b.AddButton(L.T("hw.send"), () => { _screen = Screen.Send; _note = null; Open(); });
if (Pending != null && Pending.Contract) b.AddButton(L.T("hw.review"), () => { _screen = Screen.Review; _note = null; Open(); });
b.End();
}
private static void SendScreen(CustomUIBuilder b)
{
b.AddHeader(L.T("hw.send"));
b.AddLabel(L.T("hw.to"));
b.AddInput("0x", _to, s => _to = s, "to", s => _to = s);
b.BeginRow();
foreach (var a in SendAssets)
{
var asset = a;
b.AddButton(asset == _asset ? $"[{asset}]" : asset, () => { _asset = asset; Open(); });
}
b.End();
b.AddLabel(L.T("hw.avail", _asset, Amt(W.Avail(_asset))), "avail_dim");
b.AddLabel(L.T("hw.amount"));
b.AddInput("0", _amount, s => _amount = s, "amount", s => _amount = s);
if (Pending != null && !Pending.Contract)
{
b.AddLabel(L.T("hw.bill", Pending.Summary, Amt(Pending.Amount), Pending.Asset), "bill_dim");
b.AddButton(L.T("hw.fill"), () => { _asset = Pending.Asset; _amount = Amt(Pending.Amount); Open(); });
}
b.AddLabel(L.T("hw.next"), "hint_dim");
}
private static bool ReadAmount(out double v) =>
double.TryParse((_amount ?? "").Trim(), NumberStyles.Float, CultureInfo.InvariantCulture, out v) && v > 0;
/// <summary>从发送页进核对页之前的检查:地址格式、校验位、余额、收款方是否在等这笔钱。</summary>
private static string CheckSend()
{
string to = ChainAddress.Normalize(_to);
if (!ChainAddress.WellFormed(to)) return L.T("hw.err.format");
if (!ChainAddress.Valid(to)) return L.T("hw.err.checksum");
if (ChainAddress.Same(to, Me)) return L.T("hw.err.self");
if (!ReadAmount(out double v)) return L.T("msg.amount");
if (W.Avail(_asset) + 1e-9 < v) return L.T(W.Frozen.ContainsKey(_asset) ? "msg.frozen" : "msg.balance");
var bill = Match(to);
if (bill != null)
{
if (bill.Asset != _asset) return L.T("hw.err.asset", bill.Asset);
if (v + 1e-9 < bill.Amount) return L.T("hw.err.short", Amt(bill.Amount), bill.Asset);
}
else if (Known(to)) return L.T("hw.err.nobill");
return null;
}
private static Bill Match(string to) => Pending != null && !Pending.Contract && ChainAddress.Same(Pending.Address, to) ? Pending : null;
/// <summary>有过往来的地址(平台、商家、混币器、兑换处):没有账单时对方不收。</summary>
private static bool Known(string to)
{
var d = Session.Data;
return d.Addresses.Values.Any(a => ChainAddress.Same(a, to)) || d.Black.Sellers.Any(s => ChainAddress.Same(s.Name, to));
}
private static void ReviewScreen(CustomUIBuilder b)
{
b.AddHeader(L.T("hw.review.h"));
if (Pending != null && Pending.Contract)
{
b.AddLabel(L.T("hw.contract"));
b.AddLabel(Pending.Summary);
}
else
{
ReadAmount(out double v);
string to = ChainAddress.Normalize(_to);
b.AddLabel(L.T("hw.review.to"));
b.AddLabel("<size=26><b>" + to + "</b></size>");
b.AddLabel(L.T("hw.review.amount", Amt(v), _asset, Fmt.Credits(v * Session.Price(_asset))));
var bill = Match(to);
if (bill != null) b.AddLabel(L.T("hw.review.bill", bill.Summary));
else b.AddLabel(L.T("hw.review.unknown"), "warn_note");
if (bill != null && v > bill.Amount + 1e-6) b.AddLabel(L.T("hw.review.over", Amt(v - bill.Amount), _asset), "over_note");
}
b.AddSpace(8f);
b.AddLabel(L.T("hw.hold"), "hold_dim");
}
private static void BroadcastScreen(CustomUIBuilder b)
{
b.AddHeader(L.T("hw.tx.h"));
b.AddLabel(StatusText(), "status");
b.AddProgressBar(Progress(), "progress");
b.AddSpace(10f);
b.AddButton(L.T("hw.skip"), Finish);
}
private static void DoneScreen(CustomUIBuilder b)
{
var tx = _tx;
b.AddHeader(L.T("hw.done.h"));
if (tx != null)
{
b.AddLabel(L.T("hw.done.block", tx.Block));
if (tx.To != null) b.AddLabel(L.T("hw.done.sent", Amt(tx.Amount), tx.Asset, tx.To));
if (tx.Bill != null) b.AddLabel(tx.Bill.Summary);
else if (tx.To != null) b.AddLabel(L.T("hw.done.void"), "void_note");
}
b.AddSpace(8f);
b.AddButton(L.T("hw.back"), () => { _screen = Screen.Home; _note = null; _tx = null; Open(); });
}
private static float Elapsed => _tx == null ? 0 : Time.unscaledTime - _tx.Start;
private static float Progress() => Mathf.Clamp01(Elapsed / Phases[Phases.Length - 1]);
private static string StatusText()
{
float t = Elapsed;
if (_tx == null) return "";
if (t < Phases[0]) return L.T("hw.tx.signing");
if (t < Phases[1]) return L.T("hw.tx.mempool");
if (t < Phases[2]) return L.T("hw.tx.packed", _tx.Block);
int conf = t < Phases[3] ? 1 : t < Phases[4] ? 2 : 3;
return L.T("hw.tx.confirm", _tx.Block, conf, 3);
}
/// <summary>左键 ✕:拒绝签名 / 返回上一页。</summary>
private static void Reject()
{
_note = null;
switch (_screen)
{
case Screen.Review:
if (Pending != null && Pending.Contract) { Pending = null; _screen = Screen.Home; TerminalWindow.Refresh(L.T("hw.rejected")); }
else _screen = Screen.Send;
break;
case Screen.Send: _screen = Screen.Home; break;
case Screen.Done: _screen = Screen.Home; _tx = null; break;
default: break;
}
Open();
}
/// <summary>右键 ✓:发送页上是"下一步";核对页上要按住(见 <see cref="HoldToSign"/>),单击只提示。</summary>
private static void Confirm()
{
switch (_screen)
{
case Screen.Home: _screen = Screen.Send; _note = null; break;
case Screen.Send:
_note = CheckSend();
if (_note == null) _screen = Screen.Review;
break;
case Screen.Review: _note = L.T("hw.hold"); break;
case Screen.Done: _screen = Screen.Home; _tx = null; _note = null; break;
default: return;
}
Open();
}
/// <summary>按住 ✓ 满时间:签名并广播。</summary>
internal static void Sign()
{
if (_screen != Screen.Review) return;
var d = Session.Data;
d.Block += 1 + d.Rng.Range(0, 3);
if (Pending != null && Pending.Contract)
_tx = new Tx { Bill = Pending, Block = d.Block, Start = Time.unscaledTime };
else
{
string err = CheckSend();
if (err != null) { _note = err; _screen = Screen.Send; Open(); return; }
ReadAmount(out double v);
string to = ChainAddress.Normalize(_to);
_tx = new Tx { To = to, Asset = _asset, Amount = v, Bill = Match(to), Block = d.Block, Start = Time.unscaledTime };
}
if (_tx.Bill != null) Pending = null;
_screen = Screen.Broadcast;
_note = null;
Open();
}
/// <summary>动画走完(或点了跳过):交易落地。付账单的执行终端那边的动作;没人用的地址,币就没了。</summary>
internal static void Finish()
{
var tx = _tx;
if (tx == null || tx.Finished) return;
tx.Finished = true;
var d = Session.Data;
Log.Guard("钱包交易落地", () =>
{
if (tx.Bill != null && !tx.Bill.Contract)
{
// 多付的部分对方不退
double extra = tx.Amount - tx.Bill.Amount;
if (extra > 1e-9) Wallet.Transfer(d.Hot, new Wallet(), tx.Asset, Math.Min(extra, d.Hot.Avail(tx.Asset)), Session.Price);
}
if (tx.Bill != null) tx.Bill.Execute();
else if (tx.To != null)
{
Wallet.Transfer(d.Hot, new Wallet(), tx.Asset, Math.Min(tx.Amount, d.Hot.Avail(tx.Asset)), Session.Price);
Log.Info($"转进没人用的地址 {tx.To}:{tx.Amount} {tx.Asset}");
TerminalWindow.Refresh(null);
}
});
Session.Save();
_screen = Screen.Done;
_to = "";
if (IsOpen) Open();
}
/// <summary>每帧推进出块动画:只改状态文字和进度条,不重建窗口。</summary>
internal static void Tick()
{
if (_tx == null || _tx.Finished || _screen != Screen.Broadcast) return;
if (Elapsed >= Phases[Phases.Length - 1]) { Finish(); return; }
if (!IsOpen) return;
var m = CustomUIManager.Instance;
m.GetElement(Id, "status")?.SetText(StatusText());
m.GetElement(Id, "progress")?.SetProgress(Progress());
}
}
/// <summary>常驻的驱动:每帧推进钱包的出块动画(窗口关着也照样走完)。</summary>
public sealed class WalletDriver : MonoBehaviour
{
private static WalletDriver instance;
public static void Ensure()
{
if (instance != null) return;
var go = new GameObject("pd_wallet_driver");
DontDestroyOnLoad(go);
instance = go.AddComponent<WalletDriver>();
}
public static void Remove()
{
if (instance != null) Destroy(instance.gameObject);
instance = null;
}
private void Update() => Log.Guard("钱包动画", WalletWindow.Tick);
}
/// <summary>✓ 键上的按住计时:按满 1.2 秒签名,鼠标挪开或松手就重来。进度用游戏自带的按住圆环显示。</summary>
public sealed class HoldToSign : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IPointerExitHandler
{
private const float Seconds = 1.2f;
private float held = -1f;
public void OnPointerDown(PointerEventData e) => held = 0f;
public void OnPointerUp(PointerEventData e) => Stop();
public void OnPointerExit(PointerEventData e) => Stop();
private void Stop()
{
if (held >= 0f) CustomUIManager.Instance?.HideHoldRing();
held = -1f;
}
private void Update()
{
if (held < 0f) return;
held += Time.unscaledDeltaTime;
CustomUIManager.Instance?.ShowHoldRing(held / Seconds);
if (held >= Seconds) { Stop(); Log.Guard("签名", WalletWindow.Sign); }
}
private void OnDisable() => Stop();
}
}