fix(ui): validate and clamp dialog input
Tighten input handling across several dialogs so bad/edge input can't produce a doomed request or a confusing display: - app_security: passphrase strength meter now factors character-class diversity — an all-one-class string downgrades one tier so "aaaaaaaa" no longer scores as high as a mixed one. - block_info: clamp the height field to the chain tip and hide/deny "Next" at the tip (was only yielding a raw RPC error). - address_label: trim surrounding whitespace before saving; a whitespace-only label clears it (mirrors clearing the icon). - send_tab: re-clamp the amount when a Max send has its fee bumped in the confirm popup (kept the total within budget) and NUL-terminate the strncpy'd address/memo when a payment URI overwrites the form. - settings_page: reject an empty/whitespace-only lite wallet path before dispatching an unusable open/restore request. - peers_tab: guard ExtractIP against an empty address. - transaction_details: disable "View in explorer" when the configured explorer URL is empty/whitespace so we never open a garbage link. - app: seed-backup "Skip" now requires a second, deliberate click with a fund-loss warning before it dismisses. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -1146,12 +1146,30 @@ void App::renderEncryptWalletDialog() {
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// Strength meter bar
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{
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size_t len = strlen(encrypt_pass_buf_);
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// Character-class diversity: an all-digit or single-class
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// string shouldn't score as high as a mixed one.
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bool hasDigit = false, hasLower = false, hasUpper = false, hasSymbol = false;
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for (const char* c = encrypt_pass_buf_; *c; ++c) {
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unsigned char uc = static_cast<unsigned char>(*c);
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if (uc >= '0' && uc <= '9') hasDigit = true;
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else if (uc >= 'a' && uc <= 'z') hasLower = true;
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else if (uc >= 'A' && uc <= 'Z') hasUpper = true;
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else hasSymbol = true;
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}
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int classes = (int)hasDigit + (int)hasLower + (int)hasUpper + (int)hasSymbol;
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const char* strengthLabel = "Weak";
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ImVec4 strengthCol(0.9f, 0.2f, 0.2f, 1.0f);
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float strengthPct = 0.25f;
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if (len >= 16) { strengthLabel = "Strong"; strengthCol = ImVec4(0.3f,0.9f,0.5f,1); strengthPct = 1.0f; }
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else if (len >= 12) { strengthLabel = "Good"; strengthCol = ImVec4(0.3f,0.9f,0.5f,1); strengthPct = 0.75f; }
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else if (len >= 8) { strengthLabel = "Fair"; strengthCol = ImVec4(1,0.7f,0.3f,1); strengthPct = 0.5f; }
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int tier = 0; // 0=Weak, 1=Fair, 2=Good, 3=Strong
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if (len >= 16) tier = 3;
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else if (len >= 12) tier = 2;
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else if (len >= 8) tier = 1;
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// Downgrade one tier when only a single character class is used.
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if (classes <= 1 && tier > 0) tier -= 1;
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if (tier == 3) { strengthLabel = "Strong"; strengthCol = ImVec4(0.3f,0.9f,0.5f,1); strengthPct = 1.0f; }
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else if (tier == 2) { strengthLabel = "Good"; strengthCol = ImVec4(0.3f,0.9f,0.5f,1); strengthPct = 0.75f; }
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else if (tier == 1) { strengthLabel = "Fair"; strengthCol = ImVec4(1,0.7f,0.3f,1); strengthPct = 0.5f; }
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float barW = ImGui::GetContentRegionAvail().x;
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float barH = 4.0f;
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