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feat(i18n): per-session i18n routing and localized scenarios
Phase C of #188 — the last phase of server-side multi-language support. Adds Session.I18n(), a cached per-session i18n table resolver built via getLangStringsFor(s.Lang()). The pointer is stable until SetLang invalidates the cache, so hot-path handlers pay zero allocations on repeated calls. All 51 s.server.i18n.* call sites across commands, guild, guild scout, cafe, and cast-binary handlers now route through s.I18n().*, so chat replies, guild invite mail templates, cafe reset notices, and quest-timer broadcasts are served in the player's preferred language instead of the server-wide default. Scenario JSON gets the same plain-or-map LocalizedString treatment that quests received in phase B: subheader Strings and inline entry Text accept either a plain string (backwards compatible) or a language-keyed object. CompileScenarioJSON takes the compiling session's language, loadScenarioBinary passes s.Lang(), and ParseScenarioBinary emits plain-string LocalizedStrings so existing .bin files round-trip byte-for-byte through the JSON path. World-wide broadcasts (Raviente siege announcements via BroadcastRaviente) intentionally stay on the server default — they have no single-session context to resolve against.
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@@ -49,7 +49,7 @@ func handleMsgSysCastBinary(s *Session, p mhfpacket.MHFPacket) {
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_ = tmp.ReadBytes(9)
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tmp.SetLE()
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frame := tmp.ReadUint32()
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sendServerChatMessage(s, fmt.Sprintf(s.server.i18n.timer, frame/30/60/60, frame/30/60, frame/30%60, int(math.Round(float64(frame%30*100)/3)), frame))
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sendServerChatMessage(s, fmt.Sprintf(s.I18n().timer, frame/30/60/60, frame/30/60, frame/30%60, int(math.Round(float64(frame%30*100)/3)), frame))
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}
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}
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}
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