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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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@@ -376,10 +376,10 @@ func handleMsgMhfEntryRookieGuild(s *Session, p mhfpacket.MHFPacket) {
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// pkt.Unk==0: fresh rookie entering a rookie guild (return_type=1).
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// pkt.Unk>=1: returning player entering a comeback/return guild (return_type=2).
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returnType := uint8(1)
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nameTemplate := s.server.i18n.guild.rookieGuildName
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nameTemplate := s.I18n().guild.rookieGuildName
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if pkt.Unk >= 1 {
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returnType = 2
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nameTemplate = s.server.i18n.guild.returnGuildName
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nameTemplate = s.I18n().guild.returnGuildName
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}
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guildID, err := s.server.guildRepo.FindOrCreateReturnGuild(returnType, nameTemplate)
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