feat(i18n): localized quest text and per-lang quest cache

Phase B of #188. Quest JSON title/description/text_main/text_sub_a/
text_sub_b/success_cond/fail_cond/contractor now accept either a plain
string (existing behaviour) or a language-keyed object like
  "title": { "jp": "...", "en": "...", "fr": "..." }
CompileQuestJSON takes the compiling session's language and resolves
each field through a fallback chain (requested -> plain -> jp -> en ->
any non-empty), so existing single-language quest JSONs keep working
byte-for-byte unchanged.

The quest cache is re-keyed on (questID, language) so compiled binaries
for different languages never leak between sessions on a multi-language
server. loadQuestBinary and loadQuestFile now pass s.Lang() into both
the compiler and the cache.

ParseQuestBinary emits plain-string LocalizedStrings, so the
binary -> JSON -> binary round-trip still produces identical output.

The new LocalizedString type lives in its own file and is reusable by
phase C (scenarios, mail templates, shop text). Shift-JIS encoding
still applies to the wire format, so localized values must use
characters representable in Shift-JIS — ASCII, kana, CJK — which is
documented on the type.
This commit is contained in:
Houmgaor
2026-04-06 20:00:43 +02:00
parent 5b38bfde3f
commit f7ea275540
9 changed files with 506 additions and 75 deletions

View File

@@ -161,7 +161,7 @@ func loadQuestBinary(s *Session, filename string) ([]byte, error) {
if err != nil {
return nil, err
}
compiled, err := CompileQuestJSON(jsonData)
compiled, err := CompileQuestJSON(jsonData, s.Lang())
if err != nil {
return nil, fmt.Errorf("compile quest JSON %s: %w", filename, err)
}
@@ -248,7 +248,8 @@ func handleMsgMhfSaveFavoriteQuest(s *Session, p mhfpacket.MHFPacket) {
}
func loadQuestFile(s *Session, questId int) []byte {
if cached, ok := s.server.questCache.Get(questId); ok {
lang := s.Lang()
if cached, ok := s.server.questCache.Get(questId, lang); ok {
return cached
}
@@ -257,7 +258,7 @@ func loadQuestFile(s *Session, questId int) []byte {
if data, err := os.ReadFile(base + ".bin"); err == nil {
decrypted = decryption.UnpackSimple(data)
} else if jsonData, err := os.ReadFile(base + ".json"); err == nil {
compiled, err := CompileQuestJSON(jsonData)
compiled, err := CompileQuestJSON(jsonData, lang)
if err != nil {
s.logger.Error("loadQuestFile: failed to compile quest JSON",
zap.Int("questId", questId), zap.Error(err))
@@ -313,7 +314,7 @@ func loadQuestFile(s *Session, questId int) []byte {
questBody.WriteBytes(newStrings.Data())
result := questBody.Data()
s.server.questCache.Put(questId, result)
s.server.questCache.Put(questId, lang, result)
return result
}