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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.
104 lines
3.6 KiB
Go
104 lines
3.6 KiB
Go
package channelserver
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import (
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"bytes"
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"encoding/json"
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)
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// LocalizedString is a JSON field that unmarshals from either a plain string
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// (backwards-compatible single-language behaviour — the value is returned for
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// every language) or a map keyed by language code, e.g.
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//
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// "title": "リオレウス"
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// "title": { "jp": "リオレウス", "en": "Rathalos", "fr": "Rathalos" }
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//
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// It is the core primitive used by phase B of #188 to localize server-sent
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// content (quest text, scenario strings, mail templates, ...) per session
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// without breaking any existing single-language JSON file.
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//
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// Encoding note: strings that end up on the wire as Shift-JIS (quest text,
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// scenario strings) must only use characters representable in Shift-JIS —
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// ASCII, kana, and CJK. Latin-extended characters commonly used in European
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// languages (ê, ñ, ß, ...) will be rejected by the encoder at compile time.
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// For those languages prefer ASCII-only romanizations ("Quete de test",
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// "Espana") until the Frontier binary protocol is extended to a wider
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// encoding.
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type LocalizedString struct {
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// plain is set when the source was a bare JSON string. Treated as the
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// fallback for every language so legacy single-language files keep
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// working with no schema change.
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plain string
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// values is set when the source was a JSON object. Keys are language
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// codes (lowercase, e.g. "jp", "en", "fr", "es").
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values map[string]string
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}
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// NewLocalizedPlain wraps a single-language string — used internally by the
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// binary-to-JSON reverse path (ParseQuestBinary etc.) where only one language
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// is available from the source file.
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func NewLocalizedPlain(s string) LocalizedString {
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return LocalizedString{plain: s}
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}
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// UnmarshalJSON accepts either a JSON string or a JSON object.
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func (l *LocalizedString) UnmarshalJSON(data []byte) error {
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trimmed := bytes.TrimSpace(data)
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if len(trimmed) == 0 || bytes.Equal(trimmed, []byte("null")) {
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return nil
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}
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if trimmed[0] == '"' {
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return json.Unmarshal(trimmed, &l.plain)
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}
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return json.Unmarshal(trimmed, &l.values)
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}
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// MarshalJSON round-trips: plain strings stay plain; maps stay maps. This
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// matters for the reverse ParseQuestBinary → JSON path, which should produce
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// a plain string (backwards compatible), and for hypothetical editor tooling
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// that reads a localized JSON, mutates it, and writes it back unchanged.
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func (l LocalizedString) MarshalJSON() ([]byte, error) {
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if l.values != nil {
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return json.Marshal(l.values)
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}
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return json.Marshal(l.plain)
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}
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// Resolve returns the best available string for the requested language code.
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// Fallback order when the requested language is missing:
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// 1. The plain-string form (single-language source)
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// 2. jp (the canonical source language for MH Frontier)
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// 3. en (the common secondary)
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// 4. Any non-empty value in the map
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//
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// Returns "" only when nothing is set — callers that need a non-empty value
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// for binary serialization should treat that as an empty quest string, which
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// the existing toShiftJIS encoder already accepts.
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func (l LocalizedString) Resolve(lang string) string {
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if l.values == nil {
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return l.plain
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}
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if v, ok := l.values[lang]; ok && v != "" {
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return v
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}
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if l.plain != "" {
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return l.plain
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}
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for _, fb := range []string{"jp", "en"} {
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if v, ok := l.values[fb]; ok && v != "" {
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return v
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}
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}
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for _, v := range l.values {
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if v != "" {
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return v
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}
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}
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return ""
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}
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// IsLocalized reports whether the value was written as a language map (rather
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// than a plain string). Mostly useful for tests and tooling.
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func (l LocalizedString) IsLocalized() bool {
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return l.values != nil
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}
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