feedback5 WAD: language packs are the first type of content packs — a language is a file in a language folder (public/i18n/<code>.json, optional data/i18n/<code>.json) or a pack folder (packs/<id>/pack.json); the server lists them live at /packs/index.json (server/packs.js), the menu shows every pack, strings fall back pack → base → declared fallback (English) → Chinese, broken placeholders are skipped, plurals follow Intl.PluralRules (English unchanged), English carries a _meta manifest like any pack; tools: i18n.mjs template / check <code>, packs.mjs list / index, build-i18n --lang ja|ko|zh-TW (the official JP / KR / TW clients); the release zip ships packs/ and a generated packs/index.json; golden unchanged

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sganggs committed 2026-10-07 02:38:22 +08:00
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@@ -18,15 +18,18 @@
// Synchronous getters (getChess, getBond, …) return null until the file has loaded; use
// `loadData(...)` to await, or the `useData(...)` hook to re-render when files arrive.
//
// Language (docs/I18N.md): the files hold the official Chinese texts. `setLocale('en')` downloads the overlay
// data/i18n/en.json once (tools/build-i18n.mjs: the official EN texts by record id and field, shared/i18nData.js) and
// from then on `get`, `lookup` and `list` — and every getter built on them — return the records with their English
// texts (a copy per file, built on first use; untranslated fields keep the Chinese text). `setLocale('zh')` goes back.
// Each switch notifies the subscribers of every loaded file, so `useData` components re-render. `localeName(zh)` maps
// a Chinese game-data name to the current language (server messages name operators / items in Chinese).
// Language (docs/I18N.md): the files hold the official Chinese texts. `setLocale(lang, chain)` downloads (once each) the
// game-text overlays data/i18n/<code>.json of the chain — the language's own, its base's, a fallback's (ui/lang.js
// passes the languages of the pack's chain that have one; default: the language alone) — built by tools/build-i18n.mjs
// (the official texts by record id and field, shared/i18nData.js). From then on `get`, `lookup` and `list` — and every
// getter built on them — return the records with their texts in that language (a copy per file, built on first use):
// each text from the first overlay of the chain that has it, else the Chinese one. `setLocale('zh')` goes back. Each
// switch notifies the subscribers of every loaded file, so `useData` components re-render. `localeName(zh)` maps a
// Chinese game-data name to the current language (server messages name operators / items in Chinese).
import { useEffect, useReducer } from '../vendor/hooks.module.js';
import { applyFileOverlay } from '../../shared/i18nData.js';
import { canonicalLang } from '../../shared/i18nPacks.js';
/** Known data files (name → URL basename). Unknown names are allowed too (`/data/<name>.json`). */
export const DATA_FILES = Object.freeze({
@@ -134,6 +137,10 @@ export function createDataStore(opts = {}) {
const warned = new Set();
/** Current locale ('zh' = the files as they are) and the downloaded overlays by language (shared/i18nData.js). */
let locale = 'zh';
/** The languages whose overlays apply, best first (a subset of the chain setLocale got: those that downloaded). */
let chain = [];
/** setLocale calls so far: a slower earlier call never overrides a later one. */
let switches = 0;
/** @type {Map<string, Promise<any>>} */
const overlayLoads = new Map();
/** @type {Map<string, any>} */
@@ -237,16 +244,22 @@ export function createDataStore(opts = {}) {
return entry.promise;
}
/** The localized copy of a ready file (null in Chinese or without an overlay for the file). */
/**
* The localized copy of a ready file (null in Chinese or without an overlay for the file): the overlays of the chain
* applied from the last to the first, each text checked against the Chinese file, so the best overlay wins per text.
*/
function localizedEntry(name) {
if (locale === 'zh') return null;
if (locale === 'zh' || !chain.length) return null;
const e = entries.get(name);
const fileOverlay = overlays.get(locale)?.files?.[name];
if (!e || e.status !== 'ready' || !fileOverlay) return null;
if (!e || e.status !== 'ready') return null;
const fileOverlays = chain.map((c) => overlays.get(c)?.files?.[name]).filter(Boolean);
if (!fileOverlays.length) return null;
let l = localized.get(name);
if (!l || l.lang !== locale || l.base !== e.value) {
let value = e.value;
try { value = applyFileOverlay(e.value, fileOverlay).value; } catch (err) { console.warn(`[data] ${name}: overlay not applied`, err); }
for (const fo of fileOverlays.reverse()) {
try { value = applyFileOverlay(e.value, fo, value).value; } catch (err) { console.warn(`[data] ${name}: overlay not applied`, err); }
}
l = { lang: locale, base: e.value, value, index: null };
localized.set(name, l);
}
@@ -265,13 +278,16 @@ export function createDataStore(opts = {}) {
return e.index;
}
/** Download (once per language) the overlay data/i18n/<lang>.json; resolves to it, or null when unavailable. */
function loadOverlay(lang) {
/**
* Download (once per language) a game-text overlay — `url` (a pack folder's file, from the pack index) or the language
* folder's data/i18n/<lang>.json; resolves to it, or null when unavailable.
*/
function loadOverlay(lang, url = `${base}i18n/${lang}.json`) {
if (overlayLoads.has(lang)) return overlayLoads.get(lang);
const p = (async () => {
for (let attempt = 0; ; attempt++) {
try {
const res = await doFetch(`${base}i18n/${lang}.json`, { cache: 'no-cache' });
const res = await doFetch(url, { cache: 'no-cache' });
if (!res || !res.ok) throw Object.assign(new Error(`HTTP ${res ? res.status : '???'}`), { status: res ? res.status : null });
const json = await res.json();
if (!json || typeof json !== 'object' || !json.files) throw Object.assign(new Error('not an overlay'), { badJson: true });
@@ -279,7 +295,7 @@ export function createDataStore(opts = {}) {
return json;
} catch (err) {
if (transientFailure(err) && attempt < retryDelays.length) { await wait(retryDelays[attempt]); continue; }
console.warn(`[data] ${base}i18n/${lang}.json unavailable (${err?.message || err}); game texts stay Chinese`);
console.warn(`[data] ${url} unavailable (${err?.message || err}); its game texts are not applied`);
overlayLoads.delete(lang); // a later switch may try again
return null;
}
@@ -333,33 +349,52 @@ export function createDataStore(opts = {}) {
listeners.add(fn);
return () => listeners.delete(fn);
},
/** Current game-text locale ('zh' or a language whose overlay is applied). */
/** Current game-text locale ('zh' or the language of the last switch). */
locale: () => locale,
/** The languages whose overlays apply now, best first (empty in Chinese). */
localeChain: () => [...chain],
/**
* Switch the game texts' language: 'zh' at once; another language once its overlay has downloaded (it stays Chinese
* when the overlay is unavailable). Every loaded file's subscribers are notified. Resolves to the locale in effect.
* Switch the game texts' language: 'zh' at once; another language once the overlays of `chain` (default: the
* language alone) have downloaded — those that fail are left out. When every overlay of a non-empty chain fails the
* locale does not change (the texts stay as they are); an empty chain (a pack without game texts) switches with
* the Chinese texts. Every loaded file's subscribers are notified. Resolves to the locale in effect.
* @param {string} lang
* @param {(string | { code: string, url?: string })[]} [chainIn] overlay languages, best first (with the URL of
* each overlay when it is not the language folder's data/i18n/<code>.json)
* @returns {Promise<string>}
*/
async setLocale(lang) {
const want = typeof lang === 'string' && /^[a-z]{2}$/.test(lang) ? lang : 'zh';
if (want !== 'zh' && !(await loadOverlay(want))) return locale;
if (want === locale) return locale;
async setLocale(lang, chainIn) {
const code = canonicalLang(lang);
const want = code && code === lang ? code : 'zh';
const items = (Array.isArray(chainIn) ? chainIn : [want]).map((c) => (typeof c === 'string' ? { code: c, url: undefined } : c));
const seen = new Set();
const asked = want === 'zh' ? [] : items.filter((c) => c && canonicalLang(c.code) === c.code && c.code !== 'zh' && !seen.has(c.code) && seen.add(c.code));
const ask = asked.map((c) => c.code);
const seq = ++switches;
const got = await Promise.all(asked.map((c) => loadOverlay(c.code, typeof c.url === 'string' && c.url ? c.url : undefined)));
if (seq !== switches) return locale; // a later switch is under way
const next = ask.filter((_, i) => got[i]);
if (ask.length && !next.length) return locale;
if (want === locale && next.join('|') === chain.join('|')) return locale;
locale = want;
chain = next;
localized.clear();
for (const name of [...entries.keys()]) notify(name);
return locale;
},
/**
* A Chinese game-data name (operator, item, bond, token …) in the current locale (itself in Chinese or when the
* overlay does not know it).
* A Chinese game-data name (operator, item, bond, token …) in the current locale: the first overlay of the chain
* that knows it, else the name itself (also in Chinese).
* @param {string} zh
* @returns {string}
*/
localeName(zh) {
if (locale === 'zh' || typeof zh !== 'string') return zh;
const names = overlays.get(locale)?.names;
return (names && Object.prototype.hasOwnProperty.call(names, zh) && names[zh]) || zh;
for (const c of chain) {
const names = overlays.get(c)?.names;
if (names && Object.prototype.hasOwnProperty.call(names, zh) && names[zh]) return names[zh];
}
return zh;
},
};
}