feedback5 WI: UI strings through t() with an English switch on the title screen and in 设置; pilot screens converted
public/i18n/en.json: Chinese msgid -> English, seeded from PR #70 (@YuriRestia, credited) for every Chinese literal of the current code (≈830 entries; 966 of the 1 036 literals left for phase 2 already translated), completed by hand in the official EN terms. public/js/ui/lang.js: boot language (?lang=en|zh, then localStorage sp.pref.lang, else Chinese; the browser language is not consulted), switchLang, useLang, LangToggle; main.js renders after initLang and re-renders in place on a switch, and translates server texts (m.toast / m.ticker frames, room.closed reasons, error codes via ui/toasts.js describeError). Converted: title screen (English title, wordmark hidden), lobby, room, settings (语言 row, On/Off, quality, hotkeys), the shell (crash screen, toasts) and DifficultyTag. tools/i18n.mjs: extract (msgids + untranslated literals per file), check (msgids missing from en.json), codemod (html`` text / attributes / strings / template literals -> t(), nested strings, N_ for module level, i18n-ignore lines), seed (fill en.json from a msgid map).
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// Language switch of the client (docs/I18N.md): picks the language at boot, loads the UI translations
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// (public/i18n/<lang>.json, shared/i18n.js) and the localized game data (data/i18n/<lang>.json through data.js), keeps
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// the choice, and translates what the server sends (m.toast / m.ticker / error codes).
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//
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// Chinese is the default; English is a switch (the owner's decision of 2026-10-05) — the browser's language is not
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// consulted. Order at boot: `?lang=en|zh` in the URL (then removed from the address bar and kept as the choice), the
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// stored choice (localStorage `sp.pref.lang`), else Chinese. A switch re-renders the app in place (main.js App
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// subscribes with useLang) — no reload; the game texts follow as soon as the data overlay has downloaded (data.js
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// notifies its subscribers).
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import { useEffect, useState } from '../../vendor/hooks.module.js';
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import { LANGS, DEFAULT_LANG, normalizeLang, getLang, setLang, onLangChange, addMessages, setNameResolver, tName, format, translateWire } from '../../../shared/i18n.js';
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import { loadPref, savePref } from '../store.js';
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import { data } from '../data.js';
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import { html } from './components.js';
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/** Labels of the language switch (each in its own language). */
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export const LANG_LABELS = Object.freeze({ zh: '中文', en: 'English' });
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const PREF_KEY = 'lang';
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/** How long boot waits for the UI translations before rendering in Chinese anyway (they apply when they arrive). */
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const BOOT_WAIT_MS = 2500;
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/** @type {Map<string, Promise<boolean>>} */
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const uiLoads = new Map();
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/**
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* Download (once) the UI translations of a language.
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* @param {string} lang
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* @param {typeof fetch} [doFetch]
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* @returns {Promise<boolean>} false when unavailable (the UI stays Chinese)
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*/
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export function loadUiMessages(lang, doFetch = (...a) => globalThis.fetch(...a)) {
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if (lang === DEFAULT_LANG) return Promise.resolve(true);
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if (uiLoads.has(lang)) return uiLoads.get(lang);
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const p = (async () => {
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try {
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const res = await doFetch(`/i18n/${lang}.json`, { cache: 'no-cache' });
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if (!res || !res.ok) throw new Error(`HTTP ${res ? res.status : '???'}`);
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addMessages(lang, await res.json());
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return true;
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} catch (err) {
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console.warn(`[i18n] /i18n/${lang}.json unavailable (${err?.message || err}); the interface stays Chinese`);
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uiLoads.delete(lang);
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return false;
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}
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})();
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uiLoads.set(lang, p);
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return p;
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}
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/**
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* The language to start in: the URL's `?lang=`, then the stored choice, then Chinese.
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* @param {string} [search] location.search
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* @param {(key: string, fallback: any) => any} [load]
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* @returns {{ lang: string, fromUrl: boolean }}
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*/
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export function initialLang(search = globalThis.location?.search || '', load = loadPref) {
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let fromUrl = null;
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try { fromUrl = normalizeLang(new URLSearchParams(search).get('lang')); } catch { /* ignore */ }
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if (fromUrl) return { lang: fromUrl, fromUrl: true };
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let stored = null;
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try { stored = normalizeLang(load(PREF_KEY, null)); } catch { /* ignore */ }
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return { lang: stored || DEFAULT_LANG, fromUrl: false };
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}
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function stripLangParam() {
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try {
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const url = new URL(globalThis.location.href);
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if (!url.searchParams.has('lang')) return;
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url.searchParams.delete('lang');
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globalThis.history?.replaceState(globalThis.history.state, '', url.pathname + (url.search || '') + url.hash);
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} catch { /* ignore */ }
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}
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/** <html lang> and the tab title follow the language. */
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function applyDocument(lang) {
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const doc = globalThis.document;
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if (!doc) return;
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doc.documentElement.lang = lang === 'en' ? 'en' : 'zh-CN';
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doc.documentElement.dataset.lang = lang;
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doc.title = lang === 'en' ? 'Stronghold Protocol: Alliance · Web Simulation' : '卫戍协议:盟约 · STRONGHOLD PROTOCOL';
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}
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// `{ dn }` params and tName(): Chinese game-data names → the current language (data/i18n/<lang>.json names)
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setNameResolver((name) => data.localeName(name));
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let wired = false;
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function wire() {
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if (wired) return;
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wired = true;
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onLangChange((lang) => { applyDocument(lang); });
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}
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/**
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* Boot: choose the language and load its UI translations (waits at most BOOT_WAIT_MS) before the first render; the
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* game-data overlay downloads in the background.
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* @returns {Promise<string>} the language in effect
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*/
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export async function initLang() {
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wire();
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const { lang, fromUrl } = initialLang();
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if (fromUrl) { savePref(PREF_KEY, lang); stripLangParam(); }
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applyDocument(getLang());
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if (lang === DEFAULT_LANG) return getLang();
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const ok = await Promise.race([loadUiMessages(lang), new Promise((r) => setTimeout(() => r(null), BOOT_WAIT_MS))]);
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if (ok === null) loadUiMessages(lang).then((loaded) => { if (loaded && normalizeLang(loadPref(PREF_KEY, null)) === lang) setLang(lang); });
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else if (ok) setLang(lang);
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data.setLocale(lang).catch(() => {});
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return getLang();
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}
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/**
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* Switch the language (the switch on the title screen and in 设置): keeps the choice, loads the translations, then
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* re-renders; the game texts follow when their overlay has downloaded.
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* @param {string} lang
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* @returns {Promise<string>} the language in effect
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*/
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export async function switchLang(lang) {
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wire();
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const want = normalizeLang(lang) || DEFAULT_LANG;
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savePref(PREF_KEY, want);
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if (want !== DEFAULT_LANG && !(await loadUiMessages(want))) return getLang();
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setLang(want);
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data.setLocale(want).catch(() => {});
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return getLang();
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}
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/**
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* Preact hook: the current language; the component re-renders when it changes.
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* @returns {string}
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*/
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export function useLang() {
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const [lang, setState] = useState(getLang);
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useEffect(() => {
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setState(getLang());
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return onLangChange((l) => setState(l));
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}, []);
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return lang;
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}
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/**
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* The language switch (segmented 中文 | English).
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* @param {{ class?: string }} props
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*/
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export function LangToggle({ class: cls }) {
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const lang = useLang();
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return html`<div class=${`set-seg lang-toggle${cls ? ` ${cls}` : ''}`} role="radiogroup" aria-label="Language / 语言" data-testid="lang-toggle">
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${LANGS.map((l) => html`<button key=${l} type="button" role="radio" lang=${l === 'zh' ? 'zh-CN' : 'en'} aria-checked=${lang === l ? 'true' : 'false'}
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class=${lang === l ? 'is-on' : ''} data-lang=${l} onClick=${() => { if (lang !== l) switchLang(l); }}>${LANG_LABELS[l]}</button>`)}
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</div>`;
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}
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/**
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* The text of an m.ticker frame in the current language. A config.broadcasts line (`id` + `args`, server ≥ 0.2.0) is
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* rebuilt from the localized broadcast template — `{0}` is the player's name (never translated), other args are
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* game-data names or numbers; any other line goes through translateWire (msgid + params, or its text as a msgid).
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* @param {{ text?: string, id?: string|null, args?: unknown[], msgid?: string, params?: any }} msg
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* @returns {string}
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*/
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export function tickerText(msg) {
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if (getLang() !== DEFAULT_LANG && typeof msg?.id === 'string' && Array.isArray(msg.args)) {
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const list = data.get('config')?.broadcasts;
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const b = Array.isArray(list) ? list.find((x) => x && x.id === msg.id) : null;
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if (b && typeof b.text === 'string') {
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const args = msg.args.map((a, i) => (i === 0 ? String(a ?? '') : tName(String(a ?? ''))));
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return format(b.text, args);
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}
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}
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return translateWire(msg);
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}
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