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Unified locales (#391)
Use 1 locales file instead of individual files for each langauge. This makes it easier to keep track of what is missing. The PR will automatically fix missing locales and throw an error if anything is incorrect, by running the emulator. That way the person adding a new locale or new language can just run the emulator once to populate all the fields, so they can easily begin translating.
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28 changed files with 21728 additions and 16810 deletions
76
src/Ryujinx.BuildValidationTasks/LocaleValidationTask.cs
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76
src/Ryujinx.BuildValidationTasks/LocaleValidationTask.cs
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using System;
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using Microsoft.Build.Utilities;
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using System.Collections.Generic;
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using System.Linq;
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using System.IO;
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using Newtonsoft.Json;
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using Microsoft.Build.Framework;
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namespace Ryujinx.BuildValidationTasks
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{
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public class LocaleValidationTask : Task
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{
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public override bool Execute()
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{
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string path = System.Reflection.Assembly.GetExecutingAssembly().Location;
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if (path.Split(new string[] { "src" }, StringSplitOptions.None).Length == 1 )
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{
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//i assume that we are in a build directory in the solution dir
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path = new FileInfo(path).Directory.Parent.GetDirectories("src")[0].GetDirectories("Ryujinx")[0].GetDirectories("Assets")[0].GetFiles("locales.json")[0].FullName;
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}
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else
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{
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path = path.Split(new string[] { "src" }, StringSplitOptions.None)[0];
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path = new FileInfo(path).Directory.GetDirectories("src")[0].GetDirectories("Ryujinx")[0].GetDirectories("Assets")[0].GetFiles("locales.json")[0].FullName;
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}
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string data;
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using (StreamReader sr = new StreamReader(path))
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{
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data = sr.ReadToEnd();
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}
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LocalesJson json = JsonConvert.DeserializeObject<LocalesJson>(data);
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for (int i = 0; i < json.Locales.Count; i++)
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{
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LocalesEntry locale = json.Locales[i];
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foreach (string language in json.Languages)
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{
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if (!locale.Translations.ContainsKey(language))
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{
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locale.Translations.Add(language, "");
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Log.LogMessage(MessageImportance.High, $"Added {{{language}}} to Locale {{{locale.ID}}}");
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}
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}
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locale.Translations = locale.Translations.OrderBy(pair => pair.Key).ToDictionary(pair => pair.Key, pair => pair.Value);
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json.Locales[i] = locale;
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}
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string jsonString = JsonConvert.SerializeObject(json, Formatting.Indented);
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using (StreamWriter sw = new StreamWriter(path))
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{
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sw.Write(jsonString);
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}
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return true;
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}
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struct LocalesJson
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{
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public List<string> Languages { get; set; }
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public List<LocalesEntry> Locales { get; set; }
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}
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struct LocalesEntry
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{
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public string ID { get; set; }
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public Dictionary<string, string> Translations { get; set; }
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}
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}
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}
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>netstandard2.0</TargetFramework>
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<CopyLocalLockFileAssemblies>true</CopyLocalLockFileAssemblies>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="Microsoft.Build.Utilities.Core" />
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<PackageReference Include="Newtonsoft.Json" />
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</ItemGroup>
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<UsingTask TaskName="Ryujinx.BuildValidationTasks.LocaleValidationTask" TaskFactory="TaskHostFactory" AssemblyFile="$(OutDir)Ryujinx.BuildValidationTasks.dll" />
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<Target Name="LocalesJsonValidation" AfterTargets="AfterRebuild">
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<LocaleValidationTask />
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</Target>
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</Project>
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