refactor(dashboard): routes name zones, objects and phrases through GameText

The routes' own zone name helpers and the CDClient's English zone and
leaderboard header copies give way to GameText, so every name comes from
the locale in the viewer's language; the Network page's world labels,
mail, missions, leaderboards, item info (cached per language) and the
settings/vanity help strings too. Reward code 4 and the plaque text name
their zone from the locale.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-29 22:06:30 -05:00
parent 17b9479c0e
commit 1f8dd73e0b
29 changed files with 146 additions and 206 deletions

View File

@@ -1,4 +1,5 @@
#include "ClientAssets.h"
#include "GameText.h"
#include <algorithm>
#include <filesystem>
@@ -15,7 +16,6 @@
#include "CDClientDatabase.h"
#include "Game.h"
#include "Logger.h"
#include "Locale.h"
#include "dConfig.h"
#include "eHTTPMethod.h"
#include "GeneralUtils.h"
@@ -27,7 +27,7 @@ namespace {
constexpr uint32_t MAX_ITEMS_PER_REQUEST = 500;
constexpr size_t MAX_LISTING_ENTRIES = 2000;
std::map<LOT, nlohmann::json> g_ItemCache;
std::map<std::pair<std::string, LOT>, nlohmann::json> g_ItemCache; // by language (GameText) and LOT
std::map<LOT, std::vector<int>> g_ItemSetsByLot; // lot -> set ids containing it
bool g_ItemSetsLoaded = false;
@@ -95,9 +95,9 @@ namespace {
return data;
}
// In the viewer's language (GameText.h)
std::string Phrase(const std::string& key) {
const auto& phrase = Locale::GetPhrase(key);
return phrase;
return GameText::Phrase(key);
}
struct Stats {
@@ -243,7 +243,7 @@ namespace ClientAssets {
}
std::string ItemName(LOT lot) {
const auto& localized = Locale::GetPhrase("Objects_" + std::to_string(lot) + "_name");
const auto& localized = GameText::Phrase(GameText::Key("Objects", lot));
if (!localized.empty()) return localized;
const auto& table = ObjectNameTable();
const auto it = table.find(lot);
@@ -252,7 +252,8 @@ namespace ClientAssets {
}
nlohmann::json ItemInfo(LOT lot) {
if (const auto cached = g_ItemCache.find(lot); cached != g_ItemCache.end()) return cached->second;
const auto cacheKey = std::make_pair(GameText::Language(), lot);
if (const auto cached = g_ItemCache.find(cacheKey); cached != g_ItemCache.end()) return cached->second;
nlohmann::json info{ {"lot", lot}, {"name", ItemName(lot)} };
@@ -284,7 +285,7 @@ namespace ClientAssets {
info["stats"] = StatsJson(stats);
info["set"] = ItemSet(lot);
g_ItemCache[lot] = info;
g_ItemCache[cacheKey] = info;
return info;
}