feat(dashboard): GameText, the game's text in the viewer's language

One helper for game text on the dashboard: zone names, locale phrases,
localized table columns, %[key] expansion and the game's currency words,
looked up in the viewer's language (a cookie pick, else Accept-Language),
falling back to en_US and then the key or id. Unit tested.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-29 22:06:10 -05:00
parent 40d9364770
commit a6fc67a4bb
5 changed files with 445 additions and 0 deletions

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@@ -11,6 +11,7 @@ set(DASHBOARDROUTES_SOURCES
"PlayerActions.cpp"
"AccountRoutes.cpp"
"ClientAssets.cpp"
"GameText.cpp"
"MaintenanceRoutes.cpp"
"ReportRoutes.cpp"
"EconomyPlaces.cpp"

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@@ -0,0 +1,195 @@
#include "GameText.h"
#include <algorithm>
#include <cctype>
#include <map>
#include "HTTPContext.h"
#include "Locale.h"
#include "LocaleText.h"
namespace {
thread_local std::string t_Language = GameText::DEFAULT_LANGUAGE;
// Zone names per language, built by Init (read-only afterwards)
std::map<std::string, nlohmann::json> g_ZoneNames;
const nlohmann::json g_NoZones = nlohmann::json{ { "0", "Character Select" } };
// The part of a tag before the region: "de_DE" -> "de"
std::string_view Primary(std::string_view tag) {
return tag.substr(0, tag.find('_'));
}
bool EqualNoCase(std::string_view a, std::string_view b) {
return a.size() == b.size() && std::equal(a.begin(), a.end(), b.begin(), [](char x, char y) {
return std::tolower(static_cast<unsigned char>(x)) == std::tolower(static_cast<unsigned char>(y));
});
}
std::string_view Trim(std::string_view text) {
while (!text.empty() && std::isspace(static_cast<unsigned char>(text.front()))) text.remove_prefix(1);
while (!text.empty() && std::isspace(static_cast<unsigned char>(text.back()))) text.remove_suffix(1);
return text;
}
nlohmann::json BuildZoneNames(const std::string& language) {
nlohmann::json names = g_NoZones;
constexpr std::string_view PREFIX = "ZoneTable_", SUFFIX = "_DisplayDescription";
for (const auto& key : Locale::GetPhraseIdsWithPrefix(std::string(PREFIX))) {
if (key.size() <= PREFIX.size() + SUFFIX.size() || !key.ends_with(SUFFIX)) continue;
const auto& name = Locale::GetPhrase(key, language);
if (!name.empty()) names[key.substr(PREFIX.size(), key.size() - PREFIX.size() - SUFFIX.size())] = name;
}
return names;
}
}
namespace GameText {
std::string NormalizeTag(std::string_view tag) {
std::string out(Trim(tag));
std::replace(out.begin(), out.end(), '-', '_');
const auto split = out.find('_');
for (size_t i = 0; i < out.size(); i++) {
const auto c = static_cast<unsigned char>(out[i]);
out[i] = static_cast<char>(split != std::string::npos && i > split ? std::toupper(c) : std::tolower(c));
}
return out;
}
std::optional<std::string> MatchAcceptLanguage(std::string_view header, const std::vector<std::string>& available) {
struct Wanted { std::string tag; double weight; size_t order; };
std::vector<Wanted> wanted;
size_t order = 0;
while (!header.empty()) {
const auto comma = header.find(',');
auto part = header.substr(0, comma);
header = comma == std::string_view::npos ? std::string_view{} : header.substr(comma + 1);
double weight = 1.0;
if (const auto semi = part.find(';'); semi != std::string_view::npos) {
const auto param = Trim(part.substr(semi + 1));
if (param.starts_with("q=")) {
try { weight = std::stod(std::string(param.substr(2))); } catch (...) { weight = 0.0; }
}
part = part.substr(0, semi);
}
const auto tag = NormalizeTag(part);
if (tag.empty() || tag == "*" || weight <= 0.0) continue;
wanted.push_back({ tag, weight, order++ });
}
std::stable_sort(wanted.begin(), wanted.end(), [](const Wanted& a, const Wanted& b) { return a.weight > b.weight; });
for (const auto& want : wanted) {
for (const auto& language : available) if (EqualNoCase(NormalizeTag(language), want.tag)) return language;
for (const auto& language : available) if (EqualNoCase(Primary(NormalizeTag(language)), Primary(want.tag))) return language;
}
return std::nullopt;
}
std::string CookieValue(std::string_view cookieHeader, std::string_view name) {
while (!cookieHeader.empty()) {
const auto semi = cookieHeader.find(';');
const auto part = Trim(cookieHeader.substr(0, semi));
cookieHeader = semi == std::string_view::npos ? std::string_view{} : cookieHeader.substr(semi + 1);
const auto equals = part.find('=');
if (equals != std::string_view::npos && Trim(part.substr(0, equals)) == name) return std::string(Trim(part.substr(equals + 1)));
}
return "";
}
std::string ChooseLanguage(std::string_view cookie, std::string_view acceptLanguage, const std::vector<std::string>& available) {
if (!cookie.empty()) {
for (const auto& language : available) if (language == cookie) return language;
}
if (const auto match = MatchAcceptLanguage(acceptLanguage, available)) return *match;
return available.empty() ? DEFAULT_LANGUAGE : available.front();
}
std::string Key(std::string_view table, int64_t id, std::string_view column) {
std::string key(table);
key += '_';
key += std::to_string(id);
key += '_';
key += column;
return key;
}
const std::vector<std::string>& Languages() {
static const std::vector<std::string> fallback{ DEFAULT_LANGUAGE };
const auto& loaded = Locale::GetLocales();
return loaded.empty() ? fallback : loaded;
}
const std::string& Language() {
return t_Language;
}
LanguageScope::LanguageScope(std::string language) : m_Previous(std::move(t_Language)) {
t_Language = std::move(language);
}
LanguageScope::LanguageScope(const HTTPContext& context)
: LanguageScope(ChooseLanguage(CookieValue(context.GetHeader("cookie"), COOKIE), context.GetHeader("accept-language"), Languages())) {}
LanguageScope::~LanguageScope() {
t_Language = std::move(m_Previous);
}
const std::string& Phrase(const std::string& key) {
return Locale::GetPhrase(key, t_Language);
}
std::string Text(const std::string& key, const std::string& fallback) {
const auto& phrase = Phrase(key);
return phrase.empty() ? fallback : phrase;
}
std::string TextOrKey(const std::string& key) {
return Text(key, key);
}
std::string Name(std::string_view table, int64_t id, std::string_view column) {
return Text(Key(table, id, column), std::string(table) + " " + std::to_string(id));
}
std::string ZoneName(uint32_t zoneId) {
const auto& names = ZoneNames();
const auto key = std::to_string(zoneId);
if (const auto it = names.find(key); it != names.end() && it->is_string()) return it->get<std::string>();
return Text("ZoneTable_" + key + "_DisplayDescription", "Zone " + key);
}
const nlohmann::json& ZoneNames() {
if (const auto it = g_ZoneNames.find(t_Language); it != g_ZoneNames.end()) return it->second;
if (const auto it = g_ZoneNames.find(Languages().front()); it != g_ZoneNames.end()) return it->second;
return g_NoZones;
}
std::string Expand(const std::string& text) {
return LocaleText::Expand(text, [](const std::string& key) -> const std::string& { return Phrase(key); });
}
const std::vector<std::pair<std::string, std::string>>& TermKeys() {
static const std::vector<std::pair<std::string, std::string>> keys{
{ "coins", "UI_COINS" },
{ "uscore", "UI_UNIVERSE_SCORE" },
{ "imagination", "UI_IMAGINATION" },
{ "reputation", "UI_REPUTATION" },
{ "life", "UI_HEALTH" },
};
return keys;
}
nlohmann::json Terms() {
nlohmann::json terms = nlohmann::json::object();
for (const auto& [name, key] : TermKeys()) terms[name] = TextOrKey(key);
return terms;
}
nlohmann::json PageJson() {
return { { "language", t_Language }, { "languages", Languages() }, { "terms", Terms() }, { "zones", ZoneNames() } };
}
void Init() {
g_ZoneNames.clear();
for (const auto& language : Languages()) g_ZoneNames[language] = BuildZoneNames(language);
}
}

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@@ -0,0 +1,100 @@
#pragma once
#include <cstdint>
#include <optional>
#include <string>
#include <string_view>
#include <vector>
#include "json.hpp"
struct HTTPContext;
/**
* The game's own text (zone, object, mission, activity names, currencies, ...) as the client's locale has it, in the
* viewer's language. The dashboard never keeps its own copies of game text: C++ routes call these, templates get them
* through the `game` data and the phrase()/zone_name() callbacks, and scripts read them with GameText.* in common.js.
*
* The phrases are loaded once at startup (Locale::LoadFromFile with every locale, then Init) and only read afterwards,
* so any thread may look them up. The viewer's language is per thread: RouteUtils sets it for each request
* (LanguageScope) and Workers::Reply carries it to the worker thread.
*/
namespace GameText {
constexpr const char* DEFAULT_LANGUAGE = "en_US";
constexpr const char* COOKIE = "game_lang"; // the viewer's pick (common.js keeps it in step with the account's preference)
// ---- Pure helpers (unit tested) ----
// "de-DE" / "de_de" -> "de_DE"; "de" -> "de"
std::string NormalizeTag(std::string_view tag);
/**
* The best of `available` (locale names like "de_DE") for an Accept-Language header ("de-CH,de;q=0.9,en;q=0.5"):
* by the header's weights, an exact match first, then the same language in another region (de-CH -> de_DE, en ->
* en_US when listed first). nullopt when nothing matches.
*/
std::optional<std::string> MatchAcceptLanguage(std::string_view header, const std::vector<std::string>& available);
// A cookie's value from a Cookie header ("a=1; game_lang=de_DE"); empty when absent
std::string CookieValue(std::string_view cookieHeader, std::string_view name);
/**
* The language to show: the cookie's pick when it's one of `available`, else the best Accept-Language match,
* else `available`'s first (the default), else DEFAULT_LANGUAGE
*/
std::string ChooseLanguage(std::string_view cookie, std::string_view acceptLanguage, const std::vector<std::string>& available);
// "<table>_<id>_<column>": Key("Objects", 1727) is "Objects_1727_name"
std::string Key(std::string_view table, int64_t id, std::string_view column = "name");
// ---- The viewer's language ----
// The languages the client's locale has, the default first
const std::vector<std::string>& Languages();
// This thread's viewer language (DEFAULT_LANGUAGE outside a request)
const std::string& Language();
// Sets this thread's language for its lifetime
class LanguageScope {
public:
explicit LanguageScope(std::string language);
// The request's language (cookie, then Accept-Language)
explicit LanguageScope(const HTTPContext& context);
~LanguageScope();
LanguageScope(const LanguageScope&) = delete;
LanguageScope& operator=(const LanguageScope&) = delete;
private:
std::string m_Previous;
};
// ---- Lookups, in the viewer's language, then the default; the fallbacks are the raw key or id ----
// The phrase for `key`; empty when the locale lacks it
const std::string& Phrase(const std::string& key);
// The phrase for `key`, else `fallback`
std::string Text(const std::string& key, const std::string& fallback);
// The phrase for `key`, else the key itself
std::string TextOrKey(const std::string& key);
// A row's localized column ("Missions", 5, "name"), else "<table> <id>"
std::string Name(std::string_view table, int64_t id, std::string_view column = "name");
// A zone's display name (ZoneTable_<id>_DisplayDescription), else "Zone <id>"; 0 is character select
std::string ZoneName(uint32_t zoneId);
// {"<zone id>": name} for every zone the locale names (and "0"), in the viewer's language
const nlohmann::json& ZoneNames();
// Every %[KEY] in `text` replaced by its phrase (mail and bug reports store text this way)
std::string Expand(const std::string& text);
/**
* The game's words the pages show as labels ({coins: "Coins", uscore: "Universe Score", imagination, reputation,
* life}), in the viewer's language; the key when the locale lacks one
*/
nlohmann::json Terms();
// The key -> locale phrase id table behind Terms()
const std::vector<std::pair<std::string, std::string>>& TermKeys();
// What every page gets: {language, languages, terms, zones}
nlohmann::json PageJson();
// Build the per-language caches (zone names). Call on the main thread after the locale loads, before workers start.
void Init();
}