Files
SPT-Server-Build/Libraries/Core/Services/LocaleService.cs
T
2025-01-19 17:45:48 +00:00

161 lines
4.9 KiB
C#

using System.Globalization;
using SptCommon.Annotations;
using Core.Models.Spt.Config;
using Core.Models.Utils;
using Core.Servers;
namespace Core.Services;
[Injectable(InjectionType.Singleton)]
public class LocaleService(
ISptLogger<LocaleService> _logger,
DatabaseServer _databaseServer,
ConfigServer _configServer
)
{
protected ISptLogger<LocaleService> _logger;
protected DatabaseServer _databaseServer;
protected ConfigServer _configServer;
protected LocaleConfig _localeConfig = _configServer.GetConfig<LocaleConfig>();
/**
* Get the eft globals db file based on the configured locale in config/locale.json, if not found, fall back to 'en'
* @returns dictionary
*/
public Dictionary<string, string> GetLocaleDb()
{
var desiredLocale = _databaseServer.GetTables().Locales.Global[GetDesiredGameLocale()];
if (desiredLocale != null) return desiredLocale;
_logger.Warning(
$"Unable to find desired locale file using locale: {GetDesiredGameLocale()} from config/locale.json, falling back to 'en'"
);
return _databaseServer.GetTables().Locales.Global["en"];
}
/**
* Gets the game locale key from the locale.json file,
* if value is 'system' get system locale
* @returns locale e.g en/ge/cz/cn
*/
public string GetDesiredGameLocale()
{
if (_localeConfig.GameLocale.ToLower() == "system") return GetPlatformForClientLocale();
return _localeConfig.GameLocale.ToLower();
}
/**
* Gets the game locale key from the locale.json file,
* if value is 'system' get system locale
* @returns locale e.g en/ge/cz/cn
*/
public string GetDesiredServerLocale()
{
if (_localeConfig.ServerLocale.ToLower() == "system") return GetPlatformForServerLocale();
return _localeConfig.ServerLocale.ToLower();
}
/**
* Get array of languages supported for localisation
* @returns array of locales e.g. en/fr/cn
*/
public List<string> GetServerSupportedLocales()
{
return _localeConfig.ServerSupportedLocales;
}
/**
* Get array of languages supported for localisation
* @returns array of locales e.g. en/fr/cn
*/
public Dictionary<string, string> GetLocaleFallbacks()
{
return _localeConfig.Fallbacks;
}
/**
* Get the full locale of the computer running the server lowercased e.g. en-gb / pt-pt
* @returns string
*/
public string GetPlatformForServerLocale()
{
var platformLocale = GetPlatformLocale();
if (platformLocale == null)
{
_logger.Warning("System language could not be found, falling back to english");
return "en";
}
var baseNameCode = platformLocale.TwoLetterISOLanguageName.ToLower();
if (!_localeConfig.ServerSupportedLocales.Contains(baseNameCode))
{
// Check if base language (e.g. CN / EN / DE) exists
var languageCode = platformLocale.Name.ToLower();
if (_localeConfig.ServerSupportedLocales.Contains(languageCode))
{
if (baseNameCode == "zh")
// Handle edge case of zh
return "zh-cn";
return languageCode;
}
if (baseNameCode == "pt")
// Handle edge case of pt
return "pt-pt";
_logger.Warning($"Unsupported system language found: {baseNameCode}, falling back to english");
return "en";
}
return baseNameCode;
}
/**
* Get the locale of the computer running the server
* @returns langage part of locale e.g. 'en' part of 'en-US'
*/
protected string GetPlatformForClientLocale()
{
var platformLocale = GetPlatformLocale();
if (platformLocale == null)
{
_logger.Warning("System language could not be found, falling back to english");
return "en";
}
var locales = _databaseServer.GetTables().Locales;
var baseNameCode = platformLocale.TwoLetterISOLanguageName.ToLower();
if (locales.Global.ContainsKey(baseNameCode)) return baseNameCode;
var languageCode = platformLocale.Name.ToLower();
if (locales.Global.ContainsKey(languageCode)) return languageCode;
/*
const regionCode = platformLocale.region?.toLocaleLowerCase();
if (regionCode && locales.global[regionCode]) {
return regionCode;
}
*/
// BSG map DE to GE some reason
if (baseNameCode == "de") return "ge";
_logger.Warning($"Unsupported system language found: {languageCode}, falling back to english");
return "en";
}
/**
* This is in a function so we can overwrite it during testing
* @returns The current platform locale
*/
protected CultureInfo GetPlatformLocale()
{
return CultureInfo.InstalledUICulture;
}
}