PKHeX/PKHeX.Core/Game/GameStrings/GameLanguage.cs
Kurt 09d7fd9e31 Minor clean
Remove unused usings from bag refactor
remove unnecessary suppression (resharper fixed the ConstantExpected trickle up)
fix gen6/7 timestamp previous offset (has been broken for 6.5 years) 1b028198ad (diff-7e597cadc592f504e9105ba631f99ef9e1fe27ea9becbe191c15c00daa3272f2L211)
2026-02-08 01:22:21 -06:00

150 lines
5.0 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Threading;
namespace PKHeX.Core;
/// <summary>
/// Language code &amp; string asset loading.
/// </summary>
public static class GameLanguage
{
public const string DefaultLanguage = "en"; // English
public const int DefaultLanguageIndex = 1;
/// <summary>
/// Language codes supported; mirrors <see cref="ProgramLanguage"/>.
/// </summary>
private static readonly string[] LanguageCodes = ["ja", "en", "fr", "it", "de", "es", "es-419", "ko", "zh-Hans", "zh-Hant"];
public static string LanguageCode(int localizationIndex) => (uint)localizationIndex >= LanguageCodes.Length ? DefaultLanguage : LanguageCodes[localizationIndex];
public static int LanguageCount => LanguageCodes.Length;
/// <summary>
/// Gets the language from the requested language code.
/// </summary>
/// <param name="lang">Language code</param>
/// <returns>Index of the language code; if not a valid language code, returns the <see cref="DefaultLanguageIndex"/>.</returns>
public static int GetLanguageIndex(string lang)
{
int l = LanguageCodes.IndexOf(lang);
return l < 0 ? DefaultLanguageIndex : l;
}
public static LanguageID GetLanguage(string lang) => lang switch
{
"ja" => LanguageID.Japanese,
"en" => LanguageID.English,
"fr" => LanguageID.French,
"it" => LanguageID.Italian,
"de" => LanguageID.German,
"es" => LanguageID.Spanish,
"es-419" => LanguageID.SpanishL,
"ko" => LanguageID.Korean,
"zh-Hans" => LanguageID.ChineseS,
"zh-Hant" => LanguageID.ChineseT,
_ => LanguageID.English,
};
/// <summary>
/// Checks whether the language code is supported.
/// </summary>
/// <param name="lang">Language code</param>
/// <returns>True if valid, False otherwise</returns>
public static bool IsLanguageValid(string lang) => LanguageCodes.Contains(lang);
/// <summary>
/// Language codes supported for loading string resources
/// </summary>
/// <see cref="ProgramLanguage"/>
public static ReadOnlySpan<string> AllSupportedLanguages => LanguageCodes;
/// <summary>
/// Gets a list of strings for the specified language and file type.
/// </summary>
public static string[] GetStrings(string ident, string lang, [ConstantExpected] string type = "text")
{
string[] data = Util.GetStringList(ident, lang, type);
if (data.Length == 0)
data = Util.GetStringList(ident, DefaultLanguage, type);
return data;
}
}
/// <summary>
/// Wrapper to store language-specific data that is lazily loaded, with non-negligible load time/allocation.
/// </summary>
/// <remarks>
/// Provides a thread-safe way to cache loaded objects for only the languages that are supported.
/// Slightly faster than using a ConcurrentDictionary, as we only need a fixed number of entries (one for each language).
/// </remarks>
public abstract record LanguageStorage<T> where T : notnull
{
private readonly T?[] _entries = new T[GameLanguage.LanguageCount];
// Lock for thread safety. Get operations are frequent, and usually will not require entering the lock as the entry is already populated.
private readonly Lock _sync = new();
/// <summary>
/// Not present in the cache, create a new instance for the specified language.
/// </summary>
protected abstract T Create(string language);
private bool IsAllLoaded()
{
using var scope = _sync.EnterScope();
foreach (var entry in _entries)
{
if (entry is null)
return false;
}
return true;
}
public T Get(string language)
{
int index = GameLanguage.GetLanguageIndex(language);
var current = _entries[index];
if (current is not null)
return current;
using var scope = _sync.EnterScope();
// Now that we have the lock, check again. Another thread may have populated it while we were waiting.
current = _entries[index];
if (current is not null)
return current;
return _entries[index] = Create(language);
}
/// <summary>
/// Force loads all localizations.
/// </summary>
public bool ForceLoadAll()
{
var result = !IsAllLoaded();
// Load all languages if not already loaded.
foreach (var lang in GameLanguage.AllSupportedLanguages)
_ = Get(lang);
return result;
}
/// <summary>
/// Gets all localizations.
/// </summary>
/// <remarks>
/// If the entries are not already loaded, this will load all entries via <see cref="ForceLoadAll"/>.
/// </remarks>
public IEnumerable<(string Key, T Value)> GetAll()
{
_ = ForceLoadAll();
for (var i = 0; i < _entries.Length; i++)
{
var entry = _entries[i]!;
var lang = GameLanguage.LanguageCode(i);
yield return (lang, entry);
}
}
}