Core/Chat: Load chat language data from db2 and implement serverside chat translations
Port From (https://github.com/TrinityCore/TrinityCore/commit/3b578fc6b95bfc812962fcef7930d8646016d184)
This commit is contained in:
@@ -95,8 +95,11 @@ namespace Game.Chat.Commands
|
||||
static bool HandleLearnAllLangCommand(StringArguments args, CommandHandler handler)
|
||||
{
|
||||
// skipping UNIVERSAL language (0)
|
||||
for (byte i = 1; i < Enum.GetValues(typeof(Language)).Length; ++i)
|
||||
handler.GetSession().GetPlayer().LearnSpell(ObjectManager.lang_description[i].spell_id, false);
|
||||
Global.LanguageMgr.ForEachLanguage((lang, languageDesc) =>
|
||||
{
|
||||
handler.GetSession().GetPlayer().LearnSpell(languageDesc.SpellId, false);
|
||||
return true;
|
||||
});
|
||||
|
||||
handler.SendSysMessage(CypherStrings.CommandLearnAllLang);
|
||||
return true;
|
||||
|
||||
@@ -0,0 +1,234 @@
|
||||
/*
|
||||
* Copyright (C) 2012-2020 CypherCore <http://github.com/CypherCore>
|
||||
*
|
||||
* This program is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation, either version 3 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using Game.DataStorage;
|
||||
using Framework.Constants;
|
||||
using Game.Spells;
|
||||
using Framework.Dynamic;
|
||||
using Framework.Collections;
|
||||
|
||||
namespace Game.Chat
|
||||
{
|
||||
public class LanguageManager : Singleton<LanguageManager>
|
||||
{
|
||||
Dictionary<uint, LanguageDesc> _langsMap = new();
|
||||
MultiMap<Tuple<uint, byte>, string> _wordsMap = new();
|
||||
|
||||
LanguageManager() { }
|
||||
|
||||
public void LoadSpellEffectLanguage(SpellEffectRecord spellEffect)
|
||||
{
|
||||
Cypher.Assert(spellEffect != null && spellEffect.Effect == (uint)SpellEffectName.Language);
|
||||
|
||||
uint languageId = (uint)spellEffect.EffectMiscValue[0];
|
||||
if (!_langsMap.TryGetValue(languageId, out LanguageDesc desc))
|
||||
{
|
||||
Log.outWarn(LogFilter.Spells, $"LoadSpellEffectLanguage called on Spell {spellEffect.SpellID} with language {languageId} which does not exist in Language.db2!");
|
||||
return;
|
||||
}
|
||||
|
||||
desc.SpellId = spellEffect.SpellID;
|
||||
}
|
||||
|
||||
uint GetSpellLanguage(uint spellId)
|
||||
{
|
||||
SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(spellId, Difficulty.None);
|
||||
if (spellInfo != null)
|
||||
{
|
||||
var effects = spellInfo.GetEffects();
|
||||
if (effects.Length != 1 || effects[0].Effect != SpellEffectName.Language)
|
||||
Log.outWarn(LogFilter.Spells, $"Invalid language spell {spellId}. Expected 1 effect with SPELL_EFFECT_LANGUAGE");
|
||||
else
|
||||
return (uint)effects[0].MiscValue;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
bool IsRelevantLanguageSkill(SkillLineRecord skillLineEntry)
|
||||
{
|
||||
if (skillLineEntry == null)
|
||||
return false;
|
||||
|
||||
SkillRaceClassInfoRecord entry = Global.DB2Mgr.GetAvailableSkillRaceClassInfo(skillLineEntry.Id);
|
||||
return entry != null;
|
||||
}
|
||||
|
||||
public void LoadLanguages()
|
||||
{
|
||||
uint oldMSTime = Time.GetMSTime();
|
||||
|
||||
// Load languages from Languages.db2. Just the id, we don't need the name
|
||||
foreach (LanguagesRecord langEntry in CliDB.LanguagesStorage.Values)
|
||||
_langsMap.Add(langEntry.Id, new LanguageDesc());
|
||||
|
||||
// Add the languages used in code in case they don't exist
|
||||
_langsMap.Add((uint)Language.Universal, new LanguageDesc());
|
||||
_langsMap.Add((uint)Language.Addon, new LanguageDesc());
|
||||
_langsMap.Add((uint)Language.AddonLogged, new LanguageDesc());
|
||||
|
||||
// Log load time
|
||||
Log.outInfo(LogFilter.ServerLoading, $"Loaded {_langsMap.Count} languages in {Time.GetMSTimeDiffToNow(oldMSTime)} ms");
|
||||
}
|
||||
|
||||
public void LoadLanguagesSkills()
|
||||
{
|
||||
uint oldMSTime = Time.GetMSTime();
|
||||
|
||||
uint count = 0;
|
||||
foreach (SkillLineRecord skillLineEntry in CliDB.SkillLineStorage.Values)
|
||||
{
|
||||
if (skillLineEntry.CategoryID != SkillCategory.Languages)
|
||||
continue;
|
||||
|
||||
if (!IsRelevantLanguageSkill(skillLineEntry))
|
||||
continue;
|
||||
|
||||
var skills = Global.DB2Mgr.GetSkillLineAbilitiesBySkill(skillLineEntry.Id);
|
||||
|
||||
// We're expecting only 1 skill
|
||||
if (skills.Count != 1)
|
||||
Log.outWarn(LogFilter.ServerLoading, $"Found language skill line with {skills.Count} spells. Expected 1. Will use 1st if available");
|
||||
|
||||
SkillLineAbilityRecord ability = skills.Empty() ? null : skills[0];
|
||||
if (ability != null)
|
||||
{
|
||||
uint languageId = GetSpellLanguage(ability.Spell);
|
||||
if (languageId != 0)
|
||||
{
|
||||
if (!_langsMap.TryGetValue(languageId, out LanguageDesc desc))
|
||||
Log.outWarn(LogFilter.ServerLoading, $"Spell {ability.Spell} has language {languageId}, which doesn't exist in Languages.db2");
|
||||
else
|
||||
{
|
||||
desc.SpellId = ability.Spell;
|
||||
desc.SkillId = skillLineEntry.Id;
|
||||
++count;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Languages that don't have skills will be added in SpellMgr::LoadSpellInfoStore() (e.g. LANG_ZOMBIE, LANG_SHATH_YAR)
|
||||
|
||||
// Log load time
|
||||
Log.outInfo(LogFilter.ServerLoading, $"Loaded {count} languages skills in {Time.GetMSTimeDiffToNow(oldMSTime)} ms");
|
||||
}
|
||||
|
||||
public void LoadLanguagesWords()
|
||||
{
|
||||
uint oldMSTime = Time.GetMSTime();
|
||||
|
||||
uint wordsNum = 0;
|
||||
foreach (LanguageWordsRecord wordEntry in CliDB.LanguageWordsStorage.Values)
|
||||
{
|
||||
byte length = (byte)Math.Min(18, wordEntry.Word.Length);
|
||||
|
||||
var key = Tuple.Create(wordEntry.LanguageID, length);
|
||||
|
||||
_wordsMap.Add(key, wordEntry.Word);
|
||||
++wordsNum;
|
||||
}
|
||||
|
||||
// log load time
|
||||
Log.outInfo(LogFilter.ServerLoading, $"Loaded {_wordsMap.Count} word groups from {wordsNum} words in {Time.GetMSTimeDiffToNow(oldMSTime)} ms");
|
||||
}
|
||||
|
||||
List<string> FindWordGroup(uint language, uint wordLen)
|
||||
{
|
||||
return _wordsMap.LookupByKey(Tuple.Create(language, wordLen));
|
||||
}
|
||||
|
||||
public string Translate(string msg, uint sourcePlayerLanguage)
|
||||
{
|
||||
StringBuilder result = new StringBuilder();
|
||||
StringArray tokens = new(msg, ' ');
|
||||
|
||||
bool first = true;
|
||||
foreach (string str in tokens)
|
||||
{
|
||||
string nextPart = str;
|
||||
uint wordLen = (uint)Math.Min(18U, str.Length);
|
||||
var wordGroup = FindWordGroup(sourcePlayerLanguage, wordLen);
|
||||
if (wordGroup.Empty())
|
||||
nextPart = "";
|
||||
else
|
||||
{
|
||||
uint wordHash = SStrHash(str, true);
|
||||
byte idxInsideGroup = (byte)(wordHash % wordGroup.Count);
|
||||
nextPart = wordGroup[idxInsideGroup];
|
||||
}
|
||||
|
||||
if (first)
|
||||
first = false;
|
||||
else
|
||||
result.Append(" ");
|
||||
|
||||
result.Append(nextPart);
|
||||
}
|
||||
return result.ToString();
|
||||
}
|
||||
|
||||
static char upper_backslash(char c) { return c == '/' ? '\\' : char.ToUpper(c); }
|
||||
|
||||
static uint[] s_hashtable =
|
||||
{
|
||||
0x486E26EE, 0xDCAA16B3, 0xE1918EEF, 0x202DAFDB,
|
||||
0x341C7DC7, 0x1C365303, 0x40EF2D37, 0x65FD5E49,
|
||||
0xD6057177, 0x904ECE93, 0x1C38024F, 0x98FD323B,
|
||||
0xE3061AE7, 0xA39B0FA1, 0x9797F25F, 0xE4444563,
|
||||
};
|
||||
|
||||
uint SStrHash(string str, bool caseInsensitive, uint seed = 0x7FED7FED)
|
||||
{
|
||||
uint shift = 0xEEEEEEEE;
|
||||
for (var i = 0; i < str.Length; ++i)
|
||||
{
|
||||
var c = str[i];
|
||||
if (caseInsensitive)
|
||||
c = upper_backslash(c);
|
||||
|
||||
seed = (s_hashtable[c >> 4] - s_hashtable[c & 0xF]) ^ (shift + seed);
|
||||
shift = c + seed + 33 * shift + 3;
|
||||
}
|
||||
|
||||
return seed != 0 ? seed : 1;
|
||||
}
|
||||
|
||||
public bool IsLanguageExist(Language languageId)
|
||||
{
|
||||
return _langsMap.ContainsKey((uint)languageId);
|
||||
}
|
||||
|
||||
public LanguageDesc GetLanguageDescById(Language languageId)
|
||||
{
|
||||
return _langsMap.LookupByKey((uint)languageId);
|
||||
}
|
||||
|
||||
public bool ForEachLanguage(Func<uint, LanguageDesc, bool> callback)
|
||||
{
|
||||
foreach (var pair in _langsMap)
|
||||
if (!callback(pair.Key, pair.Value))
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user