4ac12ef70a
These are the formatting & linting configuration changes from the `3.8.0` branch and the changes that they make to the overall project. The majority of these changes are from running two commands: `npm run lint:fix` `npm run style:fix` This has already been run on the `3.8.0` branch and this PR should make `master` play nicer when it comes to merges going forward. There are now four VSCode plugins recommended for server development. They've been added to the workspace file and a user should get a UI notification when the workspace is opened if they're not installed. The four plugins are: https://marketplace.visualstudio.com/items?itemName=EditorConfig.EditorConfig https://marketplace.visualstudio.com/items?itemName=dprint.dprint https://marketplace.visualstudio.com/items?itemName=dbaeumer.vscode-eslint https://marketplace.visualstudio.com/items?itemName=biomejs.biome Once installed they should just work within the workspace. Also, be sure to `npm i` to get the new dprint application. Co-authored-by: Refringe <brownelltyler@gmail.com> Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/168
109 lines
3.3 KiB
TypeScript
109 lines
3.3 KiB
TypeScript
import { inject, injectable } from "tsyringe";
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import { ConfigTypes } from "@spt-aki/models/enums/ConfigTypes";
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import { ILocaleConfig } from "@spt-aki/models/spt/config/ILocaleConfig";
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import { ILogger } from "@spt-aki/models/spt/utils/ILogger";
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import { ConfigServer } from "@spt-aki/servers/ConfigServer";
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import { DatabaseServer } from "@spt-aki/servers/DatabaseServer";
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/**
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* Handles getting locales from config or users machine
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*/
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@injectable()
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export class LocaleService
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{
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protected localeConfig: ILocaleConfig;
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constructor(
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@inject("WinstonLogger") protected logger: ILogger,
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@inject("DatabaseServer") protected databaseServer: DatabaseServer,
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@inject("ConfigServer") protected configServer: ConfigServer,
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)
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{
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this.localeConfig = this.configServer.getConfig(ConfigTypes.LOCALE);
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}
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/**
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* Get the eft globals db file based on the configured locale in config/locale.json, if not found, fall back to 'en'
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* @returns dictionary
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*/
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public getLocaleDb(): Record<string, string>
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{
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const desiredLocale = this.databaseServer.getTables().locales.global[this.getDesiredGameLocale()];
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if (desiredLocale)
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{
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return desiredLocale;
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}
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this.logger.warning(
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`Unable to find desired locale file using locale ${this.getDesiredGameLocale()} from config/locale.json, falling back to 'en'`,
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);
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return this.databaseServer.getTables().locales.global.en;
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}
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/**
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* Gets the game locale key from the locale.json file,
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* if value is 'system' get system locale
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* @returns locale e.g en/ge/cz/cn
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*/
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public getDesiredGameLocale(): string
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{
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if (this.localeConfig.gameLocale.toLowerCase() === "system")
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{
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return this.getPlatformLocale();
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}
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return this.localeConfig.gameLocale.toLowerCase();
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}
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/**
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* Gets the game locale key from the locale.json file,
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* if value is 'system' get system locale
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* @returns locale e.g en/ge/cz/cn
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*/
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public getDesiredServerLocale(): string
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{
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if (this.localeConfig.serverLocale.toLowerCase() === "system")
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{
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return this.getPlatformLocale();
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}
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return this.localeConfig.serverLocale.toLowerCase();
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}
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/**
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* Get array of languages supported for localisation
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* @returns array of locales e.g. en/fr/cn
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*/
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public getServerSupportedLocales(): string[]
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{
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return this.localeConfig.serverSupportedLocales;
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}
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/**
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* Get the locale of the computer running the server
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* @returns langage part of locale e.g. 'en' part of 'en-US'
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*/
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protected getPlatformLocale(): string
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{
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const platformLocale = new Intl.Locale(Intl.DateTimeFormat().resolvedOptions().locale);
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if (!platformLocale)
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{
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this.logger.warning("System langauge could not be found, falling back to english");
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return "en";
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}
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if (!this.localeConfig.serverSupportedLocales.includes(platformLocale.language))
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{
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this.logger.warning(
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`Unsupported system langauge found ${platformLocale.baseName}, falling back to english`,
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);
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return "en";
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}
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return platformLocale.language;
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}
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}
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