ML: Refactored Hot-Reload System

This commit is contained in:
rtw1x1
2026-01-07 09:54:28 +00:00
parent c193b53625
commit 5859808171
5 changed files with 396 additions and 480 deletions

View File

@@ -19,7 +19,6 @@ import uiScriptLocale
# Multi-language hot-reload system # Multi-language hot-reload system
from uilocaleselector import LocaleSelector from uilocaleselector import LocaleSelector
from uilocalechange import LocaleChangeManager
LOGIN_DELAY_SEC = 0.0 LOGIN_DELAY_SEC = 0.0
SKIP_LOGIN_PHASE = False SKIP_LOGIN_PHASE = False
@@ -157,7 +156,6 @@ class LoginWindow(ui.ScriptWindow):
# Multi-language hot-reload system # Multi-language hot-reload system
self.localeSelector = None self.localeSelector = None
self.localeChangeManager = LocaleChangeManager(self)
def __del__(self): def __del__(self):
net.ClearPhaseWindow(net.PHASE_WINDOW_LOGIN, self) net.ClearPhaseWindow(net.PHASE_WINDOW_LOGIN, self)
@@ -599,11 +597,94 @@ class LoginWindow(ui.ScriptWindow):
self.stream.SetPhaseWindow(0) self.stream.SetPhaseWindow(0)
def __OnLocaleChanged(self, newLocaleCode): def __OnLocaleChanged(self, newLocaleCode):
"""Handle locale change - save config, reload, and refresh UI"""
import dbg
# 1) Save locale code to config/locale.cfg
try:
import os
if not os.path.exists("config"):
os.makedirs("config")
with open("config/locale.cfg", "w") as f:
f.write(newLocaleCode)
dbg.TraceError("Saved new locale to config: %s" % newLocaleCode)
except Exception as e:
dbg.TraceError("Failed to save locale.cfg: %s" % str(e))
return
# 2) Call C++ to reload locale data (C++ data + Python modules)
if not app.ReloadLocale():
dbg.TraceError("app.ReloadLocale() failed")
return
dbg.TraceError("Locale changed successfully, refreshing UI...")
# 3) Refresh all UI text elements with new locale
self.__RefreshLocaleUI()
def __RefreshLocaleUI(self):
""" """
Callback when user confirms locale change. Refresh all UI text elements after locale change
All the heavy lifting is done by LocaleChangeManager - this is just 3 lines!
Uses the generic uiLocaleRefresh module to update all visible text elements
without needing to reload the entire UI.
""" """
self.localeChangeManager.ReloadWithNewLocale(newLocaleCode, "uiscript/LoginWindow.py") import uiScriptLocale
import uiLocaleRefresh
try:
# Refresh button and text elements using element mapping
elementMapping = {
self.serverInfo: "LOGIN_DEFAULT_SERVERADDR",
self.selectConnectButton: "LOGIN_SELECT_BUTTON",
self.loginButton: "LOGIN_CONNECT",
self.loginExitButton: "LOGIN_EXIT",
self.serverSelectButton: "OK",
self.serverExitButton: "LOGIN_SELECT_EXIT",
}
uiLocaleRefresh.RefreshByMapping(elementMapping)
# Refresh ServerBoard Title (special case - accessed via GetChild)
try:
serverBoardTitle = self.GetChild("Title")
serverBoardTitle.SetText(uiScriptLocale.LOGIN_SELECT_TITLE)
except:
pass
# Rebuild login error message dictionary with new locale strings
loginFailureTemplate = {
"ALREADY" : "LOGIN_FAILURE_ALREAY",
"NOID" : "LOGIN_FAILURE_NOT_EXIST_ID",
"WRONGPWD" : "LOGIN_FAILURE_WRONG_PASSWORD",
"FULL" : "LOGIN_FAILURE_TOO_MANY_USER",
"SHUTDOWN" : "LOGIN_FAILURE_SHUTDOWN",
"REPAIR" : "LOGIN_FAILURE_REPAIR_ID",
"BLOCK" : "LOGIN_FAILURE_BLOCK_ID",
"BESAMEKEY" : "LOGIN_FAILURE_BE_SAME_KEY",
"NOTAVAIL" : "LOGIN_FAILURE_NOT_AVAIL",
"NOBILL" : "LOGIN_FAILURE_NOBILL",
"BLKLOGIN" : "LOGIN_FAILURE_BLOCK_LOGIN",
"WEBBLK" : "LOGIN_FAILURE_WEB_BLOCK",
"BADSCLID" : "LOGIN_FAILURE_WRONG_SOCIALID",
"AGELIMIT" : "LOGIN_FAILURE_SHUTDOWN_TIME",
}
self.loginFailureMsgDict = uiLocaleRefresh.RebuildDictionary(loginFailureTemplate, "localeInfo")
# Recreate locale selector to ensure it's on top with updated text
if self.localeSelector:
self.localeSelector.Destroy()
self.localeSelector = None
self.localeSelector = LocaleSelector()
self.localeSelector.Create(self)
self.localeSelector.SetLocaleChangedEvent(ui.__mem_func__(self.__OnLocaleChanged))
self.localeSelector.Show()
self.localeSelector.SetTop()
except:
# import dbg
# dbg.TraceError("LoginWindow.__RefreshLocaleUI failed")
pass
def __SetServerInfo(self, name): def __SetServerInfo(self, name):
net.SetServerInfo(name.strip()) net.SetServerInfo(name.strip())

View File

@@ -31,9 +31,29 @@ VIRTUAL_KEY_SYMBOLS = "!@#$%^&*()_+|{}:'<>?~"
VIRTUAL_KEY_NUMBERS = "1234567890-=\[];',./`" VIRTUAL_KEY_NUMBERS = "1234567890-=\[];',./`"
VIRTUAL_KEY_SYMBOLS_BR = "!@#$%^&*()_+|{}:'<>?~aaaaeeeiioooouuc" VIRTUAL_KEY_SYMBOLS_BR = "!@#$%^&*()_+|{}:'<>?~aaaaeeeiioooouuc"
# Load locale data by specific path # Multi-language hot-reload support
def LoadLocaleData(): def LoadLocaleData():
app.LoadLocaleData(app.GetLocalePath()) """
Reload all game locale text strings from locale_game.txt
Called by app.ReloadLocale() when the user changes language.
Reloads locale_game.txt and updates all module-level locale strings.
Returns:
True on success, False on failure
"""
try:
localePath = app.GetLocalePath()
localeFilePath = "{:s}/locale_game.txt".format(localePath)
# Reload locale_game.txt - this updates all global variables in this module
LoadLocaleFile(localeFilePath, globals())
return True
except:
# import dbg
# dbg.TraceError("localeInfo.LoadLocaleData failed")
return False
# Load locale_game.txt # Load locale_game.txt
def LoadLocaleFile(srcFileName, localeDict): def LoadLocaleFile(srcFileName, localeDict):

View File

@@ -1,472 +0,0 @@
# -*- coding: utf-8 -*-
"""
Multi-Language Hot-Reload System
=================================
This module provides a clean, reusable system for hot-reloading locale changes
without restarting the client. It's designed to be window-agnostic and can be
used with any UI window (login, game, etc.).
Architecture:
- C++ side handles: LoadConfig() → LoadLocaleData() → Clear Python module cache
- Python side handles: Module reimport → UI state save/restore → Window recreation
Usage:
from uilocalechange import LocaleChangeManager
# In your window class __init__:
self.localeChangeManager = LocaleChangeManager(self)
# When locale changes (e.g., from a locale selector):
self.localeChangeManager.ReloadWithNewLocale(newLocaleCode)
Features:
- Automatically saves and restores UI state (text inputs, selections, etc.)
- Handles board visibility states
- Preserves virtual keyboard state
- Works with any window that follows the standard pattern
"""
import app
import dbg
import ui
import sys
class LocaleChangeManager:
"""
Manages locale hot-reload for a UI window.
This class handles the complete lifecycle of a locale change:
1. Save current UI state
2. Call C++ to reload locale data
3. Reimport Python locale modules
4. Recreate UI with new locale
5. Restore saved state
"""
def __init__(self, window):
"""
Initialize the locale change manager.
Args:
window: The UI window instance to manage (e.g., LoginWindow, GameWindow)
"""
self.window = window
self.stateHandlers = {}
self._RegisterDefaultStateHandlers()
def _RegisterDefaultStateHandlers(self):
"""Register default state save/restore handlers for common UI elements."""
# Text input fields
self.RegisterStateHandler("idEditLine", self._SaveEditLineText, self._RestoreEditLineText)
self.RegisterStateHandler("pwdEditLine", self._SaveEditLineText, self._RestoreEditLineText)
# List selections
self.RegisterStateHandler("serverList", self._SaveListSelection, self._RestoreListSelection)
self.RegisterStateHandler("channelList", self._SaveListSelection, self._RestoreListSelection)
# Virtual keyboard
self.RegisterStateHandler("virtualKeyboard", self._SaveVisibility, self._RestoreVisibility)
# Server info text
self.RegisterStateHandler("serverInfo", self._SaveTextLineText, self._RestoreTextLineText)
def RegisterStateHandler(self, elementName, saveFunc, restoreFunc):
"""
Register a custom state handler for a UI element.
Args:
elementName: The attribute name of the UI element (e.g., "idEditLine")
saveFunc: Function(element) -> stateData to save state
restoreFunc: Function(element, stateData) to restore state
"""
self.stateHandlers[elementName] = (saveFunc, restoreFunc)
def _SaveEditLineText(self, editLine):
"""Save text from an edit line."""
if editLine:
return editLine.GetText()
return ""
def _RestoreEditLineText(self, editLine, text):
"""Restore text to an edit line."""
if editLine and text:
editLine.SetText(text)
def _SaveListSelection(self, listBox):
"""Save selected item ID from a list box."""
if listBox:
return listBox.GetSelectedItem()
return None
def _RestoreListSelection(self, listBox, selectedID):
"""Restore selected item in a list box by finding its position."""
if listBox and selectedID is not None:
# Find position for the saved ID
for position, itemID in listBox.keyDict.items():
if itemID == selectedID:
listBox.SelectItem(position)
return True
return False
def _SaveVisibility(self, element):
"""Save visibility state of an element."""
if element:
return element.IsShow()
return False
def _RestoreVisibility(self, element, wasVisible):
"""Restore visibility state of an element."""
if element:
if wasVisible:
element.Show()
else:
element.Hide()
def _SaveTextLineText(self, textLine):
"""Save text from a text line."""
if textLine:
return textLine.GetText()
return ""
def _RestoreTextLineText(self, textLine, text):
"""Restore text to a text line."""
if textLine and text:
textLine.SetText(text)
def SaveLocaleCode(self, localeCode):
"""
Save locale code to config/locale.cfg file.
Args:
localeCode: Two-letter locale code (e.g., "en", "ro", "de")
Returns:
True if saved successfully, False otherwise
"""
try:
import os
if not os.path.exists("config"):
os.makedirs("config")
with open("config/locale.cfg", "w") as f:
f.write(localeCode)
return True
except Exception as e:
dbg.TraceError("Failed to save locale config: %s" % str(e))
return False
def ReloadWithNewLocale(self, newLocaleCode, scriptPath="uiscript/LoginWindow.py"):
"""
Hot-reload the UI with a new locale.
This is the main entry point for locale changes. It handles the complete
reload process:
1. Save locale code to config file
2. Call C++ to reload locale data and clear Python module cache
3. Reimport Python locale modules
4. Save current UI state
5. Recreate UI
6. Restore UI state
Args:
newLocaleCode: The new locale code to switch to
scriptPath: Path to the UI script file to reload (default: LoginWindow.py)
Returns:
True if reload succeeded, False otherwise
"""
try:
dbg.TraceError("=== Starting Locale Hot-Reload to '%s' ===" % newLocaleCode)
# Step 1: Save locale code to file
if not self.SaveLocaleCode(newLocaleCode):
dbg.TraceError("Failed to save locale code")
return False
# Step 2: Call C++ comprehensive reload
# This does: LoadConfig() → LoadLocaleData() → Clear Python module cache
reloadSuccess = app.ReloadLocale()
if not reloadSuccess:
dbg.TraceError("C++ ReloadLocale() failed")
return False
# Step 3: Reimport Python locale modules
self._ReimportLocaleModules()
# Step 4: Save current UI state
savedState = self._SaveWindowState()
# Step 5: Recreate UI
self._RecreateUI(scriptPath)
# Step 6: Restore UI state
self._RestoreWindowState(savedState)
dbg.TraceError("=== Locale Hot-Reload Complete ===")
return True
except Exception as e:
dbg.TraceError("Error in ReloadWithNewLocale: %s" % str(e))
import exception
exception.Abort("ReloadWithNewLocale")
return False
def _ReimportLocaleModules(self):
"""Force reimport of locale modules after C++ cleared the cache."""
dbg.TraceError("Reimporting locale modules...")
# Import fresh modules - C++ already deleted them from sys.modules
localeInfo = __import__('localeInfo')
uiScriptLocale = __import__('uiScriptLocale')
# Update sys.modules references
sys.modules['localeInfo'] = localeInfo
sys.modules['uiScriptLocale'] = uiScriptLocale
# CRITICAL: Update the window module's globals, not ours!
# Get the window's module (e.g., intrologin module)
windowModule = sys.modules.get(self.window.__module__)
if windowModule:
dbg.TraceError("Updating globals in module: %s" % self.window.__module__)
windowModule.localeInfo = localeInfo
windowModule.uiScriptLocale = uiScriptLocale
else:
dbg.TraceError("WARNING: Could not find window module: %s" % self.window.__module__)
# Also update this module's globals for safety
globals()['localeInfo'] = localeInfo
globals()['uiScriptLocale'] = uiScriptLocale
dbg.TraceError("Locale modules reimported successfully")
def _SaveWindowState(self):
"""
Save the current state of all registered UI elements.
Returns:
Dictionary containing saved state data
"""
state = {
"elements": {},
"visibleBoard": None,
}
# Save state of registered elements
for elementName, (saveFunc, _) in self.stateHandlers.items():
if hasattr(self.window, elementName):
element = getattr(self.window, elementName)
if element:
state["elements"][elementName] = saveFunc(element)
# Determine which board is currently visible
for boardName in ["loginBoard", "serverBoard", "connectBoard"]:
if hasattr(self.window, boardName):
board = getattr(self.window, boardName)
if board and board.IsShow():
state["visibleBoard"] = boardName
break
dbg.TraceError("Saved window state: visibleBoard=%s" % state["visibleBoard"])
return state
def _RecreateUI(self, scriptPath):
"""
Recreate the UI by clearing and reloading the script.
Args:
scriptPath: Path to the UI script file
"""
dbg.TraceError("Recreating UI from script: %s" % scriptPath)
# Completely destroy the locale selector - we'll recreate it fresh
if hasattr(self.window, 'localeSelector') and self.window.localeSelector:
dbg.TraceError("Destroying old locale selector before UI recreation")
self.window.localeSelector.Destroy()
self.window.localeSelector = None
# Clear existing UI elements
if hasattr(self.window, 'ClearDictionary'):
self.window.ClearDictionary()
# Reload the UI script file with new locale strings
# This will create a fresh locale selector through __LoadScript
if hasattr(self.window, '_LoginWindow__LoadScript'):
# Private method name mangling for LoginWindow
self.window._LoginWindow__LoadScript(scriptPath)
elif hasattr(self.window, 'LoadScript'):
self.window.LoadScript(scriptPath)
# __LoadScript should have created a new locale selector
# Make sure it's visible
if hasattr(self.window, 'localeSelector') and self.window.localeSelector:
dbg.TraceError("Locale selector created by __LoadScript, ensuring visibility")
self.window.localeSelector.Show()
self.window.localeSelector.SetTop()
else:
# If __LoadScript didn't create it, create it manually
dbg.TraceError("Creating locale selector manually")
from uilocaleselector import LocaleSelector
self.window.localeSelector = LocaleSelector()
self.window.localeSelector.Create(self.window)
# Set the event handler to call back to the window's method
if hasattr(self.window, '_LoginWindow__OnLocaleChanged'):
import ui
self.window.localeSelector.SetLocaleChangedEvent(ui.__mem_func__(self.window._LoginWindow__OnLocaleChanged))
self.window.localeSelector.Show()
self.window.localeSelector.SetTop()
# Hide all boards to reset state
for boardName in ["loginBoard", "serverBoard", "connectBoard"]:
if hasattr(self.window, boardName):
board = getattr(self.window, boardName)
if board:
board.Hide()
# Hide virtual keyboard
if hasattr(self.window, "virtualKeyboard"):
vk = getattr(self.window, "virtualKeyboard")
if vk:
vk.Hide()
def _RestoreWindowState(self, state):
"""
Restore the saved UI state.
Args:
state: Dictionary containing saved state data
"""
dbg.TraceError("Restoring window state...")
# Restore element states
for elementName, savedData in state["elements"].items():
if elementName in self.stateHandlers:
_, restoreFunc = self.stateHandlers[elementName]
if hasattr(self.window, elementName):
element = getattr(self.window, elementName)
if element:
restoreFunc(element, savedData)
# Rebuild locale-dependent dictionaries (like loginFailureMsgDict)
self._RebuildLocaleDictionaries()
# Restore visible board
visibleBoard = state.get("visibleBoard")
if visibleBoard:
self._RestoreBoardVisibility(visibleBoard, state)
# CRITICAL: Make sure locale selector is visible and on top after everything is restored
if hasattr(self.window, 'localeSelector') and self.window.localeSelector:
dbg.TraceError("Final check: ensuring locale selector is visible")
self.window.localeSelector.Show()
self.window.localeSelector.SetTop()
def _RebuildLocaleDictionaries(self):
"""Rebuild any dictionaries that depend on localeInfo strings."""
# Check if this is a LoginWindow with loginFailureMsgDict
if hasattr(self.window, 'loginFailureMsgDict'):
import localeInfo
dbg.TraceError("Rebuilding loginFailureMsgDict with new locale strings")
self.window.loginFailureMsgDict = {
"ALREADY" : localeInfo.LOGIN_FAILURE_ALREAY,
"NOID" : localeInfo.LOGIN_FAILURE_NOT_EXIST_ID,
"WRONGPWD" : localeInfo.LOGIN_FAILURE_WRONG_PASSWORD,
"FULL" : localeInfo.LOGIN_FAILURE_TOO_MANY_USER,
"SHUTDOWN" : localeInfo.LOGIN_FAILURE_SHUTDOWN,
"REPAIR" : localeInfo.LOGIN_FAILURE_REPAIR_ID,
"BLOCK" : localeInfo.LOGIN_FAILURE_BLOCK_ID,
"BESAMEKEY" : localeInfo.LOGIN_FAILURE_BE_SAME_KEY,
"NOTAVAIL" : localeInfo.LOGIN_FAILURE_NOT_AVAIL,
"NOBILL" : localeInfo.LOGIN_FAILURE_NOBILL,
"BLKLOGIN" : localeInfo.LOGIN_FAILURE_BLOCK_LOGIN,
"WEBBLK" : localeInfo.LOGIN_FAILURE_WEB_BLOCK,
"BADSCLID" : localeInfo.LOGIN_FAILURE_WRONG_SOCIALID,
"AGELIMIT" : localeInfo.LOGIN_FAILURE_SHUTDOWN_TIME,
}
if hasattr(self.window, 'loginFailureFuncDict'):
self.window.loginFailureFuncDict = {
"WRONGPWD" : self.window._LoginWindow__DisconnectAndInputPassword if hasattr(self.window, '_LoginWindow__DisconnectAndInputPassword') else None,
"QUIT" : __import__('app').Exit,
}
def _RestoreBoardVisibility(self, boardName, state):
"""
Restore the visibility of a specific board and its state.
Args:
boardName: Name of the board to show ("loginBoard", "serverBoard", "connectBoard")
state: Full saved state dictionary
"""
dbg.TraceError("Restoring board visibility: %s" % boardName)
if boardName == "loginBoard":
self._RestoreLoginBoard()
elif boardName == "serverBoard":
self._RestoreServerBoard(state)
elif boardName == "connectBoard":
self._RestoreConnectBoard()
def _RestoreLoginBoard(self):
"""Show and configure the login board."""
if hasattr(self.window, "loginBoard"):
self.window.loginBoard.Show()
def _RestoreServerBoard(self, state):
"""Show and configure the server board with saved selections."""
if not hasattr(self.window, "serverBoard"):
return
self.window.serverBoard.Show()
# Refresh server list first
if hasattr(self.window, '_LoginWindow__RefreshServerList'):
self.window._LoginWindow__RefreshServerList()
# Now restore server selection AFTER the list is refreshed
savedServerID = state["elements"].get("serverList")
if savedServerID is not None and hasattr(self.window, 'serverList') and self.window.serverList:
# Find the position index for the saved server ID
# keyDict maps position -> server ID
for position, serverID in self.window.serverList.keyDict.items():
if serverID == savedServerID:
# SelectItem expects position index, not server ID
self.window.serverList.SelectItem(position)
# Refresh channel list for the selected server
if hasattr(self.window, '_LoginWindow__RequestServerStateList'):
self.window._LoginWindow__RequestServerStateList()
if hasattr(self.window, '_LoginWindow__RefreshServerStateList'):
self.window._LoginWindow__RefreshServerStateList()
# Restore channel selection AFTER channel list is refreshed
savedChannelID = state["elements"].get("channelList")
if savedChannelID is not None and hasattr(self.window, 'channelList') and self.window.channelList:
# Find the position index for the saved channel ID
for channelPos, channelID in self.window.channelList.keyDict.items():
if channelID == savedChannelID:
self.window.channelList.SelectItem(channelPos)
break
break
def _RestoreConnectBoard(self):
"""Show and configure the connect board."""
if not hasattr(self.window, "connectBoard"):
return
# Connect board overlays login board
if hasattr(self.window, "loginBoard"):
self.window.loginBoard.Show()
self.window.connectBoard.Show()
# Explicitly show connect board children (they may not auto-show)
if hasattr(self.window, "selectConnectButton"):
btn = getattr(self.window, "selectConnectButton")
if btn:
btn.Show()
if hasattr(self.window, "serverInfo"):
info = getattr(self.window, "serverInfo")
if info:
info.Show()

View File

@@ -0,0 +1,242 @@
"""
Generic UI Locale Refresh System
This module provides automatic locale refresh for UI windows without hardcoding element names.
"""
import dbg
import ui
class LocaleRefreshHelper:
"""
Helper class to automatically refresh UI text elements when locale changes.
Works by re-reading the original UI script and applying new locale strings.
"""
def __init__(self):
self.scriptCache = {} # Cache loaded UI scripts
def RefreshWindow(self, window, scriptPath):
"""
Automatically refresh all text elements in a window by re-reading the UI script.
Args:
window: The ui.ScriptWindow instance to refresh
scriptPath: Path to the UI script file (e.g., "UIScript/LoginWindow.py")
Returns:
Number of elements successfully refreshed
"""
import uiScriptLocale
import localeInfo
dbg.TraceError("LocaleRefreshHelper: Refreshing window from %s" % scriptPath)
# Load the UI script to get the original text definitions
try:
scriptData = self._LoadUIScript(scriptPath)
except Exception as e:
dbg.TraceError("LocaleRefreshHelper: Failed to load script %s: %s" % (scriptPath, str(e)))
return 0
# Recursively refresh all elements
refreshCount = self._RefreshElement(window, scriptData.get("window", {}), window)
dbg.TraceError("LocaleRefreshHelper: Refreshed %d elements" % refreshCount)
return refreshCount
def RefreshElementsByMapping(self, elementMap):
"""
Refresh UI elements using a manual mapping dictionary.
Useful for elements that can't be auto-detected.
Args:
elementMap: Dict of {element_instance: locale_string_name}
Example:
mapping = {
self.loginButton: "LOGIN_CONNECT",
self.exitButton: "LOGIN_EXIT"
}
helper.RefreshElementsByMapping(mapping)
"""
import uiScriptLocale
import localeInfo
refreshCount = 0
for element, localeKey in elementMap.items():
try:
# Try uiScriptLocale first, then localeInfo
if hasattr(uiScriptLocale, localeKey):
text = getattr(uiScriptLocale, localeKey)
elif hasattr(localeInfo, localeKey):
text = getattr(localeInfo, localeKey)
else:
dbg.TraceError("LocaleRefreshHelper: Locale key not found: %s" % localeKey)
continue
# Set the text
if hasattr(element, 'SetText'):
element.SetText(text)
refreshCount += 1
except Exception as e:
dbg.TraceError("LocaleRefreshHelper: Failed to refresh element with key %s: %s" % (localeKey, str(e)))
return refreshCount
def RefreshDictionaries(self, targetDict, localeModule="localeInfo"):
"""
Rebuild a dictionary with fresh locale strings.
Useful for error message dictionaries, etc.
Args:
targetDict: Dictionary to rebuild with format {key: "LOCALE_CONSTANT_NAME"}
localeModule: Name of the locale module ("localeInfo" or "uiScriptLocale")
Returns:
New dictionary with fresh locale values
Example:
template = {
"WRONGPWD": "LOGIN_FAILURE_WRONG_PASSWORD",
"FULL": "LOGIN_FAILURE_TOO_MANY_USER"
}
newDict = helper.RefreshDictionaries(template)
"""
import localeInfo
import uiScriptLocale
module = localeInfo if localeModule == "localeInfo" else uiScriptLocale
newDict = {}
for key, localeKey in targetDict.items():
if hasattr(module, localeKey):
newDict[key] = getattr(module, localeKey)
else:
dbg.TraceError("LocaleRefreshHelper: Locale key not found: %s" % localeKey)
return newDict
def _LoadUIScript(self, scriptPath):
"""Load and cache a UI script file."""
if scriptPath in self.scriptCache:
return self.scriptCache[scriptPath]
# Execute the UI script to get its data
scriptData = {}
try:
execfile(scriptPath, scriptData)
self.scriptCache[scriptPath] = scriptData
except Exception as e:
dbg.TraceError("LocaleRefreshHelper: Failed to execute script %s: %s" % (scriptPath, str(e)))
raise
return scriptData
def _RefreshElement(self, windowInstance, elementDef, currentElement):
"""
Recursively refresh an element and its children.
Args:
windowInstance: The root window instance
elementDef: Element definition from UI script
currentElement: Current UI element instance
Returns:
Number of elements refreshed
"""
import uiScriptLocale
import localeInfo
refreshCount = 0
# If this element has text defined in the script, refresh it
if isinstance(elementDef, dict) and "text" in elementDef:
textDef = elementDef["text"]
# Check if it's a locale reference (starts with uiScriptLocale or localeInfo)
if isinstance(textDef, str):
text = self._ResolveLocaleString(textDef)
if text and hasattr(currentElement, 'SetText'):
try:
currentElement.SetText(text)
refreshCount += 1
except:
pass
# Recursively process children
if isinstance(elementDef, dict) and "children" in elementDef:
children = elementDef.get("children", [])
for childDef in children:
if isinstance(childDef, dict) and "name" in childDef:
childName = childDef["name"]
try:
childElement = windowInstance.GetChild(childName)
refreshCount += self._RefreshElement(windowInstance, childDef, childElement)
except:
pass
return refreshCount
def _ResolveLocaleString(self, textDef):
"""
Resolve a locale string reference to its current value.
Args:
textDef: String like "uiScriptLocale.LOGIN_CONNECT" or direct text
Returns:
The resolved locale string or None
"""
import uiScriptLocale
import localeInfo
# Check if it's a locale reference
if "uiScriptLocale." in str(textDef):
# Extract the attribute name
parts = str(textDef).split(".")
if len(parts) >= 2:
attrName = parts[-1]
if hasattr(uiScriptLocale, attrName):
return getattr(uiScriptLocale, attrName)
elif "localeInfo." in str(textDef):
parts = str(textDef).split(".")
if len(parts) >= 2:
attrName = parts[-1]
if hasattr(localeInfo, attrName):
return getattr(localeInfo, attrName)
return None
# Global helper instance for easy access
_globalHelper = LocaleRefreshHelper()
def RefreshWindowByScript(window, scriptPath):
"""
Convenience function to refresh a window using its UI script.
Args:
window: The ui.ScriptWindow instance
scriptPath: Path to UI script (e.g., "UIScript/LoginWindow.py")
"""
return _globalHelper.RefreshWindow(window, scriptPath)
def RefreshByMapping(elementMap):
"""
Convenience function to refresh elements by mapping.
Args:
elementMap: Dict of {element: "LOCALE_KEY"}
"""
return _globalHelper.RefreshElementsByMapping(elementMap)
def RebuildDictionary(template, localeModule="localeInfo"):
"""
Convenience function to rebuild a dictionary with fresh locale strings.
Args:
template: Dict of {key: "LOCALE_KEY"}
localeModule: "localeInfo" or "uiScriptLocale"
"""
return _globalHelper.RefreshDictionaries(template, localeModule)

View File

@@ -47,4 +47,49 @@ EMPIREDESC_B = "%s/empiredesc_b.txt" % (name)
EMPIREDESC_C = "%s/empiredesc_c.txt" % (name) EMPIREDESC_C = "%s/empiredesc_c.txt" % (name)
LOCALE_INTERFACE_FILE_NAME = "%s/locale_interface.txt" % (name) LOCALE_INTERFACE_FILE_NAME = "%s/locale_interface.txt" % (name)
LoadLocaleFile(LOCALE_INTERFACE_FILE_NAME, locals()) LoadLocaleFile(LOCALE_INTERFACE_FILE_NAME, locals())
def LoadLocaleData():
"""
Reload all UI locale strings from locale_interface.txt
Called by app.ReloadLocale() when the user changes language.
Updates all locale-dependent paths and reloads locale_interface.txt.
Returns:
True on success, False on failure
"""
try:
# Update all locale-dependent paths
global name, LOCALE_UISCRIPT_PATH, LOGIN_PATH, EMPIRE_PATH, GUILD_PATH, SELECT_PATH, WINDOWS_PATH, MAPNAME_PATH
global JOBDESC_WARRIOR_PATH, JOBDESC_ASSASSIN_PATH, JOBDESC_SURA_PATH, JOBDESC_SHAMAN_PATH
global EMPIREDESC_A, EMPIREDESC_B, EMPIREDESC_C, LOCALE_INTERFACE_FILE_NAME
name = app.GetLocalePath()
LOCALE_UISCRIPT_PATH = "%s/ui/" % (name)
LOGIN_PATH = "%s/ui/login/" % (name)
EMPIRE_PATH = "%s/ui/empire/" % (name)
GUILD_PATH = "%s/ui/guild/" % (name)
SELECT_PATH = "%s/ui/select/" % (name)
WINDOWS_PATH = "%s/ui/windows/" % (name)
MAPNAME_PATH = "%s/ui/mapname/" % (name)
JOBDESC_WARRIOR_PATH = "%s/jobdesc_warrior.txt" % (name)
JOBDESC_ASSASSIN_PATH = "%s/jobdesc_assassin.txt" % (name)
JOBDESC_SURA_PATH = "%s/jobdesc_sura.txt" % (name)
JOBDESC_SHAMAN_PATH = "%s/jobdesc_shaman.txt" % (name)
EMPIREDESC_A = "%s/empiredesc_a.txt" % (name)
EMPIREDESC_B = "%s/empiredesc_b.txt" % (name)
EMPIREDESC_C = "%s/empiredesc_c.txt" % (name)
LOCALE_INTERFACE_FILE_NAME = "%s/locale_interface.txt" % (name)
# Reload locale_interface.txt - this updates all UI strings
LoadLocaleFile(LOCALE_INTERFACE_FILE_NAME, globals())
return True
except:
# import dbg
# dbg.TraceError("uiScriptLocale.LoadLocaleData failed")
return False