Merge pull request #39 from rtw1x1/main

ML: Hot-Reload Locale
This commit is contained in:
rtw1x1
2026-01-07 20:21:54 +00:00
committed by GitHub
5 changed files with 602 additions and 68 deletions

View File

@@ -17,6 +17,9 @@ import serverCommandParser
import ime
import uiScriptLocale
# Multi-language hot-reload system
from uilocaleselector import LocaleSelector
LOGIN_DELAY_SEC = 0.0
SKIP_LOGIN_PHASE = False
SKIP_LOGIN_PHASE_SUPPORT_CHANNEL = False
@@ -55,6 +58,13 @@ def GetLoginDelay():
app.SetGuildMarkPath("test")
###############################################################################
# Multi-Language Hot-Reload System
# All locale selector and hot-reload logic moved to:
# - uilocaleselector.py (UI component)
# - uilocalechange.py (hot-reload manager)
###############################################################################
class ConnectingDialog(ui.ScriptWindow):
def __init__(self):
@@ -144,11 +154,8 @@ class LoginWindow(ui.ScriptWindow):
self.virtualKeyboardIsUpper = False
self.timeOutMsg = False #Fix
self.language_list = []
self.flag_button_list = []
self.language_board = None
self.language_popup = None
self.__LoadLocale()
# Multi-language hot-reload system
self.localeSelector = None
def __del__(self):
net.ClearPhaseWindow(net.PHASE_WINDOW_LOGIN, self)
@@ -276,10 +283,9 @@ class LoginWindow(ui.ScriptWindow):
self.connectingDialog = None
self.loadingImage = None
self.language_list = []
self.flag_button_list = []
self.language_board = None
self.language_popup = None
if self.localeSelector:
self.localeSelector.Destroy()
self.localeSelector = None
self.serverBoard = None
self.serverList = None
@@ -465,29 +471,11 @@ class LoginWindow(ui.ScriptWindow):
self.GetChild("key_at").SetToggleDownEvent(lambda : self.__VirtualKeyboard_SetSymbolMode())
self.GetChild("key_at").SetToggleUpEvent(lambda : self.__VirtualKeyboard_SetAlphabetMode())
self.language_board = ui.ThinBoard()
self.language_board.SetParent(self)
self.language_board.SetSize(wndMgr.GetScreenWidth(), 35)
self.language_board.SetPosition(0, 20)
self.language_board.Show()
step = wndMgr.GetScreenWidth() / len(self.language_list)
x = 0
for i, lang in enumerate(self.language_list):
img_path = "d:/ymir work/ui/intro/login/server_flag_%s.sub" % lang
btn = ui.Button()
btn.SetParent(self.language_board)
btn.SetPosition(x + 15, 10)
btn.SetUpVisual(img_path)
btn.SetOverVisual(img_path)
btn.SetDownVisual(img_path)
btn.SetToolTipText(lang.upper())
btn.SetEvent(ui.__mem_func__(self.__ClickLanguage), i)
btn.Show()
self.flag_button_list.append(btn)
x += step
# Create locale selector (only if it doesn't exist - during hot-reload we keep the old one)
if not self.localeSelector:
self.localeSelector = LocaleSelector()
self.localeSelector.Create(self)
self.localeSelector.SetLocaleChangedEvent(ui.__mem_func__(self.__OnLocaleChanged))
except:
import exception
@@ -608,49 +596,95 @@ class LoginWindow(ui.ScriptWindow):
def __OnClickExitButton(self):
self.stream.SetPhaseWindow(0)
def __LoadLocale(self):
self.language_list = [
"ae", "en", "cz", "de", "dk",
"es", "fr", "gr", "hu", "it",
"nl", "pl", "pt", "ro", "ru", "tr",
]
def __OnLocaleChanged(self, newLocaleCode):
"""Handle locale change - save config, reload, and refresh UI"""
import dbg
def __SaveLocale(self, locale):
# 1) Save locale code to config/locale.cfg
try:
with open("config/locale.cfg", "wt") as f:
f.write(locale)
except:
import dbg
dbg.LogBox("__SaveLocale error locale.cfg")
app.Abort()
def __ClickLanguage(self, index):
if index >= len(self.language_list):
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
self.locale = self.language_list[index]
# 2) Call C++ to reload locale data (C++ data + Python modules)
if not app.ReloadLocale():
dbg.TraceError("app.ReloadLocale() failed")
return
if not self.language_popup:
self.language_popup = uiCommon.QuestionDialog()
dbg.TraceError("Locale changed successfully, refreshing UI...")
self.language_popup.SetText("Change language and restart the client?")
self.language_popup.SetAcceptEvent(ui.__mem_func__(self.__OnAcceptLanguage))
self.language_popup.SetCancelEvent(ui.__mem_func__(self.__OnCancelLanguage))
self.language_popup.Open()
# 3) Refresh all UI text elements with new locale
self.__RefreshLocaleUI()
def __OnAcceptLanguage(self):
if self.language_popup:
self.language_popup.Close()
def __RefreshLocaleUI(self):
"""
Refresh all UI text elements after locale change
self.__SaveLocale(self.locale)
Uses the generic uiLocaleRefresh module to update all visible text elements
without needing to reload the entire UI.
"""
import uiScriptLocale
import uiLocaleRefresh
import os
app.Exit()
os.popen('start "" "Metin2_Debug.exe"')
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)
def __OnCancelLanguage(self):
if self.language_popup:
self.language_popup.Close()
# 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):
net.SetServerInfo(name.strip())

View File

@@ -13,6 +13,8 @@ BLEND_POTION_NO_INFO = 'BLEND_POTION_NO_INFO'
LOGIN_FAILURE_WRONG_SOCIALID = 'LOGIN_FAILURE_WRONG_SOCIALID'
LOGIN_FAILURE_SHUTDOWN_TIME = 'LOGIN_FAILURE_SHUTDOWN_TIME'
LOCALE_CHANGE_CONFIRM = 'Change language to %s and reload the game?'
GUILD_MEMBER_COUNT_INFINITY = 'INFINITY'
GUILD_MARK_MIN_LEVEL = '3'
GUILD_BUILDING_LIST_TXT = '{:s}/GuildBuildingList.txt'.format(APP_GET_LOCALE_PATH)
@@ -29,9 +31,29 @@ VIRTUAL_KEY_SYMBOLS = "!@#$%^&*()_+|{}:'<>?~"
VIRTUAL_KEY_NUMBERS = "1234567890-=\[];',./`"
VIRTUAL_KEY_SYMBOLS_BR = "!@#$%^&*()_+|{}:'<>?~aaaaeeeiioooouuc"
# Load locale data by specific path
# Multi-language hot-reload support
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
def LoadLocaleFile(srcFileName, localeDict):

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

@@ -0,0 +1,191 @@
# -*- coding: utf-8 -*-
"""
Locale Selector UI Component
=============================
A reusable UI component for selecting and changing the client language.
Can be added to any window (login, game settings, etc.).
Usage:
from uilocaleselector import LocaleSelector
# In your window class:
self.localeSelector = LocaleSelector()
self.localeSelector.Create(self)
self.localeSelector.SetLocaleChangedEvent(ui.__mem_func__(self.__OnLocaleChanged))
# Implement the callback:
def __OnLocaleChanged(self, newLocaleCode):
# Handle UI recreation here
pass
"""
import ui
import uiCommon
import localeInfo
import wndMgr
# Available locales configuration
AVAILABLE_LOCALES = [
{"code": "ae", "name": "Arabic", "flag": "ae"},
{"code": "en", "name": "English", "flag": "en"},
{"code": "cz", "name": "Čeština", "flag": "cz"},
{"code": "de", "name": "Deutsch", "flag": "de"},
{"code": "dk", "name": "Dansk", "flag": "dk"},
{"code": "es", "name": "Español", "flag": "es"},
{"code": "fr", "name": "Français", "flag": "fr"},
{"code": "gr", "name": "Ελληνικά", "flag": "gr"},
{"code": "hu", "name": "Magyar", "flag": "hu"},
{"code": "it", "name": "Italiano", "flag": "it"},
{"code": "nl", "name": "Nederlands", "flag": "nl"},
{"code": "pl", "name": "Polski", "flag": "pl"},
{"code": "pt", "name": "Português", "flag": "pt"},
{"code": "ro", "name": "Română", "flag": "ro"},
{"code": "ru", "name": "Русский", "flag": "ru"},
{"code": "tr", "name": "Türkçe", "flag": "tr"},
]
# Flag image path template
FLAG_IMAGE_PATH = "d:/ymir work/ui/intro/login/server_flag_%s.sub"
class LocaleSelector(ui.Window):
"""
UI component for selecting and changing client language.
Features:
- Displays flag buttons for all available locales
- Shows confirmation dialog before changing
- Triggers callback when locale is confirmed
- Self-contained and reusable
"""
def __init__(self):
ui.Window.__init__(self)
self.background = None
self.flagButtons = []
self.confirmDialog = None
self.selectedLocaleCode = None
self.eventLocaleChanged = None
def __del__(self):
ui.Window.__del__(self)
def Destroy(self):
"""Clean up resources when destroying the selector."""
self.eventLocaleChanged = None
self.selectedLocaleCode = None
if self.confirmDialog:
self.confirmDialog.Close()
self.confirmDialog = None
for btn in self.flagButtons:
btn.Hide()
btn = None
self.flagButtons = []
if self.background:
self.background.Hide()
self.background = None
def Create(self, parent):
"""
Create and display the locale selector UI.
Args:
parent: The parent window to attach to
"""
self.SetParent(parent)
self.SetSize(wndMgr.GetScreenWidth(), 35)
self.SetPosition(0, 20)
# Create background board
self.background = ui.ThinBoard()
self.background.SetParent(self)
self.background.SetSize(wndMgr.GetScreenWidth(), 35)
self.background.SetPosition(0, 0)
self.background.Show()
# Create flag buttons
self._CreateFlagButtons()
self.Show()
def _CreateFlagButtons(self):
"""Create flag buttons for all available locales."""
localeCount = len(AVAILABLE_LOCALES)
if localeCount == 0:
return
buttonSpacing = wndMgr.GetScreenWidth() / localeCount
xPosition = 0
for locale in AVAILABLE_LOCALES:
flagPath = FLAG_IMAGE_PATH % locale["flag"]
button = ui.Button()
button.SetParent(self.background)
button.SetPosition(xPosition + 15, 10)
button.SetUpVisual(flagPath)
button.SetOverVisual(flagPath)
button.SetDownVisual(flagPath)
button.SetToolTipText(locale["name"])
button.SetEvent(ui.__mem_func__(self._OnClickFlag), locale["code"])
button.Show()
self.flagButtons.append(button)
xPosition += buttonSpacing
def _OnClickFlag(self, localeCode):
"""
Handle flag button click - show confirmation dialog.
Args:
localeCode: The locale code that was clicked
"""
self.selectedLocaleCode = localeCode
# Get locale name for display
localeName = "Unknown"
for locale in AVAILABLE_LOCALES:
if locale["code"] == localeCode:
localeName = locale["name"]
break
# Show confirmation dialog
if not self.confirmDialog:
self.confirmDialog = uiCommon.QuestionDialog()
self.confirmDialog.SetText(localeInfo.LOCALE_CHANGE_CONFIRM % localeName)
self.confirmDialog.SetAcceptEvent(ui.__mem_func__(self._OnConfirmLocaleChange))
self.confirmDialog.SetCancelEvent(ui.__mem_func__(self._OnCancelLocaleChange))
self.confirmDialog.Open()
def _OnConfirmLocaleChange(self):
"""User confirmed locale change - trigger the callback."""
if self.confirmDialog:
self.confirmDialog.Close()
if not self.selectedLocaleCode:
return
# Notify parent window to handle the locale change
if self.eventLocaleChanged:
self.eventLocaleChanged(self.selectedLocaleCode)
def _OnCancelLocaleChange(self):
"""User cancelled locale change."""
if self.confirmDialog:
self.confirmDialog.Close()
self.selectedLocaleCode = None
def SetLocaleChangedEvent(self, event):
"""
Set callback function to be called when locale is confirmed.
Args:
event: Callback function(localeCode) to handle locale change
"""
self.eventLocaleChanged = event

View File

@@ -47,4 +47,49 @@ EMPIREDESC_B = "%s/empiredesc_b.txt" % (name)
EMPIREDESC_C = "%s/empiredesc_c.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