Localization stages 2-3: drafts, publishing, translation editor
- games.main_version_id, version visibility (draft/published) and kind
(original/translation/mod), version_history; migration 0002
- permissions translations.edit and versions.publish
- "Translate" creates a translation draft; publishing merges the changed
languages into the main version in place (players keep their saves), the
previous manifest goes to the history and can be restored
- translation API: overview with per-state stats, entries with filters,
search and scene context, save, glossary, locale font, PO/CSV export/import
- translation editor page: languages and progress, lines and strings,
filters, autosave, approve/outdated/fuzzy actions, glossary highlighting,
"play from here" with the scene restored
- player: ?lang= and ?at= from the editor, per-locale font
(models.py and permissions.py for this landed earlier in 9ee3e1f)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -45,7 +45,10 @@ export async function launch(root: HTMLElement, versionId: number, onExit: () =>
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const manifest = await getJSON<Manifest>(`/api/versions/${versionId}/manifest`);
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const game = await getJSON<GameData>(blob(manifest, "game.json"));
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onProgress(`Загрузка скриптов (${game.scripts.length})`);
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const lang = preferredLanguage(game);
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// ?lang= and ?at= come from the translation editor ("play from here")
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const url = new URLSearchParams(location.search);
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const asked = url.get("lang");
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const lang = asked && (asked === game.sourceLang || game.locales?.[asked]) ? asked : preferredLanguage(game);
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const [modules, tr] = await Promise.all([
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Promise.all(game.scripts.map((s) => getJSON<ScriptModule>(blob(manifest, s)))),
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loadTranslator(game, manifest, lang),
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@@ -53,6 +56,8 @@ export async function launch(root: HTMLElement, versionId: number, onExit: () =>
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const engine = new Engine(root, game, manifest, modules, saveApi(versionId),
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`pgvn:persistent:${versionId}`, onExit, tr,
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(code) => loadTranslator(game, manifest, code));
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engine.start();
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const at = url.get("at");
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if (at) engine.startAt(at);
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else engine.start();
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return engine;
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}
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