- Each ready version gets a "Languages" dropdown next to Play: the original language first, then translations with their completion; picking one starts the version in that language - The game header gets the same dropdown, aggregated over published, ready versions. Each language points at the version that has it best (most complete, the main version on a tie); an original language counts as complete - The old row of language tags linking to the translation editor is replaced - Backend: versions carry source_name (the name of the original language) - pages/languages.ts holds the aggregation logic with tests; LanguageMenu closes on outside click and Escape Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
21 lines
928 B
Python
21 lines
928 B
Python
from app import translation as tr
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def manifest():
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return {"files": {"game.json": {"hash": "x", "size": 1}}}
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def test_source_language_name_and_translations(monkeypatch):
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game = {"sourceLang": "en", "locales": {"ru": {"name": "Русский", "progress": 0.5}, "de": {"progress": 1}}}
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monkeypatch.setattr(tr, "file_json", lambda m, path: game)
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result = tr.version_languages(manifest())
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assert result["source_lang"] == "en"
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assert result["source_name"] == tr.LANG_NAMES["en"]
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assert [(lang["code"], lang["progress"]) for lang in result["languages"]] == [("de", 1), ("ru", 0.5)]
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def test_unknown_or_missing_source_language_has_no_name(monkeypatch):
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monkeypatch.setattr(tr, "file_json", lambda m, path: {"sourceLang": "und"})
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assert tr.version_languages(manifest())["source_name"] is None
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assert tr.version_languages(None) == {"source_lang": None, "source_name": None, "languages": []}
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