Upload 4 files
Browse files- app/rpgmaker/extract.py +60 -4
- app/rpgmaker/inject.py +3 -16
- app/rpgmaker/jobs.py +21 -25
- app/rpgmaker/store.py +1 -2
app/rpgmaker/extract.py
CHANGED
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@@ -3,15 +3,15 @@
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Deliberately narrow. RPG Maker stores executable script, plugin bindings,
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asset filenames and engine identifiers in the same JSON arrays as dialogue,
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and translating any of those breaks the game rather than mistranslating it -
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so this reads exactly
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401 / 405 Show Text / Show Scrolling Text - the dialogue itself
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102 / 402 Show Choices / When[choice] - the buttons under that dialogue
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Everything else is left alone, including the database files (item and skill
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names),
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-
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(355/655).
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Consecutive 401 commands are one message box split across lines, not separate
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sentences, so a run of them is merged into a single unit and translated as one
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@@ -34,6 +34,26 @@ CODE_WHEN_CHOICE = 402 # When [choice] (parameters[1] repeats the label)
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# Files that never contain event lists; skipped before parsing.
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_SKIP_FILES = {"Tilesets.json", "Animations.json", "MapInfos.json"}
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@dataclass
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class Slot:
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@@ -136,6 +156,39 @@ def _walk_pages(container: dict, base_path: list, file_name: str, sink) -> None:
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)
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def _extract_file(name: str, data, sink) -> None:
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if name.startswith("Map") and isinstance(data, dict):
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# Map001.json ... events[] -> pages[] -> list[]
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@@ -157,6 +210,9 @@ def _extract_file(name: str, data, sink) -> None:
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if isinstance(troop, dict):
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_walk_pages(troop, [troop_index], name, sink)
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def detect_data_root(root: Path) -> tuple[Path, str] | None:
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"""Locate the data folder in an unpacked upload.
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Deliberately narrow. RPG Maker stores executable script, plugin bindings,
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asset filenames and engine identifiers in the same JSON arrays as dialogue,
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and translating any of those breaks the game rather than mistranslating it -
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so this reads exactly three things:
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401 / 405 Show Text / Show Scrolling Text - the dialogue itself
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102 / 402 Show Choices / When[choice] - the buttons under that dialogue
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System.json terms - the menus wrapped around both
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Everything else is left alone, including the database files (item and skill
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names), the MZ speaker-name field on 101, name-change commands (320/324/325),
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plugin commands (356/357) and Script blocks (355/655).
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Consecutive 401 commands are one message box split across lines, not separate
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sentences, so a run of them is merged into a single unit and translated as one
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# Files that never contain event lists; skipped before parsing.
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_SKIP_FILES = {"Tilesets.json", "Animations.json", "MapInfos.json"}
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# System.json keys holding player-visible interface text.
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#
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# `terms` is the menu and options screen: `commands` is New Game / Continue /
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# Save / Options, `messages` is the options labels (BGM Volume, Always Dash)
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# and the battle log templates, `basic` and `params` are the stat labels.
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# The type arrays are shown in the equip and status screens.
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#
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# Excluded on purpose: `gameTitle` (a proper name, like the character names
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# this tool already leaves alone), `currencyUnit` (usually a one-letter symbol
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# such as "G" that reads as noise to a translator), and `switches` /
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# `variables`, which are developer-facing labels the player never sees.
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_SYSTEM_TERM_LISTS = ("basic", "commands", "params")
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_SYSTEM_TYPE_LISTS = (
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"armorTypes",
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"elements",
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"equipTypes",
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"skillTypes",
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"weaponTypes",
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)
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@dataclass
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class Slot:
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)
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def _extract_system(data: dict, sink) -> None:
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"""Read the player-visible strings out of System.json.
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Entries are frequently null or "" (RPG Maker pads these arrays to a fixed
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length and index 0 is usually blank), so every value is checked before it
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is emitted - writing a translation into a slot the engine expects to be
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empty would put stray text in the menu.
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"""
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name = "System.json"
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terms = data.get("terms")
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if isinstance(terms, dict):
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for key in _SYSTEM_TERM_LISTS:
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values = terms.get(key)
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if isinstance(values, list):
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for index, value in enumerate(values):
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if isinstance(value, str) and value.strip():
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sink(value, Slot(file=name, paths=[["terms", key, index]]))
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messages = terms.get("messages")
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if isinstance(messages, dict):
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for key, value in messages.items():
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if isinstance(value, str) and value.strip():
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sink(value, Slot(file=name, paths=[["terms", "messages", key]]))
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for key in _SYSTEM_TYPE_LISTS:
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values = data.get(key)
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if isinstance(values, list):
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for index, value in enumerate(values):
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if isinstance(value, str) and value.strip():
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sink(value, Slot(file=name, paths=[[key, index]]))
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def _extract_file(name: str, data, sink) -> None:
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if name.startswith("Map") and isinstance(data, dict):
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# Map001.json ... events[] -> pages[] -> list[]
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if isinstance(troop, dict):
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_walk_pages(troop, [troop_index], name, sink)
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elif name == "System.json" and isinstance(data, dict):
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_extract_system(data, sink)
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def detect_data_root(root: Path) -> tuple[Path, str] | None:
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"""Locate the data folder in an unpacked upload.
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app/rpgmaker/inject.py
CHANGED
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@@ -6,29 +6,16 @@ Two invariants matter more than translation quality here:
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removing entries in an event list shifts every index after it, which breaks
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conditional branches and jump targets. So a translation is re-wrapped into
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exactly the original line count, never more, never fewer.
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2. A string
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"""
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from __future__ import annotations
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import json
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from collections import Counter
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from pathlib import Path
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from ..translation import control_codes
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def codes_match(source: str, translated: str) -> bool:
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"""True when the translation carries exactly the source's control codes.
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Order is not compared - Turkish reorders clauses, so "\\N[1] said X" may
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legitimately become "X, dedi \\N[1]" - but the multiset must be identical:
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every code present, none invented, none duplicated.
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"""
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return Counter(control_codes(source)) == Counter(control_codes(translated))
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-
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def rewrap(text: str, line_count: int) -> list[str]:
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"""Fit `text` into exactly `line_count` lines.
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removing entries in an event list shifts every index after it, which breaks
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conditional branches and jump targets. So a translation is re-wrapped into
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exactly the original line count, never more, never fewer.
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2. A string is written exactly as the model returned it. Hy-MT2 carries
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control codes through on its own, so there is no post-hoc validation step
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holding translations back.
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"""
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from __future__ import annotations
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import json
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from pathlib import Path
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def rewrap(text: str, line_count: int) -> list[str]:
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"""Fit `text` into exactly `line_count` lines.
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app/rpgmaker/jobs.py
CHANGED
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@@ -18,12 +18,10 @@ import time
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from .. import config, glossary as glossary_store, llama_client
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from ..translation import build_messages, is_translatable
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from . import store
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from .inject import codes_match
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# How often progress reaches disk. Small enough that a crash loses seconds of
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# GPU time, large enough not to rewrite a growing JSON file per string.
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_FLUSH_EVERY = 25
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_MAX_REVIEW_SAMPLES = 50
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_task: asyncio.Task | None = None
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_cancel = False
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return active_project_id() is not None
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async def _translate_one(source: str, target_lang: str) ->
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"""Translate one unit.
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if not is_translatable(source):
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return source
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messages = build_messages(
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source,
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None,
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translated = (await llama_client.chat_complete(messages)).strip()
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# A translation that lost or mangled a control code is worse than no
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# translation: keep the source so the game still renders correctly, and
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# surface it for review.
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if not codes_match(source, translated):
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return source, True
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return translated, False
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async def _run(project_id: str, target_lang: str) -> None:
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if slot.file in done_slots:
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done_slots[slot.file] += 1
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-
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review_count = int(meta.get("review_count", 0))
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queue: asyncio.Queue = asyncio.Queue()
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for unit in pending:
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queue.put_nowait(unit)
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for name, count in done_slots.items():
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meta["files"][name]["done"] = count
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meta["translated_units"] = len(translations)
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meta["
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meta["review_samples"] = review_samples
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store.save_meta(project_id, meta)
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async def worker() -> None:
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nonlocal processed_since_flush,
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while not _cancel:
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try:
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unit = queue.get_nowait()
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except asyncio.QueueEmpty:
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return
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try:
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text
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except Exception: # noqa: BLE001 - one bad string must not kill the run
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-
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async with lock:
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translations[unit.source] = text
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for slot in unit.slots:
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if slot.file in done_slots:
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done_slots[slot.file] += 1
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if needs_review:
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review_count += 1
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if len(review_samples) < _MAX_REVIEW_SAMPLES:
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review_samples.append(
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{"source": unit.source, "translation": text}
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)
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processed_since_flush += 1
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if processed_since_flush >= _FLUSH_EVERY:
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processed_since_flush = 0
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from .. import config, glossary as glossary_store, llama_client
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from ..translation import build_messages, is_translatable
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from . import store
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# How often progress reaches disk. Small enough that a crash loses seconds of
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# GPU time, large enough not to rewrite a growing JSON file per string.
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_FLUSH_EVERY = 25
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_task: asyncio.Task | None = None
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_cancel = False
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return active_project_id() is not None
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async def _translate_one(source: str, target_lang: str) -> str:
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"""Translate one unit.
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The result is used as-is. An earlier version compared the source's control
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codes against the translation's and held back any string where they
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differed, but Hy-MT2 preserves \\C[2], \\N[1] and friends on its own, so
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that gate mostly withheld good translations. The only thing still refused
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is an empty response, which would blank a line in-game.
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"""
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if not is_translatable(source):
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return source
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messages = build_messages(
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source,
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None,
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)
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translated = (await llama_client.chat_complete(messages)).strip()
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return translated or source
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async def _run(project_id: str, target_lang: str) -> None:
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if slot.file in done_slots:
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done_slots[slot.file] += 1
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failed = int(meta.get("failed_units", 0))
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queue: asyncio.Queue = asyncio.Queue()
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for unit in pending:
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queue.put_nowait(unit)
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for name, count in done_slots.items():
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meta["files"][name]["done"] = count
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meta["translated_units"] = len(translations)
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meta["failed_units"] = failed
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store.save_meta(project_id, meta)
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async def worker() -> None:
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nonlocal processed_since_flush, failed
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while not _cancel:
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try:
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unit = queue.get_nowait()
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except asyncio.QueueEmpty:
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return
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try:
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text = await _translate_one(unit.source, target_lang)
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except Exception: # noqa: BLE001 - one bad string must not kill the run
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# Backend error, not a bad translation: keep the source line so
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# the game still reads correctly and count it so the total is
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# honest about what the model actually produced.
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text = unit.source
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async with lock:
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failed += 1
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async with lock:
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translations[unit.source] = text
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for slot in unit.slots:
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if slot.file in done_slots:
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done_slots[slot.file] += 1
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processed_since_flush += 1
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if processed_since_flush >= _FLUSH_EVERY:
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processed_since_flush = 0
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app/rpgmaker/store.py
CHANGED
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@@ -163,8 +163,7 @@ def create(zip_bytes: bytes, name: str) -> dict:
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"total_units": len(units),
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"total_slots": sum(f["total"] for f in files.values()),
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"translated_units": 0,
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-
"
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-
"review_samples": [],
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"unreadable_files": broken,
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"files": files,
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"error": None,
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"total_units": len(units),
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"total_slots": sum(f["total"] for f in files.values()),
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"translated_units": 0,
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"failed_units": 0,
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"unreadable_files": broken,
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"files": files,
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"error": None,
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