Comments (3)
It would be great. There are methods Before/After execute of a command so you can set the correct culture information based on config here. However I see that I'm using multiple base classes from Discord.Net/Discord.Net.Interactive libraries such as ModuleBase
, ModuleBase<T>
and InteractiveBase<T>
, so every class would have to override it on its own - not in every module but rather create some own base classes for it and just derive from them.
Do you need some help or guidance?
from pogo.discordbot.
I have been looking at the summary attribute and wondering how to localize those. They don't seem to like allowing non-certain text values. Also I am partial just to just letting the hosted location determine the localization, as I am not quite sure how to read from your config file. Also I am trying to find an efficient way of getting into the resx file and having to specify the locale every single time. I am considering an extension method somewhere perhaps. In addition concepts are a little more difficult when you apply them.
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Summary attribute can still remain as a key to a resources. Its not about the host, currently the bot is being used across a few guilds (servers - Discord terminology). Each guild can specify its own language. It has to be configurable so every guild can choose what language they would like to use.
I found this package named Microsoft.Extensions.Localization
that has this factory. IStringLocalizer looks better to me rather than your proposed ResourceManager
that is there for a couple for years (its quite obsolete in my view and there are better approaches nowadays). I would like to have only one resx file per language (Global.en.resx, Global.cs.resx etc.) in Resources folder. Just wrap the mentioned factory class into e.g. LocalizationService, load resource based on thread's culture and that is basically it.
Configuration is only about adding a new property e.g. Language
to GuildOptions
, then it will be automatically loaded from configuration*.json files.
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