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CheckTranslationReference lint pass learns additional checks #21389
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this is quite wordy 😅
OpenRA.Utility(1,1): Warning: Missing attribute description
of key dropdown-map-creeps
in en
language in mod translation files required by Actor world
trait MapCreeps.CheckboxDescription
it also seems that there's a wording missmatch
Testing map: Atreides 01a
OpenRA.Utility(1,1): Warning: Missing key dropdown-map-creeps.description
in en
language in map translation files required by Actor world
trait MapCreeps.CheckboxDescription
When I tried to overwrite a key in fort lonestar I got spammed with errors. There should be just 3
- Increase space of some elements to fit their text. - Remove editor text that aren't translation keys. The text will be set in code anyway. - Remove some unused elements. - Provide a translation key for the port separator, to avoid log warnings.
This avoids needing to access the global Game.Renderer.
- Use error.Message to reports errors, as error.ToString isn't overridden. - Ensure multiple translation languages are handled correctly, we need to use a list to maintain English being the first one.
- Test all translation languages, not just English. - Report any fields marked with TranslationReferenceAttribute that the lint pass lacked the knowledge to check. - Improve context provided by lint messages. Restructure code for readability.
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Open to wording suggestions, I wanted to ensure the message provided plenty of detail so naturally it's not a short message.
Unified to "Missing key " for both cases.
Fixed. Thanks for the review, this certainly tidies up a few rough edges. |
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LGETM
Additionally:
Assists with #10475. Split from #21293