forked from NYANDEV/forgejo
50a72e7a83
The idea is to use a Layered Asset File-system (modules/assetfs/layered.go) For example: when there are 2 layers: "custom", "builtin", when access to asset "my/page.tmpl", the Layered Asset File-system will first try to use "custom" assets, if not found, then use "builtin" assets. This approach will hugely simplify a lot of code, make them testable. Other changes: * Simplify the AssetsHandlerFunc code * Simplify the `gitea embedded` sub-command code --------- Co-authored-by: Jason Song <i@wolfogre.com> Co-authored-by: Lunny Xiao <xiaolunwen@gmail.com>
225 lines
5.3 KiB
Go
225 lines
5.3 KiB
Go
// Copyright 2020 The Gitea Authors. All rights reserved.
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// SPDX-License-Identifier: MIT
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package translation
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import (
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"context"
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"sort"
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"strings"
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"sync"
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"code.gitea.io/gitea/modules/log"
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"code.gitea.io/gitea/modules/options"
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"code.gitea.io/gitea/modules/setting"
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"code.gitea.io/gitea/modules/translation/i18n"
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"golang.org/x/text/language"
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)
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type contextKey struct{}
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var ContextKey interface{} = &contextKey{}
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// Locale represents an interface to translation
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type Locale interface {
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Language() string
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Tr(string, ...interface{}) string
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TrN(cnt interface{}, key1, keyN string, args ...interface{}) string
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}
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// LangType represents a lang type
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type LangType struct {
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Lang, Name string // these fields are used directly in templates: {{range .AllLangs}}{{.Lang}}{{.Name}}{{end}}
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}
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var (
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lock *sync.RWMutex
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matcher language.Matcher
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allLangs []*LangType
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allLangMap map[string]*LangType
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supportedTags []language.Tag
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)
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// AllLangs returns all supported languages sorted by name
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func AllLangs() []*LangType {
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return allLangs
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}
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// InitLocales loads the locales
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func InitLocales(ctx context.Context) {
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if lock != nil {
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lock.Lock()
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defer lock.Unlock()
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} else if !setting.IsProd && lock == nil {
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lock = &sync.RWMutex{}
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}
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refreshLocales := func() {
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i18n.ResetDefaultLocales()
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localeNames, err := options.AssetFS().ListFiles("locale", true)
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if err != nil {
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log.Fatal("Failed to list locale files: %v", err)
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}
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localeData := make(map[string][]byte, len(localeNames))
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for _, name := range localeNames {
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localeData[name], err = options.Locale(name)
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if err != nil {
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log.Fatal("Failed to load %s locale file. %v", name, err)
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}
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}
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supportedTags = make([]language.Tag, len(setting.Langs))
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for i, lang := range setting.Langs {
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supportedTags[i] = language.Raw.Make(lang)
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}
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matcher = language.NewMatcher(supportedTags)
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for i := range setting.Names {
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var localeDataBase []byte
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if i == 0 && setting.Langs[0] != "en-US" {
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// Only en-US has complete translations. When use other language as default, the en-US should still be used as fallback.
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localeDataBase = localeData["locale_en-US.ini"]
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if localeDataBase == nil {
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log.Fatal("Failed to load locale_en-US.ini file.")
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}
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}
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key := "locale_" + setting.Langs[i] + ".ini"
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if err = i18n.DefaultLocales.AddLocaleByIni(setting.Langs[i], setting.Names[i], localeDataBase, localeData[key]); err != nil {
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log.Error("Failed to set messages to %s: %v", setting.Langs[i], err)
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}
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}
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if len(setting.Langs) != 0 {
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defaultLangName := setting.Langs[0]
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if defaultLangName != "en-US" {
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log.Info("Use the first locale (%s) in LANGS setting option as default", defaultLangName)
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}
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i18n.DefaultLocales.SetDefaultLang(defaultLangName)
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}
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}
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refreshLocales()
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langs, descs := i18n.DefaultLocales.ListLangNameDesc()
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allLangs = make([]*LangType, 0, len(langs))
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allLangMap = map[string]*LangType{}
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for i, v := range langs {
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l := &LangType{v, descs[i]}
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allLangs = append(allLangs, l)
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allLangMap[v] = l
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}
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// Sort languages case-insensitive according to their name - needed for the user settings
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sort.Slice(allLangs, func(i, j int) bool {
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return strings.ToLower(allLangs[i].Name) < strings.ToLower(allLangs[j].Name)
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})
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if !setting.IsProd {
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go options.AssetFS().WatchLocalChanges(ctx, func() {
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lock.Lock()
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defer lock.Unlock()
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refreshLocales()
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})
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}
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}
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// Match matches accept languages
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func Match(tags ...language.Tag) language.Tag {
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_, i, _ := matcher.Match(tags...)
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return supportedTags[i]
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}
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// locale represents the information of localization.
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type locale struct {
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i18n.Locale
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Lang, LangName string // these fields are used directly in templates: .i18n.Lang
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}
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// NewLocale return a locale
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func NewLocale(lang string) Locale {
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if lock != nil {
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lock.RLock()
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defer lock.RUnlock()
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}
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langName := "unknown"
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if l, ok := allLangMap[lang]; ok {
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langName = l.Name
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}
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i18nLocale, _ := i18n.GetLocale(lang)
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return &locale{
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Locale: i18nLocale,
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Lang: lang,
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LangName: langName,
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}
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}
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func (l *locale) Language() string {
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return l.Lang
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}
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// Language specific rules for translating plural texts
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var trNLangRules = map[string]func(int64) int{
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// the default rule is "en-US" if a language isn't listed here
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"en-US": func(cnt int64) int {
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if cnt == 1 {
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return 0
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}
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return 1
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},
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"lv-LV": func(cnt int64) int {
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if cnt%10 == 1 && cnt%100 != 11 {
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return 0
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}
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return 1
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},
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"ru-RU": func(cnt int64) int {
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if cnt%10 == 1 && cnt%100 != 11 {
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return 0
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}
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return 1
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},
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"zh-CN": func(cnt int64) int {
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return 0
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},
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"zh-HK": func(cnt int64) int {
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return 0
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},
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"zh-TW": func(cnt int64) int {
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return 0
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},
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"fr-FR": func(cnt int64) int {
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if cnt > -2 && cnt < 2 {
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return 0
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}
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return 1
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},
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}
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// TrN returns translated message for plural text translation
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func (l *locale) TrN(cnt interface{}, key1, keyN string, args ...interface{}) string {
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var c int64
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if t, ok := cnt.(int); ok {
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c = int64(t)
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} else if t, ok := cnt.(int16); ok {
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c = int64(t)
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} else if t, ok := cnt.(int32); ok {
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c = int64(t)
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} else if t, ok := cnt.(int64); ok {
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c = t
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} else {
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return l.Tr(keyN, args...)
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}
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ruleFunc, ok := trNLangRules[l.Lang]
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if !ok {
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ruleFunc = trNLangRules["en-US"]
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}
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if ruleFunc(c) == 0 {
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return l.Tr(key1, args...)
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}
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return l.Tr(keyN, args...)
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}
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