很多代码已经被删除,但我真的只需要展示这部分。主要思想:方法Localize()必须快速工作,因此不能被任何其他线程锁定。它使用标志isLoaded来检测要使用哪种类型的本地化 - 旧的或当前的。
static class Localization
{
static readonly object locker = new object();
static string LocalizationDir;
static bool isLoaded;
static Tuple<string, string> OldLanguage;
static Dictionary<string, string> OldLocalization;
static Dictionary<string, string> CurrentLocalization;
public static Tuple<string, string> CurrentLanguage {
get;
private set;
}
static Localization() {
lock ( locker ) {
OldLanguage = null;
CurrentLanguage = new Tuple<string, string>("en", "English");
isLoaded = true;
OldLocalization = null;
CurrentLocalization = null;
}
}
public static bool SetLanguage(string languageShortName) {
lock ( locker ) {
string languagePath = Path.Combine(LocalizationDir, languageShortName + ".loc");
// save localization, be ready to return it back
OldLocalization = CurrentLocalization;
OldLanguage = CurrentLanguage;
isLoaded = false;
try {
using ( TextReader i = new StreamReader(languagePath) ) {
/*
Parse file,
Modify CurrentLocalization, CurrentLocalization
*/
}
}
catch ( Exception e ) {
// Just return back our good localization data
CurrentLocalization = OldLocalization;
CurrentLanguage = OldLanguage;
isLoaded = true;
OldLocalization = null;
OldLanguage = null;
return false;
}
// everything is good
{
OldLocalization = null;
OldLanguage = null;
isLoaded = true;
UpdateControls();
}
return true;
}
}
// <summary>
// We think that there are no bugs in this method
// No locking
// </summary>
public static string Localize(this string Text) {
if ( CurrentLanguage.Item2 == "English" )
return Text;
Dictionary<string, string> ChoosedLocalization = null;
if ( !isLoaded && OldLocalization != null )
ChoosedLocalization = OldLocalization;
else if ( isLoaded && CurrentLocalization != null )
ChoosedLocalization = CurrentLocalization;
if ( ChoosedLocalization != null ) {
string Translate;
if ( !ChoosedLocalization.TryGetValue(Text, out Translate) )
return Text;
else
return Translate;
}
else
return Text;
}
}