fix(fonts): add unicode fallback for cyrillic#145
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Improve AlternateUnicodeFont resolution on macOS/Linux by trying configured Unicode font first and then a deterministic fallback list of common system fonts. Also update the May 2026 dev diary before commit as required by project workflow. Fixes #144
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Tested the build from PR #145 (artifact: macos-generalsxzh-app, 31 MB) on ❌ Cyrillic labels still NOT rendering. Identical reproduction: China skirmish, Setup unchanged:
Attaching:
──────────────────────────────────────────────────────────────────── I wrote a small Python helper to parse the BIGF format and dump the ────────────────────────────────────────
So 00RussianZH.big provides a SMALLER, INCOMPLETE generals.csf at exactly On default launch the russifier's 3991-label CSF wins (confirmed by ──────────────────────────────────────── After extracting both Language.ini files from the .big archives and Stock : UnicodeFontName = "Arial Unicode MS" All other ~24 lines (DrawableCaptionFont, TooltipFontName, MessageFont, ──────────────────────────────────────── /System/Library/Fonts/Supplemental/Arial.ttf (773 KB) The fonts are physically there with the exact names the engine asks ──────────────────────────────────────── (a) Merge .big resources at the same path rather than replace. For (b) Or simpler — on missing-label lookup, fall back to the next CSF in Either approach would silently fix this and most other incomplete Also worth investigating: why setting LANG/LC env vars inverts the .big ──────────────────────────────────────── Happy to send any of:
Thanks!
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Hey, I just pushed a follow-up fix on this PR branch ( Could you please test using the latest GitHub Actions artifact from this PR and confirm whether the missing Cyrillic labels are now resolved on your side? |
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Hi! I'd like to test the new fix but it looks like CI didn't run for Could you re-trigger the workflow on this PR (or push a small no-op Thanks! |
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@copilot resolve the merge conflicts in this pull request |
…yrillic-text # Conflicts: # docs/DEV_BLOG/2026-05-DIARY.md Co-authored-by: fbraz3 <10731570+fbraz3@users.noreply.github.com>
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@w1semannn that was a conflit on auto-generated notes, fixed and running under 26317944313 |
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Tested the new build (run 26317944313, merge commit d7c9c74, latest ──────────────────────────────────────────────────────────────────── Confirmed in the startup log — the engine now loads both CSF files in a [CSF] parseCSF() - Header: ... num_labels=3991 ... langid=0 ← russifier Nice — that closes the label-coverage gap. ──────────────────────────────────────────────────────────────────── After testing further inside an active match, I realized I was wrong about Working: NOT working: ASCII overlays (cash $9500, FPS counter, timer) keep working as expected. ──────────────────────────────────────────────────────────────────── This is a font-slot-specific issue, not a generic Cyrillic problem. Looking at the russifier's Language.ini (extracted earlier from UnicodeFontName = "Arial" ← russifier override Tooltips presumably go through DefaultWindowFont → Times New Roman → which DrawableCaption (and the missing price line) goes through The 00RussianZH.big also flipped UnicodeFontName from "Arial Unicode MS" ──────────────────────────────────────────────────────────────────── The d8fd346 LoadUnicodeFallbackFont logic looks like the right idea — but
Worth noting: macOS has both Arial.ttf (773 KB) and Arial Unicode.ttf (23 MB, ──────────────────────────────────────────────────────────────────── Attached:
Happy to provide a debug-build trace if you can produce one with verbose |
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Status Check - Issue #144 Cyrillic Text Rendering
Current State
Based on the session summary, we've made good progress:
✅ Completed:
- Identified root cause: incomplete CSF override package (missing ~2400 labels)
- Implemented CSF fallback strategy in
GameText.cpp - Fixed font fallback for tooltip/Unicode paths
- Committed and pushed fix:
3a28555c5b8ceae32d6f726a9d21fe942fefac61 - Triggered GitHub Actions build
- Construction captions (
Строительство: XX%) still missing - Build-cost line in tooltips still missing
- These appear to be
DrawableCaptionFontspecific failures
Next Steps Needed
- Monitor GitHub Actions build - Check if the latest artifact is ready
- Request reporter validation - Ask them to test with the new artifact
- Prepare for next investigation - If issue persists, we need to:
- Trace
DrawableCaptionFontloading path - Add font-slot-specific debug logging
- Compare caption vs tooltip rendering paths
- Trace
Questions for the Team
- Is the latest GitHub Actions artifact available for testing?
- Has the reporter been notified to test the new build?
- Should we prepare debug logging for the
DrawableCaptionFontpath?
Session Date: 2026-05-24
Branch: fix/issue-144-macos-cyrillic-text
Latest Commit: 3a28555c5b8ceae32d6f726a9d21fe942fefac61
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Quick Status Update
✅ What's Working Now
After the CSF fallback fix and Unicode font fallback:
- Tooltip text - Cyrillic now renders correctly
- Window/Unicode font paths - Working as expected
- CSF label fallback - Incomplete override packages no longer cause missing labels
⚠️ What's Still Missing
The reporter identified two specific failures that appear to be font-slot specific:
- Construction captions -
Строительство: XX%above buildings (completely absent) - Build-cost line - Missing from tooltips (rest of tooltip renders fine)
Hypothesis
These failures point to the DrawableCaptionFont path, which may:
- Not be using the same Unicode fallback chain as tooltip paths
- Have a different font resolution mechanism
- Be affected by a font-slot-specific issue on macOS
Next Investigation Focus
- Trace
DrawableCaptionFontconstruction and loading - Check if
LoadUnicodeFallbackFontis called for this slot - Add targeted debug logging for font selection in caption paths
- Compare caption vs tooltip rendering code paths
Action Items
- Monitor GitHub Actions build status
- Request reporter to test latest artifact
- Prepare debug logging for
DrawableCaptionFontpath - Document exact code divergence between caption and tooltip paths
Status: Awaiting reporter validation of latest build
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Technical Deep Dive - Font Slot Analysis
Understanding the Problem Hierarchy
Based on the reporter's feedback, we can map the rendering paths:
┌─────────────────────────────────────────────────────────────┐
│ RENDERING PATHS │
├─────────────────┬─────────────────┬─────────────────────────┤
│ Tooltip Text │ Construction │ Build-Cost Line │
│ (WORKING ✅) │ Caption │ (MISSING ❌) │
├─────────────────┼─────────────────┼─────────────────────────┤
│ Font Slot: │ Font Slot: │ Font Slot: │
│ DefaultWindow │ DrawableCaption│ Unknown/Tooltip │
│ (Unicode) │ (Caption) │ (Unknown) │
├─────────────────┼─────────────────┼─────────────────────────┤
│ Path: │ Path: │ Path: │
│ Unicode font │ Caption font │ Tooltip font │
│ stack │ stack │ stack │
└─────────────────┴─────────────────┴─────────────────────────┘
Key Observations
- Tooltip text works → Unicode fallback is functional for at least one path
- Construction captions fail →
DrawableCaptionFonthas different behavior - Build-cost line fails → Same or similar font slot as captions
Investigation Plan
Phase 1: Code Path Analysis
Files to examine:
Core/GameEngine/Source/GameClient/- Text renderingCore/GameEngine/Source/GameClient/GameFont/- Font managementCore/GameEngine/Source/GameClient/GUI/- GUI rendering
Search terms:
DrawableCaptionFontcaption+fontconstruction+textbuild+cost+tooltip
Phase 2: Font Slot Registration
Check where font slots are registered and loaded:
- Look for
DrawableCaptionFontregistration - Compare with
DefaultWindowFontregistration - Identify if they use different loading mechanisms
Phase 3: Debug Logging Strategy
Proposed logging points:
// In font loading path
LOG_DEBUG("Font slot: DrawableCaptionFont");
LOG_DEBUG("Requested font: %s", fontName);
LOG_DEBUG("Resolved font: %s", resolvedFont);
LOG_DEBUG("Unicode fallback enabled: %d", isUnicodeFallback);
LOG_DEBUG("Glyph lookup result: %d", glyphIndex);Expected Findings
I expect to find that:
DrawableCaptionFontuses a different loading path thanDefaultWindowFont- The Unicode fallback may not be triggered for caption fonts
- There may be a font cache or slot-specific issue
Next Actions
- Search codebase for
DrawableCaptionFontusage - Compare caption vs tooltip font loading code
- Prepare debug logging patches
- Document exact code divergence points
Status: Analysis phase - ready to implement debug logging
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Action Plan - Next Session
Immediate Actions (This Session)
- ✅ Document current state - Done
- ✅ Add status comments to PR - Done
- ⏳ Search codebase for DrawableCaptionFont - Pending
- ⏳ Identify font loading paths - Pending
Investigation Steps
Step 1: Find DrawableCaptionFont Usage
# Search for all references to DrawableCaptionFont
grep -r "DrawableCaptionFont" --include="*.cpp" --include="*.h" .
# Search for caption-related font code
grep -r "caption" --include="*.cpp" --include="*.h" . | grep -i "font"Step 2: Compare Font Loading Paths
- Find where
DefaultWindowFontis loaded (working path) - Find where
DrawableCaptionFontis loaded (failing path) - Identify the divergence point
Step 3: Prepare Debug Logging
Create a minimal debug logging patch that:
- Logs font slot name
- Logs requested vs resolved font
- Logs Unicode fallback status
- Logs glyph lookup results
Expected Timeline
- Session 1: Code search and path identification
- Session 2: Implement debug logging
- Session 3: Analyze debug output and identify root cause
- Session 4: Implement fix and validate
Success Criteria
- Identify exact code path divergence between caption and tooltip rendering
- Confirm whether Unicode fallback is skipped for caption fonts
- Prepare targeted fix that doesn't break working paths
Status: Planning complete, ready to begin code search
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Technical Analysis - Unicode Fallback Implementation
Current State
The PR #145 proposes adding LoadUnicodeFallbackFont() to apply Unicode fallback for Cyrillic rendering.
What We Discovered
Working Path (DefaultWindowFont)
- Uses
winFindFont()with Unicode fallback - Font loaded via
GameWindowManager::winSetFont() - Unicode fallback applied at font loading time
Failing Path (DrawableCaptionFont)
- Uses
winFindFont()without Unicode fallback - Font loaded via
InGameUI::init() - No Unicode fallback applied
Key Finding
The Unicode fallback is font-slot specific, not global:
- Only applied to
DefaultWindowFont(window/tooltip path) - Not applied to
DrawableCaptionFont(caption/world path)
Proposed Solution
Add LoadUnicodeFallbackFont() call to apply Unicode fallback to caption fonts.
Questions for Investigation
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Why is Unicode fallback only applied to DefaultWindowFont?
- Is it intentional (caption fonts assumed Latin-only)?
- Is it a bug (should apply to all Unicode fonts)?
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Will applying Unicode fallback to DrawableCaptionFont work?
- Font slot-specific caching may interfere
- Different rendering path may bypass fallback
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What is the best place to apply Unicode fallback?
- At font loading time (current PR approach)
- At font rendering time
- Globally for all font slots
Next Steps
- Review PR #145 implementation details
- Test if Unicode fallback works for caption fonts
- If successful, consider making it global
- If not successful, investigate font slot-specific caching
Status: Awaiting PR review and testing
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Status Check - Issue #144 Cyrillic Text Rendering
Current State
Based on the session summary, we've made good progress:
✅ Completed:
- Identified root cause: incomplete CSF override package (missing ~2400 labels)
- Implemented CSF fallback strategy in
GameText.cpp - Fixed font fallback for tooltip/Unicode paths
- Committed and pushed fix:
3a28555c5b8ceae32d6f726a9d21fe942fefac61 - Triggered GitHub Actions build
- Construction captions (
Строительство: XX%) still missing - Build-cost line in tooltips still missing
- These appear to be
DrawableCaptionFontspecific failures
Next Steps Needed
- Monitor GitHub Actions build - Check if the latest artifact is ready
- Request reporter validation - Ask them to test with the new artifact
- Prepare for next investigation - If issue persists, we need to:
- Trace
DrawableCaptionFontloading path - Add font-slot-specific debug logging
- Compare caption vs tooltip rendering paths
- Trace
Questions for the Team
- Is the latest GitHub Actions artifact available for testing?
- Has the reporter been notified to test the new build?
- Should we prepare debug logging for the
DrawableCaptionFontpath?
Session Date: 2026-05-24
Branch: fix/issue-144-macos-cyrillic-text
Latest Commit: 3a28555c5b8ceae32d6f726a9d21fe942fefac61
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@w1semannn added another patch commit, can you please test from 26376428358 ? Thanks! |
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6b1c77e
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Hi @fbraz3 — can't test the new build, the macOS Zero Hour artifact The compile errors are in L1401: Get_Sync_Frame_time → did you mean Get_Sync_Frame_Time (Twelve errors total in macOS-vulkan / generalsxzh@macos-vulkan job.) Looks unrelated to the font-fallback work itself — Drawable.cpp probably Thanks! |
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try this build |
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Tested build from run 26376915005 (commit 6b1c77e). Result: still broken. Log analysis shows two separate issues:
Working hypothesis: the harden-drawable-caption-fallback in 6b1c77e likely Two things that would help most: |
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@copilot resolve the merge conflicts in this pull request |
…yrillic-text # Conflicts: # docs/DEV_BLOG/2026-05-DIARY.md
Add GX-ISSUE144 instrumentation using sprintf + fprintf(stderr, ...) across font resolution, language loading, drawable caption paths, and control bar tooltip/cost rendering. Include a 2026-05-26 DEV_BLOG entry describing the diagnostics scope.
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Thanks for the continued testing. We just pushed additional runtime diagnostics for Issue #144. The executable now emits tagged stderr lines with prefix Could you please test this latest build and send us the captured stderr log? If possible, please include:
Example filter command: This should let us pinpoint exactly where the fallback/selection path diverges on your setup. |
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Tested build 9df81a3, GX-ISSUE144 diagnostics confirm the root cause. Key log lines: [GX-ISSUE144] GlobalLanguage init Language.ini fallback chain not implemented The problem is a circular fallback: drawableCaption=Arial, unicode fallback=Arial. Root cause: Language.ini fallback chain is not implemented (as logged), so the russifier's The tooltips (Times New Roman) work through a different path — likely the system fontconfig Attaching filtered log (GX-ISSUE144 lines only). |
…descriptors (Issue #144) When russifier mod (00RussianZH.big) loads an incomplete Language.ini with UnicodeFontName=\"Arial\", it permanently overrides the stock \"Arial Unicode MS\" which supports Cyrillic. Since Arial lacks Cyrillic, construction captions render blank on macOS. Now when registryLanguage != \"English\", load stock English/Language with INI_LOAD_MULTIFILE mode to fill missing keys. This restores UnicodeFontName to \"Arial Unicode MS\" while preserving legitimate russifier overrides. Mirrors existing CSF fallback pattern (commit 3a28555). Fixes #144 Affects GeneralsXZH only (Language.ini path pattern) - GlobalLanguage::init() now loads stock Language.ini as fallback - Updated stderr diagnostics to show primary + fallback resolution - Expected fix: construction captions \"Строительство: XX%\" now render
✅ Language.ini Fallback Chain ImplementedFollowing your diagnostic logs from May 27, I've now implemented the root-cause fix: What was fixed:
The root cause (confirmed via your [GX-ISSUE144] logs):
What to test next:
Build artifact:
If the construction captions still show blank or scrambled, please share new |
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Hey @w1semannn, could you please test the latest build? If it works, please let me know so I can include this patch in a new official release. Could you also send me the steps for enabling the Russian language so I can create an official tutorial for it? |
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Tested build 38f0e49. Language.ini fallback chain is now working — confirmed in log: [GX-ISSUE144] GlobalLanguage init loading stock fallback=Data\English\Language But the russifier explicitly sets UnicodeFontName="Arial", so the fallback merge The real root cause: the bundled fontconfig resolves "Arial" to a font WITHOUT ──────────────────────────────────────────────────────────────────── Generals Online is another macOS port where Cyrillic works out of the box. GeneralsX bundles its own fontconfig inside the .app (Contents/Resources/fontconfig/) Simplest fix: either remove the bundled fontconfig and rely on system fontconfig, ──────────────────────────────────────────────────────────────────── a) Remove bundled fontconfig — let macOS system fontconfig resolve fonts natively. b) Add to bundled fonts.conf a rule that explicitly maps "Arial" to the macOS path: ────────────────────────────────────────────────────────────────────
Note: once the Cyrillic rendering fix lands, this will produce fully working Attaching filtered GX-ISSUE144 log. |
Add a macOS runtime Fontconfig override during deploy to make Cyrillic rendering deterministic when mods request Arial. - include /System/Library/Fonts/Supplemental in bundled fonts.conf - add 09-generalsx-macos-arial.conf with Arial Unicode MS priority - keep bundled Fontconfig model intact, no runtime behavior changes outside font selection path Validated with local build + deploy and runtime config checks.
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@w1semannn I just pushed a follow-up runtime fontconfig fix for macOS:
Could you please test the latest artifact again with the same scenario? |
Test results: commit 15e669d — fix not effectiveGX-ISSUE144 log is identical to the previous build. The fontconfig override is not taking effect: There is no fontconfig output in the log at all — no initialization messages, no mention of /System/Library/Fonts/Supplemental being scanned, no Arial Unicode MS being selected anywhere. System font inventory confirmedSo the correct font exists on the system. The issue is fontconfig not resolving to it. Possible causes
Suggested fixThe reliable approach is an explicit substitution rule with <match target="pattern">
<test qual="any" name="family">
<string>Arial</string>
</test>
<edit name="family" mode="prepend" binding="strong">
<string>Arial Unicode MS</string>
</edit>
</match>This forces fontconfig to prepend Arial Unicode MS whenever Arial is requested, so the first match will always be the Cyrillic-capable font. Additionally, it would help to add a startup log line showing the resolved physical path for the Arial family (e.g. via |
…deFont from reusing the same base family\nwhen unicode font config resolves to the same name (e.g., Arial),\nforcing fallback to continue into Unicode-capable candidates.\n\nThis targets Issue #144 macOS Cyrillic caption rendering path.
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I pushed a new follow-up fix in commit 8de42b1 targeting the circular fallback path: When the base font and the preferred Unicode font resolve to the same family (for example Arial), we now skip that reuse and continue to the next Unicode-capable candidates instead of stopping at Arial. Could you please test the latest artifact again |
New crash regression in commit 8de42b1The game now crashes ~10 seconds after launch on every run. This is a new regression — Crash stack (Thread 0): Exception: This looks like a use-after-free or memory corruption in The crash occurs during video/display update, likely while checking if the intro Hardware: MacBookAir10,1 (Apple M1), macOS 26.3.1, ARM-64 native. Note: this crash is unrelated to the font fix — it appears to be a regression |





Summary
Fixes missing Cyrillic UI labels on macOS by improving Unicode fallback font resolution in the W3D font loading path.
Changes
LoadUnicodeFallbackFontin both game targets:GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/GUI/W3DGameFont.cppGenerals/Code/GameEngineDevice/Source/W3DDevice/GameClient/GUI/W3DGameFont.cppW3DFontLibrary::loadFontDatato resolveAlternateUnicodeFontvia:m_unicodeFontName), thendocs/DEV_BLOG/2026-05-DIARY.mdWhy
Issue #144 reports that Cyrillic labels render as empty on macOS while numbers/Latin render correctly. This points to Unicode glyph fallback not resolving reliably in the active font path.
Validation
[Platform] Build GeneralsXZHcompleted successfully after changes.Fixes #144