Full correctness check against the docs: safer writes, reverts and texts

Safety
- Writes are serialized (Workspace.lock): two background jobs rebuilding one
  package (a sound and its subtitle applied side by side) lost an edit.
- A store copies a bank file or package as "original" only if it matches the
  shipped catalog (Workspace.unoriginal_files: in-memory sounds, bank copies of
  voice lines, subtitles); the editor refuses to switch stores while changes
  are applied. A second store could otherwise resurrect a reverted sound.
- Mod import in the editor asks before overwriting files changed outside the
  tool (it forced silently).
- Revert all in the editor reverts texts too; the uninstaller counts text
  edits before offering to delete the store.
- ackit restore-backup: the full-backup restore decisions.md described; it
  keeps the sounds of WADs without a full copy recorded.
- build_catalog also stops when a subtitle differs from the catalog.

Languages and texts
- Game.language() returns languages without voices (JPN, RUS, ...) and
  Game.voice_archive() their INT voices; ackit text --lang JPN works.
- Menu lookups parse one cached file (find & replace: minutes -> ms).
- Subtitles decode cp1252 as Windows does: the UTF-8-in-cp1252 line
  Speech_TAPE_J_Answer_1_00 (KOR/POL/POR/RUS) is written back byte-for-byte;
  SUB_KOR/SUB_RUS rebuilt from the original game (only those rows changed).
- Mods exported while another language is loaded keep name and line.

Other fixes
- Down-mix folds extra channels in at -3 dB (a 5.1 centre voice was dropped).
- e2e_editor no longer overwrites the user's settings.json; kill_game waits
  for the game to exit before reverts.
- Recorder handles Int32/UInt8 input and split frames; package block cache
  locked; conflict messages, CLI help examples, stale docstrings and doc
  references fixed; tests no longer read this PC's game language.

Docs (decisions, user guide, README, subtitles.md, banks.md, catalog README,
REPORT, NOTES, CLAUDE.md) updated; check_docs: 102 claims match. 148 tests;
e2e_features 9/9, e2e_editor and verify PASS; game original afterwards.
This commit is contained in:
2026-10-13 21:34:13 +02:00
parent a6ef3b9458
commit 1ccaa8b398
41 changed files with 846 additions and 186 deletions

View File

@@ -1,10 +1,10 @@
"""Index of every sound in the game's WAD archives, with names, categories and characters
(sounds stored inside soundbanks are not indexed yet: docs/formats/banks.md).
"""Index of every sound of the game, with names, categories and characters: the WAD archives (one per voice
language, SFX) and the in-memory sounds stored inside soundbanks (archive BANK, docs/formats/banks.md).
Sources, in order:
1. data/catalog/<ARCHIVE>.csv -- shipped catalog (instant) when the WAD fingerprint matches;
2. otherwise a header scan of the WAD (a few seconds, cached in the user cache), classified with
`classify` and labelled with data/catalog/characters.csv (speaker per sound name).
1. data/catalog/<ARCHIVE>.csv -- shipped catalog (instant) when the game's fingerprint matches;
2. otherwise a scan of the game (WAD headers: seconds; banks: minutes; cached in the user cache), classified
with `classify` and labelled with data/catalog/characters.csv (speaker per sound name).
Names come from the game: a WAD entry ID is the Wwise ID (FNV-1) of a soundbank listed in the game's
CookedPCConsole/CookedBanks.txt (`bank_names`); an entry with one WEM is NAME
(alias NAME_1), entries with n variations are NAME_1..NAME_n (alias NAME#i); stream-pack media are
@@ -517,14 +517,16 @@ class Catalog:
def __init__(self, game, archives=None, progress=None):
self.game = game
avail = available_archives(game)
self.archives = archives or [a for a in (game.language(), "SFX", banks.ARCHIVE) if a in avail]
self.archives = archives or [a for a in (game.voice_archive(game.language()), "SFX", banks.ARCHIVE) if a in avail]
self.sounds = []
self.locations = {} # BANK media id -> [Location]
self.heads = {} # WAD sound key -> [Location] of its prefetch heads
self.bank_sha1 = {} # BANK media id -> original checksum ('' if unknown), every language
bank_sounds_ = []
if banks.ARCHIVE in avail:
# always loaded: speech lines may have prefetch heads that must be written with them
bank_sounds_, self.locations = load_banks(game, progress)
self.bank_sha1 = {int(s.target, 16): s.sha1 for s in bank_sounds_}
for ls in self.locations.values():
for l in ls:
if l.kind == banks.PREFETCH_HEAD and l.sound: