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.
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@@ -123,6 +123,14 @@ class Game:
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def languages(self):
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return [a for a in self.archives if a != "SFX"]
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def voice_archive(self, lang):
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"""The speech archive used for a language: its own, or INT for the languages the game has no voices for
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(the game plays the INT voices with their own subtitles and menu text)."""
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lang = (lang or "INT").upper()
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if lang in self.languages:
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return lang
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return "INT" if "INT" in self.languages else self.languages[0]
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def wad(self, archive):
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try:
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return self.archives[archive.upper()]
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@@ -153,8 +161,16 @@ class Game:
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dirs.append(os.path.join(pfx, docs, "WB Games", "Batman Arkham City GOTY", "BmGame", "Config"))
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return [d for d in dirs if os.path.isdir(d)]
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def all_languages(self):
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"""Every language of the game: the voice languages (speech WADs) and the text languages (folders of
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BmGame/Localization; the game plays the INT voices for those without their own)."""
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loc = _iglob_one(self.root, "BmGame", "Localization")
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texts = [d.upper() for d in os.listdir(loc) if os.path.isdir(os.path.join(loc, d))] if loc else []
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return sorted(set(self.languages) | set(texts))
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def language(self):
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"""Speech language the game is set to (falls back to INT, then the first available)."""
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"""The language the game is set to (voices or texts only, e.g. JPN; `voice_archive` gives its speech
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archive); falls back to INT, then the first voice language."""
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for d in self.config_dirs():
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for f in ("UserEngine.ini", "BmEngine.ini"):
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p = os.path.join(d, f)
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@@ -163,7 +179,7 @@ class Game:
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raw = open(p, "rb").read()
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txt = raw.decode("utf-16") if raw[:2] in (b"\xff\xfe", b"\xfe\xff") else raw.decode("latin-1")
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m = re.search(r"^\s*Language\s*=\s*(\w+)", txt, re.M | re.I)
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if m and m.group(1).upper() in self.archives:
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if m and m.group(1).upper() in self.all_languages():
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return m.group(1).upper()
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if "INT" in self.archives:
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return "INT"
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