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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@@ -64,6 +64,21 @@ def parse(raw, lang, fname):
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return out
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def encoding(raw):
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"""Encoding of a file's bytes: 'utf-16', 'utf-8' or 'cp1252'."""
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return "utf-16" if raw[:2] == b"\xff\xfe" else "utf-8" if raw[:3] == b"\xef\xbb\xbf" else "cp1252"
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def check_value(value, enc, fname):
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"""Raise TextError if `value` cannot be written into a file of encoding `enc` (what `write` refuses)."""
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if "\r" in value or "\n" in value:
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raise TextError("a menu text cannot contain line breaks (use the game's own markers, e.g. \\n)")
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try:
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_encode(value, enc)
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except UnicodeEncodeError:
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raise TextError("%s is stored as %s and cannot hold these characters" % (fname, enc)) from None
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def write(raw, lang, fname, values):
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"""New file bytes with {entry key: new value} applied (keys not in the file raise TextError)."""
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text, enc = _decode(raw)
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@@ -73,8 +88,7 @@ def write(raw, lang, fname, values):
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e = by_key.get(key)
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if e is None:
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raise TextError("no text %s in %s" % (key, fname))
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if "\r" in value or "\n" in value:
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raise TextError("a menu text cannot contain line breaks (use the game's own markers, e.g. \\n)")
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check_value(value, enc, fname)
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line = lines[e.line]
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end = line[len(line.rstrip("\r\n")):]
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head = line[:line.index("=") + 1]
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