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:
17
ackit/upk.py
17
ackit/upk.py
@@ -8,6 +8,7 @@ Patching rewrites only the blocks that contain changed bytes (stored as one LZO
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lzo.compress_stored) and moves the chunks after them; every other byte of the file stays identical.
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"""
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import struct
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import threading
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from collections import OrderedDict, namedtuple
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from . import lzo
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@@ -41,6 +42,7 @@ class Package:
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self.file_size = f.seek(0, 2)
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self._cache = OrderedDict()
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self._cache_n = cache_blocks
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self._lock = threading.Lock()
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# summary -----------------------------------------------------------------------------------
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def _parse_summary(self, b, f):
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@@ -157,9 +159,11 @@ class Package:
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# reading -----------------------------------------------------------------------------------
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def _block(self, i, f=None):
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if i in self._cache:
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self._cache.move_to_end(i)
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return self._cache[i]
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with self._lock: # the editor reads one package from several background jobs
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data = self._cache.get(i)
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if data is not None:
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self._cache.move_to_end(i)
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return data
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bl = self.blocks[i]
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own = f is None
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f = f or open(self.path, "rb")
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@@ -169,9 +173,10 @@ class Package:
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finally:
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if own:
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f.close()
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self._cache[i] = data
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if len(self._cache) > self._cache_n:
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self._cache.popitem(last=False)
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with self._lock:
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self._cache[i] = data
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if len(self._cache) > self._cache_n:
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self._cache.popitem(last=False)
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return data
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def _block_index(self, off):
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