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

@@ -399,8 +399,9 @@ def check_speakers(rep, rows, col):
def check_menu(rep, game):
"""Menu texts: the same keys in every language (facts; differences are the game's own)."""
from .. import loctext
root = os.path.join(game.root, "BmGame", "Localization")
if not os.path.isdir(root):
from ..texts import _find_dir
root = _find_dir(game.root, "BmGame", "Localization") # case-insensitive (Linux)
if not root:
return
keys = {}
for lang in loctext.languages(root):
@@ -443,7 +444,7 @@ def run(game, archives=None, quick=False, log=print, progress=None):
check_subtitle_lines(rep, rows_all)
check_speakers(rep, rows_all, col)
check_menu(rep, game)
characters = load_characters(lang=game.language())
characters = load_characters(lang=game.voice_archive(game.language()))
known = {n.lower() for s in cat.sounds for n in s.names()}
# speaker names are the same in every language; only meaningful for the build the lists were made for
if any(a in game.languages and is_shipped(game, a) for a in archives):

View File

@@ -104,9 +104,14 @@ def running_game_pids():
return [int(m.group(1)) for m in re.finditer(r'"BatmanAC\.exe","(\d+)"', out)]
def kill_game():
def kill_game(timeout=20):
"""Kill the game and wait until it has exited: it keeps the WADs and packages open until then, so a revert
right after taskkill would find them locked."""
for pid in running_game_pids():
subprocess.run(["taskkill", "/F", "/PID", str(pid)], capture_output=True)
t0 = time.time()
while running_game_pids() and time.time() - t0 < timeout:
time.sleep(0.25)
def launch_game(exe, extra_args=()):

View File

@@ -65,7 +65,9 @@ def run(ws, sample=300, log=print):
if n >= sample // max(1, len(ws.game.archives)):
break
log("%-4s layout %s, rebuilt %d/%d sample WEMs byte-identical" % (arch, "OK" if not probs else probs[:2], good, n))
ok &= not probs and good >= n - 2 # 4 looping music tracks are known exceptions
# known exceptions (docs/formats/wem.md): a few SFX WEMs (music seek tables and sample counts, 4-channel
# ambience with a loop chunk) and one INT speech WEM (avg-bytes/s field) are not reproduced byte-for-byte
ok &= not probs and good >= n - 2
bank = [s for s in ws.catalog.sounds if s.archive == "BANK"]
if bank:
n = good = 0