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