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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@@ -39,8 +39,7 @@ def editor_languages(game, language=None):
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"""(language, voices): the selected language (default: the game's) and the speech archive used for it
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(the language itself, or INT for languages the game has no voices for)."""
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lang = (language or game.language() or "INT").upper()
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voices = lang if lang in game.languages else ("INT" if "INT" in game.languages else game.languages[0])
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return lang, voices
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return lang, game.voice_archive(lang)
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class MainWindow(QMainWindow):
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@@ -100,7 +99,7 @@ class MainWindow(QMainWindow):
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tb.addWidget(self.lbl_voices)
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tb.addSeparator()
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self.act_revert_all = tb.addAction(icons.icon("revert"), "Revert all", self.revert_all)
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self.act_revert_all.setToolTip("Put every original sound back")
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self.act_revert_all.setToolTip("Put every original sound and text back (all languages)")
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tb.addAction(icons.icon("export"), "Export mod…", self.export_mod_dialog)
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tb.addAction(icons.icon("import"), "Import mod…", self.import_mod_dialog)
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tb.addSeparator()
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@@ -528,35 +527,52 @@ class MainWindow(QMainWindow):
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"Reverted %d sound(s)." % len(sounds))
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def revert_all(self):
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"""Every change of this store: sounds, subtitles and menu texts (every language)."""
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if not self.ws:
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return
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n = len(self.ws.store.entries)
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if not n:
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self.inform("Revert all", "All sounds are already original.")
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n, t = len(self.ws.store.entries), len(self.ws.texts.records())
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if not n and not t:
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self.inform("Revert all", "All sounds and texts are already original.")
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return
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if not self.confirm("Revert all", "Put the original back for all %d changed sound(s)?" % n):
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if not self.confirm("Revert all", "Put the original back for all %d changed sound(s) and %d changed "
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"text(s)?" % (n, t)):
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return
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self._run_change("Reverting everything…", lambda job: self.ws.revert_all(job.report),
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"All sounds are original again.")
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def _run_change(self, busy, fn, ok_msg):
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def work(job):
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self.ws.revert_all(job.report)
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self.ws.texts.revert_all(job.report)
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self._run_change("Reverting everything…", work, "All sounds and texts are original again.")
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def _run_change(self, busy, fn, ok_msg, ask_force=False):
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"""Run a change as a background job. ask_force: fn(job, force); when files were changed outside this
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tool, ask the user and run it again with force=True."""
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self.statusBar().showMessage(busy)
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self.spinner.show()
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def done(_):
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self.spinner.hide()
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self.statusBar().showMessage(ok_msg, 8000)
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self._after_change()
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self._texts_changed()
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if self.editor.sound:
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self.editor.set_sound(self.editor.sound)
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self._refresh_after_change()
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self.check_problems()
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def failed(e, tb):
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self.spinner.hide()
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if self.ws:
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self._refresh_after_change() # part of the change may have been written
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if ask_force and isinstance(e, (W.ConflictError, TextConflictError)):
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if self.confirm("Changed outside this tool", "%s\n\nOverwrite them?" % e):
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self._run_change(busy, lambda job: fn(job, True), ok_msg)
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return
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self.inform("Error", str(e))
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self.runner.start(fn, done, failed, lambda m: self.statusBar().showMessage(m))
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self.runner.start((lambda job: fn(job, False)) if ask_force else fn, done, failed,
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lambda m: self.statusBar().showMessage(m))
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def _refresh_after_change(self):
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self._after_change()
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self._texts_changed()
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if self.editor.sound:
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self.editor.set_sound(self.editor.sound)
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# --- changed underneath -----------------------------------------------------------------------
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def check_problems(self):
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@@ -628,12 +644,8 @@ class MainWindow(QMainWindow):
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def forget_problems(self):
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if not self.confirm("Forget", "Stop tracking these changes? The current game files are kept as they are."):
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return
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for s, _ in getattr(self, "problems", []):
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self.ws.store.forget(s.key)
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for k, _ in getattr(self, "text_problems", []):
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self.ws.texts.records().pop(k, None)
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self.ws.store.save()
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self.ws.store.gc()
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self.ws.forget([s.key for s, _ in getattr(self, "problems", [])],
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[k for k, _ in getattr(self, "text_problems", [])])
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self.banner.hide()
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self._after_change()
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@@ -680,25 +692,22 @@ class MainWindow(QMainWindow):
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if dlg and dlg.exec() != QDialog.DialogCode.Accepted:
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return
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ws = self.ws
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prepared = []
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def work(job):
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prepare_import(ws, path, items, progress=job.report)
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def work(job, force):
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if not prepared: # encode once (a confirmed overwrite runs this again)
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prepare_import(ws, path, items, progress=job.report)
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prepared.append(True)
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source = {"source": "mod:" + os.path.basename(path)}
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changes = [(im.sound, im.wem, source) for im in items if im.wem]
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if changes:
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try:
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ws.apply(changes, progress=job.report)
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except W.ConflictError:
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ws.apply(changes, force=True, progress=job.report)
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ws.apply(changes, force=force, progress=job.report)
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texts = {k: v for k, v, problem in match_texts(ws, man) if not problem}
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if texts:
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try:
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ws.texts.apply(texts, progress=job.report, meta=source)
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except TextConflictError:
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ws.texts.apply(texts, force=True, progress=job.report, meta=source)
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ws.texts.apply(texts, force=force, progress=job.report, meta=source)
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return len(changes) + len(texts)
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self._run_change("Installing mod…", work, "Installed %s" % os.path.basename(path))
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self._run_change("Installing mod…", work, "Installed %s" % os.path.basename(path), ask_force=True)
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# --- settings ---------------------------------------------------------------------------------
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def settings_dialog(self):
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@@ -706,7 +715,16 @@ class MainWindow(QMainWindow):
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if dlg.exec() != QDialog.DialogCode.Accepted:
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return
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old = dict(self.settings)
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self.settings.update(dlg.values())
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new = dlg.values()
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if self.ws and (new.get("store_root") or None) != (old.get("store_root") or None) and (
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self.ws.store.entries or self.ws.texts.records()):
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# the changes are recorded in the current store only; another store would take the modified files
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# as originals (and could not revert these changes)
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self.inform("Settings", "The originals store keeps the originals of the changes you have applied. "
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"Use Revert all before choosing another store folder; the store was not "
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"changed.")
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new["store_root"] = old.get("store_root")
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self.settings.update(new)
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self.save_settings()
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self._apply_output_device()
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self.sidebar.configure(self.settings)
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