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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@@ -180,3 +180,19 @@ def test_every_name_resolves_to_its_sound(real_game_dir):
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for lang in g.languages:
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cat = Catalog(g, [lang, "SFX", "BANK"])
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assert all(cat.resolve(s.name) is s for s in cat.sounds), lang
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def test_build_catalog_stops_on_changed_subtitles(tmp_path):
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"""tools/build_catalog.py refuses to record a modified game: changed subtitles count like changed sounds."""
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import importlib.util
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from types import SimpleNamespace
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from ackit import subtitles
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spec = importlib.util.spec_from_file_location("build_catalog", os.path.join(os.path.dirname(os.path.dirname(os.path.abspath(__file__))), "tools", "build_catalog.py"))
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bc = importlib.util.module_from_spec(spec)
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spec.loader.exec_module(bc)
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row = subtitles.SubLine("INT", "Speech_X", 0, "Original.", 12, "a", "")
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subtitles.write_texts(str(tmp_path / "SUB_INT.csv"), [row])
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game = SimpleNamespace(archives={})
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assert bc.changed_since_catalog(game, str(tmp_path), [], {"INT": [row]}) == []
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assert bc.changed_since_catalog(game, str(tmp_path), [], {"INT": [row._replace(text="Edited.")]}) == \
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["SUB:INT:Speech_X:0"]
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