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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@@ -46,3 +46,17 @@ def test_not_a_game_folder(tmp_path):
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import pytest
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with pytest.raises(G.GameError):
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G.Game(str(tmp_path))
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def test_language_without_voices(synth_game, tmp_path, monkeypatch):
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"""A game set to a language with texts only (e.g. JPN) is in that language, with the INT voices."""
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root, _ = synth_game
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os.makedirs(os.path.join(root, "BmGame", "Localization", "JPN"), exist_ok=True)
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cfg = tmp_path / "cfg"
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cfg.mkdir()
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(cfg / "UserEngine.ini").write_bytes("[Engine.Engine]\r\nLanguage=Jpn\r\n".encode("utf-16"))
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monkeypatch.setattr(G.Game, "config_dirs", lambda self: [str(cfg)])
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g = G.Game(root)
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assert g.language() == "JPN" and g.voice_archive(g.language()) == "INT"
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from ackit.catalog import Catalog
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assert "INT" in Catalog(g).archives # the default catalog loads the INT voices
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