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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@@ -1,5 +1,6 @@
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"""Subtitles (dialogue objects in packages) and menu text (localization files): parse, apply, revert."""
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import hashlib
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import struct
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import os
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import pytest
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@@ -36,6 +37,10 @@ def test_fstring_encoding():
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subtitles.encode_fstring("too long", 10, "a")
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with pytest.raises(subtitles.SubtitleError):
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subtitles.encode_fstring("→", 10, "a") # not in cp1252
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# every byte reads back as it was, also the 5 that Python's cp1252 leaves undefined (UTF-8 in two game strings)
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raw = struct.pack("<i", 7) + "Уж".encode("utf-8") + b"\x81\x8d\0"
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text = subtitles.read_fstring(raw, 0)[0]
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assert subtitles.encode_fstring(text, len(raw), "a") == raw
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def test_menu_parse_and_write():
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@@ -51,6 +56,15 @@ def test_menu_parse_and_write():
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loctext.write(raw, "INT", fname, {"INT:FRONTEND.int:Menu:Start": "two\nlines"})
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def test_menu_check_value():
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loctext.check_value("Fine", "utf-16", "F.int")
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loctext.check_value("Città", "cp1252", "F.int")
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with pytest.raises(loctext.TextError):
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loctext.check_value("two\nlines", "utf-16", "F.int")
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with pytest.raises(loctext.TextError):
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loctext.check_value("Привет", "cp1252", "F.int") # not in the file's encoding
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# --- subtitles through the workspace ------------------------------------------------------------
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def test_subtitle_catalog_and_link(synth_game, tmp_path):
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root, _ = synth_game
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