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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@@ -12,7 +12,8 @@ Outputs
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data/catalog/SUB_locations.csv.gz every stored copy of each subtitle string
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data/catalog/index.json fingerprints the CSVs were built from + counts
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Run it only on clean game files (`ackit status` must say nothing is modified). It stops before writing
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anything if a sound differs from the current catalog (a modified game); after a game update use --accept-changes.
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anything if a sound or a subtitle differs from the current catalog (a modified game); after a game update use
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--accept-changes. (Menu text has no catalog.)
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"""
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import argparse
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import collections
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@@ -88,9 +89,16 @@ def build_characters(game, src_root, final):
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return rows, unmatched, ambiguous, skipped
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def changed_since_catalog(game, out_dir, bank_snd):
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"""Keys whose original checksum in the existing catalog differs from the game files now."""
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def changed_since_catalog(game, out_dir, bank_snd, texts=None):
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"""Keys whose original in the existing catalog differs from the game files now: sounds (checksums) and
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subtitles (texts: {lang: [SubLine]} scanned now)."""
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out = []
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for lang, rows in (texts or {}).items():
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p = os.path.join(out_dir, "SUB_%s.csv" % lang)
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if os.path.exists(p):
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old = {(s.speech, s.line): s.text for s in subtitles.read_texts(p, lang)}
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out += [subtitles.key(lang, s.speech, s.line) for s in rows
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if (s.speech, s.line) in old and old[(s.speech, s.line)] != s.text]
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for arch, path in game.archives.items():
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p = os.path.join(out_dir, "%s.csv" % arch)
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if not os.path.exists(p):
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@@ -133,11 +141,12 @@ def main():
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for k, d in lines.issues[:10]:
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print(" issue:", k, d)
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# safety: the catalog records ORIGINAL bytes. A sound that differs from the current catalog means a modified
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# game (an applied change, another tool) unless the game itself was updated -> stop before writing anything.
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changed = changed_since_catalog(game, out_dir, bank_snd)
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# safety: the catalog records ORIGINAL bytes and texts. A sound or subtitle that differs from the current
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# catalog means a modified game (an applied change, another tool) unless the game itself was updated -> stop
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# before writing anything.
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changed = changed_since_catalog(game, out_dir, bank_snd, texts)
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if changed and not a.accept_changes:
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print("STOP: %d sound(s) differ from the current catalog, e.g. %s." % (len(changed), changed[:5]))
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print("STOP: %d sound(s) or subtitle(s) differ from the current catalog, e.g. %s." % (len(changed), changed[:5]))
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print("Revert all changes (ackit status / ackit revert --all) and run again; after a game update use "
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"--accept-changes.")
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sys.exit(2)
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@@ -193,7 +202,7 @@ def main():
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"fingerprint": banks.game_fingerprint(game.cooked), "sounds": len(sounds), "groups": dict(g),
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"named_by_event": by_event, "named_by_bank": len(sounds) - by_event,
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"copies": sum(1 for l in locs if l.kind == banks.MEMORY), "files": len(sc.files),
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# bank copies of WAD recordings: prefetch heads and whole in-memory copies (catalog._whole_recordings)
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# bank copies of WAD recordings: prefetch heads and whole in-memory copies (catalog.whole_recordings)
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"prefetch_heads": {"recordings": len({l.media for l in heads}), "copies": len(heads),
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"unmapped": len({l.media for l in heads if not l.sound})},
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"issues": ["%s: %s" % i for i in sc.issues]}
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