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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@@ -5,6 +5,8 @@
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3. start the game under cdb + speaker loopback: the probe must be heard, no crash, setup parsed;
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4. press Revert (EditorPanel.revert) and check the WAD + pack index are byte-identical to before;
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5. also apply/revert a speech line in place and check byte identity.
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Uses the user's settings and originals store (an interrupted run shows up in `ackit status`); the settings file
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is never written.
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python tools/e2e_editor.py
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"""
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@@ -29,11 +31,15 @@ def sha(p):
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def main():
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from PySide6.QtWidgets import QApplication
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from ackit import settings as settings_mod
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from app.mainwindow import MainWindow
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from app.workers import Runner
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app = QApplication([])
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w = MainWindow(settings={"full_backup": True}, runner=Runner(sync=True))
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# the user's settings (same game folder and originals store as `ackit status`), never saved: the window
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# stores its settings on load and on close, which would overwrite the user's file with this test's ones
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w = MainWindow(settings=dict(settings_mod.load(), full_backup=True), runner=Runner(sync=True))
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w.save_settings = lambda: None
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w.confirm = lambda *a: True
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w.editor.confirm = lambda *a: True
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errors = []
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