Version 3.2.2: in-memory replacements fill their slots exactly (padded ones played as silence)

This commit is contained in:
2026-10-11 00:10:44 +02:00
parent cac52e7597
commit b6b96307ca
16 changed files with 223 additions and 52 deletions

View File

@@ -107,9 +107,23 @@
the loose/embedded bank-name overlap, REPORT's test count, wem.md's SFX claim (626 / 651 rebuild, not "all but 4
looping tracks": 14 music seek tables, 5 music sample counts, 6 ambience `smpl` loops) and its extra-chunk count
(722 WEMs, not 37). New test: cross-references between the shipped files.
- NEXT (needs a person): play a mission with a replaced footstep/foley sound and an edited subtitle (REPORT.md).
- OPEN: channel order for >2 channels unverified; speech and in-memory sounds *heard* in-game (need gameplay;
posted keys do not drive the menu).
- 2026-10-10 user gameplay test: replaced voice lines and subtitles WORK in game. Batman footsteps do NOT:
all 568 BANK sounds of the CHR_BatmanFootsteps* banks were replaced with Downloads\boom.mp3 (trimmed per sound,
still APPLIED, with the user's own test subtitle SUB:ITA:Speech_CHURCH_B1_CH2_HQ_INTRO2_08; revert with
`ackit revert --all` when the user says so). In game the boom was heard once, briefly; otherwise the original
steps. Checked: every copy (40 files) holds the new bytes; replacements are loud (-8.8 dB RMS vs -20..-33);
no other media ID has the same original audio; no game data outside CookedPCConsole. The named footstep
events (Play_BM_Footstep_Walk/Run/Land/...) reach only the 46 media of bank CHR_BatmanFootsteps (replaced);
the 522 surface media (CHR_BatmanFootsteps_<Surface>_Media, loose SFX\*.bnk) are reached by no named event
(switch containers not followed by event_objects?). NEXT: find where the game gets the step audio it plays
(switch/random containers and their children, banks loaded at runtime, a memory capture of a step in game).
- 2026-10-10 footsteps solved (findings 24): in-memory replacements were zero-padded in their slot and the game
plays that as silence; ackit now fills each in-memory copy exactly with a LIST/adtl/labl chunk (`wem.fill`,
`Workspace.fits/fill_sizes/prepare`). Verified by the user in game (a beep on every step), e2e_features 89/89.
Version 3.2.2. The footstep test was reverted (game original).
- DONE by the user in game: replaced voice lines, edited subtitles and replaced footsteps (after the fill fix).
- OPEN: channel order for >2 channels unverified; 19 speaker labels to check by listening; the Linux build was
never built or run (no Linux here).
## Environment facts
- Game: Steam AppID 200260 "Batman: Arkham City GOTY", `C:\Program Files (x86)\Steam\steamapps\common\Batman Arkham

View File

@@ -42,7 +42,7 @@ editor Unheard City (mission 2).
- **Safety**: every changed file (WAD, bank, package, localization file) is rebuilt from a verified original copy
in the store + the edits applied now; reverting the last edit restores it byte-for-byte; files changed by
another tool or Steam are detected (whole-file SHA-1) and not overwritten without confirmation.
- **Tests**: 133 automated tests (unit, synthetic game with packages/banks/dialogues/localization, a
- **Tests**: 135 automated tests (unit, synthetic game with packages/banks/dialogues/localization, a
two-language game for the lines (incl. a recording also stored whole in a bank), the shipped catalog's cross-references, real-game read-only (every
name of every language's catalog resolves to its own sound), offscreen GUI incl. list order, selection and
loading overlays) pass. `ackit verify` PASS (incl.
@@ -52,21 +52,21 @@ editor Unheard City (mission 2).
language's localized line, prefetch heads, a line also stored whole in banks, a multi-copy subtitle, a scripted subtitle, a menu text, sound +
subtitle in one package, a mod moved to another voice language and matched to the same line at another
position); `ackit verify --ingame` PASS (music heard, ncc 1.0);
`--banks` PASS (77 in-memory sounds of the front-end packages replaced in 54 files: the game loads them, 68
`--banks` PASS (77 in-memory sounds of the front-end packages replaced in 54 files: the game loads them, 71
probes found in its memory, no crash); `--texts` PASS (12/12 menu texts and 23/23 subtitles of Startup.upk
found in the game's memory, no crash); `tools/e2e_editor.py` PASS. Game files original at the end
(`ackit status`). The catalog builder refuses to run on a modified game, so the catalog always describes the
original files.
- **Package**: `dist/UnheardCity-3.2.1-windows-amd64.zip` (86 MB, catalogs included). With `PATH` reduced to
- **Package**: `dist/UnheardCity-3.2.2-windows-amd64.zip` (86 MB, catalogs included). With `PATH` reduced to
the Windows folders the packaged exe passes its smoke test (in the game's language - Italian on the test PC:
21,015 sounds loaded, encode + inject, 9,377 subtitles and 7,020 menu texts loaded, an in-memory sound decoded from a package) and the GUI starts and
quits cleanly. The installer is unchanged since mission 2 (install/upgrade/uninstall verified then).
## Unresolved / limitations
- **Heard in game, not proven automatically**: in-memory sounds and subtitles. The game loads the patched
packages (probe data and texts found in its memory, no crash), but nothing of this plays/shows on the title
screen without input, and keys posted to the game window do not reach the menu (findings 18). Speech lines
were already in this situation; the decoder path is the same one proven for music.
- **Checked by a person in game** (2026-10-10), not automatically (nothing of this plays or shows on the title
screen without input, findings 18): replaced voice lines and edited subtitles are heard and shown; replaced
footsteps play on every step. That test found the one defect the automatic checks could not: in-memory
replacements followed by zero padding in their slot played as silence (fixed in 3.2.2, findings 24).
- **Size limits**: in-memory sounds and speech must fit their original size; subtitles must fit the original
text's length ("room"); cp1252 subtitles accept cp1252 characters only. Lifting these limits means moving
objects inside the packages (new export offsets/sizes, added chunks): designed but not done, because it could
@@ -92,8 +92,8 @@ editor Unheard City (mission 2).
cached); it gets the same line identities, but no original checksums.
## Next steps
1. Gameplay check (a person): a replaced footstep/foley sound and an edited subtitle in a mission.
2. Optional: lift the subtitle length limit by relocating dialogue objects (needs that gameplay check).
1. Optional: lift the subtitle length limit by relocating dialogue objects (checked in game by a person).
2. Build and smoke-test the Linux package once on a Linux machine.
3. Listen to the 19 lines whose speaker label differs from the game's dialogue speaker field
(`docs/categories.md`) and fix the curated lists if needed; extend them (`data/catalog/source/<lang>/*.txt`)
and rebuild the catalog.

View File

@@ -8,4 +8,4 @@ Library layers (low -> high):
inject (WAD writing), originals (store), workspace (apply/revert), modpack (share)
tools cli (`ackit` command), verify/ (offline self-check, in-game test on Windows)
"""
__version__ = "3.2.1"
__version__ = "3.2.2"

View File

@@ -140,8 +140,7 @@ def prepare_import(ws, path, items, progress=None):
continue
orig = ws.original_bytes(im.sound)
wem = z.read(im.item["wem"])
lim = ws.limit(im.sound)
if im.how == "exact" and sha1_16(orig) == im.item.get("original_sha1") and (lim is None or len(wem) <= lim):
if im.how == "exact" and sha1_16(orig) == im.item.get("original_sha1") and ws.fits(im.sound, wem):
im.wem, im.note = wem, "exact copy"
else:
x, sr = sf.read(io.BytesIO(z.read(im.item["audio"])), dtype="float32", always_2d=True)

View File

@@ -200,10 +200,10 @@ def bank_probes(ws, sounds):
secs = min(10.0, max(0.4, s.seconds or 1.0))
while secs >= 0.1:
wem, _ = encode(x[:int(secs * sr)], sr, PROBE_RATE, 1, PROBE_Q)
if len(wem) <= lim:
if ws.fits(s, wem): # within the slot, and able to fill it exactly (wem.fill)
out.append((s, wem))
break
secs *= 0.7
secs *= 0.7 if len(wem) > lim else 0.98
return out

View File

@@ -101,6 +101,60 @@ class Wem:
return b"RIFF" + struct.pack("<I", len(body)) + body
# ---- filling an in-memory slot exactly ----
# The game ships no in-memory WEM with bytes after its RIFF inside its slot, and plays a replacement that is
# followed by zero padding there as silence (findings 24). A smaller replacement is therefore grown to the
# slot's exact size with a label list chunk before `data`, the form the game's own WEMs use for markers:
# LIST{'adtl', labl{u32 cue id 0, zero text}}. Even sizes only (the game's chunks before `data` are even).
FILL_MIN = 8 + 4 + 8 + 4 + 2
def fillable(length, size):
"""True if a WEM of `length` bytes can fill a slot of `size` bytes exactly."""
pad = size - length
return pad == 0 or (pad >= FILL_MIN and pad % 2 == 0)
def fill(wem: bytes, size: int) -> bytes:
"""`wem` grown to exactly `size` bytes (see above). ValueError if `fillable` is False."""
if not fillable(len(wem), size):
raise ValueError("a %d-byte WEM cannot fill a %d-byte slot exactly" % (len(wem), size))
pad = size - len(wem)
if not pad:
return wem
i = _data_chunk(wem)
text = pad - 8 - 4 - 8 - 4
chunk = (b"LIST" + struct.pack("<I", pad - 8) + b"adtl" + b"labl" + struct.pack("<II", text + 4, 0)
+ bytes(text))
out = wem[:i] + chunk + wem[i:]
return out[:4] + struct.pack("<I", len(out) - 8) + out[8:]
def unfill(wem: bytes) -> bytes:
"""The WEM without a filler chunk added by `fill` (a game WEM is returned unchanged)."""
i = _data_chunk(wem)
if i is None:
return wem
for j in range(12, i, 2):
if wem[j:j + 4] == b"LIST" and wem[j + 8:j + 16] == b"adtllabl":
n = 8 + struct.unpack_from("<I", wem, j + 4)[0]
if j + n == i and struct.unpack_from("<I", wem, j + 20)[0] == 0 and not wem[j + 24:i].strip(b"\0"):
out = wem[:j] + wem[i:]
return out[:4] + struct.pack("<I", len(out) - 8) + out[8:]
return wem
def _data_chunk(wem: bytes):
"""Offset of the `data` chunk header (walking the chunks), or None."""
pos = 12
while pos + 8 <= len(wem):
tag, ln = struct.unpack_from("<4sI", wem, pos)
if tag == b"data":
return pos
pos += 8 + ln
return None
SUB_ALIGN = 0x800
_NONZERO = re.compile(rb"[^\x00]")

View File

@@ -7,7 +7,8 @@ Safety rules (docs/decisions.md):
* if a sound in the game is neither its original nor what we applied (Steam update, "verify
integrity", another tool), we refuse to write it unless forced, and report it.
In-memory sounds (archive BANK) and the prefetch heads of speech lines live in loose banks and .upk
packages (ackit/banks.py). Before the first change to such a file a verified full copy is kept, and the
packages (ackit/banks.py); a replacement fills each in-memory slot exactly (wem.fill). Before the first
change to such a file a verified full copy is kept, and the
file is always rebuilt as "original copy + every replacement currently applied", so reverting the last
change restores it byte-for-byte and any later operation repairs an interrupted one.
"""
@@ -17,7 +18,7 @@ from collections import defaultdict
from . import audio, banks
from .catalog import Catalog
from .encoder import encode_fit
from .encoder import EncodeError, encode_fit
from .game import Game, GameError
from .inject import inject, read_target, parse_target, pack_bnk_path, SizeLimitError
from .originals import OriginalsStore, sha256, sha1_16
@@ -25,6 +26,7 @@ from .pack import Pack
from .texts import Texts
from .paths import user_dir
from .wad import Wad
from .wem import FILL_MIN, fill, fillable, unfill
# sound states
ORIGINAL = "original" # untouched
@@ -93,7 +95,7 @@ class Workspace:
if not locs:
raise GameError("no copy of %s was found in the game's banks" % s.name)
l = locs[0]
return banks.riff_trim(banks.open_file(self.bank_path(l.file)).read(l.offset, l.size))
return unfill(banks.riff_trim(banks.open_file(self.bank_path(l.file)).read(l.offset, l.size)))
return read_target(self.wad_path(s), s.target)
def original_bytes(self, s):
@@ -133,11 +135,34 @@ class Workspace:
def original_audio(self, s):
return audio.decode_wem(self.original_bytes(s))
def fill_sizes(self, s):
"""Slot sizes a replacement of `s` must fill exactly: its in-memory copies, and for a WAD recording the
bank copies that hold it whole (wem.fill: the game plays a padded in-memory WEM as silence)."""
if s.archive == banks.ARCHIVE:
return sorted({l.size for l in self.locations(s) if l.kind == banks.MEMORY})
orig = self.limit(s)
return sorted({l.size for l in self.locations(s) if orig is not None and l.size >= orig})
def fits(self, s, wem):
"""True if `wem` can be written for `s`: within its size limit and able to fill its in-memory slots."""
lim = self.limit(s)
return (lim is None or len(wem) <= lim) and all(fillable(len(wem), n) for n in self.fill_sizes(s))
# encoding ----------------------------------------------------------------------------------
def prepare(self, s, x, src_rate, quality="auto", progress=None):
"""Encode PCM for sound `s` (its rate/channels, fitted to its size limit) -> (wem, info)."""
return encode_fit(x, src_rate, s.rate or src_rate, s.channels or x.shape[1], self.limit(s),
quality, progress)
"""Encode PCM for sound `s` (its rate/channels, fitted to its size limit) -> (wem, info). A sound with
in-memory slots gets a WEM that fills them exactly (`fits`): at least FILL_MIN bytes smaller, and an
even number of bytes smaller; the end is shortened by a few samples until the size allows that."""
sizes = self.fill_sizes(s)
lim = self.limit(s)
if sizes:
lim = min(([lim] if lim is not None else []) + sizes) - FILL_MIN
rate, ch = s.rate or src_rate, s.channels or x.shape[1]
for k in range(32):
wem, info = encode_fit(x[:len(x) - 16 * k] if k else x, src_rate, rate, ch, lim, quality, progress)
if self.fits(s, wem):
return wem, info
raise EncodeError("could not encode a size that fills this sound's slots exactly; shorten the audio")
# writing -----------------------------------------------------------------------------------
def _backup(self, wad, pack_hashes):
@@ -225,11 +250,14 @@ class Workspace:
locs = [l for l in self.locations(key) if l.file == rel]
if not locs:
continue
data = self.store.get_blob(e["applied"])
data = unfill(self.store.get_blob(e["applied"]))
for l in locs:
if l.kind == banks.MEMORY:
whole = l.kind == banks.MEMORY or l.size >= e["orig_size"] # a whole WEM in memory
if whole and fillable(len(data), l.size):
payload = fill(data, l.size)
elif whole: # recorded by a version before 3.2.2 (zero padding: the game plays silence)
payload = data + bytes(l.size - len(data))
else: # head of a WAD line, which is stored zero-padded to its original size
else: # prefetch head: the start of the WAD recording as it is stored there
full = data + bytes(max(0, e["orig_size"] - len(data)))
payload = (full + bytes(l.size))[:l.size]
out.append((l.offset, payload))
@@ -286,6 +314,12 @@ class Workspace:
"""changes: [(sound, wem_bytes, meta dict)]. One atomic rewrite per WAD / bank file. A recording stored
in two places of a WAD gets the same bytes in both (Workspace.copies)."""
keys = {s.key for s, _, _ in changes}
changes = [(s, unfill(data), meta) for s, data, meta in changes]
for s, data, _ in changes:
if not self.fits(s, data) and len(data) <= (self.limit(s) or len(data)):
raise GameError("%s: a %d-byte WEM cannot fill this sound's in-memory slots (%s bytes) exactly; "
"encode it for this sound (Workspace.prepare / the editor / ackit replace)"
% (s.name, len(data), ", ".join(map(str, self.fill_sizes(s)))))
changes = list(changes) + [(c, data, meta) for s, data, meta in changes for c in self.copies(s)
if c.key not in keys]
conflicts = []

View File

@@ -65,8 +65,11 @@ tables): high risk for little gain, not done.
- **Model:** one catalog row per Wwise media ID (archive `BANK`, target = media ID), not per bank: the same
media is stored in up to dozens of bank copies (banks are cooked into every package that uses them), and the
game may load any of them. A replacement is written into **every** copy (`BANK_locations.csv.gz`).
- **In place:** each copy keeps its size (zero-padded, like WAD speech); DIDX/HIRC offsets and the package
layout never change, so nothing else in the engine data has to be rewritten.
- **In place:** each copy keeps its size; DIDX/HIRC offsets and the package layout never change, so nothing
else in the engine data has to be rewritten. Unlike WAD speech, an in-memory copy is never zero-padded:
the replacement fills its slot exactly with a label list chunk (the game plays a padded in-memory WEM as
silence; `docs/formats/banks.md`). Shrinking the declared sizes (DIDX and every Sound object's in-memory
size) would also work, but needs every HIRC source of the media in every bank copy located and rewritten.
- **Packages:** ackit reads the LZO packages itself (pure Python, ~47 MB/s, block-level access) and writes
only the changed 128 KiB blocks, stored as a single LZO literal run (valid LZO1X without matches), then
fixes the chunk table. No compressor and no external tool are needed; untouched blocks stay byte-identical.

View File

@@ -111,10 +111,16 @@ and the game ties the recordings together itself:
- Catalog archive `BANK` (one row per media ID) + `data/catalog/BANK_locations.csv.gz` (every copy, and the
heads and whole copies of WAD speech recordings); built by `tools/build_catalog.py`, checked by `ackit verify
--catalog`.
- A replacement is written **in place into every copy** (no larger than the smallest copy, zero-padded), so
DIDX/HIRC offsets and sizes and the package layout never change. Loose banks are patched directly; in
packages only the touched blocks are re-encoded (`upk.md`). A sound left in one package only would let the
game load the original from another one.
- Replacing a speech line that has prefetch heads or whole copies rewrites them (the first bytes of the new,
zero-padded line; for a whole copy, all of it).
- A replacement is written **in place into every copy** (no larger than the smallest copy), so DIDX/HIRC
offsets and sizes and the package layout never change. Loose banks are patched directly; in packages only
the touched blocks are re-encoded (`upk.md`). A sound left in one package only would let the game load the
original from another one.
- **Each copy is filled exactly**, never zero-padded: every in-memory WEM the game ships ends exactly at its
slot's end, and the game plays a replacement followed by zero padding there as **silence** (findings 24:
footsteps replaced that way were silent in game; filled, they play). A smaller replacement is grown to the
slot size with a label list chunk before `data` (`LIST{adtl, labl}`, the form the game's own WEMs use for
markers; `ackit/wem.py: fill`), so the encoder leaves at least 26 spare bytes, an even number.
- Replacing a speech line that has prefetch heads or whole copies rewrites them: a head gets the first bytes
of the new, zero-padded line (the start of the streamed WEM as the WAD stores it); a whole copy is filled
like an in-memory sound.
- Design and revert rules: `docs/decisions.md` (4b). The same WEM rules apply (`wem.md`).

View File

@@ -125,6 +125,15 @@ Conclusion: approach A works end-to-end in-game. Use >= 30 s probes for the intr
catalog had the same `<Bank>_<n>` name as an SFX WAD sound of the same bank (`CHR_RasBossFight_1`,
`SEQ_DemonTrials_1`); they now take `<Bank>_<MEDIA>`, and a line's own name wins over another recording's
position alias (`CHR_RadioScanner#1` in FRA). Every name of every catalog resolves to its own sound.
24. (2026-10-10, gameplay test by the user) **Padded in-memory replacements play as silence.** All 568 Batman
footsteps were replaced; in game the original steps were heard and the replaced cape-open sound was silent.
Memory scan while walking: no original footstep WEM loaded, 137 replacements loaded; debugger: the
replacements' Vorbis setups are created and parsed OK (ret 0). Every untouched in-memory WEM fills its slot
exactly (RIFF size = DIDX size, 500 / 500 sampled), while the replacements were zero-padded. Filled with a
`LIST{adtl, labl}` chunk before `data` (55 in-memory originals carry cue+LIST chunks), every step plays the
replacement. ackit now fills every in-memory copy and every whole bank copy of a WAD recording
(`wem.fill`); WAD entries and prefetch heads keep zero padding (streamed playback is unaffected). The
remaining sound after each step is Batman's gear and cape foley (`CHR_BatmanFoleyBelt`, `..Cape`).
## Old path -> new path
`scripts/harness.py` -> `ackit verify --ingame` (ackit/verify/ingame.py); `scripts/validate_builder.py` ->

View File

@@ -4,7 +4,7 @@ build-backend = "setuptools.build_meta"
[project]
name = "ackit"
version = "3.2.1"
version = "3.2.2"
description = "Batman: Arkham City (PC) audio toolkit and editor"
readme = "README.md"
requires-python = ">=3.10"

View File

@@ -25,6 +25,16 @@ def wem(seconds, freq, rate=24000, ch=1):
return encoder.encode(x, sr, rate, ch)[0]
def fitting_wem(ws, s, seconds, freq):
"""A tone WEM that `ws` accepts for `s` (Workspace.fits: in-memory slots are filled exactly, which needs
an even number of spare bytes): the tone is shortened a little until the size allows it."""
for k in range(40):
w = wem(seconds * (1 - 0.01 * k), freq)
if ws.fits(s, w):
return w
raise AssertionError("no fitting WEM for %s" % s.key)
def _a(x, n):
return (x + n - 1) // n * n

View File

@@ -9,6 +9,7 @@ from ackit import banks
from ackit.game import Game
from ackit.inject import SizeLimitError
from ackit.upk import Package
from ackit.wem import fill, unfill
from ackit.workspace import Workspace, ConflictError, MODIFIED, ORIGINAL
@@ -65,12 +66,13 @@ def test_bank_apply_every_copy_and_revert_byte_identical(synth_game, tmp_path):
files = [os.path.join(cooked, f) for f in ("Synth_A.upk", "Synth_B.upk")]
before = {f: _sha(f) for f in files}
s = ws.catalog.by_key["BANK:%08X" % synth.FOLEY[0]]
new = synth.wem(0.2, 1500)
new = synth.fitting_wem(ws, s, 0.2, 1500)
assert len(new) < ws.limit(s)
ws.apply([(s, new, {"source": "test"})])
assert ws.state(s) == MODIFIED
for l in ws.locations(s):
assert _copy(ws, l) == new + bytes(l.size - len(new))
assert ws.state(s) == MODIFIED and ws.current_bytes(s) == new
for l in ws.locations(s): # every copy filled exactly: no zero padding after the WEM
assert _copy(ws, l) == fill(new, l.size) and len(_copy(ws, l)) == l.size
assert unfill(_copy(ws, l)) == new
other = ws.catalog.by_key["BANK:%08X" % synth.FOLEY[1]]
assert all(_copy(ws, l) == originals[other.target] for l in ws.locations(other))
assert all(_sha(f) != before[f] for f in files)
@@ -79,13 +81,49 @@ def test_bank_apply_every_copy_and_revert_byte_identical(synth_game, tmp_path):
assert ws.state(s) == ORIGINAL and {f: _sha(f) for f in files} == before
def test_fill_slot_exactly():
"""The game plays an in-memory WEM followed by zero padding as silence: a smaller replacement is grown to
its slot with a label list chunk (wem.fill), which the game's own WEMs use too."""
from ackit import audio
from ackit.wem import FILL_MIN, Wem, fillable
w = synth.wem(0.2, 1500)
for size in (len(w), len(w) + FILL_MIN, len(w) + 1000):
f = fill(w, size)
assert len(f) == size and 8 + int.from_bytes(f[4:8], "little") == size # RIFF covers the slot
tags = [b"fmt ", b"data"] if size == len(w) else [b"fmt ", b"LIST", b"data"]
assert unfill(f) == w and [c.tag for c in Wem.parse(f).chunks] == tags
assert (audio.decode_wem(f)[0] == audio.decode_wem(w)[0]).all()
assert not fillable(len(w), len(w) + 3) and not fillable(len(w), len(w) + FILL_MIN - 2)
with pytest.raises(ValueError):
fill(w, len(w) + 1)
f = fill(w, len(w) + 40)
a = f.index(b"adtllabl")
game_like = f[:a + 12] + (1).to_bytes(4, "little") + b"END\0" + f[a + 20:] # a real marker label: kept
assert len(game_like) == len(f) and unfill(game_like) == game_like
def test_bank_apply_refuses_unfillable_and_prepare_fits(synth_game, tmp_path):
from ackit.game import GameError
root, _ = synth_game
ws = _ws(root, tmp_path)
s = ws.catalog.by_key["BANK:%08X" % synth.FOOT[1]]
bad = next(w for w in (synth.wem(0.1 * (1 - 0.01 * k), 2000) for k in range(40)) if not ws.fits(s, w)
and len(w) <= ws.limit(s))
with pytest.raises(GameError):
ws.apply([(s, bad, {})])
assert ws.store.entries == {}
x, sr = synth.tone(0.1, 24000, 2000, 1)
wem, _ = ws.prepare(s, x, sr)
assert ws.fits(s, wem)
def test_loose_bank_in_place(synth_game, tmp_path):
root, originals = synth_game
ws = _ws(root, tmp_path)
s = ws.catalog.by_key["BANK:%08X" % synth.FOOT[1]]
path = ws.files(s)[0]
before, size = _sha(path), os.path.getsize(path)
ws.apply([(s, synth.wem(0.1, 2000), {})])
ws.apply([(s, synth.fitting_wem(ws, s, 0.1, 2000), {})])
assert os.path.getsize(path) == size and _sha(path) != before
ws.revert_all()
assert _sha(path) == before
@@ -98,11 +136,11 @@ def test_partial_revert_keeps_other_changes(synth_game, tmp_path):
before = _sha(path)
a = ws.catalog.by_key["BANK:%08X" % synth.FOLEY[0]]
b = ws.catalog.by_key["BANK:%08X" % synth.GUI[0]]
na, nb = synth.wem(0.2, 1500), synth.wem(0.2, 1700)
na, nb = synth.fitting_wem(ws, a, 0.2, 1500), synth.fitting_wem(ws, b, 0.2, 1700)
ws.apply([(a, na, {}), (b, nb, {})])
ws.revert([a])
assert ws.current_bytes(a) == originals[a.target]
assert ws.current_bytes(b).startswith(nb) and ws.state(b) == MODIFIED
assert ws.current_bytes(b) == nb and ws.state(b) == MODIFIED
ws.revert([b])
assert _sha(path) == before
@@ -136,15 +174,15 @@ def test_bank_file_changed_underneath(synth_game, tmp_path):
root, originals = synth_game
ws = _ws(root, tmp_path)
s = ws.catalog.by_key["BANK:%08X" % synth.GUI[0]]
ws.apply([(s, synth.wem(0.2, 1500), {})])
ws.apply([(s, synth.fitting_wem(ws, s, 0.2, 1500), {})])
path = ws.files(s)[0]
# another tool rewrites the package (different bytes elsewhere in it)
pk = Package(path)
other = pk.patched([(pk.header_size + 10, b"OTHER-TOOL")])
open(path, "wb").write(other)
with pytest.raises(ConflictError):
ws.apply([(s, synth.wem(0.2, 1600), {})])
ws.apply([(s, synth.wem(0.2, 1600), {})], force=True)
ws.apply([(s, synth.fitting_wem(ws, s, 0.2, 1600), {})])
ws.apply([(s, synth.fitting_wem(ws, s, 0.2, 1600), {})], force=True)
ws.revert([s])
assert _sha(path) == _sha(ws.store.full_copy(ws.game.rel(path)))

View File

@@ -9,6 +9,7 @@ from ackit import banks
from ackit.bnk import fnv1
from ackit.catalog import build_lines
from ackit.game import Game
from ackit.wem import fill
from ackit.workspace import ORIGINAL, MODIFIED, Workspace
import synth
@@ -138,8 +139,9 @@ def test_whole_recording_in_a_bank_is_written_with_its_line(tmp_path):
assert l.kind == banks.PREFETCH_HEAD and l.size == len(a["INT"]) and l.file == "Lines.upk"
pkg = os.path.join(ws.game.cooked, "Lines.upk")
before = hashlib.sha1(open(pkg, "rb").read()).hexdigest()
new = synth.wem(0.3, 900)
new = synth.fitting_wem(ws, s, 0.3, 900)
ws.apply([(s, new, {})])
assert banks.open_file(pkg).read(l.offset, l.size) == new + bytes(l.size - len(new))
assert banks.open_file(pkg).read(l.offset, l.size) == fill(new, l.size) # filled exactly, not padded
assert ws.current_bytes(s) == new
ws.revert([s])
assert hashlib.sha1(open(pkg, "rb").read()).hexdigest() == before

View File

@@ -94,7 +94,7 @@ def test_subtitle_and_sound_in_one_package(synth_game, tmp_path):
ws = _ws(root, tmp_path)
before = _files(root)
s = ws.catalog.by_key["BANK:%08X" % synth.DLG_MEDIA]
ws.apply([(s, synth.wem(0.1, 1900), {})])
ws.apply([(s, synth.fitting_wem(ws, s, 0.1, 1900), {})])
ws.texts.apply({SUB_KEY: "Both."})
assert ws.texts.current(SUB_KEY) == "Both." and ws.state(s) == "modified"
ws.revert([s])

View File

@@ -35,6 +35,7 @@ import numpy as np # noqa: E402
from ackit import banks, settings, subtitles # noqa: E402
from ackit.game import Game, default_game_dir # noqa: E402
from ackit.modpack import export_mod, import_mod, match_mod # noqa: E402
from ackit.wem import fill # noqa: E402
from ackit.workspace import Workspace, MODIFIED, ORIGINAL # noqa: E402
RESULTS = []
@@ -80,11 +81,12 @@ def sound_round_trip(ws, s, label):
before = snapshot(files)
ws.apply([(s, wem, {"source": "e2e"})])
ok = ws.state(s) == MODIFIED and ws.current_bytes(s) == wem
orig_size = ws.store.get(s.key)["orig_size"]
for l, b in copies_of(ws, s):
if l.kind == banks.MEMORY:
ok &= b == wem + bytes(l.size - len(wem))
else: # head or whole copy of a WAD line (zero-padded to its size)
full = wem + bytes(max(0, ws.store.get(s.key)["orig_size"] - len(wem)))
if l.kind == banks.MEMORY or l.size >= orig_size: # a whole WEM in memory: fills its slot exactly
ok &= b == fill(wem, l.size)
else: # prefetch head: the start of the WAD recording (zero-padded)
full = wem + bytes(max(0, orig_size - len(wem)))
ok &= b == (full + bytes(l.size))[:l.size]
ws.revert([s])
ok &= ws.state(s) == ORIGINAL and snapshot(files) == before and not ws.store.entries