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.
123 lines
4.4 KiB
Python
123 lines
4.4 KiB
Python
"""Menu and UI text: the game's localization files BmGame/Localization/<LANG>/<File>.<lang>
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(UE3 .ini format; docs/formats/text.md).
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Files are UTF-16LE with a BOM and CRLF line ends (two small ones are plain ASCII). Lines are `[Section]`,
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`Key=Value` (the value may be in double quotes) or comments (`;`). A key can repeat inside a section, so an
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entry is identified by (file, section, key, occurrence). Writing changes only the value part of the edited
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lines; every other byte of the file (BOM, encoding, quotes, line ends, comments) stays as it was.
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"""
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import os
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import re
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from collections import namedtuple
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# key: "<LANG>:<File>:<Section>:<Key>" + ("#n" for the n-th repeat, n >= 2)
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Entry = namedtuple("Entry", "key lang file section name occurrence value quoted line")
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class TextError(ValueError):
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pass
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def _decode(raw):
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if raw[:2] == b"\xff\xfe":
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return raw[2:].decode("utf-16-le"), "utf-16"
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if raw[:3] == b"\xef\xbb\xbf":
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return raw[3:].decode("utf-8"), "utf-8"
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return raw.decode("cp1252"), "cp1252"
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def _encode(text, enc):
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if enc == "utf-16":
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return b"\xff\xfe" + text.encode("utf-16-le")
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if enc == "utf-8":
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return b"\xef\xbb\xbf" + text.encode("utf-8")
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return text.encode("cp1252")
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_KV = re.compile(r"^([^=;\[\s][^=]*?)=(.*)$")
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def parse(raw, lang, fname):
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"""Entries of one file's bytes."""
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text, _ = _decode(raw)
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out = []
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section = ""
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seen = {}
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for i, line in enumerate(re.split(r"(?<=\n)", text)):
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body = line.rstrip("\r\n")
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s = body.strip()
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if s.startswith("[") and s.endswith("]"):
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section = s[1:-1]
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continue
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m = _KV.match(body)
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if not m or s.startswith(";"):
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continue
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name, value = m.group(1), m.group(2)
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quoted = len(value) >= 2 and value[0] == '"' and value[-1] == '"'
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if quoted:
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value = value[1:-1]
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k = (section.lower(), name.lower())
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seen[k] = seen.get(k, 0) + 1
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n = seen[k]
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key = "%s:%s:%s:%s" % (lang, fname, section, name) + ("#%d" % n if n > 1 else "")
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out.append(Entry(key, lang, fname, section, name, n, value, quoted, i))
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return out
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def encoding(raw):
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"""Encoding of a file's bytes: 'utf-16', 'utf-8' or 'cp1252'."""
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return "utf-16" if raw[:2] == b"\xff\xfe" else "utf-8" if raw[:3] == b"\xef\xbb\xbf" else "cp1252"
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def check_value(value, enc, fname):
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"""Raise TextError if `value` cannot be written into a file of encoding `enc` (what `write` refuses)."""
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if "\r" in value or "\n" in value:
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raise TextError("a menu text cannot contain line breaks (use the game's own markers, e.g. \\n)")
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try:
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_encode(value, enc)
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except UnicodeEncodeError:
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raise TextError("%s is stored as %s and cannot hold these characters" % (fname, enc)) from None
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def write(raw, lang, fname, values):
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"""New file bytes with {entry key: new value} applied (keys not in the file raise TextError)."""
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text, enc = _decode(raw)
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lines = re.split(r"(?<=\n)", text)
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by_key = {e.key: e for e in parse(raw, lang, fname)}
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for key, value in values.items():
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e = by_key.get(key)
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if e is None:
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raise TextError("no text %s in %s" % (key, fname))
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check_value(value, enc, fname)
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line = lines[e.line]
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end = line[len(line.rstrip("\r\n")):]
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head = line[:line.index("=") + 1]
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lines[e.line] = head + ('"%s"' % value if e.quoted else value) + end
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out = "".join(lines)
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try:
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return _encode(out, enc)
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except UnicodeEncodeError:
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raise TextError("%s is stored as %s and cannot hold these characters" % (fname, enc)) from None
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def files(loc_root, lang):
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"""{file name: path} of one language folder (case-insensitive): localization files, without the
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Version*.int build IDs (not UI text)."""
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d = next((os.path.join(loc_root, x) for x in os.listdir(loc_root) if x.upper() == lang.upper()), None)
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if not d:
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return {}
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return {f: os.path.join(d, f) for f in sorted(os.listdir(d))
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if os.path.splitext(f)[1].lower() == "." + lang.lower() and not f.lower().startswith("version")}
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def languages(loc_root):
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return sorted(x.upper() for x in os.listdir(loc_root) if os.path.isdir(os.path.join(loc_root, x)))
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def load(loc_root, lang):
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"""All entries of a language: [Entry]."""
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out = []
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for f, p in files(loc_root, lang).items():
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out += parse(open(p, "rb").read(), lang.upper(), f)
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return out
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