Make a retry a node, not a rewrite

Every attempt at a turn is now its own row at the same (branch, depth),
with `live` naming the one the story tells. The JSON repeating group on
`actions.variants` is read one last time, by a migration that writes it
out as the sibling rows it always described, and then goes unread.

The snapshots turn around with it: an action carries the state it left
behind rather than the state it started from, because attempts at one
turn share a starting position and differ exactly in their outcome.
Rolling back is "what the node in front left behind", one lookup on the
path, and it is what undo and retry now both read.

And the memory holdback goes. It existed because retry rewrote a row
under a mark that had already moved past it; a retry writes a sibling
now, and replacing what a coordinate says withdraws what was derived
from it — the same repair undo and delete already made.

The assembled prompt is still stored once per turn: it moves with the
live flag, so a superseded attempt keeps only the few hundred bytes that
were its own. Measured on the 600-action fixture: 700 rows for the same
600-turn story, prompt archive byte-identical at 0.50 MB, index 1.8 kB
and page load 62.7 kB unmoved.

347 tests green. `tests/test_story_tree_baseline.py` and
`tests/test_retry_variants.py` pass unmodified — SP4 was allowed to move
the baseline for the variant-count semantics and did not need to.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Dvvqn9ZDR4ixeFPHNbww7
This commit is contained in:
parththakkar106
2026-08-18 19:14:07 +05:30
committed by Parth
co-authored by Claude Opus 5
parent c51531709d
commit 0a12d9cd47
17 changed files with 1635 additions and 511 deletions
+220
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@@ -0,0 +1,220 @@
"""Phase 14, SP4 — the attempts at one turn.
A retry used to rewrite the AI action in place and push the discarded take into
a JSON list on the same row. That is where seven separate bugs came from: the
row's `text` mirrored one entry of a repeating group, `variant_count` mirrored
its length, and every reader that touched the story during a retry had to be
told to pretend the row was not there.
Now an attempt is a **node**. Retry writes a sibling at the same
`(branch_id, depth)` and marks it live; the previous one stays exactly as it
was written, at the same coordinate, `live = False`. Nothing is mirrored, so
nothing can drift.
Two invariants hold the arrangement together, and this module is the only place
that maintains either:
* **Exactly one sibling in a group is live.** `lineage.Path.clause` selects on
it, so the losing attempts are invisible to every read of the story without
any of those reads knowing that attempts exist.
* **The assembled prompt is stored once per turn, on the live sibling.**
A `context_snapshot` is ~163 kB of prompt that every attempt at a turn
shares, plus a few hundred bytes that differ (`ATTEMPT_KEYS`). Giving each
sibling its own copy would have made retry a permanent multiplier on the
biggest column in the database — the thing the JSON list was invented to
avoid. So the prompt moves with the live flag, and a superseded sibling keeps
only its own slices.
Ordering inside a group is `variant_index`, an explicit ordinal, not
`created_at`. Two attempts made in the same second must still page in the order
they were made, and the migration that split the old JSON lists had to be able
to state the order rather than reconstruct it.
"""
import copy
from sqlalchemy.orm import Session, undefer
from . import models
from .context import lineage
# The slices of a context snapshot that belong to one attempt rather than to
# the turn: the world-state delta it proposed and what the referee did with it,
# the script report, and the model's literal reply. Everything else in a
# snapshot is the prompt, which is assembled once per turn.
ATTEMPT_KEYS = ("world_state", "script", "raw_output")
# ------------------------------------------------------------------ reading
def group(db: Session, action: models.Action) -> list[models.Action]:
"""Every attempt at `action`'s turn, oldest first.
A node with no branch is a pre-tree row that no path contains; it is its
own only attempt, and saying so here saves every caller a special case.
"""
if action.branch_id is None or action.depth is None:
return [action]
return (
db.query(models.Action)
.filter(
models.Action.adventure_id == action.adventure_id,
models.Action.branch_id == action.branch_id,
models.Action.depth == action.depth,
)
.order_by(models.Action.variant_index, models.Action.id)
.all()
)
def live_in(rows: list[models.Action]) -> models.Action | None:
for row in rows:
if row.live:
return row
return None
def preceding(
db: Session, adventure: models.Adventure, node: models.Action
) -> models.Action | None:
"""The node the story tells immediately before `node`.
"Before this turn" as a fact about the path rather than as a snapshot taken
from inside the turn — which is what makes the after-snapshots enough on
their own. Undefers both of them because the only reason to ask for this
row is to put back what it left behind.
"""
if node.depth is None:
return None
return (
db.query(models.Action)
.filter(
models.Action.adventure_id == adventure.id,
lineage.path_of(db, adventure).clause(models.Action),
models.Action.depth < node.depth,
)
.options(
undefer(models.Action.state_after),
undefer(models.Action.world_state_after),
)
.order_by(models.Action.depth.desc(), models.Action.id.desc())
.first()
)
# ------------------------------------------------------------------ writing
def restore_state(adventure: models.Adventure, node: models.Action | None) -> None:
"""Put back the script scoreboard and world state `node` left behind.
A NULL snapshot means "leave the live state alone", never "reset it": rows
written before SP4 that the migration could not derive an outcome for carry
NULLs, and clobbering a running adventure's scoreboard with an empty dict
would be a far worse answer than doing nothing.
"""
if node is None:
return
if isinstance(node.state_after, dict):
adventure.script_state = copy.deepcopy(node.state_after)
if isinstance(node.world_state_after, dict):
adventure.world_state = copy.deepcopy(node.world_state_after)
def snapshot_outcome(adventure: models.Adventure, node: models.Action) -> None:
"""Record on `node` what the adventure looks like now that it has played."""
state = adventure.script_state if isinstance(adventure.script_state, dict) else {}
world = adventure.world_state if isinstance(adventure.world_state, dict) else {}
node.state_after = copy.deepcopy(state)
node.world_state_after = copy.deepcopy(world)
def roll_back_before(
db: Session, adventure: models.Adventure, node: models.Action
) -> None:
"""Rewind the shared state to before `node` was played."""
restore_state(adventure, preceding(db, adventure, node))
def add_attempt(
db: Session,
adventure: models.Adventure,
previous: models.Action,
replacement: models.Action,
) -> None:
"""Put `replacement` beside `previous` as the newer attempt at that turn.
Placed by hand rather than through `tree.place_action`, which would read the
depth off the legacy `index` and move the head: a sibling is not a new turn,
it is another take on the one the head is already standing on.
"""
replacement.branch_id = previous.branch_id
replacement.depth = previous.depth
replacement.live = True
replacement.variant_index = previous.variant_index + 1
previous.live = False
# The replacement was assembled with a fresh snapshot, so the prompt for
# this turn is now the one it carries; the superseded attempt keeps only
# what was its own.
keep_own_slices(previous)
def make_live(
db: Session, adventure: models.Adventure, node: models.Action
) -> list[models.Action]:
"""Make `node` the attempt the story tells, and put its outcome back.
Returns the group, renumbered, so a caller that wants to report on it does
not read it twice.
"""
rows = group(db, node)
previous = live_in(rows)
if previous is not None and previous is not node:
hand_over_the_prompt(previous, node)
for row in rows:
row.live = row is node
restore_state(adventure, node)
renumber(rows)
return rows
def renumber(rows: list[models.Action]) -> None:
"""Refresh the group-shape cache the page response reads.
`variant_count` is 0 rather than 1 for a turn nobody retried, because the
pager's question is "is there anything to page through?" and the answer for
a single attempt is no.
"""
count = len(rows) if len(rows) > 1 else 0
for i, row in enumerate(rows):
row.variant_index = i
row.variant_count = count
# ------------------------------------------------- the prompt, stored once
def keep_own_slices(node: models.Action) -> None:
"""Strip `node`'s snapshot back to what is only its own."""
snapshot = node.context_snapshot
if not isinstance(snapshot, dict):
return
node.context_snapshot = {
key: snapshot[key] for key in ATTEMPT_KEYS if key in snapshot
} or None
def hand_over_the_prompt(giver: models.Action, taker: models.Action) -> None:
"""Move the turn's assembled prompt from one attempt to another.
Called when the live flag moves, so the row in the story is always the row
the Insights viewer can explain. Nothing is copied — the prompt exists once
before and once after, on whichever sibling is being read.
"""
held = giver.context_snapshot if isinstance(giver.context_snapshot, dict) else {}
shared = {k: v for k, v in held.items() if k not in ATTEMPT_KEYS}
if not shared:
return
keep_own_slices(giver)
own = taker.context_snapshot if isinstance(taker.context_snapshot, dict) else {}
taker.context_snapshot = shared | {
k: v for k, v in own.items() if k in ATTEMPT_KEYS
}
+19 -13
View File
@@ -28,12 +28,12 @@ Three rules hold everything together:
SQL does. This is the line that would silently assemble a prompt out of two
different stories, which is why `lineage.Path` owns both halves of it.
Ordering is by `depth` now, not `index`. The two hold the same numbers until
retry stops mutating rows (SP4), but only one of them is a position along a
path.
Ordering is by `depth` now, not `index`. Since SP4 the two can hold the same
number on *different rows* — attempts at one turn share both — so only `depth`
plus the branch clause's `live` test says which of them the story is.
SP3 added the reads that count *from a node* rather than from the start —
`count_after`, `after`, `newest_settled`. The memory bank used to ask for
`count_after`, `after`, `newest`. The memory bank used to ask for
"positions 12 to 18 of the story", which is a question whose answer moves when
an action is deleted from in front of it. It now asks for "the six actions
after depth 41", which is the same question a fork has to answer anyway.
@@ -202,8 +202,9 @@ def story_actions(
or `count` anywhere the caller only needs part of it.
`exclude_action_id` drops one action from the story — used by retry, where
the row being regenerated is still attached to the adventure (it holds the
variant history) but must not appear in the context assembled to replace it.
the attempt being replaced is still the live node of its turn (it stays
live until a replacement exists) but must not appear in the context
assembled to replace it.
"""
in_memory = _from_memory(adventure, exclude_action_id)
if in_memory is not None:
@@ -387,15 +388,20 @@ def after(
)
def newest_settled(adventure: models.Adventure) -> models.Action | None:
"""The newest story action that is not the newest one — see
`memorybank.settled_story_actions` for why one is always held back.
def newest(adventure: models.Adventure) -> models.Action | None:
"""The newest story action, or None on an empty story.
Two rows, not a count and an offset: this is the node an anchor moves to
when derived work catches up with the settled end of the story.
A row, not a count and an offset: this is the node an anchor moves to when
derived work catches up with the end of the story.
It used to be the *second* newest — the memory bank held one action back
because retry rewrote a row, so a memory covering the newest action could
end up describing narration the player had retried away. Since SP4 a retry
writes a sibling instead, and the coordinate's derived work is withdrawn
when the story at it changes, so there is nothing left to hold back.
"""
rows = tail(adventure, 2)
return rows[0] if len(rows) == 2 else None
rows = tail(adventure, 1)
return rows[0] if rows else None
def max_action_index(adventure: models.Adventure) -> int:
+15 -1
View File
@@ -102,6 +102,12 @@ class Path:
after it was typed. An action with no depth is a pre-tree row that no
read should see, so actions never pass this.
Actions also have to be *live* (SP4). A coordinate can hold several
attempts at the same turn, and the story tells one of them; the losing
siblings sit at the same branch and depth and are excluded here, once,
so that no read of the story has to know that retries exist. Only
`app/attempts.py` looks past this.
An empty path yields `false`, not "no filter": an adventure whose nodes
carry no branch has no story, and the loud version of that is an empty
page, not every branch at once.
@@ -109,7 +115,10 @@ class Path:
entries = self.entries if count is None else self.entries[:count]
if not entries:
return false()
return or_(*[self._entry_clause(model, b, d, unanchored) for b, d in entries])
on_path = or_(*[self._entry_clause(model, b, d, unanchored) for b, d in entries])
if model is models.Action:
return and_(on_path, models.Action.live.is_(True))
return on_path
@staticmethod
def _entry_clause(model, branch_id: int, max_depth: int | None, unanchored=False):
@@ -128,7 +137,12 @@ class Path:
Used where the rows are already in memory (the scripting pipeline hands
user scripts the whole history), so an already-loaded collection can be
cut down to the path without a second read.
`live` is checked first, and only on rows that have the attribute:
memories have no siblings to lose to.
"""
if getattr(node, "live", True) is False:
return False
for branch_id, max_depth in self.entries:
if node.branch_id != branch_id:
continue
+8 -52
View File
@@ -4,9 +4,7 @@
After each turn, a fire-and-forget task (`run_post_turn`) runs with its own DB
session:
- every MEMORY_INTERVAL actions (starting at MEMORY_START), each uncovered
block of actions is summarized into a short "memory". Summarization only
ever reads *settled* actions (see settled_story_actions) — the newest action
is held back one turn because it is still retryable;
block of actions is summarized into a short "memory";
- every SUMMARY_INTERVAL actions, the Story Summary is rewritten folding in
the new memories (the user-edited text is always the base, never clobbered);
- new memories are embedded (OpenAI-compatible /v1/embeddings) and the bank
@@ -156,48 +154,6 @@ def _vectors_for(db: Session, adventure_id: int, ids: list[int]) -> dict[int, ar
return cached
def settled_count(adventure: models.Adventure) -> int:
"""How many story actions are old enough to summarize: all but the newest.
See settled_story_actions for why one action is held back. Counting rather
than listing keeps the post-turn pass off the whole story.
"""
return max(history.count(adventure) - 1, 0)
def settled_after(adventure: models.Adventure, depth: int) -> int:
"""How many settled story actions lie past `depth`.
"How much story this pass has not read yet". The newest action is never
settled, so it is the one subtracted — and a cursor sitting at or past the
tip (undo moved the story back behind it) comes out at zero or below and
simply does no work, which is what the position cursors needed a clamp
every post-turn pass to achieve.
"""
return history.count_after(adventure, depth) - 1
def settled_story_actions(adventure: models.Adventure) -> list[models.Action]:
"""Story actions old enough to summarize: everything but the newest one.
The plain-list form of the rule. The passes below use `settled_count` and
`settled_after` instead, which express the same thing without reading the
whole story; this stays as the statement of what they must agree with.
Only the *last* action can be retried, so once an action has another action
after it, its text is final. Summarizing right up to the newest action meant
a memory could describe an attempt the player then retried away — the
memory's cursor has already advanced, so it is never regenerated, leaving a
memory (and, downstream, a story summary) describing narration that is no
longer in the story. Holding one action back costs a turn of latency and
makes that unreachable.
The result is always a prefix of the story, so an anchor set from it can
never sit past the settled end and no action is ever skipped.
"""
return story_actions(adventure)[:-1]
def forget_node(db: Session, adventure: models.Adventure, action: models.Action) -> int:
"""Withdraw what a node produced, because the node is being removed.
@@ -401,9 +357,9 @@ async def _create_due_memories(
# but this loop is the only thing that moves the anchor, so both
# numbers have to be current.
anchor = cursors.MEMORY.depth(db, adventure)
if settled_after(adventure, anchor) < MEMORY_INTERVAL:
return # no full block of settled story past the mark
if settled_count(adventure) < MEMORY_START:
if history.count_after(adventure, anchor) < MEMORY_INTERVAL:
return # no full block of story past the mark
if history.count(adventure) < MEMORY_START:
return # ...and the adventure is too short to have started at all
# (that order on purpose: the common answer is "nothing due", and the
# first question answers it without asking how long the story is)
@@ -440,13 +396,13 @@ async def _update_story_summary(
adventure: models.Adventure, settings: models.Settings, db: Session
) -> None:
anchor = cursors.SUMMARY.depth(db, adventure)
uncovered = settled_after(adventure, anchor)
uncovered = history.count_after(adventure, anchor)
if uncovered < SUMMARY_INTERVAL:
return
# Where the summary will stand once this run succeeds. Read before the AI
# call, not after: the mark is the settled end of the story as this pass
# saw it, and a turn landing meanwhile must not be quietly claimed as read.
caught_up = history.newest_settled(adventure)
# call, not after: the mark is the end of the story as this pass saw it,
# and a turn landing meanwhile must not be quietly claimed as read.
caught_up = history.newest(adventure)
if caught_up is None:
return
+237
View File
@@ -19,6 +19,7 @@ migrations added from Phase 9 on must run on both dialects.
import json
import re
from datetime import datetime
from sqlalchemy import inspect, text
from sqlalchemy.engine import Engine
@@ -226,6 +227,30 @@ MIGRATIONS: list[tuple[int, str | dict[str, str]]] = [
(54, "ALTER TABLE adventures ADD COLUMN memory_cursor_depth INTEGER NOT NULL DEFAULT -1"),
(55, "ALTER TABLE adventures ADD COLUMN summary_cursor_branch_id INTEGER"),
(56, "ALTER TABLE adventures ADD COLUMN summary_cursor_depth INTEGER NOT NULL DEFAULT -1"),
# Phase 14, SP4 — a retry stops rewriting a row and writes a sibling beside
# it. `live` says which sibling the story tells; `state_after` /
# `world_state_after` give each attempt its own outcome to be switched back
# to. The legacy `variants` / `variant_index` / `state_before` /
# `world_state_before` columns stay, unread, until SP8.
#
# **This rewrites every row of `actions` three times** (one ADD COLUMN
# backfill pass each on Postgres) and then inserts a row per discarded
# attempt, so the deploy that ships it must be followed by, once:
#
# VACUUM FULL actions;
#
# on the direct endpoint, not -pooler. Same 144 MB lesson as SP1's.
(57, "ALTER TABLE actions ADD COLUMN live BOOLEAN NOT NULL DEFAULT true"),
(58, "ALTER TABLE actions ADD COLUMN state_after JSON"),
(59, "ALTER TABLE actions ADD COLUMN world_state_after JSON"),
# The two data passes, hung off a version of their own so they run after
# all three columns exist: derive the after-snapshots from the before-ones
# (_backfill_state_after), then split each `variants` list into sibling
# rows (_split_variants_into_siblings). The index below is the one those
# siblings make worth having — a group lookup is (branch_id, depth) with a
# handful of rows behind it, which ix_actions_branch_depth already serves,
# so this is a no-op statement that gives the passes a version to hang on.
(60, "CREATE INDEX IF NOT EXISTS ix_actions_branch_depth ON actions (branch_id, depth)"),
]
LATEST_VERSION = max((v for v, _ in MIGRATIONS), default=1)
@@ -237,6 +262,7 @@ EMBEDDING_BLOB_VERSION = 38
SNAPSHOT_COMPRESS_VERSION = 43
TREE_BACKFILL_VERSION = 52
CURSOR_ANCHOR_VERSION = 56
SIBLING_SPLIT_VERSION = 60
# An adventure with no actions has no tip. -1 keeps "the next node goes at
# head_depth + 1" true without a special case (mirrors tree.NO_DEPTH).
@@ -569,6 +595,210 @@ def _backfill_cursor_anchors(conn) -> None:
"""))
# The per-attempt slices of a context snapshot, frozen here as they stood at
# version 60 (`adventures.VARIANT_SNAPSHOT_KEYS`, now `attempts.ATTEMPT_KEYS`).
# Everything else in a snapshot is the assembled prompt, which every attempt at
# one turn shares — which is why a discarded attempt's row carries only these.
_ATTEMPT_KEYS = ("world_state", "script", "raw_output")
def _backfill_state_after(conn) -> None:
"""Turn each action's "before" snapshots into the "after" ones SP4 reads.
The state a node left behind is the state the node in front of it started
from, so `state_after` of action *n* is `state_before` of action *n + 1* —
exactly, not approximately: the hooks that ran between them are this turn's,
and both snapshots were taken with them already applied. The newest action
of an adventure has nothing in front of it, and what it left behind is
simply what the adventure is carrying right now.
Two statements per column rather than one COALESCE, because the second is
guarded on there being no later action at all — a row whose successor
predates `state_before` must stay NULL rather than inherit the tip's state.
Ordered by `index`, which is still the story's order at version 60: SP4 is
the first migration where `depth` and `index` can disagree, and it has not
run yet when this does.
"""
for column, live in (
("state_after", "script_state"),
("world_state_after", "world_state"),
):
before = column.replace("_after", "_before")
conn.execute(text(f"""
UPDATE actions SET {column} = (
SELECT n.{before} FROM actions n
WHERE n.adventure_id = actions.adventure_id
AND n."index" > actions."index"
ORDER BY n."index", n.id LIMIT 1
)
WHERE actions.{column} IS NULL
"""))
conn.execute(text(f"""
UPDATE actions SET {column} = (
SELECT adv.{live} FROM adventures adv
WHERE adv.id = actions.adventure_id
)
WHERE actions.{column} IS NULL
AND NOT EXISTS (
SELECT 1 FROM actions n
WHERE n.adventure_id = actions.adventure_id
AND n."index" > actions."index"
)
"""))
def _split_variants_into_siblings(conn) -> None:
"""Give every discarded retry attempt the row it should always have had.
`actions.variants` is a JSON repeating group: attempts at one turn, oldest
first, with `variant_index` naming the one the row's own `text` mirrors.
SP4 makes each attempt a node — same branch, same depth, `live` on exactly
one of them — so this reads the list one last time and writes it out as
siblings.
The row that already exists keeps its attempt (the one it mirrors) and its
context snapshot, which is the assembled prompt for the whole turn and is
stored once per turn, never once per attempt. A sibling's snapshot carries
only the slices that actually differ between attempts, which is precisely
what the JSON entry held — so this changes how the bytes are arranged and
not how many there are.
In Python rather than SQL because the shape of the work is "iterate a JSON
array and insert a row per element", which the two dialects spell
differently and neither spells well. It is bounded by the number of turns
anyone has ever retried, not by the size of the table, and it reads no
`context_snapshot` at all.
Resumable: a group that already has as many rows as its `variant_count`
claims has been split, and is skipped.
"""
actions = Base.metadata.tables["actions"]
last_id = 0
while True:
rows = conn.execute(
text("""
SELECT id, adventure_id, branch_id, depth, "index", type,
created_at, variants, variant_index
FROM actions
WHERE variants IS NOT NULL AND id > :last
ORDER BY id LIMIT :batch
"""),
{"last": last_id, "batch": BACKFILL_BATCH},
).mappings().all()
if not rows:
return
last_id = rows[-1]["id"]
for row in rows:
entries = row["variants"]
if isinstance(entries, str):
entries = json.loads(entries)
if not isinstance(entries, list) or len(entries) < 2:
continue
_split_one_action(conn, actions, row, entries)
def _split_one_action(conn, actions, row, entries: list) -> None:
live_index = row["variant_index"] or 0
live_index = min(max(live_index, 0), len(entries) - 1)
already = conn.execute(
text("""
SELECT COUNT(*) FROM actions
WHERE adventure_id = :adv AND branch_id = :branch AND depth = :depth
"""),
{"adv": row["adventure_id"], "branch": row["branch_id"], "depth": row["depth"]},
).scalar()
if already and already >= len(entries):
return # a previous run of this pass already split it
# The live attempt's own recorded outcome beats the one _backfill_state_after
# derived from the turn in front of it — they agree, but only one of them is
# a fact about this attempt. Left alone where the entry has none to give
# (an adventure with no RPG layer stores no world state per attempt), so a
# derived value is never overwritten with a NULL.
kept = {"live": True, "variant_count": len(entries), "variant_index": live_index}
live_state = _entry_script_state(entries[live_index])
live_world = _entry_world_state(entries[live_index])
if live_state is not None:
kept["state_after"] = live_state
if live_world is not None:
kept["world_state_after"] = live_world
# Through the Table rather than text(), here and below: these values are
# dicts headed for JSON columns, and the column type is the only thing that
# knows how to spell one on this dialect.
conn.execute(actions.update().where(actions.c.id == row["id"]).values(**kept))
siblings = [
{
"adventure_id": row["adventure_id"],
"index": row["index"],
"branch_id": row["branch_id"],
"depth": row["depth"],
"live": False,
"type": row["type"],
"text": str(entry.get("text") or ""),
"reasoning": entry.get("reasoning"),
"context_snapshot": _attempt_snapshot(entry) or None,
"world_delta": _entry_world_delta(entry),
"state_before": None,
"world_state_before": None,
"state_after": _entry_script_state(entry),
"world_state_after": _entry_world_state(entry),
"variants": None,
"variant_count": len(entries),
"variant_index": i,
"created_at": _entry_created_at(entry, row["created_at"]),
}
for i, entry in enumerate(entries)
if i != live_index and isinstance(entry, dict)
]
if siblings:
conn.execute(actions.insert(), siblings)
def _entry_script_state(entry) -> dict | None:
state = (entry or {}).get("script_state")
return state if isinstance(state, dict) else None
def _entry_world_state(entry) -> dict | None:
state = ((entry or {}).get("world_state") or {}).get("state")
return state if isinstance(state, dict) else None
def _entry_world_delta(entry) -> dict | None:
ws = (entry or {}).get("world_state")
if not isinstance(ws, dict):
return None
return {
"delta": ws.get("delta") or {},
"applied": (ws.get("report") or {}).get("applied") or [],
}
def _attempt_snapshot(entry) -> dict:
return {k: entry[k] for k in _ATTEMPT_KEYS if isinstance(entry, dict) and k in entry}
def _entry_created_at(entry, fallback):
"""The attempt's own timestamp, falling back to the row's.
Only ever cosmetic — sibling order is `variant_index`, which this pass
writes explicitly, precisely so that nothing depends on two attempts made
in the same second sorting the way they were made.
"""
raw = (entry or {}).get("created_at")
if isinstance(raw, str) and raw:
try:
return datetime.fromisoformat(raw)
except ValueError:
pass
if isinstance(fallback, str):
try:
return datetime.fromisoformat(fallback)
except ValueError:
return None
return fallback
def _get_version(conn) -> int:
if conn.dialect.name == "sqlite":
return conn.execute(text("PRAGMA user_version")).scalar() or 1
@@ -626,6 +856,13 @@ def bootstrap(engine: Engine) -> None:
_backfill_tree(conn)
if version == CURSOR_ANCHOR_VERSION:
_backfill_cursor_anchors(conn)
# Order matters: the split reads what the first pass wrote for
# the rows it does not touch, and overwrites it for the ones it
# does — an attempt's own outcome beats one derived from the
# turn after it.
if version == SIBLING_SPLIT_VERSION:
_backfill_state_after(conn)
_split_variants_into_siblings(conn)
current = version
_set_version(conn, current)
_encrypt_plaintext_api_keys(conn)
+55 -16
View File
@@ -324,6 +324,17 @@ class Action(Base):
ForeignKey("branches.id", ondelete="CASCADE"), nullable=True
)
depth: Mapped[int | None] = mapped_column(Integer, nullable=True)
# Phase 14, SP4: whether this node is the one the story tells at its
# coordinate. Retry no longer rewrites a row — it writes a *sibling* at the
# same (branch, depth), so a coordinate can hold several attempts and
# exactly one of them is on the path. `lineage.Path.clause` is the only
# place that reads this, for the same reason it is the only place that
# knows about branches: an attempt leaking into a read is a story quietly
# telling itself twice.
#
# A node with no siblings is live, which is why the default is True and why
# every pre-SP4 row is correct without being visited.
live: Mapped[bool] = mapped_column(Boolean, default=True, nullable=False)
type: Mapped[str] = mapped_column(String(20)) # start|do|say|story|continue|ai
text: Mapped[str] = mapped_column(Text, default="")
# Reasoning-model "thinking" that preceded the text (AI actions only).
@@ -348,30 +359,58 @@ class Action(Base):
# and for re-attaching the emit block when replaying history to the model.
# Mirrors the active variant, same as text/reasoning/context_snapshot.
world_delta: Mapped[dict | None] = mapped_column(JSON, nullable=True)
# Copy of Adventure.script_state as it was immediately BEFORE this action's
# script hooks ran, so undo/retry can roll the shared scoreboard back.
# NULL for actions created before this column existed. Deferred: only ever
# read for the one action being undone or retried.
# LEGACY (SP4): Adventure.script_state / world_state as they were
# immediately BEFORE this action's script hooks ran. Unwritten since SP4
# and read by nothing — the *after* pair below replaced them, because a
# sibling attempt needs its own outcome and a "before" picture is shared by
# every attempt at the turn. Kept for one release so a rolled-back build
# still finds a real snapshot on every row it wrote itself; SP8 drops them
# beside `index` and `variants`.
state_before: Mapped[dict | None] = mapped_column(
JSON, nullable=True, deferred=True
)
# Phase 12: same idea for the RPG world_state, so undo/retry rolls it back too.
world_state_before: Mapped[dict | None] = mapped_column(
JSON, nullable=True, deferred=True
)
# Retry history (AI actions): every attempt made for this turn, oldest
# first, INCLUDING the active one. NULL/empty means never retried — the row
# is its own only version. `variant_index` says which entry `text`,
# `reasoning` and `context_snapshot` currently mirror; retry appends and
# points here instead of deleting the row, so nothing is lost.
# Phase 14, SP4: the shared script scoreboard and the RPG world state as
# they stood once this node had been played — *its* outcome, not its
# starting position.
#
# Deferred for the same reason as context_snapshot: a list response only
# ever needs the *count* (see variant_count below), but the column holds
# every discarded attempt's full narration, so loading it in bulk made each
# retry a permanent tax on every later page load of that adventure.
# Two things want this and neither can use a "before" picture. Switching
# between siblings has to put back the state the chosen attempt produced,
# and the attempts differ precisely in what they produced. And rolling back
# to before a turn is "the state the node in front of it left behind",
# which is one lookup on the path rather than a snapshot that has to be
# taken from inside the turn being rolled back.
#
# NULL on rows written before SP4 that the migration could not derive one
# for, and tolerated everywhere: a missing snapshot means "leave the live
# state alone", never "reset it".
#
# Deferred: only ever read for the one node being switched to, undone or
# retried past.
state_after: Mapped[dict | None] = mapped_column(
JSON, nullable=True, deferred=True
)
world_state_after: Mapped[dict | None] = mapped_column(
JSON, nullable=True, deferred=True
)
# LEGACY (SP4): retry history as a JSON repeating group. Every attempt at
# this turn is its own row now — see `live` above and `app/attempts.py` —
# so nothing reads this. Kept until SP8 for the same reason `index` is, and
# read exactly once more on the way out: migration 60 is what turns each
# entry into the sibling row it should always have been.
variants: Mapped[list | None] = mapped_column(JSON, nullable=True, deferred=True)
# len(variants), maintained on write by set_variants() so the deferred
# column above never has to be fetched just to count it. 0 = never retried.
# Where the row sits in its sibling group: `variant_index` is this
# attempt's ordinal, oldest first, and `variant_count` is how many attempts
# the group holds (0, not 1, when the turn was never retried — the pager
# reads that as "nothing to page through").
#
# A cache of two facts about the group, maintained in one place
# (`attempts.renumber`) for the same reason it used to be a cache of
# `len(variants)`: a page response wants them for every row and must not
# pay a query per turn to get them. SP7 replaces the pager with the branch
# view and SP8 drops both columns.
variant_count: Mapped[int] = mapped_column(Integer, default=0)
variant_index: Mapped[int] = mapped_column(Integer, default=0)
created_at: Mapped[datetime] = mapped_column(DateTime, default=utcnow)
+209 -231
View File
@@ -1,4 +1,3 @@
import copy
import json
import re
import threading
@@ -6,10 +5,12 @@ import threading
from fastapi import APIRouter, Body, Depends, HTTPException, Request
from fastapi.responses import StreamingResponse
from sqlalchemy import func
from sqlalchemy.orm import Session, load_only, undefer
from sqlalchemy.orm import Session, load_only
from sqlalchemy.orm.attributes import set_committed_value
from .. import auth, images, limits, memorybank, models, schemas, tree, worldstate
from .. import (
attempts, auth, images, limits, memorybank, models, schemas, tree, worldstate,
)
from ..context import build_context, cursors
from ..context import history as context_history
from ..context import lineage
@@ -387,6 +388,10 @@ def create_adventure(
type="start",
text=fill_placeholders(scenario.prompt, values),
)
# The opening node leaves behind the state the adventure starts
# with, so undoing or retrying the first turn has somewhere to
# roll back to.
attempts.snapshot_outcome(adventure, opening)
tree.place_action(db, adventure, opening)
db.add(opening)
@@ -468,32 +473,12 @@ def override_world_state(
return {"state": new_state, "report": report}
def snapshot_state(adventure: models.Adventure) -> dict:
"""Deep copy of the shared script_state, to staple onto an action so undo/
retry can restore it. Independent of later hook mutations."""
state = adventure.script_state if isinstance(adventure.script_state, dict) else {}
return copy.deepcopy(state)
def snapshot_world_state(adventure: models.Adventure) -> dict:
"""Deep copy of the RPG world_state, for the same undo/retry rollback as
snapshot_state (Phase 12)."""
state = adventure.world_state if isinstance(adventure.world_state, dict) else {}
return copy.deepcopy(state)
# ---------- Retry history (variants) ----------
# ---------- Retry history (sibling attempts) ----------
#
# Retry used to delete the AI action and generate a replacement. Now the row
# survives and every attempt is appended to `Action.variants`, with
# `variant_index` naming the live one. A variant carries only the parts that
# actually differ between attempts — the narration and the state it produced —
# never the assembled prompt, which is identical across attempts of one turn
# and is by far the biggest thing in `context_snapshot`.
# The per-attempt slices of context_snapshot. Everything else in the snapshot
# (system/story/memories) is shared by every attempt at the same turn.
VARIANT_SNAPSHOT_KEYS = ("world_state", "script", "raw_output")
# Retry used to delete the AI action and generate a replacement, then kept the
# row and pushed each attempt into a JSON list on it. Now every attempt is its
# own node: same branch, same depth, one of them `live`. `app/attempts.py` owns
# the group and both of its invariants; the endpoints below only ask it things.
def world_delta_of(snapshot: dict | None) -> dict | None:
@@ -512,62 +497,6 @@ def world_delta_of(snapshot: dict | None) -> dict | None:
}
def set_variants(action: models.Action, entries: list[dict]) -> None:
"""The ONLY way to write Action.variants.
`variants` is deferred (it holds every discarded attempt's narration), so
`variant_count` exists to answer "how many attempts?" without fetching it.
Writing the list anywhere else would let the two drift and the pager would
lie about how many takes a turn has.
"""
action.variants = entries
action.variant_count = len(entries)
def variant_of(action: models.Action, adventure: models.Adventure) -> dict:
"""Freeze an action's *current* content as a variant entry.
`adventure` supplies the resulting script/world state, so this must be
called before any rollback — those live values are this attempt's outcome.
"""
snapshot = action.context_snapshot if isinstance(action.context_snapshot, dict) else {}
entry = {
"text": action.text,
"reasoning": action.reasoning,
"script_state": snapshot_state(adventure),
"created_at": action.created_at.isoformat() if action.created_at else None,
}
for key in VARIANT_SNAPSHOT_KEYS:
if key in snapshot:
entry[key] = copy.deepcopy(snapshot[key])
return entry
def apply_variant(action: models.Action, adventure: models.Adventure, index: int) -> None:
"""Make variant `index` the live one: its text onto the action, its
outcome back onto the adventure."""
entry = action.variants[index]
action.text = entry.get("text", "")
action.reasoning = entry.get("reasoning")
snapshot = dict(action.context_snapshot) if isinstance(action.context_snapshot, dict) else {}
for key in VARIANT_SNAPSHOT_KEYS:
if key in entry:
snapshot[key] = copy.deepcopy(entry[key])
else:
snapshot.pop(key, None)
action.context_snapshot = snapshot
action.world_delta = world_delta_of(snapshot)
action.variant_index = index
if isinstance(entry.get("script_state"), dict):
adventure.script_state = copy.deepcopy(entry["script_state"])
# The world state this attempt left behind lives inside its own snapshot
# slice; absent for adventures with no RPG layer, where there's nothing to
# restore anyway.
world_state = (entry.get("world_state") or {}).get("state")
if isinstance(world_state, dict):
adventure.world_state = copy.deepcopy(world_state)
@router.patch("/{adventure_id}", response_model=schemas.AdventureOut)
def update_adventure(
adventure_id: int,
@@ -684,12 +613,12 @@ async def generate_turn(
"""SSE generator: streams the AI continuation through the context/output
script hooks, then stores the result.
With `retry_of`, the result is appended as a new variant of that existing
AI action rather than stored as a new one — the discarded attempt stays
readable. The caller must have seeded `retry_of.variants` and rolled the
adventure back first (see `retry_action`); if this generator ends without
saving, that rollback is undone so state can't drift from the text still
on screen."""
With `retry_of`, the result is stored as a *sibling* of that AI action —
same turn, same coordinate, another take — and the discarded attempt stays
exactly where it was written. The caller must have rolled the adventure
back to before the turn first (see `retry_action`); if this generator ends
without saving, that rollback is undone so state can't drift from the text
still on screen."""
saved = False
try:
async for event in _generate_turn(adventure, db, pipeline, user, retry_of):
@@ -700,8 +629,9 @@ async def generate_turn(
finally:
if retry_of is not None and not saved:
# Provider error, empty reply, a script stop, or the client hanging
# up: put the attempt we rolled away from back in charge.
apply_variant(retry_of, adventure, retry_of.variant_index)
# up: no sibling was written, so the attempt on screen is still the
# live one — put back the state it produced.
attempts.restore_state(adventure, retry_of)
db.commit()
@@ -719,10 +649,10 @@ async def _generate_turn(
):
settings = get_settings(db, user)
cfg = auth.resolve_provider_config(settings)
# On a retry the row being regenerated is still attached to the adventure
# (it carries the variant history), so it has to be filtered out of the
# context — otherwise the model is shown the attempt it is replacing as if
# it were established story, and writes a continuation of it.
# On a retry the attempt being replaced is still the live node of its turn
# — it stays live until a replacement exists to take over — so it has to be
# filtered out of the context, or the model is shown the attempt it is
# supposed to be replacing as established story and writes a sequel to it.
replacing_id = retry_of.id if retry_of is not None else None
if cfg.using_demo:
# No embedding/summarization calls on the server-funded key: memory
@@ -736,10 +666,6 @@ async def _generate_turn(
memories = await memorybank.retrieve_memories(
adventure, settings, update_stats=True, exclude_action_id=replacing_id
)
# Scoreboard as it stands before this AI turn's context/output hooks mutate
# it — stapled onto the AI action so retry can start over from here.
state_before = snapshot_state(adventure)
world_state_before = snapshot_world_state(adventure)
system_text, story_text, snapshot = build_context(
adventure, settings, memories, exclude_action_id=replacing_id
)
@@ -809,9 +735,15 @@ async def _generate_turn(
# RPG world state (Phase 12): pull the AI's state delta out of the reply,
# let the engine referee it, and strip the block from the shown text.
# A retry re-runs the *same* turn, so it keeps that turn's index — using
# next_index here would advance the clock the cooldown rules run on.
ai_index = retry_of.index if retry_of is not None else next_index(adventure)
# A retry re-runs the *same* turn, so it is played at that turn's depth —
# the clock the cooldown rules run on is a position in the story, and a
# second take on turn 12 is still turn 12. (It was `retry_of.index` until
# SP4, which held the same number; depth is the one that stays true once a
# branch has its own numbering.)
# `next_index` because `tree.place_action` still derives a new node's depth
# from its legacy index while the two columns coexist; they hold the same
# number, and SP8 removes the question.
ai_depth = retry_of.depth if retry_of is not None else next_index(adventure)
stat_schema = adventure.scenario.stat_schema if adventure.scenario else None
if worldstate.has_schema(stat_schema):
text, delta = worldstate.extract_delta(text)
@@ -819,7 +751,7 @@ async def _generate_turn(
yield sse({"type": "error", "detail": "The AI returned only a state update and no story text."})
return
new_world_state, ws_report = worldstate.apply_delta(
adventure.world_state, stat_schema, delta, ai_index
adventure.world_state, stat_schema, delta, ai_depth
)
adventure.world_state = new_world_state
snapshot["world_state"] = {"delta": delta, "report": ws_report, "state": new_world_state}
@@ -827,33 +759,33 @@ async def _generate_turn(
snapshot["raw_output"] = raw_output
reasoning = "".join(reasoning_chunks).strip() or None
ai_action = models.Action(
adventure_id=adventure.id,
# A sibling shares the turn's legacy index for the same reason it
# shares its depth: it is the same turn. Two rows then hold one index,
# which `max_action_index` (a maximum, not a count) survives, and
# nothing else still reads the column.
index=retry_of.index if retry_of is not None else ai_depth,
type="ai",
text=text,
reasoning=reasoning,
context_snapshot=snapshot,
world_delta=world_delta_of(snapshot),
)
attempts.snapshot_outcome(adventure, ai_action)
if retry_of is not None:
# Same row, one more attempt. Writing text/reasoning/snapshot through
# the variant list keeps the row and its history in step.
ai_action = retry_of
ai_action.context_snapshot = snapshot
history = list(ai_action.variants or [])
history.append({
"text": text,
"reasoning": reasoning,
"script_state": snapshot_state(adventure),
"created_at": models.utcnow().isoformat(),
**{k: copy.deepcopy(snapshot[k]) for k in VARIANT_SNAPSHOT_KEYS if k in snapshot},
})
set_variants(ai_action, history)
apply_variant(ai_action, adventure, len(history) - 1)
attempts.add_attempt(db, adventure, retry_of, ai_action)
db.add(ai_action)
# The text at this coordinate has just changed, so whatever was derived
# from it is no longer about the story: withdraw the memory hanging off
# the node and hand the ground back to both passes. Before SP4 this was
# unreachable, because the summarizer held the newest action back until
# a turn had landed on top of it — see `memorybank`.
memorybank.forget_node(db, adventure, retry_of)
cursors.rewind_all(adventure, retry_of.branch_id, ai_depth - 1)
db.flush()
attempts.renumber(attempts.group(db, ai_action))
else:
ai_action = models.Action(
adventure_id=adventure.id,
index=ai_index,
type="ai",
text=text,
reasoning=reasoning,
context_snapshot=snapshot,
world_delta=world_delta_of(snapshot),
state_before=state_before,
world_state_before=world_state_before,
)
tree.place_action(db, adventure, ai_action)
db.add(ai_action)
adventure.updated_at = models.utcnow()
@@ -890,10 +822,6 @@ async def run_player_turn(
# An empty do/say/story is just a continue.
if payload.type != "continue" and payload.text.strip():
# Scoreboard before the input hook mutates it — the pre-turn state that
# undo restores to (the AI action keeps its own post-input snapshot).
state_before = snapshot_state(adventure)
world_state_before = snapshot_world_state(adventure)
# onInput sees the formatted text (as in AI Dungeon: "> You ...").
formatted = format_player_input(payload.type, payload.text)
modified, stop = pipeline.run("input", formatted)
@@ -906,9 +834,11 @@ async def run_player_turn(
index=next_index(adventure),
type=payload.type,
text=modified,
state_before=state_before,
world_state_before=world_state_before,
)
# The scoreboard once the input hook has run — what this node left
# behind, which is where the AI turn after it starts and where a retry
# of that turn rolls back to.
attempts.snapshot_outcome(adventure, player_action)
tree.place_action(db, adventure, player_action)
db.add(player_action)
db.commit()
@@ -956,9 +886,10 @@ def retry_action(
):
"""Regenerate the last AI action, keeping the discarded attempt.
The row survives: its current content is frozen as a variant, the shared
script/world state rolls back to the pre-turn snapshot, and the new attempt
is appended as the next variant. Nothing the AI wrote is ever thrown away.
The attempt on screen is left exactly as it was written; the shared
script/world state rolls back to what the node in front of it left behind,
and the new take is stored as a sibling at the same coordinate. Nothing the
AI wrote is ever rewritten, let alone thrown away.
"""
adventure = get_adventure_or_404(adventure_id, db, user)
limits.rate_limit("turn", request, user)
@@ -969,19 +900,13 @@ def retry_action(
newest = last_action(adventure, db)
if newest is not None and newest.type == "ai":
last_ai = newest
# First retry: the row has no history yet, so record what's on
# screen as variant 0 before anything is rolled back — the live
# script/world state is precisely that attempt's outcome.
if not last_ai.variant_count:
set_variants(last_ai, [variant_of(last_ai, adventure)])
last_ai.variant_index = 0
# Roll the scoreboard back to before this AI turn's hooks ran, so
# regenerating starts fresh instead of stacking output mutations on
# top of the discarded attempt. NULL for pre-migration actions.
if last_ai.state_before is not None:
adventure.script_state = copy.deepcopy(last_ai.state_before)
if last_ai.world_state_before is not None:
adventure.world_state = copy.deepcopy(last_ai.world_state_before)
# top of the attempt being replaced. A no-op where the preceding
# node has no snapshot (a row written before SP4 the migration
# could not derive one for), which leaves the state alone rather
# than resetting it.
attempts.roll_back_before(db, adventure, last_ai)
db.commit()
db.refresh(adventure)
except BaseException:
@@ -1011,21 +936,28 @@ def list_variants(
):
"""Every attempt made for one AI turn. Fetched on demand — the adventure
payload carries only the counts, so old narration doesn't ride along on
every page load."""
every page load.
Addressed by *any* attempt at the turn, not only the live one: switching
changes which row the story tells, and a client holding the id it was given
a moment ago must still be able to ask about the same turn.
"""
get_adventure_or_404(adventure_id, db, user)
action = db.get(models.Action, action_id)
if action is None or action.adventure_id != adventure_id:
raise HTTPException(404, "Action not found")
variants = action.variants if isinstance(action.variants, list) else []
rows = attempts.group(db, action)
if len(rows) < 2:
return [] # never retried: the turn is its own only take
return [
schemas.VariantOut(
index=i,
text=entry.get("text", ""),
reasoning=entry.get("reasoning"),
created_at=entry.get("created_at"),
active=(i == action.variant_index),
text=row.text,
reasoning=row.reasoning,
created_at=row.created_at.isoformat() if row.created_at else None,
active=row.live,
)
for i, entry in enumerate(variants)
for i, row in enumerate(rows)
]
@@ -1051,11 +983,11 @@ def select_variant(
action = db.get(models.Action, action_id)
if action is None or action.adventure_id != adventure_id:
raise HTTPException(404, "Action not found")
variants = action.variants if isinstance(action.variants, list) else []
if not 0 <= payload.index < len(variants):
rows = attempts.group(db, action)
if not 0 <= payload.index < len(rows) or len(rows) < 2:
raise HTTPException(400, "No such attempt for this action")
newest = last_action(adventure, db)
if newest is None or newest.id != action.id:
if newest is None or newest.depth != action.depth or newest.branch_id != action.branch_id:
raise HTTPException(
400,
"Only the latest message can be switched — the story has already "
@@ -1063,15 +995,42 @@ def select_variant(
)
acquire_turn_lock(adventure_id)
try:
apply_variant(action, adventure, payload.index)
chosen = rows[payload.index]
if not chosen.live:
# The story at this coordinate is about to say something else, so
# anything derived from what it used to say is withdrawn — the same
# move a retry makes, for the same reason.
memorybank.forget_node(db, adventure, chosen)
cursors.rewind_all(adventure, chosen.branch_id, (chosen.depth or 0) - 1)
attempts.make_live(db, adventure, chosen)
adventure.updated_at = models.utcnow()
db.commit()
db.refresh(action)
return action
db.refresh(chosen)
# The row that answers is the one now in the story, which is a
# *different row* from the one addressed — that is the whole change: an
# attempt is a node, so choosing one moves the story onto it rather
# than rewriting anything.
return chosen
finally:
_active_turns.discard(adventure_id)
def delete_turn(
db: Session, adventure: models.Adventure, node: models.Action
) -> None:
"""Remove a turn: every attempt at it, not only the one on screen.
A discarded attempt is a leaf hanging off the same coordinate, and it is
only reachable *through* that coordinate — leaving it behind when the turn
goes would leave a row nothing can name and no read can see. Whatever the
turn produced is withdrawn once, because a memory hangs off the coordinate
rather than off one of its attempts.
"""
memorybank.forget_node(db, adventure, node)
for attempt in attempts.group(db, node):
db.delete(attempt)
@router.post("/{adventure_id}/undo", response_model=schemas.ActionPage)
def undo_turn(
adventure_id: int, db: Session = Depends(get_db), user: models.User = CurrentUser
@@ -1099,19 +1058,18 @@ def undo_turn(
if not newest or newest[0].type == "start":
raise HTTPException(400, "Nothing to undo")
last = newest[0]
preceding = newest[1] if len(newest) > 1 else None
# The earliest action removed in this turn holds the pre-turn scoreboard.
before_that = newest[1] if len(newest) > 1 else None
first_removed = last
memorybank.forget_node(db, adventure, last)
db.delete(last)
if last.type == "ai" and preceding is not None and preceding.type in ("do", "say", "story"):
first_removed = preceding
memorybank.forget_node(db, adventure, first_removed)
db.delete(first_removed)
if first_removed.state_before is not None:
adventure.script_state = copy.deepcopy(first_removed.state_before)
if first_removed.world_state_before is not None:
adventure.world_state = copy.deepcopy(first_removed.world_state_before)
if last.type == "ai" and before_that is not None and before_that.type in ("do", "say", "story"):
first_removed = before_that
# Where the story stands once the turn is gone: what the node in front
# of the earliest removed one left behind. Read before the deletes, so
# the question is asked of a story that still has them in it.
restore_to = attempts.preceding(db, adventure, first_removed)
delete_turn(db, adventure, last)
if first_removed is not last:
delete_turn(db, adventure, first_removed)
attempts.restore_state(adventure, restore_to)
db.flush() # apply the deletes before anything reads the story back
db.expire(adventure, ["actions"])
# The tip moved back with them.
@@ -1140,22 +1098,28 @@ def export_adventure(
):
"""Full backup: plot components, story cards, scripts (+state), every action."""
adv = get_adventure_or_404(adventure_id, db, user)
# Export is the one read that genuinely wants every attempt, so it asks for
# the deferred `variants` column up front — iterating adv.actions instead
# would lazy-load it one row at a time.
#
# And the one read deliberately left un-pathed: a backup wants the whole
# The one read deliberately left un-pathed: a backup wants the whole
# adventure, not the branch its owner happens to be standing on. `index`
# orders it because the v1 bundle is a flat list keyed on index and its
# reader has no idea branches exist — which is exactly why SP6 replaces the
# format rather than quietly widening this query.
#
# Attempts at one turn share that index (SP4), so the flat list is built by
# folding each group back into the `variants` array the format expects.
# That array is the *only* remaining producer of the v1 shape: nothing in
# the database holds one any more.
exported_actions = (
db.query(models.Action)
.filter(models.Action.adventure_id == adv.id)
.options(undefer(models.Action.variants))
.order_by(models.Action.index)
.order_by(models.Action.index, models.Action.variant_index, models.Action.id)
.all()
)
turns: list[list[models.Action]] = []
for action in exported_actions:
if turns and turns[-1][0].index == action.index:
turns[-1].append(action)
else:
turns.append([action])
return {
"format": "ai-dnd-adventure-v1",
"title": adv.title,
@@ -1194,26 +1158,63 @@ def export_adventure(
}
for s in adv.scripts
],
"actions": [
{
"index": a.index, "type": a.type, "text": a.text,
"reasoning": a.reasoning,
# Retry history, narration only — a bundle carries no context
# snapshots, so the per-attempt script/world state it would
# restore isn't there to export either.
"variants": [
{"text": v.get("text", ""), "reasoning": v.get("reasoning"),
"createdAt": v.get("created_at")}
for v in (a.variants or [])
] or None,
"variantIndex": a.variant_index,
"createdAt": a.created_at.isoformat(),
}
for a in exported_actions
],
"actions": [_exported_turn(group) for group in turns],
}
def _exported_turn(group: list[models.Action]) -> dict:
"""One turn as a v1 bundle entry: the attempt in the story, plus the rest.
Narration only — a bundle carries no context snapshots, so the per-attempt
script/world state a switch would restore isn't there to export either.
"""
live = next((a for a in group if a.live), group[0])
return {
"index": live.index, "type": live.type, "text": live.text,
"reasoning": live.reasoning,
"variants": [
{"text": a.text, "reasoning": a.reasoning,
"createdAt": a.created_at.isoformat() if a.created_at else None}
for a in group
] if len(group) > 1 else None,
"variantIndex": group.index(live),
"createdAt": live.created_at.isoformat(),
}
def _imported_turn(
adventure: models.Adventure, entry: dict, index: int
) -> list[models.Action]:
"""A v1 bundle entry as the nodes it describes: one per attempt.
A bundle's `variants` array is the repeating group SP4 unpacked, so
importing one is the same split the migration does — every attempt gets a
row at the turn's coordinate, and `variantIndex` picks which is live.
Clamped, because a hand-edited bundle can name an attempt its own list
doesn't have, and a turn with no live node is a turn no read can see.
"""
kind = str(entry.get("type") or "story")[:20] # VARCHAR(20)
variants = [v for v in (entry.get("variants") or []) if isinstance(v, dict)]
if not variants:
variants = [{"text": entry["text"], "reasoning": entry.get("reasoning")}]
live = min(max(int(entry.get("variantIndex", 0)), 0), len(variants) - 1)
rows = []
for i, variant in enumerate(variants):
text = str(variant.get("text") or "")
reasoning = variant.get("reasoning")
rows.append(models.Action(
adventure_id=adventure.id,
index=index,
type=kind,
text=text,
reasoning=str(reasoning) if reasoning else None,
live=(i == live),
variant_index=i,
variant_count=len(variants) if len(variants) > 1 else 0,
))
return rows
@router.post("/import", response_model=schemas.AdventureOut, status_code=201)
def import_adventure(
request: Request,
@@ -1294,26 +1295,9 @@ def import_adventure(
for i, a in enumerate(bundle.get("actions") or []):
if isinstance(a, dict) and str(a.get("text") or ""):
variants = [
{"text": str(v.get("text") or ""), "reasoning": v.get("reasoning"),
"created_at": v.get("createdAt")}
for v in (a.get("variants") or [])
if isinstance(v, dict)
]
action = models.Action(
adventure_id=adventure.id,
index=int(a.get("index", i)),
type=str(a.get("type") or "story")[:20], # VARCHAR(20)
text=str(a["text"]),
reasoning=str(a["reasoning"]) if a.get("reasoning") else None,
variants=variants or None,
variant_count=len(variants),
# Clamped: a bundle could name an index its variant list
# doesn't have, which would make the pager point at nothing.
variant_index=min(max(int(a.get("variantIndex", 0)), 0), max(len(variants) - 1, 0)),
)
tree.place_action(db, adventure, action)
db.add(action)
for action in _imported_turn(adventure, a, int(a.get("index", i))):
tree.place_action(db, adventure, action)
db.add(action)
# The bundle's cursors are positions in a flat story and the marks are
# nodes, so the translation waits until the actions exist — this is the
@@ -1782,15 +1766,10 @@ def update_action(
action = db.get(models.Action, action_id)
if action is None or action.adventure_id != adventure_id:
raise HTTPException(404, "Action not found")
# One row, one text. Nothing mirrors it any more, so nothing has to be kept
# in step — the edit used to have to be written into the live variant entry
# as well, or paging away and back silently reverted it.
action.text = payload.text
# Keep the live variant in step, or paging away and back would silently
# revert the edit.
if action.variant_count:
variants = action.variants if isinstance(action.variants, list) else []
if 0 <= action.variant_index < len(variants):
history = copy.deepcopy(variants)
history[action.variant_index]["text"] = payload.text
set_variants(action, history)
db.commit()
return action
@@ -1806,11 +1785,10 @@ def delete_action(
action = db.get(models.Action, action_id)
if action is None or action.adventure_id != adventure_id:
raise HTTPException(404, "Action not found")
# Same as undo: withdraw whatever this node produced. Nothing else needs
# doing — the marks are depths, and a depth does not move because an action
# in front of it went away.
memorybank.forget_node(db, adventure, action)
db.delete(action)
# Same as undo: the turn goes, attempts and all, and whatever it produced
# is withdrawn. Nothing else needs doing — the marks are depths, and a
# depth does not move because an action in front of it went away.
delete_turn(db, adventure, action)
db.flush()
db.expire(adventure, ["actions"])
# Deleting the newest action moves the tip; deleting a middle one leaves a
+28 -1
View File
@@ -22,6 +22,8 @@ script and test ever written too, and its breach is a story quietly missing
turns. So the invariant is enforced at the flush instead of asked for.
"""
import copy
from sqlalchemy import func, insert, update
from sqlalchemy.orm import Session
@@ -149,6 +151,27 @@ def attach_memory(memory: models.Memory, node: models.Action) -> None:
memory.depth = node.depth
def stamp_outcome(adventure: models.Adventure, action: models.Action) -> None:
"""Give a node the state it left behind, if its writer did not.
The floor under `attempts.snapshot_outcome`, and it is here for the same
reason `place_action` has one: from SP4 a node with no outcome is a node
undo and retry cannot roll back past, and it fails by leaving the
scoreboard where it was rather than by raising. The turn engine records the
outcome itself and this skips those rows; what it catches is every fixture,
script and import that writes a story straight through the ORM.
What it writes is the truth as of the flush: a writer that changes no state
between two nodes leaves the same state behind both of them.
"""
if action.state_after is None:
state = adventure.script_state if isinstance(adventure.script_state, dict) else {}
action.state_after = copy.deepcopy(state)
if action.world_state_after is None:
world = adventure.world_state if isinstance(adventure.world_state, dict) else {}
action.world_state_after = copy.deepcopy(world)
def place_new_nodes(session: Session) -> None:
"""Place every unplaced node about to be inserted. Runs on every flush.
@@ -178,11 +201,15 @@ def place_new_nodes(session: Session) -> None:
place = place_memory
else:
continue
if obj.branch_id is not None or obj.adventure_id is None:
if obj.adventure_id is None:
continue
adventure = session.get(models.Adventure, obj.adventure_id)
if adventure is None:
continue
if isinstance(obj, models.Action):
stamp_outcome(adventure, obj)
if obj.branch_id is not None:
continue # already placed at its call site
head = heads.get(adventure.id)
if head is None:
head = heads[adventure.id] = head_branch(session, adventure)
+399
View File
@@ -0,0 +1,399 @@
"""Phase 14 SP4 — a retry writes a sibling node instead of rewriting a row.
`test_retry_variants.py` is the behavioural contract, unchanged since before
the tree, and it still passes: the same URLs, the same payload shape, the same
outcomes. This file asserts the things that are *only* true of the new storage
— that a turn can be several rows, that exactly one of them is the story, and
that the arrangement costs neither an extra prompt nor an extra turn.
python -m pytest tests/test_attempt_siblings.py -v
"""
import os
import tempfile
_tmp = tempfile.NamedTemporaryFile(suffix=".db", delete=False)
_tmp.close()
os.environ["AIDND_DB_PATH"] = _tmp.name
os.environ.pop("AIDND_DATABASE_URL", None)
os.environ.pop("DATABASE_URL", None)
import pytest
from fastapi import Depends
from fastapi.testclient import TestClient
from sqlalchemy.orm import undefer
from app import attempts, auth, limits, models, tree
from app.context import cursors, history
from app.database import Base, SessionLocal, engine, get_db
from app.main import app
from app.providers import PromptParts
from app.routers import adventures
SCHEMA = {"player": {"hp": {"min": 0, "max": 100, "initial": 100}}}
GOLD_SCRIPT = """
const modifier = (text) => {
state.gold = (state.gold || 0) + 10;
return { text };
};
modifier(text);
"""
class ScriptedProvider:
replies: list = []
calls = 0
prompts: list = []
def __init__(self, *a, **k):
pass
async def generate(self, parts: PromptParts, *, temperature, max_tokens):
index = min(ScriptedProvider.calls, len(ScriptedProvider.replies) - 1)
ScriptedProvider.calls += 1
ScriptedProvider.prompts.append((parts.system, parts.story))
yield ("text", ScriptedProvider.replies[index])
@pytest.fixture()
def client(monkeypatch):
Base.metadata.create_all(bind=engine)
setup = SessionLocal()
user = models.User(is_guest=False, email="siblings@example.com")
setup.add(user)
setup.flush()
setup.add(models.Settings(user_id=user.id, api_key="enc:dummy", model="test-model"))
scenario = models.Scenario(user_id=user.id, title="S", stat_schema=SCHEMA)
setup.add(scenario)
setup.flush()
adv = models.Adventure(
user_id=user.id, title="Cave", scenario_id=scenario.id,
script_state={}, world_state={"player": {"hp": 100}},
)
setup.add(adv)
setup.flush()
setup.add(models.Action(adventure_id=adv.id, index=0, type="start", text="You enter a cave."))
setup.add(models.AdventureScript(
adventure_id=adv.id, position=0, enabled=True, name="Gold", output_js=GOLD_SCRIPT,
))
setup.commit()
adv_id, user_id = adv.id, user.id
setup.close()
ScriptedProvider.replies = ["Attempt one."]
ScriptedProvider.calls = 0
ScriptedProvider.prompts = []
monkeypatch.setattr(adventures, "OpenAICompatibleProvider", ScriptedProvider)
monkeypatch.setattr(auth, "resolve_provider_config", lambda s: auth.ProviderConfig(
"http://fake", "k", "test-model", False))
monkeypatch.setattr(limits, "rate_limit", lambda *a, **k: None)
monkeypatch.setattr(limits, "check_row_cap", lambda *a, **k: None)
def _current_user(db=Depends(get_db)):
return db.get(models.User, user_id)
app.dependency_overrides[auth.get_current_user] = _current_user
c = TestClient(app)
c.adv_id = adv_id
try:
yield c
finally:
app.dependency_overrides.clear()
adventures._active_turns.clear()
Base.metadata.drop_all(bind=engine)
def _play(client, text="look around", type="do"):
r = client.post(f"/api/adventures/{client.adv_id}/actions",
json={"type": type, "text": text})
assert r.status_code == 200, r.text
def _retry(client):
r = client.post(f"/api/adventures/{client.adv_id}/retry")
assert r.status_code == 200, r.text
def _page(client) -> dict:
return client.get(f"/api/adventures/{client.adv_id}").json()
def _rows(adv_id) -> list[models.Action]:
"""Every action row of the adventure, story or not, live or not.
Undeferred, because the session is closed before the caller looks: the
columns this file is about are exactly the ones a page load never loads.
"""
db = SessionLocal()
try:
return (
db.query(models.Action)
.filter(models.Action.adventure_id == adv_id)
.options(
undefer(models.Action.state_after),
undefer(models.Action.world_state_after),
undefer(models.Action.context_snapshot),
)
.order_by(models.Action.depth, models.Action.variant_index)
.all()
)
finally:
db.close()
# ------------------------------------------------------------- the sibling
def test_a_retry_writes_a_second_row_at_the_same_coordinate(client):
ScriptedProvider.replies = ["Attempt one.", "Attempt two."]
_play(client)
_retry(client)
rows = _rows(client.adv_id)
ai = [a for a in rows if a.type == "ai"]
assert len(ai) == 2, "a retry is a node, not a rewrite"
assert {(a.branch_id, a.depth) for a in ai} == {(ai[0].branch_id, ai[0].depth)}
assert [a.text for a in ai] == ["Attempt one.", "Attempt two."]
# Exactly one of them is the story, and it is the newer take.
assert [a.live for a in ai] == [False, True]
# ...and the discarded attempt is untouched, not a copy of anything.
assert ai[0].state_after is not None
def test_the_story_shows_and_counts_the_turn_once(client):
ScriptedProvider.replies = ["Attempt one.", "Attempt two."]
_play(client)
before = _page(client)["action_count"]
_retry(client)
after = _page(client)
assert after["action_count"] == before, "a discarded attempt is not a turn"
assert [a["type"] for a in after["actions"]] == ["start", "do", "ai"]
assert after["actions"][-1]["text"] == "Attempt two."
def test_a_discarded_attempt_never_reaches_the_prompt(client):
"""The trap the branch clause exists to close, at sibling scale: the losing
attempt sits at the same branch and depth as the live one, so anything
reading the story by coordinate alone would replay both."""
ScriptedProvider.replies = ["Attempt one.", "Attempt two.", "Next turn."]
_play(client)
_retry(client)
_play(client, "go deeper")
story = ScriptedProvider.prompts[-1][1]
assert "Attempt two." in story
assert "Attempt one." not in story
def test_switching_moves_the_story_onto_the_other_row(client):
ScriptedProvider.replies = [
"A scratch.\n```state\n{\"player.hp\": -5}\n```",
"A beating.\n```state\n{\"player.hp\": -40}\n```",
]
_play(client)
_retry(client)
newest_id = _page(client)["actions"][-1]["id"]
r = client.post(
f"/api/adventures/{client.adv_id}/actions/{newest_id}/variant", json={"index": 0})
assert r.status_code == 200, r.text
# A different row answers — that is the whole change.
assert r.json()["id"] != newest_id
assert r.json()["text"].startswith("A scratch")
rows = _rows(client.adv_id)
ai = [a for a in rows if a.type == "ai"]
assert [a.live for a in ai] == [True, False]
# Both takes are still there, byte for byte.
assert [a.text.split(".")[0] for a in ai] == ["A scratch", "A beating"]
def test_the_assembled_prompt_is_stored_once_per_turn(client):
"""A snapshot is ~160 kB of prompt every attempt at a turn shares. Giving
each sibling a copy would have made retry a permanent multiplier on the
biggest column in the database, so the prompt moves with the live flag."""
ScriptedProvider.replies = ["Attempt one.", "Attempt two."]
_play(client)
_retry(client)
def holders():
return [
a.id for a in _rows(client.adv_id)
if a.type == "ai" and "sections" in (a.context_snapshot or {})
]
live_holder = holders()
assert len(live_holder) == 1
newest = _page(client)["actions"][-1]
assert live_holder == [newest["id"]]
client.post(f"/api/adventures/{client.adv_id}/actions/{newest['id']}/variant",
json={"index": 0})
moved = holders()
assert len(moved) == 1 and moved != live_holder, "the prompt follows the story"
# ------------------------------------------------------- removing the turn
def test_undo_takes_every_attempt_with_it(client):
ScriptedProvider.replies = ["One.", "Two.", "Three."]
_play(client)
_retry(client)
_retry(client)
assert len([a for a in _rows(client.adv_id) if a.type == "ai"]) == 3
r = client.post(f"/api/adventures/{client.adv_id}/undo")
assert r.status_code == 200, r.text
assert [a.type for a in _rows(client.adv_id)] == ["start"]
def test_deleting_a_retried_turn_deletes_its_attempts(client):
ScriptedProvider.replies = ["One.", "Two."]
_play(client)
_retry(client)
newest = _page(client)["actions"][-1]
r = client.delete(f"/api/adventures/{client.adv_id}/actions/{newest['id']}")
assert r.status_code == 204, r.text
assert [a.type for a in _rows(client.adv_id)] == ["start", "do"]
def test_deleting_a_turn_through_a_discarded_attempt_still_takes_the_turn(client):
"""The pager hands out whichever id it last saw, and a switch changes which
row that is. Deleting through the losing sibling must not leave the story
holding a turn with no attempts."""
ScriptedProvider.replies = ["One.", "Two."]
_play(client)
_retry(client)
discarded = [a for a in _rows(client.adv_id) if a.type == "ai" and not a.live][0]
r = client.delete(f"/api/adventures/{client.adv_id}/actions/{discarded.id}")
assert r.status_code == 204, r.text
assert [a.type for a in _rows(client.adv_id)] == ["start", "do"]
# ------------------------------------------- what the holdback used to cover
def test_retrying_withdraws_the_memory_the_turn_produced(client):
"""Why summarization no longer holds the newest action back.
A memory covering the newest turn used to be unreachable-by-construction:
the summarizer stopped one action short, because a retry rewrote the row
under a mark that had already moved past it. Now the mark and the memory
both name the node, and replacing what a node says withdraws them — the
same repair undo and delete already made, so the holdback was the only
thing left that a retry needed.
"""
ScriptedProvider.replies = ["One.", "Two."]
_play(client)
db = SessionLocal()
try:
adventure = db.get(models.Adventure, client.adv_id)
newest = history.newest(adventure)
memory = models.Memory(
adventure_id=adventure.id, text="You looked around.",
source_start=1, source_end=newest.depth,
)
tree.attach_memory(memory, newest)
db.add(memory)
cursors.MEMORY.anchor_at(adventure, newest)
cursors.SUMMARY.anchor_at(adventure, newest)
db.commit()
covered_depth = newest.depth
finally:
db.close()
_retry(client)
db = SessionLocal()
try:
adventure = db.get(models.Adventure, client.adv_id)
assert db.query(models.Memory).count() == 0, "the withdrawn memory is gone"
# ...and the ground it covered is handed back, so the block is summarized
# again from where it began rather than silently skipped.
assert cursors.MEMORY.depth(db, adventure) == 0
assert cursors.SUMMARY.depth(db, adventure) == 0
assert covered_depth > 0
finally:
db.close()
def test_a_memory_on_an_earlier_turn_survives_a_retry(client):
"""Only the coordinate whose text changed is withdrawn."""
ScriptedProvider.replies = ["One.", "Two.", "Three."]
_play(client)
_play(client, "go deeper")
db = SessionLocal()
try:
adventure = db.get(models.Adventure, client.adv_id)
earlier = history.tail(adventure, 3)[0]
memory = models.Memory(
adventure_id=adventure.id, text="An earlier block.",
source_start=0, source_end=earlier.depth,
)
tree.attach_memory(memory, earlier)
db.add(memory)
db.commit()
finally:
db.close()
_retry(client)
db = SessionLocal()
try:
assert [m.text for m in db.query(models.Memory).all()] == ["An earlier block."]
finally:
db.close()
# -------------------------------------------------------------- the group
def test_the_group_cache_is_renumbered_as_attempts_arrive(client):
ScriptedProvider.replies = ["One.", "Two.", "Three."]
_play(client)
assert _page(client)["actions"][-1]["variant_count"] == 0 # never retried
_retry(client)
_retry(client)
ai = [a for a in _rows(client.adv_id) if a.type == "ai"]
assert [a.variant_index for a in ai] == [0, 1, 2]
assert {a.variant_count for a in ai} == {3}
def test_attempts_module_agrees_with_the_endpoint(client):
ScriptedProvider.replies = ["One.", "Two."]
_play(client)
_retry(client)
newest = _page(client)["actions"][-1]
listed = client.get(
f"/api/adventures/{client.adv_id}/actions/{newest['id']}/variants").json()
db = SessionLocal()
try:
node = db.get(models.Action, newest["id"])
group = attempts.group(db, node)
assert [a.text for a in group] == [v["text"] for v in listed]
assert attempts.live_in(group).id == newest["id"]
finally:
db.close()
def test_export_folds_the_group_back_into_one_v1_entry(client):
ScriptedProvider.replies = ["One.", "Two."]
_play(client)
_retry(client)
bundle = client.get(f"/api/adventures/{client.adv_id}/export").json()
ai = [a for a in bundle["actions"] if a["type"] == "ai"]
assert len(ai) == 1, "a v1 bundle carries one entry per turn, not per attempt"
assert [v["text"] for v in ai[0]["variants"]] == ["One.", "Two."]
assert ai[0]["variantIndex"] == 1
# ...and importing it splits it back out into the rows it describes.
imported = client.post("/api/adventures/import", json=bundle).json()["id"]
rows = _rows(imported)
ai_rows = [a for a in rows if a.type == "ai"]
assert [(a.text, a.live) for a in ai_rows] == [("One.", False), ("Two.", True)]
assert len({(a.branch_id, a.depth) for a in ai_rows}) == 1
+11 -5
View File
@@ -145,12 +145,17 @@ def test_loading_an_adventure_does_not_fetch_context_snapshot(client, sql_log):
assert offenders == [], f"context_snapshot was fetched in bulk:\n{offenders[0][:400]}"
def test_state_before_and_world_state_before_are_not_fetched_in_bulk(client, sql_log):
"""Both are rollback snapshots, only ever needed for the single action
being undone or retried."""
def test_the_state_snapshots_are_not_fetched_in_bulk(client, sql_log):
"""All four are rollback snapshots, only ever needed for the single node
being undone, retried past or switched to.
The `_after` pair is the live one since SP4 and the `_before` pair is dead
weight until SP8 drops it — a page load must pay for neither.
"""
client.get(f"/api/adventures/{client.adv_id}")
selects = action_selects(sql_log)
for column in ("state_before", "world_state_before"):
for column in ("state_before", "world_state_before",
"state_after", "world_state_after"):
offenders = [s for s in selects if column in s]
assert offenders == [], f"{column} was fetched in bulk"
@@ -199,7 +204,8 @@ def test_counting_actions_does_not_name_the_deferred_columns(client, sql_log):
assert history.count(adventure) == 12
counts = [s for s in sql_log if "count" in s.lower()]
assert counts, "expected a COUNT to be emitted"
for column in ("context_snapshot", "state_before", "world_state_before", "variants"):
for column in ("context_snapshot", "state_after", "world_state_after",
"state_before", "world_state_before", "variants"):
assert not any(column in s for s in counts), (
f"{column} is named by the count query:\n{counts[0][:400]}"
)
+1 -2
View File
@@ -203,8 +203,7 @@ def test_helpers_agree_with_the_full_list(story):
assert [a.id for a in history.slice_(adventure, 10, 6)] == [a.id for a in actions[10:16]]
assert [a.id for a in history.tail_range(adventure, 5, 3)] == \
[a.id for a in actions[-8:-5]]
assert memorybank.settled_count(adventure) == len(actions) - 1
assert history.newest_settled(adventure).id == actions[-2].id
assert history.newest(adventure).id == actions[-1].id
for probe in (0, 1, ACTION_COUNT // 2, ACTION_COUNT - 1):
boundary = actions[probe].depth
+13 -7
View File
@@ -294,8 +294,11 @@ def test_the_summary_folds_in_only_the_path_it_is_on(forked, monkeypatch):
assert "on B" in prompt and "on C" in prompt
assert "on A's own continuation" not in prompt
assert "on the shared trunk" not in prompt # behind the mark
# Caught up to the settled end of the story: C7 is retryable, C6 is not.
assert cursors.SUMMARY.stored(adventure) == (ids["c"], 6)
# Caught up to the end of the story. Until SP4 that was C6: the newest
# action was held back because retrying it rewrote the row underneath the
# mark. A retry writes a sibling now, and the withdrawal that follows takes
# the mark back with it, so there is nothing to hold back.
assert cursors.SUMMARY.stored(adventure) == (ids["c"], 7)
def test_a_block_is_summarized_from_the_path_and_hung_off_its_last_node(
@@ -317,13 +320,16 @@ def test_a_block_is_summarized_from_the_path_and_hung_off_its_last_node(
monkeypatch.setattr(memorybank, "summary_provider", lambda s: stub)
asyncio.run(memorybank._create_due_memories(adventure, settings, db))
# Two blocks of four from a path of eight, minus the held-back newest: one.
[excerpt] = stub.excerpts
assert "A5" not in excerpt, "a sibling's narration reached the summarizer"
assert ["A0", "A1", "A2", "A3"] == [line for line in excerpt.split() if line[0] in "ABC"]
# Two blocks of four from a path of eight, and since SP4 nothing is held
# back, so both form in one pass.
first, second = stub.excerpts
assert "A5" not in first + second, "a sibling's narration reached the summarizer"
assert ["A0", "A1", "A2", "A3"] == [line for line in first.split() if line[0] in "ABC"]
assert ["B4", "B5", "C6", "C7"] == [line for line in second.split() if line[0] in "ABC"]
made = db.query(models.Memory).filter_by(text="Memory 1.").one()
assert (made.branch_id, made.depth) == (ids["a"], 3)
assert cursors.MEMORY.stored(adventure) == (ids["a"], 3)
# The mark ends up on the node the *second* block hangs off — the tip.
assert cursors.MEMORY.stored(adventure) == (ids["c"], 7)
# ------------------------------------------------------ the cost of forking
+37 -62
View File
@@ -1,15 +1,18 @@
"""Memories must never describe an attempt the player can still retry away,
and must never skip a stretch of story.
"""Memories must never describe narration that is no longer in the story, and
must never skip a stretch of it.
Only the last action is retryable, so summarization holds the newest action
back one turn (memorybank.settled_story_actions). Without that, a memory could
cover the just-generated AI turn; retrying it rewrites Action.text but the mark
has already moved past it, so the memory is never regenerated and goes on
describing narration that is no longer in the story.
For six phases the answer was a **holdback**: summarization stopped one action
short of the newest, because only the last action was retryable and a retry
rewrote `Action.text` under a mark that had already moved past it. SP4 ended
that — a retry writes a sibling node and the coordinate's derived work is
withdrawn as it does, which is the same repair undo and delete already made.
So the holdback is gone, and the first half of this file now asserts the
property that replaced it: a block forms as soon as there is a block, and
changing what a coordinate says takes back what was derived from it.
Phase 14 SP3 changed what that mark *is*. It used to be a count of covered
story actions, and the second half of this file is the price of that: deleting
an action from in front of a position slid a never-summarized action into the
Phase 14 SP3 changed what the mark *is*. It used to be a count of covered story
actions, and the second half of this file is the price of that: deleting an
action from in front of a position slid a never-summarized action into the
covered range, so every delete had to slide the cursors too. The mark is a node
now — `(branch_id, depth)` — and a node does not move when something in front
of it is deleted, so those tests assert that nothing happens where they used to
@@ -30,7 +33,7 @@ os.environ.pop("DATABASE_URL", None)
import pytest
from app import memorybank, models, tree
from app.context import cursors
from app.context import cursors, history
from app.database import Base, SessionLocal, engine
@@ -104,56 +107,25 @@ def run_memories(db, adventure, stub, monkeypatch):
asyncio.run(memorybank._create_due_memories(adventure, settings, db))
# ------------------------------------------------------------------- settling
# --------------------------------------------------- no holdback, since SP4
def test_settled_actions_holds_back_the_newest(db):
adventure = make_adventure(db, 5)
settled = memorybank.settled_story_actions(adventure)
assert [a.index for a in settled] == [0, 1, 2, 3]
def test_a_block_forms_as_soon_as_the_story_holds_one(db, monkeypatch):
"""Covered to action 5 with 12 actions: block 6-11 ends on the *newest*
action, and is summarized now rather than a turn later.
def test_settled_actions_is_a_prefix_so_cursors_stay_valid(db):
"""The safety property behind the whole approach: dropping the newest
action can never renumber or skip an earlier one."""
adventure = make_adventure(db, 9)
full = memorybank.story_actions(adventure)
settled = memorybank.settled_story_actions(adventure)
assert full[: len(settled)] == settled
def test_settled_actions_on_a_one_action_story(db):
adventure = make_adventure(db, 1)
assert memorybank.settled_story_actions(adventure) == []
# ------------------------------------------------------- the bug this prevents
def test_memory_never_covers_the_newest_retryable_action(db, monkeypatch):
"""Covered up to action 5 with 12 actions is exactly the case that used to
bite: the 6-action block ends on the newest action, still retryable."""
This is exactly the case the holdback existed to refuse. What makes it safe
is no longer that the block stops short — it is that a retry of node 11
would withdraw this memory on its way past (see
`test_deleting_a_summarized_node_withdraws_its_memory`, the same repair).
"""
adventure = make_adventure(db, 12)
cover(db, adventure, 6)
stub = StubSummarizer()
run_memories(db, adventure, stub, monkeypatch)
assert stub.excerpts == [] # only 11 settled — one short of a block
assert db.query(models.Memory).count() == 0
assert covered_depth(db, adventure) == 5
def test_the_block_lands_a_turn_later_without_the_newest_action(db, monkeypatch):
"""One more action and the same block is summarized — minus the new one."""
adventure = make_adventure(db, 13)
cover(db, adventure, 6)
stub = StubSummarizer()
run_memories(db, adventure, stub, monkeypatch)
assert len(stub.excerpts) == 1
excerpt = stub.excerpts[0]
assert "Action 11." in excerpt # the block's real last action
assert "Action 12." not in excerpt # the newest, still retryable
assert "Action 11." in stub.excerpts[0]
memory = db.query(models.Memory).one()
assert (memory.source_start, memory.source_end) == (6, 11)
# The mark and the memory name the same node — that is what keeps them from
@@ -162,28 +134,31 @@ def test_the_block_lands_a_turn_later_without_the_newest_action(db, monkeypatch)
assert covered_depth(db, adventure) == 11
def test_first_memory_waits_one_action_past_memory_start(db, monkeypatch):
adventure = make_adventure(db, memorybank.MEMORY_START)
def test_the_first_memory_lands_at_memory_start(db, monkeypatch):
adventure = make_adventure(db, memorybank.MEMORY_START - 1)
stub = StubSummarizer()
run_memories(db, adventure, stub, monkeypatch)
assert stub.excerpts == []
assert stub.excerpts == [] # too short to have started at all
db.add(models.Action(
adventure_id=adventure.id, index=memorybank.MEMORY_START, type="do", text="Later.",
adventure_id=adventure.id, index=memorybank.MEMORY_START - 1,
type="do", text="Later.",
))
db.commit()
db.refresh(adventure)
run_memories(db, adventure, stub, monkeypatch)
# 12 settled actions = two full blocks, caught up in one run (MAX_MEMORIES_
# PER_RUN allows 5); neither may reach the newly added newest action.
# MEMORY_START is 12 actions = two full blocks, caught up in one run
# (MAX_MEMORIES_PER_RUN allows 5), and the newest is in the second of them.
assert len(stub.excerpts) == 2
assert not any("Later." in e for e in stub.excerpts)
assert "Later." in stub.excerpts[-1]
assert covered_depth(db, adventure) == memorybank.MEMORY_START - 1
def test_legacy_caught_up_adventure_is_not_rewound(db, monkeypatch):
"""An adventure summarized under the OLD rule carries a cursor equal to its
action count — one past the settled end. That used to need a clamp on every
post-turn pass, and clamping it to the *settled* count re-covered an action.
action count — one past the end of the story. That used to need a clamp on
every post-turn pass, and clamping it to the settled count re-covered an
action.
A mark that names a node has no such edge: the newest action is the node,
and "everything after it" is empty until the story grows.
@@ -194,7 +169,7 @@ def test_legacy_caught_up_adventure_is_not_rewound(db, monkeypatch):
cover(db, adventure, 12)
assert covered_depth(db, adventure) == 11 # the newest action, not one past it
assert memorybank.settled_after(adventure, covered_depth(db, adventure)) == -1
assert history.count_after(adventure, covered_depth(db, adventure)) == 0
# Grow the story and let the next block form.
for i in range(12, 25):
+69 -35
View File
@@ -1,6 +1,13 @@
"""Tests for undo/retry rolling back the shared script_state scoreboard
(plan/11-state-revert-and-retry-fix.md).
Phase 14 SP4 turned the snapshots around. An action used to carry the state as
it stood *before* it ran, and rolling back read the snapshot off the action
being removed. It carries what it left *behind* now, and rolling back reads it
off the node in front — which is the same number arrived at from the other
side, and the only version a retry can use: attempts at one turn share a
starting position and differ precisely in their outcome.
Run from the backend dir: python -m pytest tests/test_state_revert.py -v
"""
import os
@@ -17,7 +24,7 @@ os.environ.pop("DATABASE_URL", None)
import pytest
from fastapi import HTTPException
from app import memorybank, models
from app import attempts, memorybank, models
from app.database import Base, SessionLocal, engine
from app.routers import adventures
@@ -44,25 +51,39 @@ def _make_adventure(db, script_state):
return user, adv
def _add(db, adv, index, type_, text="x", state_before=None):
def _add(db, adv, index, type_, text="x", state_after=None):
a = models.Action(
adventure_id=adv.id, index=index, type=type_, text=text,
state_before=state_before,
state_after=state_after,
)
db.add(a)
db.flush()
return a
def _forget_snapshots(db, adv):
"""Blank every outcome, the way a row written before SP4 looks.
Straight SQL, because `tree.stamp_outcome` runs on every flush precisely so
that a node written through the ORM cannot end up without one.
"""
db.query(models.Action).filter_by(adventure_id=adv.id).update(
{"state_after": None, "world_state_after": None}, synchronize_session=False
)
db.commit()
db.expire_all()
# ---------------------------------------------------------------- undo
def test_undo_reverts_state_to_before_the_turn(db):
# A turn took the scoreboard from {gold:0} -> {gold:10}. The player action
# carries the pre-turn snapshot; current state is the mutated one.
# A turn took the scoreboard from {gold:0} -> {gold:10}. The node in front
# of the turn is what says where it started; current state is the mutated
# one.
user, adv = _make_adventure(db, {"gold": 10})
_add(db, adv, 0, "start", state_before=None)
_add(db, adv, 1, "do", state_before={"gold": 0})
_add(db, adv, 2, "ai", state_before={"gold": 0})
_add(db, adv, 0, "start", state_after={"gold": 0})
_add(db, adv, 1, "do", state_after={"gold": 0})
_add(db, adv, 2, "ai", state_after={"gold": 10})
db.commit()
adventures.undo_turn(adv.id, db=db, user=user)
@@ -71,12 +92,12 @@ def test_undo_reverts_state_to_before_the_turn(db):
assert [a.type for a in adv.actions] == ["start"]
def test_undo_of_bare_continue_uses_ai_snapshot(db):
# A "continue" turn has no player action; the AI action's own snapshot is
# the pre-turn state.
def test_undo_of_bare_continue_uses_the_node_in_front(db):
# A "continue" turn has no player action, so the opening is what the story
# falls back to.
user, adv = _make_adventure(db, {"gold": 5})
_add(db, adv, 0, "start")
_add(db, adv, 1, "ai", state_before={"gold": 0})
_add(db, adv, 0, "start", state_after={"gold": 0})
_add(db, adv, 1, "ai", state_after={"gold": 5})
db.commit()
adventures.undo_turn(adv.id, db=db, user=user)
@@ -86,12 +107,13 @@ def test_undo_of_bare_continue_uses_ai_snapshot(db):
def test_undo_leaves_state_untouched_when_snapshot_missing(db):
# Pre-migration actions have state_before = NULL: don't clobber the state.
# A row the SP4 migration could not derive an outcome for: leave the live
# state alone rather than resetting it to nothing.
user, adv = _make_adventure(db, {"gold": 10})
_add(db, adv, 0, "start")
_add(db, adv, 1, "do", state_before=None)
_add(db, adv, 2, "ai", state_before=None)
db.commit()
_add(db, adv, 1, "do")
_add(db, adv, 2, "ai")
_forget_snapshots(db, adv)
adventures.undo_turn(adv.id, db=db, user=user)
@@ -110,7 +132,7 @@ def test_undo_raises_when_nothing_to_undo(db):
def test_undo_blocked_by_active_turn_lock(db):
user, adv = _make_adventure(db, {})
_add(db, adv, 0, "start")
_add(db, adv, 1, "ai", state_before={})
_add(db, adv, 1, "ai", state_after={})
db.commit()
adventures.acquire_turn_lock(adv.id) # a turn is "generating"
@@ -127,7 +149,7 @@ def test_undo_blocked_by_active_turn_lock(db):
def test_undo_prunes_memory_covering_removed_actions(db):
user, adv = _make_adventure(db, {})
for i in range(4):
_add(db, adv, i, "ai" if i % 2 else "do", state_before={})
_add(db, adv, i, "ai" if i % 2 else "do", state_after={})
# A memory summarizing actions up to index 3, which undo will delete.
covering = models.Memory(adventure_id=adv.id, text="m", source_start=0, source_end=3)
keep = models.Memory(adventure_id=adv.id, text="k", source_start=0, source_end=1)
@@ -167,28 +189,40 @@ def test_forget_node_withdraws_only_what_that_node_produced(db):
# ---------------------------------------------------------------- snapshot
def test_snapshot_state_is_an_independent_deep_copy(db):
def test_snapshot_outcome_is_an_independent_deep_copy(db):
_, adv = _make_adventure(db, {"nested": {"n": 1}})
snap = adventures.snapshot_state(adv)
node = models.Action(adventure_id=adv.id, index=0, type="ai", text="x")
attempts.snapshot_outcome(adv, node)
adv.script_state["nested"]["n"] = 99
assert snap == {"nested": {"n": 1}} # unaffected by later mutation
assert node.state_after == {"nested": {"n": 1}} # unaffected by later mutation
def test_snapshot_state_handles_non_dict(db):
def test_snapshot_outcome_handles_non_dict(db):
_, adv = _make_adventure(db, {})
adv.script_state = None
assert adventures.snapshot_state(adv) == {}
node = models.Action(adventure_id=adv.id, index=0, type="ai", text="x")
attempts.snapshot_outcome(adv, node)
assert node.state_after == {}
def test_restore_state_ignores_a_node_with_no_outcome(db):
_, adv = _make_adventure(db, {"gold": 7})
attempts.restore_state(adv, models.Action(adventure_id=adv.id, index=0, type="ai"))
assert adv.script_state == {"gold": 7}
attempts.restore_state(adv, None)
assert adv.script_state == {"gold": 7}
# ---------------------------------------------------------------- retry
def test_retry_restores_state_before_regenerating(db, monkeypatch):
# Retry must roll the scoreboard back to the AI action's snapshot so
# regeneration doesn't stack output mutations on the discarded attempt.
def test_retry_restores_the_state_the_turn_started_from(db, monkeypatch):
# Retry must roll the scoreboard back to what the node in front of the AI
# action left behind, so regeneration doesn't stack output mutations on top
# of the attempt being replaced.
user, adv = _make_adventure(db, {"gold": 20}) # 20 = double-applied bug value
_add(db, adv, 0, "start")
_add(db, adv, 1, "do", state_before={"gold": 0})
_add(db, adv, 2, "ai", state_before={"gold": 10})
_add(db, adv, 0, "start", state_after={"gold": 0})
_add(db, adv, 1, "do", state_after={"gold": 10})
_add(db, adv, 2, "ai", state_after={"gold": 20})
db.commit()
monkeypatch.setattr(adventures.limits, "rate_limit", lambda *a, **k: None)
@@ -202,11 +236,11 @@ def test_retry_restores_state_before_regenerating(db, monkeypatch):
adventures.retry_action(adv.id, request=None, db=db, user=user)
assert adv.script_state == {"gold": 10}
# The row survives now (it used to be deleted) so the discarded attempt
# stays readable — it's kept as variant 0.
# Nothing is written until a replacement actually arrives: the attempt on
# screen is left exactly as it was, and stays the live one.
assert [a.type for a in adv.actions] == ["start", "do", "ai"]
last = adv.actions[-1]
assert len(last.variants) == 1
assert last.variant_index == 0
assert last.variants[0]["script_state"] == {"gold": 20} # the attempt's outcome
assert last.live is True
assert last.variant_count == 0
assert last.state_after == {"gold": 20} # its own outcome, untouched
adventures._active_turns.discard(adv.id)
+217 -1
View File
@@ -29,7 +29,8 @@ from fastapi import Depends
from fastapi.testclient import TestClient
from sqlalchemy import text
from app import auth, limits, migrations, models, tree
from app import auth, compression, limits, migrations, models, tree
from app.context import history
from app.database import Base, SessionLocal, engine, get_db
from app.main import app
@@ -526,3 +527,218 @@ def test_deleting_the_newest_action_moves_the_head_back(client):
assert db.get(models.Adventure, adventure_id).head_depth == 0
finally:
db.close()
# ---------------------------------------- SP4: variants become sibling rows
# One turn's retry history as schema 45 stored it: a JSON array on the AI row,
# with `variant_index` naming the entry `text` mirrors. The live one is
# deliberately not the last written — a migration that assumed it was would
# look right on every fixture where the player never went back.
RETRY_VARIANTS = [
{"text": "Attempt one.", "reasoning": None,
"script_state": {"gold": 10}, "created_at": "2026-01-01T00:00:00",
"raw_output": "Attempt one.",
"world_state": {"delta": {"player.hp": -5},
"report": {"applied": [{"path": "player.hp", "old": 100, "new": 95}]},
"state": {"player": {"hp": 95}}}},
{"text": "Attempt two.", "reasoning": "thinking",
"script_state": {"gold": 20}, "created_at": "2026-01-01T00:01:00",
"raw_output": "Attempt two.",
"world_state": {"delta": {"player.hp": -40},
"report": {"applied": [{"path": "player.hp", "old": 100, "new": 60}]},
"state": {"player": {"hp": 60}}}},
{"text": "Attempt three.", "reasoning": None,
"script_state": {"gold": 30}, "created_at": "2026-01-01T00:02:00",
"raw_output": "Attempt three."},
]
LIVE_VARIANT = 1
# The whole turn's assembled prompt, stored once. The attempts differ only in
# the three slices above, which is the arrangement SP4 has to preserve — giving
# each sibling a copy of this would multiply the biggest column in the database
# by the retry count.
RETRY_SNAPSHOT = {
"sections": [{"label": "history", "text": "A long prompt.", "tokens": 4}],
"prompt": {"system": "S", "story": "A long prompt."},
"raw_output": "Attempt two.",
"script": {"logs": []},
"world_state": RETRY_VARIANTS[LIVE_VARIANT]["world_state"],
}
@pytest.fixture()
def pre_split():
"""A schema-45 adventure with one retried turn, plus a plain turn each side.
Separate from `pre_tree` so SP1's assertions keep counting what they were
written to count. The story is: 0 start, 1 do, 2 ai (three attempts), 3 do,
and the adventure's live state is the one attempt 1 produced.
"""
Base.metadata.drop_all(bind=engine)
Base.metadata.create_all(bind=engine)
with engine.begin() as conn:
for table in ("actions", "memories", "branches", "adventures"):
conn.execute(text(f"DROP TABLE IF EXISTS {table}"))
for ddl in PRE_TREE_DDL:
conn.execute(text(ddl))
conn.execute(text(
"INSERT INTO users (id, email, is_guest, created_at, demo_turns_used, "
"demo_turns_date) VALUES (1, 'v45@example.com', 0, CURRENT_TIMESTAMP, 0, '')"
))
conn.execute(text(
"INSERT INTO adventures (user_id, title, script_state, world_state) "
"VALUES (1, 'Retried', :script, :world)"
), {"script": json.dumps({"gold": 20}),
"world": json.dumps({"player": {"hp": 60}})})
adventure_id = conn.execute(
text("SELECT id FROM adventures WHERE title = 'Retried'")
).scalar()
# `state_before` on each row: the scoreboard as that action found it.
# SP4 reads them one row along to build the `state_after` pair.
for index, kind, before in (
(0, "start", None), (1, "do", {"gold": 0}),
(2, "ai", {"gold": 0}), (3, "do", {"gold": 20}),
):
conn.execute(text(
'INSERT INTO actions (adventure_id, "index", type, text, reasoning, '
"state_before, context_snapshot, variants, variant_count, variant_index) "
"VALUES (:a, :i, :t, :x, :r, :sb, :cs, :v, :vc, :vi)"
), {
"a": adventure_id, "i": index, "t": kind,
"x": RETRY_VARIANTS[LIVE_VARIANT]["text"] if kind == "ai" else f"Turn {index}.",
"r": RETRY_VARIANTS[LIVE_VARIANT]["reasoning"] if kind == "ai" else None,
"sb": None if before is None else json.dumps(before),
"cs": compression.pack(RETRY_SNAPSHOT) if kind == "ai" else None,
"v": json.dumps(RETRY_VARIANTS) if kind == "ai" else None,
"vc": len(RETRY_VARIANTS) if kind == "ai" else 0,
"vi": LIVE_VARIANT if kind == "ai" else 0,
})
conn.execute(text("PRAGMA user_version = 45"))
try:
yield adventure_id
finally:
Base.metadata.drop_all(bind=engine)
def _attempts(adventure_id) -> list[tuple]:
return rows(
"SELECT variant_index, text, live, variant_count FROM actions "
'WHERE adventure_id = :a AND "index" = 2 ORDER BY variant_index',
a=adventure_id,
)
def test_each_attempt_becomes_a_row_at_the_turns_coordinate(pre_split):
migrations.bootstrap(engine)
assert _attempts(pre_split) == [
(0, "Attempt one.", 0, 3),
(1, "Attempt two.", 1, 3),
(2, "Attempt three.", 0, 3),
]
# One turn, one coordinate: the siblings share a branch and a depth, and
# keep the legacy index that says which turn they are all takes on.
coordinates = rows(
'SELECT DISTINCT branch_id, depth FROM actions WHERE adventure_id = :a '
'AND "index" = 2', a=pre_split,
)
assert len(coordinates) == 1
# ...and the rest of the story is untouched, still one row per turn.
assert scalar("SELECT count(*) FROM actions WHERE adventure_id = :a", a=pre_split) == 6
def test_the_live_attempt_is_the_one_the_row_was_mirroring(pre_split):
"""`variant_index` is the only record of which take the player was reading,
and it survives as the `live` flag. Guessing "the newest" instead would
silently rewrite the story of anyone who had paged back."""
migrations.bootstrap(engine)
live = rows(
"SELECT text FROM actions WHERE adventure_id = :a AND live = 1 "
'AND "index" = 2', a=pre_split,
)
assert live == [("Attempt two.",)]
def test_the_prompt_stays_on_the_live_attempt_and_nowhere_else(pre_split):
migrations.bootstrap(engine)
holders = []
for variant_index, snapshot in rows(
'SELECT variant_index, context_snapshot FROM actions WHERE adventure_id = :a '
'AND "index" = 2 ORDER BY variant_index', a=pre_split,
):
stored = compression.unpack(snapshot) if snapshot else {}
if "sections" in stored:
holders.append(variant_index)
else:
# A superseded attempt keeps only what was its own.
assert set(stored) <= set(migrations._ATTEMPT_KEYS)
assert holders == [LIVE_VARIANT]
def test_each_attempt_keeps_the_outcome_it_produced(pre_split):
migrations.bootstrap(engine)
parsed = [
(i, json.loads(state), json.loads(world) if world else None)
for i, state, world in rows(
"SELECT variant_index, state_after, world_state_after FROM actions "
'WHERE adventure_id = :a AND "index" = 2 ORDER BY variant_index',
a=pre_split,
)
]
assert [(i, s) for i, s, _ in parsed] == [
(0, {"gold": 10}), (1, {"gold": 20}), (2, {"gold": 30})
]
assert parsed[0][2] == {"player": {"hp": 95}}
assert parsed[1][2] == {"player": {"hp": 60}}
# Attempt three recorded no world state — an adventure with no RPG layer,
# or a take made before the column existed. It stays NULL rather than
# borrowing a neighbour's, and switching to it leaves the RPG layer alone:
# exactly what `apply_variant` did with an entry that had no world state.
assert parsed[2][2] is None
def test_state_after_is_the_state_before_of_the_turn_in_front(pre_split):
migrations.bootstrap(engine)
after = dict(rows(
'SELECT "index", state_after FROM actions WHERE adventure_id = :a '
"AND live = 1 ORDER BY depth", a=pre_split,
))
# Action 1's outcome is action 2's starting position, exactly.
assert json.loads(after[1]) == {"gold": 0}
# The tip has nothing in front of it, so what it left behind is what the
# adventure is carrying now.
assert json.loads(after[3]) == {"gold": 20}
def test_the_split_survives_being_run_again(pre_split):
migrations.bootstrap(engine)
snapshot = _attempts(pre_split)
before = scalar("SELECT count(*) FROM actions")
migrations.bootstrap(engine)
with engine.begin() as conn:
migrations._backfill_state_after(conn)
migrations._split_variants_into_siblings(conn)
assert scalar("SELECT count(*) FROM actions") == before, "attempts were duplicated"
assert _attempts(pre_split) == snapshot
def test_the_migrated_story_reads_back_as_one_turn(pre_split):
"""The point of all of it: the reads see a four-action story, not six."""
migrations.bootstrap(engine)
db = SessionLocal()
try:
adventure = db.get(models.Adventure, pre_split)
assert [a.text for a in history.story_actions(adventure)] == [
"Turn 0.", "Turn 1.", "Attempt two.", "Turn 3.",
]
assert history.count(adventure) == 4
finally:
db.close()
+88 -83
View File
@@ -226,19 +226,19 @@ class FakeEmbeddings:
# underneath all of it. Measured on a freshly built default fixture, the
# columns a story tree has to migrate correctly look like this:
#
# state_before / world_state_before NULL on all 600 rows. SP4 moves these
# from *before* to *after* snapshots, and
# a migration over NULLs proves nothing.
# state_after / world_state_after the same value on all 600 rows (they
# were state_before, and NULL, until SP4
# turned them round). A rollback over
# identical snapshots proves nothing.
# scenario_id / world_state absent. No RPG layer, so the cooldown
# clock SP5 must not advance never runs.
# adventure_scripts none. script_state rollback is exactly
# what a branch switch reuses.
# memory_cursor / summary_cursor both 0. SP3 replaces the cursors.
# variants two attempts of byte-identical text,
# variant_index always 0 — so "which
# attempt is live?", the one question
# SP4's migration has to answer, has no
# observable answer.
# sibling attempts two of byte-identical text with the
# first always live — so "which attempt
# is live?", the one question SP4 has to
# answer, has no observable answer.
#
# --rich fills in exactly those and changes nothing else, so the measuring
# fixture's numbers stay comparable run to run. It is a *correctness* fixture:
@@ -305,29 +305,23 @@ def rich_world_state(schema: dict, turn: int) -> dict:
return ws
def rich_variants(rng: random.Random, index: int) -> tuple[list, int]:
"""Distinguishable retry attempts, and which one is live.
def rich_attempts(rng: random.Random, index: int) -> tuple[list[str], int]:
"""Distinguishable retry attempts, and which one the story tells.
Every attempt in the default fixture carries the same text with
variant_index pinned at 0. That is the one thing SP4 has to get right and
the one thing that fixture cannot witness, so here the texts differ, the
counts differ, and the live one is often not the last.
Every attempt in the default fixture carries the same text with the live
one pinned at 0. That is the one thing SP4 has to get right and the one
thing that fixture cannot witness, so here the texts differ, the counts
differ, and the live one is often not the last.
"""
count = 3 if index % 12 == 1 else 2
entries = [
{
"text": f"[attempt {n + 1} of {count} at turn {index}] {prose(rng, 240)}",
"reasoning": None,
"script_state": rich_script_state(index),
"created_at": f"2026-01-01T00:{index % 60:02d}:{n:02d}",
}
texts = [
f"[attempt {n + 1} of {count} at turn {index}] {prose(rng, 240)}"
for n in range(count)
]
# Deliberately not always the newest: a player who retried twice and then
# went back to the first take is the case that breaks a migration which
# assumes the live attempt is the last one written.
live = 0 if index % 18 == 1 else count - 1
return entries, live
# went back to the first take is the case that breaks anything assuming the
# live attempt is the last one written.
return texts, (0 if index % 18 == 1 else count - 1)
def add_rich_extras(db, args, rng: random.Random, user, adventure) -> None:
@@ -387,7 +381,7 @@ def add_second_adventure(db, rng: random.Random, user) -> int:
adventure_id=other.id, index=i,
type="ai" if i % 2 else "do",
text=f"[second adventure] turn {i}. {prose(rng, 200)}",
state_before=rich_script_state(i),
state_after=rich_script_state(i),
)
tree.place_action(db, other, action)
db.add(action)
@@ -404,28 +398,31 @@ def add_second_adventure(db, rng: random.Random, user) -> int:
def _assert_live_variant_invariant(db, adventure_id: int) -> None:
"""`text` mirrors the live attempt, on every retried row.
"""Exactly one attempt per turn is live, on every turn.
Checked here rather than trusted, because SP4's migration reads exactly
this to decide which sibling node becomes the head of the turn. A fixture
that quietly violated it would let a wrong migration look right.
Checked here rather than trusted, because a coordinate with two live
siblings tells its story twice and a coordinate with none drops a turn out
of it — and both fail by *reading* wrong, never by raising. A fixture that
quietly violated it would let wrong code look right.
"""
rows = (
groups: dict[tuple, list[models.Action]] = {}
for action in (
db.query(models.Action)
.filter(models.Action.adventure_id == adventure_id,
models.Action.variant_count > 0)
.filter(models.Action.adventure_id == adventure_id)
.all()
)
for action in rows:
entries = action.variants or []
live = entries[action.variant_index]["text"]
if live != action.text:
):
groups.setdefault((action.branch_id, action.depth), []).append(action)
retried = 0
for (branch_id, depth), rows in groups.items():
live = [a for a in rows if a.live]
if len(live) != 1:
sys.exit(
f"fixture is inconsistent: action index {action.index} has text "
f"that is not its live attempt (variant_index="
f"{action.variant_index} of {len(entries)})."
f"fixture is inconsistent: branch {branch_id} depth {depth} has "
f"{len(live)} live attempts out of {len(rows)}."
)
if not rows:
if len(rows) > 1:
retried += 1
if not retried:
sys.exit("--rich built no retried actions; raise --actions above 6.")
@@ -476,47 +473,55 @@ def build_fixture(args, rng: random.Random) -> tuple[int, int]:
retried = is_ai and i % 6 == 1
if args.rich:
# Distinguishable attempts, and a live one that is often not
# the last written. `text` must mirror the live attempt — that
# invariant is what SP4's migration reads to decide which
# sibling becomes the head.
entries, live = rich_variants(rng, i) if retried else ([], 0)
body = entries[live]["text"] if retried else (
f"[turn {i}] {NARRATION}" if is_ai else f"[turn {i}] {PLAYER_INPUT}"
)
# the last written.
texts, live = rich_attempts(rng, i) if retried else ([], 0)
if not retried:
texts = [f"[turn {i}] {NARRATION}" if is_ai
else f"[turn {i}] {PLAYER_INPUT}"]
else:
entries, live = (
[{"text": NARRATION, "reasoning": None, "script_state": {},
"created_at": "2026-01-01T00:00:00"} for _ in range(2)]
if retried else []
), 0
body = NARRATION if is_ai else PLAYER_INPUT
action = models.Action(
adventure_id=adventure.id,
index=i,
type="ai" if is_ai else "do",
text=body,
context_snapshot={"system": SNAPSHOT_SYSTEM, "story": SNAPSHOT_STORY},
world_delta={"delta": {"player.hp": -3},
"applied": [{"path": "player.hp", "old": 88, "new": 85}]},
# Every third AI turn was retried once, so the retry history is
# carrying weight a list response must not pay for.
variants=entries or None,
variant_count=len(entries),
variant_index=live,
# NULL unless --rich. These are the columns a story tree turns
# from *before* pictures into *after* ones, so a fixture that
# leaves them unset cannot witness that change.
state_before=rich_script_state(i) if args.rich else None,
world_state_before=(
rich_world_state(schema, i) if args.rich else None
),
)
# A fresh database is built by create_all and stamped LATEST, so no
# migration ever runs against it and the tree backfill never sees
# it. The fixture has to stamp its own nodes, or it would be the one
# database in the project whose actions have no branch.
tree.place_action(db, adventure, action)
db.add(action)
texts = [NARRATION, NARRATION] if retried else [
NARRATION if is_ai else PLAYER_INPUT
]
live = 0
for n, body in enumerate(texts):
action = models.Action(
adventure_id=adventure.id,
index=i,
type="ai" if is_ai else "do",
text=body,
# The turn's assembled prompt is stored once, on the
# attempt the story tells; a superseded sibling keeps only
# its own slices. That is the invariant `app/attempts.py`
# maintains, and a fixture that ignored it would multiply
# the biggest column in the database by the retry count.
context_snapshot=(
{"system": SNAPSHOT_SYSTEM, "story": SNAPSHOT_STORY}
if n == live else
{"raw_output": body}
),
world_delta={"delta": {"player.hp": -3},
"applied": [{"path": "player.hp", "old": 88, "new": 85}]},
# Every third AI turn was retried once, so a turn is
# sometimes several rows sharing one coordinate.
live=(n == live),
variant_index=n,
variant_count=len(texts) if len(texts) > 1 else 0,
# Monotonic under --rich, so a bad rollback reads as a
# wrong number rather than as nothing. Left to
# `tree.stamp_outcome` otherwise, which writes the
# adventure's (unchanging) state — true, and no witness.
state_after=rich_script_state(i) if args.rich else None,
world_state_after=(
rich_world_state(schema, i) if args.rich else None
),
)
# A fresh database is built by create_all and stamped LATEST,
# so no migration ever runs against it and the tree backfill
# never sees it. The fixture has to stamp its own nodes, or it
# would be the one database in the project whose actions have
# no branch.
tree.place_action(db, adventure, action)
db.add(action)
for i in range(args.memories):
memory = models.Memory(
@@ -717,7 +722,7 @@ def parse_args(argv=None):
"blind spot, where the bank's cost is invisible")
p.add_argument("--rich", action="store_true",
help="populate the columns the measuring fixture leaves at "
"their defaults: state_before/world_state_before, an "
"their defaults: state_after/world_state_after, an "
"RPG scenario and live world state, adventure scripts, "
"non-zero memory/summary cursors, pinned and forgotten "
"memories, distinguishable retry attempts, and a second "