Put the shared state back when a turn is deleted

Deleting an AI reply removed the text and left everything the turn did to the
numbers standing. `script_state` and `world_state` belong to the adventure
rather than to the node, so the row going away takes nothing back. Undo, retry,
a take and a branch switch all restore them; this endpoint never did.

The visible symptom was the cooldown clock, which lives in
`world_state._meta.last_changed` and holds a depth. A deleted turn left its
depth there, and the turn played in its place is played at that same depth, so
the referee refused the change as one that had happened this very turn — on a
turn the story no longer contains. Delete the reply because you did not like
the stat change it proposed, press Continue, and the same change comes back
marked "changed too recently". A script's state stacked the same way: the gold
a deleted turn paid out stayed paid, and the replacement turn paid it again.

The restore reads the tip's own outcome rather than the deleted node's
neighbour, which is what `switch` does. Deleting the newest turn then rewinds
to the node in front of it, and deleting one from the middle of the story
restores the state the adventure is already in, so the text goes and the
numbers stay.

The endpoint now takes the turn lock too, for the reason undo takes it: it
writes the shared state, and a turn that is still generating is about to write
it as well.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017imUKVPhqophVUZZwJK7ST
This commit is contained in:
Claude
2026-08-30 11:30:17 +05:30
committed by Parth
parent 9398c13da5
commit 41ed2f63b5
2 changed files with 267 additions and 12 deletions
+22 -4
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@@ -2339,10 +2339,14 @@ def delete_action(
action = db.get(models.Action, action_id) action = db.get(models.Action, action_id)
if action is None or action.adventure_id != adventure_id: if action is None or action.adventure_id != adventure_id:
raise HTTPException(404, "Action not found") raise HTTPException(404, "Action not found")
# This works like undo. The turn is deleted with all of its attempts, and # The lock is held for the same reason undo holds it: this endpoint puts
# whatever it produced is withdrawn. Nothing else is needed, because the # the shared state back, and a turn that is still generating is about to
# marks are depths, and a depth does not move when an action before it is # write it.
# deleted. acquire_turn_lock(adventure_id)
try:
# This works like undo. The turn is deleted with all of its attempts,
# and whatever it produced is withdrawn. The marks are depths, and a
# depth does not move when an action before it is deleted.
delete_turn(db, adventure, action) delete_turn(db, adventure, action)
db.flush() db.flush()
db.expire(adventure, ["actions"]) db.expire(adventure, ["actions"])
@@ -2350,4 +2354,18 @@ def delete_action(
# middle leaves a gap in the depths, which is intended. See # middle leaves a gap in the depths, which is intended. See
# `_backfill_tree`. # `_backfill_tree`.
tree.refresh_head(db, adventure) tree.refresh_head(db, adventure)
# The script state and the world state belong to the adventure, not to
# the node, so deleting the node does not take back what it did to
# them. Put them back to what the story now ends with, which is the
# same restore a branch switch does.
#
# The world state carries the cooldown clock in `_meta.last_changed`,
# and that clock is a depth. Leaving it set marked the deleted turn's
# changes as having happened at the depth the next turn is played at,
# so the referee refused them as changed too recently — on a turn the
# story no longer contains. Deleting a middle action restores the tip's
# own outcome, which is the state the adventure is already in.
attempts.restore_state(adventure, db_tip(db, adventure))
db.commit() db.commit()
finally:
_active_turns.discard(adventure_id)
+237
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@@ -0,0 +1,237 @@
"""Deleting a turn puts the shared state back.
`script_state` and `world_state` belong to the adventure, not to the node
that changed them. Undo, retry, a take and a branch switch all restore them;
the delete endpoint did not. Deleting an AI turn removed the text and left
everything the turn did to the numbers standing.
The visible symptom was the cooldown clock. It lives in
`world_state._meta.last_changed` and it holds a depth. A deleted turn left
its depth there, and the turn played in its place is played at that same
depth, so the referee refused the change as one that had happened this very
turn — on a turn the story no longer contains. Delete the AI reply because
you did not like the stat change it proposed, press Continue, and the same
change comes back refused as "changed too recently".
python -m pytest tests/test_delete_state.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 app import auth, limits, models
from app.database import Base, SessionLocal, engine, get_db
from app.main import app
from app.providers import PromptParts
from app.routers import adventures
# `mana` carries a cooldown, so a clock that was not rolled back shows up as
# a refusal rather than as a number that is merely off.
SCHEMA = {
"player": {
"hp": {"min": 0, "max": 100, "initial": 100},
"mana": {"min": 0, "max": 50, "initial": 50, "cooldown": 2},
}
}
# Ten gold a turn. A total that only ever climbs makes a missing rollback
# obvious: it is off by exactly one turn's worth.
GOLD_SCRIPT = """
const modifier = (text) => {
state.gold = (state.gold || 0) + 10;
return { text };
};
modifier(text);
"""
DRAIN = 'Drained.\n```state\n{"player.mana": -10}\n```'
class ScriptedProvider:
last_usage = None
replies: list = []
calls = 0
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
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="delstate@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="Tower", scenario_id=scenario.id,
script_state={}, world_state={"player": {"hp": 100, "mana": 50}},
)
setup.add(adv)
setup.flush()
setup.add(models.Action(adventure_id=adv.id, index=0, type="start", text="You begin."))
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 = [DRAIN]
ScriptedProvider.calls = 0
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)
# ------------------------------------------------------------------ helpers
def _play(client, text="look around"):
r = client.post(f"/api/adventures/{client.adv_id}/actions",
json={"type": "do", "text": text})
assert r.status_code == 200, r.text
def _continue(client):
r = client.post(f"/api/adventures/{client.adv_id}/actions",
json={"type": "continue", "text": ""})
assert r.status_code == 200, r.text
def _delete(client, action_id):
return client.delete(f"/api/adventures/{client.adv_id}/actions/{action_id}")
def _state(adv_id):
db = SessionLocal()
try:
adv = db.get(models.Adventure, adv_id)
return adv.script_state, adv.world_state
finally:
db.close()
def _ai_rows(adv_id):
db = SessionLocal()
try:
return (
db.query(models.Action)
.filter(models.Action.adventure_id == adv_id, models.Action.type == "ai")
.order_by(models.Action.depth, models.Action.id)
.all()
)
finally:
db.close()
def _last_changes(adv_id):
db = SessionLocal()
try:
adv = db.get(models.Adventure, adv_id)
return adv.actions[-1].world_changes
finally:
db.close()
# ------------------------------------------------------- the reported bug
def test_deleting_the_ai_turn_rewinds_the_world_state(client):
_play(client)
assert _state(client.adv_id)[1]["player"]["mana"] == 40
_delete(client, _ai_rows(client.adv_id)[-1].id)
_, world = _state(client.adv_id)
assert world["player"]["mana"] == 50, "the drain went with the turn"
assert not (world.get("_meta") or {}).get("last_changed"), "and so did its clock"
def test_the_next_turn_is_not_refused_for_a_deleted_turn_s_cooldown(client):
"""The bug as a player meets it: delete the reply, press Continue, and
the change it proposes is refused as one that already happened."""
_play(client)
_delete(client, _ai_rows(client.adv_id)[-1].id)
_continue(client)
assert _state(client.adv_id)[1]["player"]["mana"] == 40, "the drain lands"
assert [c for c in _last_changes(client.adv_id) if c["kind"] == "rejected"] == []
def test_deleting_the_ai_turn_rewinds_the_script_state(client):
"""The same restore, on the other half of the shared state. Without it a
replayed turn stacks its script run on top of the deleted one's."""
_play(client)
assert _state(client.adv_id)[0] == {"gold": 10}
_delete(client, _ai_rows(client.adv_id)[-1].id)
assert _state(client.adv_id)[0] == {}
_continue(client)
assert _state(client.adv_id)[0] == {"gold": 10}, "one turn of gold, not two"
# ------------------------------------------------- deleting further back
def test_deleting_a_turn_the_story_moved_past_leaves_the_tip_alone(client):
"""A restore reads the tip's own outcome, not the deleted node's
neighbour, so removing a turn from the middle of the story does not roll
the numbers back to that point. The text goes; the state stays."""
_play(client)
_play(client, "press on")
before = _state(client.adv_id)
assert before[0] == {"gold": 20}
first_ai = _ai_rows(client.adv_id)[0]
assert _delete(client, first_ai.id).status_code == 204
assert _state(client.adv_id) == before
def test_delete_is_blocked_while_a_turn_is_generating(client):
"""The endpoint writes the shared state now, so it takes the same lock
undo takes rather than racing the turn that is about to write it."""
_play(client)
action_id = _ai_rows(client.adv_id)[-1].id
adventures.acquire_turn_lock(client.adv_id) # a turn is "generating"
try:
assert _delete(client, action_id).status_code == 409
# The refused delete must not have released someone else's lock.
assert client.adv_id in adventures._active_turns
finally:
adventures._active_turns.discard(client.adv_id)
assert len(_ai_rows(client.adv_id)) == 1, "and the turn is still there"