Stop retried and deleted actions from corrupting story context and memories
Three fallout bugs from keeping the retried action row alive (906ba42),
plus two long-standing cursor bugs the same investigation turned up.
Retry context leak: the row being regenerated is still attached to the
adventure, so it was replayed as established story and the model wrote a
continuation of the attempt it was meant to replace — the story visibly
blended both takes. It leaked into four places, not one: history replay,
story-card trigger matching, in-scene NPC detection, and the memory-bank
similarity query. Adds a shared context.story_actions(exclude_action_id),
threaded through build_context and retrieve_memories.
Memory holdback: a memory could summarize the just-generated turn; retry
rewrites Action.text but memory_cursor has already advanced, so the memory
was never regenerated and went on describing narration no longer in the
story. settled_story_actions() holds the newest action back one turn —
only the last action is retryable, so that makes it unreachable. The
settled list is always a prefix, so cursors stay valid and nothing is
skipped. The run_post_turn clamp deliberately still uses the full count:
clamping to settled rewinds legacy adventures a step and double-covers an
action.
Cursor bookkeeping: memory_cursor is a position into story_actions() while
Memory.source_* are Action.index values, and the two diverge as soon as
anything is deleted. Deleting a middle action slid a never-summarized
action into the covered range, skipping it forever; and pruning a memory
left the actions it covered stranded behind the cursor. Adds
note_action_removed() (called before the delete in delete_action and
undo_turn) and a rewind in prune_dangling_memories. delete_action also
now prunes at all, which it never did.
Not addressed: editing an already-summarized action still leaves its
memory stale, and the cumulative story summary can't have one fact
un-mixed from it.
117 backend tests pass, including new test_memory_settling.py (12) and
two retry-context regression tests.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01UeQVy5bEjLhfgWNc27Efet
This commit is contained in:
co-authored by
Claude Opus 5
parent
906ba423d8
commit
7c538c8235
@@ -1,3 +1,3 @@
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from .builder import build_context, count_tokens, truncate_to_last_tokens
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from .builder import build_context, count_tokens, story_actions, truncate_to_last_tokens
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__all__ = ["build_context", "count_tokens", "truncate_to_last_tokens"]
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__all__ = ["build_context", "count_tokens", "story_actions", "truncate_to_last_tokens"]
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@@ -74,10 +74,24 @@ def _history_text(action: models.Action) -> str:
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return text
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def _visible_npcs(adventure: models.Adventure, stat_schema: dict) -> dict[str, str]:
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def story_actions(
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adventure: models.Adventure, exclude_action_id: int | None = None
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) -> list[models.Action]:
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"""The adventure's non-empty actions, as the model should see them.
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`exclude_action_id` drops one action from the story — used by retry, where
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the row being regenerated is still attached to the adventure (it holds the
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variant history) but must not appear in the context assembled to replace it.
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"""
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return [
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a for a in adventure.actions
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if a.text.strip() and (exclude_action_id is None or a.id != exclude_action_id)
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]
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def _visible_npcs(actions: list[models.Action], stat_schema: dict) -> dict[str, str]:
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"""Defined NPCs whose trigger words appear in the recent story — the ones
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"in scene", so only their stats get injected. Maps npc id -> display name."""
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actions = [a for a in adventure.actions if a.text.strip()]
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recent = SEPARATOR.join(a.text for a in actions[-6:]).lower()
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visible: dict[str, str] = {}
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for npc_key, ndef in (stat_schema.get("npcs") or {}).items():
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@@ -107,10 +121,13 @@ def build_context(
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adventure: models.Adventure,
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settings: models.Settings,
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memory_bank: dict | None = None,
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exclude_action_id: int | None = None,
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) -> tuple[str, str, dict]:
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"""Returns (system_text, story_text, context_report). `memory_bank` is the
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result of memorybank.retrieve_memories (None when the bank is off)."""
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result of memorybank.retrieve_memories (None when the bank is off);
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`exclude_action_id` omits one action from the story (see story_actions)."""
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script_mem = _script_memory(adventure)
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actions = story_actions(adventure, exclude_action_id)
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# ----- Always-included components -----
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system_sections: list[Section] = [Section("narrator", settings.narrator_prompt.strip())]
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@@ -123,7 +140,7 @@ def build_context(
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if guide:
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system_sections.append(Section("world_state_guide", guide))
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block = worldstate.render_state_section(
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adventure.world_state, stat_schema, _visible_npcs(adventure, stat_schema)
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adventure.world_state, stat_schema, _visible_npcs(actions, stat_schema)
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)
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if block:
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system_sections.append(Section("world_state", block))
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@@ -163,7 +180,6 @@ def build_context(
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available = max(256, settings.context_token_budget - reserved)
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# ----- Story cards: triggered by recent story text (the window history could fill) -----
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actions = [a for a in adventure.actions if a.text.strip()]
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trigger_window = truncate_to_last_tokens(SEPARATOR.join(a.text for a in actions), available)
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triggered = _match_cards(adventure.story_cards, trigger_window)
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+76
-10
@@ -4,7 +4,9 @@
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After each turn, a fire-and-forget task (`run_post_turn`) runs with its own DB
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session:
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- every MEMORY_INTERVAL actions (starting at MEMORY_START), each uncovered
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block of actions is summarized into a short "memory";
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block of actions is summarized into a short "memory". Summarization only
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ever reads *settled* actions (see settled_story_actions) — the newest action
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is held back one turn because it is still retryable;
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- every SUMMARY_INTERVAL actions, the Story Summary is rewritten folding in
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the new memories (the user-edited text is always the base, never clobbered);
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- new memories are embedded (OpenAI-compatible /v1/embeddings) and the bank
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@@ -23,7 +25,7 @@ import math
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from sqlalchemy.orm import Session
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from . import models
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from .context import truncate_to_last_tokens
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from .context import story_actions, truncate_to_last_tokens
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from .database import SessionLocal
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from .providers import OpenAICompatibleProvider, ProviderError
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@@ -86,22 +88,78 @@ def cosine(a: list[float], b: list[float]) -> float:
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return dot / norm if norm else 0.0
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def story_actions(adventure: models.Adventure) -> list[models.Action]:
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return [a for a in adventure.actions if a.text.strip()]
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def settled_story_actions(adventure: models.Adventure) -> list[models.Action]:
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"""Story actions old enough to summarize: everything but the newest one.
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Only the *last* action can be retried, so once an action has another action
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after it, its text is final. Summarizing right up to the newest action meant
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a memory could describe an attempt the player then retried away — the
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memory's cursor has already advanced, so it is never regenerated, leaving a
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memory (and, downstream, a story summary) describing narration that is no
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longer in the story. Holding one action back costs a turn of latency and
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makes that unreachable.
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The result is always a prefix of story_actions(), so memory_cursor and
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summary_cursor stay valid positions and no action is ever skipped.
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"""
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return story_actions(adventure)[:-1]
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def _rewind_cursors_to_index(adventure: models.Adventure, index: int) -> None:
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"""Move both cursors back to the position of Action.index `index`.
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The cursors are *positions* into story_actions() while Memory.source_* are
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Action.index values, so the two spaces have to be translated between (they
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diverge as soon as any action is deleted).
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"""
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actions = story_actions(adventure)
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position = next((i for i, a in enumerate(actions) if a.index >= index), len(actions))
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adventure.memory_cursor = min(adventure.memory_cursor, position)
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adventure.summary_cursor = min(adventure.summary_cursor, position)
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def note_action_removed(adventure: models.Adventure, action: models.Action) -> None:
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"""Keep the cursors pointing at the same actions when one is deleted from
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*before* them. Call BEFORE the delete, while the action is still in the list.
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memory_cursor counts actions from the start of the story, so removing an
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earlier action slides every later one down a slot — without this, an action
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that was never summarized shifts into the "already covered" range and is
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skipped forever.
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"""
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actions = story_actions(adventure)
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position = next((i for i, a in enumerate(actions) if a.id == action.id), None)
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if position is None:
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return
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if position < adventure.memory_cursor:
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adventure.memory_cursor -= 1
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if position < adventure.summary_cursor:
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adventure.summary_cursor -= 1
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def prune_dangling_memories(adventure: models.Adventure, db: Session) -> int:
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"""Delete memories that summarized actions which no longer exist (e.g. after
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undo). source_start/source_end are Action.index values; a memory is dangling
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if any covered action is past the current end of the story. Returns the count
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removed. Cursors are self-healing in run_post_turn, so this is cleanup only."""
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removed.
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Throwing a memory away is not enough on its own: the actions it covered are
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still behind memory_cursor, so they would read as summarized with nothing
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describing them. Rewind to where the earliest discarded memory began, so
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those actions are summarized again.
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"""
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max_index = max((a.index for a in adventure.actions), default=-1)
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dangling = [
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m for m in adventure.memories
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if m.source_end is not None and m.source_end > max_index
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]
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if not dangling:
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return 0
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starts = [m.source_start for m in dangling if m.source_start is not None]
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for m in dangling:
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db.delete(m)
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if starts:
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_rewind_cursors_to_index(adventure, min(starts))
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return len(dangling)
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@@ -112,11 +170,13 @@ async def retrieve_memories(
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settings: models.Settings,
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*,
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update_stats: bool,
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exclude_action_id: int | None = None,
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) -> dict | None:
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"""Returns {"used": [{id, text, similarity, pinned}], "error": str|None},
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or None when the memory bank is off for this adventure. `update_stats`
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bumps use counters (real turns only, not Insights dry runs); the caller's
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commit persists them."""
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bumps use counters (real turns only, not Insights dry runs).
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`exclude_action_id` drops the action being retried from the similarity
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query, so the discarded attempt can't steer which memories come back."""
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if not adventure.memory_bank_enabled:
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return None
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if not settings.embedding_model.strip():
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@@ -126,7 +186,7 @@ async def retrieve_memories(
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if not candidates:
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return {"used": [], "error": None}
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actions = story_actions(adventure)
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actions = story_actions(adventure, exclude_action_id)
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query = truncate_to_last_tokens(
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"\n\n".join(a.text for a in actions[-4:]), RETRIEVAL_WINDOW_TOKENS
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)
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@@ -198,6 +258,12 @@ async def run_post_turn(adventure_id: int) -> None:
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return
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# Undo/retry can shrink the action list below a stored cursor, which
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# would stall summarization until the story grew past it again.
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# Deliberately the FULL count, not the settled one: an adventure that
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# was caught up under the old rule can have a cursor equal to the action
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# count, and clamping to settled would rewind it one step, re-covering
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# an already-summarized action in the next block. Both consumers below
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# read settled actions and bail on a negative remainder, so a cursor
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# briefly sitting one past the settled end is harmless.
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count = len(story_actions(adventure))
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adventure.memory_cursor = min(adventure.memory_cursor, count)
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adventure.summary_cursor = min(adventure.summary_cursor, count)
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@@ -215,7 +281,7 @@ async def run_post_turn(adventure_id: int) -> None:
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async def _create_due_memories(
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adventure: models.Adventure, settings: models.Settings, db: Session
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) -> None:
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actions = story_actions(adventure)
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actions = settled_story_actions(adventure)
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provider = summary_provider(settings)
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for _ in range(MAX_MEMORIES_PER_RUN):
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cursor = adventure.memory_cursor
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@@ -246,7 +312,7 @@ async def _create_due_memories(
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async def _update_story_summary(
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adventure: models.Adventure, settings: models.Settings, db: Session
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) -> None:
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actions = story_actions(adventure)
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actions = settled_story_actions(adventure)
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if len(actions) - adventure.summary_cursor < SUMMARY_INTERVAL:
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return
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@@ -506,6 +506,11 @@ async def _generate_turn(
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):
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settings = get_settings(db, user)
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cfg = auth.resolve_provider_config(settings)
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# On a retry the row being regenerated is still attached to the adventure
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# (it carries the variant history), so it has to be filtered out of the
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# context — otherwise the model is shown the attempt it is replacing as if
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# it were established story, and writes a continuation of it.
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replacing_id = retry_of.id if retry_of is not None else None
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if cfg.using_demo:
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# No embedding/summarization calls on the server-funded key: memory
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# retrieval is skipped (with a visible note when the bank is on).
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@@ -515,12 +520,16 @@ async def _generate_turn(
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else None
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)
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else:
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memories = await memorybank.retrieve_memories(adventure, settings, update_stats=True)
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memories = await memorybank.retrieve_memories(
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adventure, settings, update_stats=True, exclude_action_id=replacing_id
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)
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# Scoreboard as it stands before this AI turn's context/output hooks mutate
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# it — stapled onto the AI action so retry can start over from here.
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state_before = snapshot_state(adventure)
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world_state_before = snapshot_world_state(adventure)
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system_text, story_text, snapshot = build_context(adventure, settings, memories)
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system_text, story_text, snapshot = build_context(
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adventure, settings, memories, exclude_action_id=replacing_id
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)
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# onModelContext: scripts see (and may rewrite) the whole assembled context.
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combined = f"{system_text}\n\n{story_text}" if system_text else story_text
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@@ -863,9 +872,11 @@ def undo_turn(
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last = actions.pop()
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# The earliest action removed in this turn holds the pre-turn scoreboard.
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first_removed = last
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memorybank.note_action_removed(adventure, last)
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db.delete(last)
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if last.type == "ai" and actions and actions[-1].type in ("do", "say", "story"):
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first_removed = actions.pop()
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memorybank.note_action_removed(adventure, first_removed)
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db.delete(first_removed)
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if first_removed.state_before is not None:
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adventure.script_state = copy.deepcopy(first_removed.state_before)
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@@ -1480,9 +1491,15 @@ def delete_action(
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db: Session = Depends(get_db),
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user: models.User = CurrentUser,
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):
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get_adventure_or_404(adventure_id, db, user)
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adventure = get_adventure_or_404(adventure_id, db, user)
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action = db.get(models.Action, action_id)
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if action is None or action.adventure_id != adventure_id:
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raise HTTPException(404, "Action not found")
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# Cursor bookkeeping, same as undo: slide the cursors down if this action
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# sits before them, then drop any memory left describing a deleted action.
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memorybank.note_action_removed(adventure, action)
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db.delete(action)
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db.flush() # apply the delete so pruning sees the shrunken action list
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db.expire(adventure, ["actions"])
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memorybank.prune_dangling_memories(adventure, db)
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db.commit()
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